/// <summary> /// Newly-created method used to update form elemtns to reflect who the current player is. It involves /// a number of things like changing the colours, angles, power, round number etc. /// /// Author John Santias and Hoang Nguyen October 2017 /// </summary> private void NewTurn() { currentControlledTank = currentGame.GetCurrentGameplayTank(); currentOpponent = currentControlledTank.GetPlayerNumber(); Text = "Tank Battle - Round " + currentGame.GetRound() + " of " + currentGame.GetTotalRounds(); controlPanel.BackColor = currentOpponent.GetColour(); playerLabel.Text = currentOpponent.Name(); currentControlledTank.SetAimingAngle(angleSet); currentControlledTank.SetPower(powerSet); windSpeed = currentGame.GetWindSpeed(); if (windSpeed > 0) { windStatusLabel.Text = windSpeed + " E"; } else if (windSpeed < 0) { windStatusLabel.Text = -windSpeed + " W"; } weaponComboBox.Items.Clear(); currentTankModel = currentControlledTank.GetTank(); string[] weapons = currentTankModel.WeaponList(); for (int i = 0; i < weapons.Length; i++) { weaponComboBox.Items.Add(weapons[i]); } weaponSet = currentControlledTank.GetWeaponIndex(); SetWeaponIndex(weaponSet); currentOpponent.BeginTurn(this, currentGame); }
private void NewTurn() { /// <summary> /// /// This newly-created method is used to update form elements to reflect who the current player is. /// /// </summary> ControlledTank _tank = currentGame.GetPlayerTank(); Tank _type = _tank.GetTank(); TankController _player = _tank.GetPlayerById(); float angle = _tank.GetTankAngle(); int power = _tank.GetTankPower(); Text = "Round" + currentGame.GetCurrentRound() + "of" + currentGame.GetCurrentRound(); BackColor = _player.TankColour(); Player.Text = _player.Name(); SetAimingAngle(angle); SetPower(power); if (currentGame.Wind() >= 0) { WindSpeed.Text = currentGame.Wind() + "E"; } else { WindSpeed.Text = currentGame.Wind() + "W"; } WeaponSelect.Items.Clear(); string[] avaliableWeapons = _type.ListWeapons(); for (int i = 0; i < avaliableWeapons.Length; i++) { WeaponSelect.Items.Add(avaliableWeapons[i]); } SelectWeapon(WeaponSelect.SelectedIndex); _player.NewTurn(this, currentGame); }