/// <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.vk_ESCAPE)) { GameController.AddNewState(GameState.ViewingGameMenu); } if (SwinGame.KeyTyped(KeyCode.vk_UP) | SwinGame.KeyTyped(KeyCode.vk_DOWN)) { _currentDirection = Direction.UpDown; } if (SwinGame.KeyTyped(KeyCode.vk_LEFT) | SwinGame.KeyTyped(KeyCode.vk_RIGHT)) { _currentDirection = Direction.LeftRight; } if (SwinGame.KeyTyped(KeyCode.vk_r)) { 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.UpDown; } 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; i = Conversion.Int((int)sn) - 1; if (UtilityFunctions.IsMouseInRectangle(SHIPS_LEFT, SHIPS_TOP + i * SHIPS_HEIGHT, SHIPS_WIDTH, SHIPS_HEIGHT)) { return(sn); } } return(ShipName.None); }
/// <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.vk_ESCAPE)) { GameController.AddNewState(GameState.ViewingGameMenu); } if (SwinGame.KeyTyped(KeyCode.vk_UP) | SwinGame.KeyTyped(KeyCode.vk_DOWN)) { _currentDirection = Direction.UpDown; } if (SwinGame.KeyTyped(KeyCode.vk_LEFT) | SwinGame.KeyTyped(KeyCode.vk_RIGHT)) { _currentDirection = Direction.LeftRight; } if (SwinGame.KeyTyped(KeyCode.vk_r)) { GameController.HumanPlayer.RandomizeDeployment(); } if (SwinGame.KeyTyped(KeyCode.vk_a)) { int col, row; Ship the_ship; GameController.HumanPlayer._Ships.TryGetValue(_selectedShip, out the_ship); row = the_ship._row; col = the_ship._col - 1; if (col >= 0 & col < GameController.HumanPlayer.PlayerGrid.Width) { // if in the area try to deploy try { GameController.HumanPlayer.PlayerGrid.MoveShip(row, col, _selectedShip, _currentDirection); } catch (Exception ex) { Audio.PlaySoundEffect(GameResources.GameSound("Error")); UtilityFunctions.Message = ex.Message; } } } if (SwinGame.KeyTyped(KeyCode.vk_w)) { int col, row; Ship the_ship; GameController.HumanPlayer._Ships.TryGetValue(_selectedShip, out the_ship); row = the_ship._row - 1; col = the_ship._col; if (col >= 0 & col < GameController.HumanPlayer.PlayerGrid.Width) { // if in the area try to deploy try { GameController.HumanPlayer.PlayerGrid.MoveShip(row, col, _selectedShip, _currentDirection); } catch (Exception ex) { Audio.PlaySoundEffect(GameResources.GameSound("Error")); UtilityFunctions.Message = ex.Message; } } } if (SwinGame.KeyTyped(KeyCode.vk_d)) { int col, row; Ship the_ship; GameController.HumanPlayer._Ships.TryGetValue(_selectedShip, out the_ship); row = the_ship._row; col = the_ship._col + 1; if (col >= 0 & col < GameController.HumanPlayer.PlayerGrid.Width) { // if in the area try to deploy try { GameController.HumanPlayer.PlayerGrid.MoveShip(row, col, _selectedShip, _currentDirection); } catch (Exception ex) { Audio.PlaySoundEffect(GameResources.GameSound("Error")); UtilityFunctions.Message = ex.Message; } } } if (SwinGame.KeyTyped(KeyCode.vk_s)) { int col, row; Ship the_ship; GameController.HumanPlayer._Ships.TryGetValue(_selectedShip, out the_ship); row = the_ship._row + 1; col = the_ship._col; if (col >= 0 & col < GameController.HumanPlayer.PlayerGrid.Width) { // if in the area try to deploy try { GameController.HumanPlayer.PlayerGrid.MoveShip(row, col, _selectedShip, _currentDirection); } catch (Exception ex) { Audio.PlaySoundEffect(GameResources.GameSound("Error")); UtilityFunctions.Message = ex.Message; } } } if (SwinGame.MouseClicked(MouseButton.LeftButton)) { ShipName selected; 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.UpDown; } 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(); } } }