private void btn_Click(object sender, RoutedEventArgs e) { lastActiveTile = activeTile; lblInfo1.Content = ""; lblInfo2.Content = ""; lblInfo3.Content = ""; lblInfo4.Content = ""; lblInfo5.Content = ""; Button btn = (Button)e.OriginalSource; string apu = btn.Content.ToString(); int apux = 0; int apuy = 0; int.TryParse(apu.Substring(apu.IndexOf("£x") + 2, 2), out apux); int.TryParse(apu.Substring((apu.IndexOf("£y") + 2), 2), out apuy); foreach (Tile t in map) { if (t.TileX == apux && t.TileY == apuy) activeTile = t; } refreshInfo(); }
private void btn_Click(object sender, RoutedEventArgs e) { lastActiveTile = activeTile; lblInfo1.Content = ""; lblInfo2.Content = ""; lblInfo3.Content = ""; lblInfo4.Content = ""; lblInfo5.Content = ""; txtBoxArmy.Text = ""; Button btn = (Button)e.OriginalSource; string apu = btn.Content.ToString(); int apux = 0; int apuy = 0; int.TryParse(apu.Substring(apu.IndexOf("£x")+2, 2), out apux); int.TryParse(apu.Substring((apu.IndexOf("£y") + 2),2 ), out apuy); foreach (Tile t in map) { if (t.TileX == apux && t.TileY == apuy) activeTile = t; } /* if (movingArmy) { if (activeTile.Terrain.TerrainType > 0 && activeTile != lastActiveTile && lastActiveTile.TileX +1 >= activeTile.TileX && activeTile.TileX >= lastActiveTile.TileX - 1 && lastActiveTile.TileY + 1 >= activeTile.TileY && activeTile.TileY >= lastActiveTile.TileY - 1) { if (activeTile.Army != null && activeTile.Army.PlayerID == activePlayer) //armeijoiden yhdistämienn { foreach (Unit u in lastActiveTile.Army.Unit) { activeTile.Army.AddUnit(u); } lastActiveTile.Army = null; activeTile.Army.ArmyMovement--; } else if (activeTile.Army != null) //armeijalla hyökkääminen { lastActiveTile.Army.Attack(activeTile.Army); lastActiveTile.Army.ArmyMovement--; bool attackerDead = lastActiveTile.Army.CheckHP(); if (attackerDead) { lastActiveTile.Army = null; } if (activeTile.Army.CheckHP()) { activeTile.Army = null; if (!attackerDead) { activeTile.Army = lastActiveTile.Army; lastActiveTile.Army = null; } } } else //armeijalla liikkuminen { activeTile.Army = lastActiveTile.Army; lastActiveTile.Army = null; activeTile.PlayerID = activePlayer; activeTile.Army.ArmyMovement--; if (activeTile.Construction != null) activeTile.PlayerID = activePlayer; if (activeTile.City != null) activeTile.PlayerID = activePlayer; } drawMap(); } else MessageBox.Show("Illegal movement!"); movingArmy = false; }*/ refreshInfo(); }