Пример #1
0
        public Bitmap DrawTextASBitmap(CardStructure structure, string?name, CardSubType subType, bool twoHanded, Condition condition,
                                       string?modifiers, string?center, string?text, string?flavorText, string?scrapped,
                                       string?lvl, string?winText, string?loseText, Race race)
        {
            var placeholder = new Bitmap(700, 1000);

            switch (structure)
            {
            case CardStructure.Normal:
                return(_drawNormalCards.DrawTextForNormalCards(name, subType, twoHanded, condition,
                                                               modifiers, center, text, flavorText, scrapped));

            case CardStructure.Monster:
                return(_drawMonsterCards.DrawTextForMonsterCards(name, lvl, race, winText, loseText, text, flavorText));

            default:
                break;
            }

            return(placeholder);
        }
Пример #2
0
    void Update()
    {
        //what was clicked on/moused over:
        Space         space         = GameController.Game.board.GetSpaceAt(mouseSpace());
        Character     character     = GameController.Game.CharAtPos(mouseSpace());
        CardStructure cardStructure = GameController.Game.GetAtPos <CardStructure>(mouseSpace(), "Spawner");

        // shit code, please improve
        //handle the cursor
        cursor.SetActive(false);
        {
            GameObject _cursor = placing == null ? cursor : placing;
            _cursor.SetActive(true);
            _cursor.transform.position = mouseSpace();
        }
        activeCursor.SetActive(active != null);
        if (active != null)
        {
            activeCursor.transform.position = active.transform.position;
        }
        //cursor color/icon
        //*
        {
            string s = "Cursor";
            switch (mode)
            {
            case Modes.MOVE_CHAR:
                if (space != null)
                {
                    if (active != null)
                    {
                        if (character != null && active.CanAttack(character))
                        {
                            s = "Attack";
                        }
                        else if (character == null && active.CanMove(space))
                        {
                            s = "Move";
                        }
                    }
                }
                break;

            case Modes.TARGET:
                if (targetPred != null && targetPred(mouseSpace()))
                {
                    s = "Target";
                }
                break;
            }
            cursor.GetComponent <SpriteRenderer>().sprite = Resources.Load <Sprite>("Art/Cursors/" + s);
        }//*/
        // /shit code
        //handle clicks
        if (Input.GetMouseButtonDown(0))
        {
            switch (mode)
            {
            //control a character
            case Modes.MOVE_CHAR:
                if (active != null)
                {
                    //move if did not click on character
                    if (character == null)
                    {
                        if (active.CanMove(space))
                        {
                            active.Move(space);
                            active.ExhaustMove(space);
                            if (!active.MoveAct)
                            {
                                Clear();
                            }
                        }
                    }
                    //attack if did
                    else
                    {
                        if (active.CanAttack(character))
                        {
                            active.Attack(character);
                            active.ExhaustAttack();
                            if (!active.MoveAct)
                            {
                                Clear();
                            }
                        }
                    }
                }
                break;

            //places the loaded board piece where clicked
            case Modes.PLACE_BOARD:
                if (placing != null && GameController.Game.placeBoard(placing.GetComponent <Board>(), mouseSpace()))
                {
                    /**/ Debug.Log("Placing terrain.");
                    Destroy(placing);
                    Clear();
                }
                break;

            //places the loaded character where clicked
            case Modes.PLACE_CHAR:
                if (placing != null && targetPred(mouseSpace()))
                {
                    Clear();
                }
                break;

            //handle things that want to target spaces
            case Modes.TARGET:
                if (targetPred(mouseSpace()))
                {
                    target(mouseSpace());
                    Clear();
                }
                break;
            }
        }
        else if (Input.GetMouseButtonDown(1))
        {
            //select character
            switch (mode)
            {
            case Modes.NONE:
                if (cardStructure != null && ActivePlayer == cardStructure.Owner && cardStructure.CanActivate())
                {
                    //above conditions will bug w/ non-spawner CardStructures that can active under a character
                    /**/ Debug.Log("Activating a CardStructure");
                    cardStructure.Activate();
                    break;
                }
                else
                {
                    mode = Modes.MOVE_CHAR;
                    goto case Modes.MOVE_CHAR;
                }

            case Modes.MOVE_CHAR:
                active = character;
                if (active == null)
                {
                    mode = Modes.NONE;
                }
                else
                {
                    //select the clicked on character
                    hud.Zoom(active.Card);
                    if (active.card.Owner != ActivePlayer)
                    {
                        active = null;
                        mode   = Modes.NONE;
                    }
                    else
                    {
                        Debug.Log("Have selected " + active.card.Name);
                    }
                }
                break;
            }
        }
        //use number keys to play cards
        if (mode == Modes.NONE)
        {
            for (int i = 0; i < ActivePlayer.Hand.Length && i < 10; ++i)
            {
                if (Input.GetKeyDown("" + i) || (i == 0 && Input.GetKeyDown("`")))   // acccepts ` as an alterative to 0
                {
                    hud.Zoom(ActivePlayer.Hand[i]);
                    if (Input.GetKey(KeyCode.Tab))
                    {
                        //**/Debug.Log("Playing a " + ActivePlayer.Hand[i].GetType().ToString());
                        ActivePlayer.Play(ActivePlayer.Hand[i], this);
                    }
                }
            }
        }
        //pan control with WASD
        if (Input.GetKey(KeyCode.A))
        {
            Camera.main.transform.position += new Vector3(-panSpeed, 0);
        }
        else if (Input.GetKey(KeyCode.D))
        {
            Camera.main.transform.position += new Vector3(panSpeed, 0);
        }
        else if (Input.GetKey(KeyCode.W))
        {
            Camera.main.transform.position += new Vector3(0, panSpeed);
        }
        else if (Input.GetKey(KeyCode.S))
        {
            Camera.main.transform.position += new Vector3(0, -panSpeed);
        }
        //end the turn on <space>
        if (Input.GetKeyDown(KeyCode.Space))
        {
            mode = Modes.OFF;
            Clear();
            GameController.Game.Turn();
        }
        //abort input with <esc>
        if (Input.GetKeyDown(KeyCode.Escape))
        {
            if (mode == Modes.PLACE_BOARD)
            {
                Destroy(placing);
            }
            Clear();
        }
    }
Пример #3
0
        public DisposableList <Bitmap> CardTemplate(CardStructure structure, CardType type, Race race, bool extra,
                                                    string?name, CardSubType subType, bool twoHanded, Condition condition, string?modifiers, string?center, string?text, string?flavorText, string?scrapped,
                                                    string?lvl, string?winText, string?loseText)
        {
            var bitmaplist = new DisposableList <Bitmap>();

            switch (structure)
            {
            case CardStructure.Normal:
                switch (type)
                {
                case CardType.Action:
                    bitmaplist.Add(() => _createPicture.BlendingMultiply(() => _picturesFromArchive.Filter(), () => _picturesFromArchive.Action()));
                    break;

                case CardType.Monster1:

                case CardType.Monster2:

                case CardType.Monster3:

                case CardType.Monster4:

                case CardType.Monster5:
                    bitmaplist.Add(() => _createPicture.BlendingMultiply(() => _picturesFromArchive.Filter(), () => _picturesFromArchive.Spell()));
                    break;

                case CardType.Equipment1:

                case CardType.Equipment2:

                case CardType.Equipment3:
                    bitmaplist.Add(() => _createPicture.BlendingMultiply(() => _picturesFromArchive.Filter(), () => _picturesFromArchive.Equipment()));
                    break;

                case CardType.Companion:
                    bitmaplist.Add(() => _createPicture.BlendingMultiply(() => _picturesFromArchive.Filter(), () => _picturesFromArchive.Soilder()));
                    break;

                case CardType.Library:
                    bitmaplist.Add(() => _createPicture.BlendingMultiply(() => _picturesFromArchive.Filter(), () => _picturesFromArchive.Spell()));
                    break;

                case CardType.Bar:
                    bitmaplist.Add(() => _createPicture.BlendingMultiply(() => _picturesFromArchive.Filter(), () => _picturesFromArchive.Class()));
                    break;

                case CardType.Duell:
                    bitmaplist.Add(() => _createPicture.BlendingMultiply(() => _picturesFromArchive.Filter(), () => _picturesFromArchive.Duell()));
                    break;

                case CardType.Curse:
                    bitmaplist.Add(() => _createPicture.BlendingMultiply(() => _picturesFromArchive.Filter(), () => _picturesFromArchive.Desaster()));
                    break;

                case CardType.Blessing:
                    bitmaplist.Add(() => _createPicture.BlendingMultiply(() => _picturesFromArchive.Filter(), () => _picturesFromArchive.Animal()));
                    break;

                case CardType.Disaster:
                    bitmaplist.Add(() => _createPicture.BlendingMultiply(() => _picturesFromArchive.Filter(), () => _picturesFromArchive.Desaster()));
                    break;

                case CardType.Class:

                case CardType.Tavern:
                    bitmaplist.Add(() => _createPicture.BlendingMultiply(() => _picturesFromArchive.Filter(), () => _picturesFromArchive.Class()));
                    break;

                case CardType.Spell:
                    bitmaplist.Add(() => _createPicture.BlendingMultiply(() => _picturesFromArchive.Filter(), () => _picturesFromArchive.Spell()));
                    break;

                case CardType.Empty:
                    break;
                }
                bitmaplist.Add(() => _picturesFromArchive.Boarder());
                break;

            case CardStructure.Monster:
                switch (race)
                {
                case Race.Human:
                    bitmaplist.Add(() => _createPicture.BlendingMultiply(() => _picturesFromArchive.Filter(), () => _picturesFromArchive.Spell()));
                    break;

                case Race.Soldier:
                    bitmaplist.Add(() => _createPicture.BlendingMultiply(() => _picturesFromArchive.Filter(), () => _picturesFromArchive.Soilder()));
                    break;

                case Race.Vampire:
                    bitmaplist.Add(() => _createPicture.BlendingMultiply(() => _picturesFromArchive.Filter(), () => _picturesFromArchive.Action()));
                    break;

                case Race.Animal:
                    bitmaplist.Add(() => _createPicture.BlendingMultiply(() => _picturesFromArchive.Filter(), () => _picturesFromArchive.Animal()));
                    break;

                case Race.God:
                    bitmaplist.Add(() => _createPicture.BlendingMultiply(() => _picturesFromArchive.Filter(), () => _picturesFromArchive.God()));
                    break;

                case Race.Monster:
                    bitmaplist.Add(() => _createPicture.BlendingMultiply(() => _picturesFromArchive.Filter(), () => _picturesFromArchive.Equipment()));
                    break;

                case Race.All:
                    bitmaplist.Add(() => _createPicture.BlendingMultiply(() => _picturesFromArchive.Filter(), () => _picturesFromArchive.Class()));
                    break;

                case Race.Rock:
                    bitmaplist.Add(() => _createPicture.BlendingMultiply(() => _picturesFromArchive.Filter(), () => _picturesFromArchive.Rock()));
                    break;

                case Race.Empty:
                    break;
                }
                bitmaplist.Add(() => _picturesFromArchive.Boarder());
                bitmaplist.Add(() => _picturesFromArchive.Win());
                break;
            }

            bitmaplist.Add(() => _drawText.DrawTextASBitmap(structure, name, subType, twoHanded, condition, modifiers, center, text, flavorText, scrapped,
                                                            lvl, winText, loseText, race));

            if (extra)
            {
                bitmaplist.Add(() => _picturesFromArchive.Extra());
            }

            return(bitmaplist);
        }