示例#1
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.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();
                }
            }
        }