コード例 #1
0
ファイル: MenuController.cs プロジェクト: Sokunreangsy/test2
        /// <summary>
        /// Checks if the mouse is over one of the buttons in a menu.
        /// </summary>
        /// <param name="button">the index of the button to check</param>
        /// <param name="level">the level of the menu</param>
        /// <param name="xOffset">the xOffset of the menu</param>
        /// <returns>true if the mouse is over the button</returns>
        private static bool IsMouseOverMenu(int button, int level, int xOffset)
        {
            int btnTop  = MENU_TOP - ((MENU_GAP + BUTTON_HEIGHT) * level);
            int btnLeft = MENU_LEFT + (BUTTON_SEP * (button + xOffset));

            return(UtilityFunctions.IsMouseInRectangle(btnLeft, btnTop, BUTTON_WIDTH, BUTTON_HEIGHT));
        }
コード例 #2
0
        /// <summary>
        /// Handles user input for the Deployment phase of the game.
        /// </summary>
        /// <remarks>
        /// Involves selecting the ships, deloying ships, changing the direction
        /// of the ships to add, randomising deployment, end then ending
        /// deployment
        /// </remarks>
        public static void HandleDeploymentInput()
        {
            if (SwinGame.KeyTyped(KeyCode.EscapeKey))
            {
                GameController.AddNewState(GameState.ViewingGameMenu);
            }

            if (SwinGame.KeyTyped(KeyCode.UpKey) | SwinGame.KeyTyped(KeyCode.DownKey))
            {
                _currentDirection = Direction.UpDown;
            }
            if (SwinGame.KeyTyped(KeyCode.LeftKey) | SwinGame.KeyTyped(KeyCode.RightKey))
            {
                _currentDirection = Direction.LeftRight;
            }

            if (SwinGame.KeyTyped(KeyCode.RKey))
            {
                GameController.HumanPlayer.RandomizeDeployment();
            }

            if (SwinGame.MouseClicked(MouseButton.LeftButton))
            {
                ShipName selected = default(ShipName);
                selected = GetShipMouseIsOver();
                if (selected != ShipName.None)
                {
                    _selectedShip = selected;
                }
                else
                {
                    DoDeployClick();
                }

                if (GameController.HumanPlayer.ReadyToDeploy & UtilityFunctions.IsMouseInRectangle(PLAY_BUTTON_LEFT, TOP_BUTTONS_TOP, PLAY_BUTTON_WIDTH, TOP_BUTTONS_HEIGHT))
                {
                    GameController.EndDeployment();
                }
                else if (UtilityFunctions.IsMouseInRectangle(UP_DOWN_BUTTON_LEFT, TOP_BUTTONS_TOP, DIR_BUTTONS_WIDTH, TOP_BUTTONS_HEIGHT))
                {
                    _currentDirection = Direction.LeftRight;
                }
                else if (UtilityFunctions.IsMouseInRectangle(LEFT_RIGHT_BUTTON_LEFT, TOP_BUTTONS_TOP, DIR_BUTTONS_WIDTH, TOP_BUTTONS_HEIGHT))
                {
                    _currentDirection = Direction.LeftRight;
                }
                else if (UtilityFunctions.IsMouseInRectangle(RANDOM_BUTTON_LEFT, TOP_BUTTONS_TOP, RANDOM_BUTTON_WIDTH, TOP_BUTTONS_HEIGHT))
                {
                    GameController.HumanPlayer.RandomizeDeployment();
                }
            }
        }
コード例 #3
0
        /// <summary>
        /// Gets the ship that the mouse is currently over in the selection panel.
        /// </summary>
        /// <returns>The ship selected or none</returns>
        private static ShipName GetShipMouseIsOver()
        {
            foreach (ShipName sn in Enum.GetValues(typeof(ShipName)))
            {
                int i = 0;
                i = Convert.ToInt32(sn) - 1;

                if (UtilityFunctions.IsMouseInRectangle(SHIPS_LEFT, SHIPS_TOP + i * SHIPS_HEIGHT, SHIPS_WIDTH, SHIPS_HEIGHT))
                {
                    return(sn);
                }
            }

            return(ShipName.None);
        }
コード例 #4
0
        /// <summary>
        /// Gets the ship that the mouse is currently over in the selection panel.
        /// </summary>
        /// <returns>The ship selected or none</returns>
        private static ShipName GetShipMouseIsOver()
        {
            foreach (ShipName sn in Enum.GetValues(typeof(ShipName)))
            {
                int i = default(int);
                i = ((int)sn) - 1;

                if (UtilityFunctions.IsMouseInRectangle(SHIPS_LEFT, SHIPS_TOP + (i * SHIPS_HEIGHT), SHIPS_WIDTH, SHIPS_HEIGHT))
                {
                    return(sn);
                }
            }

            return(ShipName.None);
        }
コード例 #5
0
        public static void HandleVolumeMenuInput(int primaryMenu)
        {
            if (SwinGame.KeyTyped(KeyCode.EscapeKey))
            {
                GameController.EndCurrentState();
                return;
            }
            else if (SwinGame.MouseClicked(MouseButton.LeftButton))
            {
                if (UtilityFunctions.IsMouseInRectangle(VOLUME_BUTTON_X, VOLUME_BUTTON_Y, VOLUME_BUTTON_SIZE, VOLUME_BUTTON_SIZE))
                {
                    // Plus button
                    UtilityFunctions.VolumeLevel += 0.1f;
                    Audio.SetMusicVolume(UtilityFunctions.VolumeLevel);
                }
                else if (UtilityFunctions.IsMouseInRectangle(VOLUME_BUTTON_X + VOLUME_BUTTON_SIZE + VOLUME_BUTTON_GAP,
                                                             VOLUME_BUTTON_Y, VOLUME_BUTTON_SIZE, VOLUME_BUTTON_SIZE))
                {
                    // Minus button
                    UtilityFunctions.VolumeLevel -= 0.1f;
                    Audio.SetMusicVolume(UtilityFunctions.VolumeLevel);
                }
                else
                {
                    // None clicked, so exit menu
                    GameController.EndCurrentState();
                    // And handle any clicks for primary menu
                    if (primaryMenu == MAIN_MENU)
                    {
                        HandleMainMenuInput();
                    }
                    else if (primaryMenu == GAME_MENU)
                    {
                        HandleGameMenuInput();
                    }
                }
            }

            //return false;
        }