/// <summary> /// uppdater knappar och mus i menyn /// </summary> public void Update() { NewGame.Update(); LoadGame.Update(); Exit.Update(); if (NewGame.state == TouchButton.ButtonState.Clicked) { game.state = Game1.GameState.NewGame; } else if (LoadGame.state == TouchButton.ButtonState.Clicked) { game.state = Game1.GameState.LoadGame; } else if (Exit.state == TouchButton.ButtonState.Clicked) { game.state = Game1.GameState.Exit; } }
/// <summary> /// uppdaterar knapparna och muspositioner /// </summary> public void Update() { ResumeGame.Update(); LoadGame.Update(); SaveGame.Update(); Exit.Update(); if (ResumeGame.state == TouchButton.ButtonState.Pressed) { game.state = Game1.GameState.Running; } else if (LoadGame.state == TouchButton.ButtonState.Pressed) { game.state = Game1.GameState.LoadGame; } else if (Exit.state == TouchButton.ButtonState.Pressed) { game.state = Game1.GameState.MainMenu; } }
/// <summary> /// uppdaterar knappars bilder och positioner så att de målas upp ordentligt /// </summary> /// <param name="GT"></param> public void Update(GameTime GT, Game1 game1) { game = game1; Start.Update(); mainmenu.Update(); NewBoxpos = new Vector2((game.graphics.PreferredBackBufferWidth / 2) - (Newbox.Width / 2), (game.graphics.PreferredBackBufferHeight / 2) - (Newbox.Height / 2)); Start.Position = new Vector2((NewBoxpos.X + Newbox.Width - 256 - 8), (NewBoxpos.Y + Newbox.Height - 64 - 8)); mainmenu.Position = new Vector2((NewBoxpos.X + 8), (NewBoxpos.Y + Newbox.Height - 64 - 8)); MouseState mus = Mouse.GetState(); musp = new Vector2(mus.X, mus.Y); if (Start.state == TouchButton.ButtonState.Clicked) { var playerList = game.Playermanager.Players; playerList[0].Initialize(soldater, "Blue", 1, 0, cash); playerList[1].Initialize(soldater, "Red", 2, 1, cash); game.mapname = maplist.map + ".map"; game.state = Game1.GameState.LoadGame; } else if (mainmenu.state == TouchButton.ButtonState.Clicked) { game.state = Game1.GameState.MainMenu; } moneybar.Update(GT); money = "Gold: " + Convert.ToString(moneybar.getBarAttribute); cash = moneybar.getBarAttribute; unitbar.Update(GT); units = "Max Soldiers: " + Convert.ToString(unitbar.getBarAttribute); soldater = unitbar.getBarAttribute; maplist.Update(); }
public void Update(GameTime GT, Player pplayer) { int type = 1; int i = 1; foreach (PictureButton box in boxes) { box.Update(); if (box.state == PictureButton.State.marked) { type = i; } i++; } switch (type) { case 1: cost = 400; infobox.LoadInfo("King.txt"); break; case 2: cost = 200; infobox.LoadInfo("Swordman.txt"); break; case 3: cost = 250; infobox.LoadInfo("Archer.txt"); break; case 4: cost = 600; infobox.LoadInfo("Shieldman.txt"); break; case 5: cost = 700; infobox.LoadInfo("Catapult.txt"); break; case 6: cost = 1000; infobox.LoadInfo("Cavalry.txt"); break; default: cost = 99999; break; } /*if (cost > gold) * purchase.active = false; * else * purchase.active = true;*/ purchase.Update(); cancel.Update(); if (cancel.state == TouchButton.ButtonState.Clicked) { player.Pstate = Player.state.SelectUnit; player.HideCastleMenu(); } else if (purchase.state == TouchButton.ButtonState.Clicked) { int a = 0; foreach (PictureButton box in boxes) { if (box.state == PictureButton.State.marked) { break; } a++; } gold -= cost; player.money = gold; player.NewSoldier(a + 1); player.Pstate = Player.state.SelectUnit; } }
/// <summary> /// uppdaterar knapparna, kollar om man klickat på dem /// </summary> /// <param name="GT"></param> /// <param name="game1"></param> public void Update(GameTime GT, Game1 game1) { EnableButtons(game1); Move.Update(); Attack.Update(); Occupy.Update(); Finish.Update(); // Current player, tile and selected soldier Player player = game1.Playermanager.Players[game1.Playermanager.CurrentPlayerID]; Soldier soldier = player.Soldiers[player.currentUnit]; Tile tile = game1.Tilemanager.tileAt(soldier.Pos); if (visible == true) { if (Move.state == TouchButton.ButtonState.Clicked) { player.MoveArea = soldier.CalculateMoveRange(game1); player.Pstate = Player.state.SelectMove; player.HideCastleMenu(); visible = false; } else if (Attack.state == TouchButton.ButtonState.Clicked) { soldier.moved = true; player.AttackArea = soldier.CalculateAttackRange(game1); player.Pstate = Player.state.SelectFight; player.HideCastleMenu(); } else if (Occupy.state == TouchButton.ButtonState.Clicked) { foreach (Player p in game1.Playermanager.Players) { if (tile.Type == p.housetype || tile.Type == 25) { tile.SetTile(player.housetype, (int)UnitPos.X, (int)UnitPos.Y); break; } else if (tile.Type == 33 || tile.Type == 43) { tile.SetTile(player.castletype, (int)UnitPos.X, (int)UnitPos.Y); player.CheckWin(); break; } } soldier.used = true; soldier.moved = true; soldier.fought = true; player.currentUnit = -1; player.Pstate = Player.state.SelectUnit; player.HideUnitMenu(); } else if (Finish.state == TouchButton.ButtonState.Clicked) { if (soldier.fought == true || soldier.moved == true) { soldier.used = true; soldier.fought = true; soldier.moved = true; } player.currentUnit = -1; player.Pstate = Player.state.SelectUnit; player.HideUnitMenu(); } } }