/// <summary> //this probably isn't in the right place, it is used in control /// returns 0-3 if the mouse is on one of the buttons /// -1 if not /// </summary> /// <param name="x">mouse x pos</param> /// <param name="y">mouse y pos</param> /// <returns></returns> public int onButton(int x, int y) { if (scenario.getPlayer().SelectedEntities.Count != 0) //change this if there are different menus for different entity types { if (y < iconLocation.Y || y > iconLocation.Y + buttonHeight) { return(-1); } if (x > iconLocation.X && x < iconLocation.X + buttonWidth) { return(0); } if (x > iconLocation.X + buttonWidth && x < iconLocation.X + 2 * buttonWidth) { return(1); } if (x > iconLocation.X + 2 * buttonWidth && x < iconLocation.X + 3 * buttonWidth) { return(2); } if (x > iconLocation.X + 3 * buttonWidth && x < iconLocation.X + 4 * buttonWidth) { return(3); } } return(-1); }
public void testAddNewBuilding() { initialize(); ZRTSModel.Entities.Building b = new ZRTSModel.Entities.Building(testScenario.getPlayer(), new ZRTSModel.Entities.BuildingStats()); ///Test building at location (8,8). Should fail because of impassible tile ///at (9,9). bool success = testGameController.addEntity(b, 8, 8); Assert.False(success); ///Test building ontop of unit at location (17,17). Should fail, because there is a unit there success = testGameController.addEntity(b, 17, 17); Assert.False(success); ///Test building at location(0,0). Should succeed. success = testGameController.addEntity(b, 0, 0); Assert.True(success); ///Test building at location (12,12). Should fail from lack of resources. success = testGameController.addEntity(b, 12, 12); Assert.False(success); }