private void onClickMouseSelectDeffenceAction(asd.Vector2DF pos) { if (_player == Player.Deffence) { if (_image_gu_deffence.IsOnMouse(pos)) { selectedDeffece = BattleIcon.Icon.Gu; _image_gu_deffence.Hide(); _image_choki_deffence.Hide(); _image_par_deffence.Hide(); _status = GameStatus.SelectAttackAction; } else if (_image_choki_deffence.IsOnMouse(pos)) { selectedDeffece = BattleIcon.Icon.Choki; _image_gu_deffence.Hide(); _image_choki_deffence.Hide(); _image_par_deffence.Hide(); _status = GameStatus.SelectAttackAction; } else if (_image_par_deffence.IsOnMouse(pos)) { selectedDeffece = BattleIcon.Icon.Par; _image_gu_deffence.Hide(); _image_choki_deffence.Hide(); _image_par_deffence.Hide(); _status = GameStatus.SelectAttackAction; } } }
private void onClickMouseSelectAttackAction(asd.Vector2DF pos) { if (_player == Player.Attack) { if (_image_gu_attack.IsOnMouse(pos)) { selectedAttack = BattleIcon.Icon.Gu; } else if (_image_choki_attack.IsOnMouse(pos)) { selectedAttack = BattleIcon.Icon.Choki; } else if (_image_par_attack.IsOnMouse(pos)) { selectedAttack = BattleIcon.Icon.Par; } else { return; } _image_gu_attack.Hide(); _image_choki_attack.Hide(); _image_par_attack.Hide(); _status = GameStatus.ShowActionResult; } }
private void cycleProcessSelectAttackAction(asd.Vector2DF pos) { if (_player == Player.Attack) { _image_gu_attack.Show(); _image_choki_attack.Show(); _image_par_attack.Show(); _image_gu_attack.OnMouse(pos); _image_choki_attack.OnMouse(pos); _image_par_attack.OnMouse(pos); } else { var r = Singleton.Random; switch (r.Next(0, 3)) { case 0: selectedAttack = BattleIcon.Icon.Gu; break; case 1: selectedAttack = BattleIcon.Icon.Choki; break; case 2: selectedAttack = BattleIcon.Icon.Par; break; } _status = GameStatus.ShowActionResult; } }
private BattleResult janken(BattleIcon.Icon attack, BattleIcon.Icon deffence) { switch (attack) { case BattleIcon.Icon.Gu: switch (deffence) { case BattleIcon.Icon.Gu: return(BattleResult.draw); case BattleIcon.Icon.Choki: return(BattleResult.win); case BattleIcon.Icon.Par: return(BattleResult.lose); default: return(BattleResult.draw); } case BattleIcon.Icon.Choki: switch (deffence) { case BattleIcon.Icon.Gu: return(BattleResult.lose); case BattleIcon.Icon.Choki: return(BattleResult.draw); case BattleIcon.Icon.Par: return(BattleResult.win); default: return(BattleResult.draw); } case BattleIcon.Icon.Par: switch (deffence) { case BattleIcon.Icon.Gu: return(BattleResult.win); case BattleIcon.Icon.Choki: return(BattleResult.lose); case BattleIcon.Icon.Par: return(BattleResult.draw); default: return(BattleResult.draw); } default: return(BattleResult.draw); } }