/// <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)); }
/// <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(); } } }
/// <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); }
/// <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); }
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; }