/// <summary>
        /// Handle selecting units and buildings by the user
        /// </summary>
        /// <param name="input"></param>
        /// <param name="testGameController"></param>
        /// <param name="gameView"></param>
        /// <param name="gamePlayMenu"></param>
        private void handleSelecting(MouseState input, Controller testGameController, View gameView, ViewGamePlayMenu gamePlayMenu)
        {
            /* Left click to select units */

            // Store the first corner of the "drag box"
            if (input.LeftButton == ButtonState.Pressed && prevInput.LeftButton == ButtonState.Released)
            {
                if (testGameController.isWithinGameBound(selectX, selectY))
                {
                    selectX = gameView.convertScreenLocToGameLoc(input.X, input.Y).X;
                    selectY = gameView.convertScreenLocToGameLoc(input.X, input.Y).Y;

                    gameView.setFirstCornerOfDragBox(input.X, input.Y);
                    gameView.IsDragging = true;
                }
            }

            // While dragging, update the view to draw the box
            if (input.LeftButton == ButtonState.Pressed)
            {
                gameView.setDragBox(input.X, input.Y);
            }

            // "Drag box" is created, select all units within box
            if (input.LeftButton == ButtonState.Released && prevInput.LeftButton == ButtonState.Pressed)
            {
                float releaseX = gameView.convertScreenLocToGameLoc(input.X, input.Y).X; // coords of release location
                float releaseY = gameView.convertScreenLocToGameLoc(input.X, input.Y).Y;
                float pressX   = selectX;                                                // coords of press location
                float pressY   = selectY;

                if (testGameController.isWithinGameBound(releaseX, releaseY) && testGameController.isWithinGameBound(pressX, pressY))
                {
                    /*
                     * Retrieve all units within the drag box - Use Min and Max to find the topleft and
                     * bottomright corner
                     */
                    testGameController.scenario.selectUnits(
                        (int)Math.Min(pressX, releaseX),
                        (int)Math.Min(pressY, releaseY),
                        (int)(Math.Max(pressX, releaseX) - Math.Min(pressX, releaseX)),
                        (int)(Math.Max(pressY, releaseY) - Math.Min(pressY, releaseY))
                        );
                }

                gameView.IsDragging = false;
                //gameView.resetDragBox();
            }
        }
        /// <summary>
        /// Handle selecting units and buildings by the user
        /// </summary>
        /// <param name="input"></param>
        /// <param name="testGameController"></param>
        /// <param name="gameView"></param>
        /// <param name="gamePlayMenu"></param>
        private void handleSelecting(MouseState input, Controller testGameController, View gameView, ViewGamePlayMenu gamePlayMenu)
        {
            /* Left click to select units */

            // Store the first corner of the "drag box"
            if (input.LeftButton == ButtonState.Pressed && prevInput.LeftButton == ButtonState.Released)
            {
                if (testGameController.isWithinGameBound(selectX, selectY))
                {
                    selectX = gameView.convertScreenLocToGameLoc(input.X, input.Y).X;
                    selectY = gameView.convertScreenLocToGameLoc(input.X, input.Y).Y;

                    gameView.setFirstCornerOfDragBox(input.X, input.Y);
                    gameView.IsDragging = true;
                }

            }

            // While dragging, update the view to draw the box
            if (input.LeftButton == ButtonState.Pressed)
            {
                gameView.setDragBox(input.X, input.Y);
            }

            // "Drag box" is created, select all units within box
            if (input.LeftButton == ButtonState.Released && prevInput.LeftButton == ButtonState.Pressed)
            {
                float releaseX = gameView.convertScreenLocToGameLoc(input.X, input.Y).X;     // coords of release location
                float releaseY = gameView.convertScreenLocToGameLoc(input.X, input.Y).Y;
                float pressX = selectX;  // coords of press location
                float pressY = selectY;

                if (testGameController.isWithinGameBound(releaseX, releaseY) && testGameController.isWithinGameBound(pressX, pressY))
                {
                    /*
                     * Retrieve all units within the drag box - Use Min and Max to find the topleft and
                     * bottomright corner
                     */
                    testGameController.scenario.selectUnits(
                        (int)Math.Min(pressX, releaseX),
                        (int)Math.Min(pressY, releaseY),
                        (int)(Math.Max(pressX, releaseX) - Math.Min(pressX, releaseX)),
                        (int)(Math.Max(pressY, releaseY) - Math.Min(pressY, releaseY))
                    );
                }

                gameView.IsDragging = false;
                //gameView.resetDragBox();

            }
        }
Esempio n. 3
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        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            this.input = Mouse.GetState();      // Receive input from mouse

            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                this.Exit();
            }

            // Right click to give a command
            if (input.RightButton == ButtonState.Pressed && prevInput.RightButton == ButtonState.Released)
            {
                commandX = gameView.convertScreenLocToGameLoc(input.X, input.Y).X;
                commandY = gameView.convertScreenLocToGameLoc(input.X, input.Y).Y;


                if (testGameController.isWithinGameBound(commandX, commandY))
                {
                    foreach (ZRTSModel.Entities.Entity entity in this.testGameController.scenario.getPlayer().SelectedEntities)
                    {
                        this.testGameController.giveActionCommand(
                            entity,
                            new ZRTSLogic.Action.MoveAction(commandX, commandY, this.testGameController.gameWorld, entity)
                            );
                    }
                }
            }

            /* Left click to select units */

            // Store the first corner of the "drag box"
            if (input.LeftButton == ButtonState.Pressed && prevInput.LeftButton == ButtonState.Released)
            {
                if (testGameController.isWithinGameBound(selectX, selectY))
                {
                    selectX = gameView.convertScreenLocToGameLoc(input.X, input.Y).X;
                    selectY = gameView.convertScreenLocToGameLoc(input.X, input.Y).Y;

                    gameView.setFirstCornerOfDragBox(input.X, input.Y);
                    gameView.IsDragging = true;
                }
            }

            // While dragging, update the view to draw the box
            if (input.LeftButton == ButtonState.Pressed)
            {
                gameView.setDragBox(input.X, input.Y);
            }

            // "Drag box" is created, select all units within box
            if (input.LeftButton == ButtonState.Released && prevInput.LeftButton == ButtonState.Pressed)
            {
                float releaseX = gameView.convertScreenLocToGameLoc(input.X, input.Y).X; // coords of release location
                float releaseY = gameView.convertScreenLocToGameLoc(input.X, input.Y).Y;
                float pressX   = selectX;                                                // coords of press location
                float pressY   = selectY;

                if (testGameController.isWithinGameBound(releaseX, releaseY) && testGameController.isWithinGameBound(pressX, pressY))
                {
                    /*
                     * Retrieve all units within the drag box - Use Min and Max to find the topleft and
                     * bottomright corner
                     */
                    this.testGameController.scenario.getUnits(
                        (int)Math.Min(pressX, releaseX),
                        (int)Math.Min(pressY, releaseY),
                        (int)(Math.Max(pressX, releaseX) - Math.Min(pressX, releaseX)),
                        (int)(Math.Max(pressY, releaseY) - Math.Min(pressY, releaseY))
                        );

                    // TODO: remove later (DEBUGGING INFORMATION ONLY)
                    Console.WriteLine("(pressX, pressY) = (" + pressX + "," + pressY + ")");
                    Console.WriteLine("topleft = (" + (int)Math.Min(pressX, releaseX) + "," + (int)Math.Min(pressY, releaseY) + ")");
                    Console.WriteLine("(releaseX, releaseY) = (" + releaseX + "," + releaseY + ")");
                    Console.WriteLine("bottomright = (" + (int)Math.Max(pressX, releaseX) + "," + (int)Math.Max(pressY, releaseY) + ")");
                }

                gameView.IsDragging = false;
            }

            this.testGameController.updateWorld();

            prevInput = this.input;

            base.Update(gameTime);
        }