Esempio n. 1
0
/*
*	dispatchClickDragInput
*/
void InGameState::dispatchClickDragInput(int iX, int iY, int eX,int eY,int screeniX,int screeniY){
	if(!game->getGSM()->isGameInProgress()){
		int overlayState= game->getGSM()->getOverlayGameState();
		map<int,GUIScreenOverlay*>::iterator find=overlayWorkers.find(overlayState);
		if(find!=overlayWorkers.end())(*find).second->dispatchClickDrag(screeniX,screeniY,eX,eY);
		return;
	}
	Viewport *vp = game->getGUI()->getViewport();
	
	if( screeniY < vp->getViewportHeight()+vp->getViewportOffsetY() ){
		int gameEX=eX+vp->getViewportX()-vp->getViewportOffsetX();
		int gameEY=eY+vp->getViewportY()-vp->getViewportOffsetY();
		if (canCastSpell() && !isCursorBusy()){
			Spell* p = toolbar.getCurrentSpell();	
			if(p!=NULL && p->getType()==clickdrag){
					if(p->getManaCost(game,iX,iY,gameEX,gameEY)<=this->mainPlayer->mana){
						mainPlayer->mana-=p->getManaCost(game,iX,iY,gameEX,gameEY);
						p=p->clone();
						//iX+=vp->getViewportX()-vp->getViewportOffsetX();
						//iY+=vp->getViewportY()-vp->getViewportOffsetY();
						p->start(game,iX,iY,gameEX,gameEY);
						p->owner=mainPlayer;
						spells.push_back(p);
					}
				
			}
			if(p!=NULL && p->getType()==click){
						mainPlayer->mana-=p->getManaCost(game,iX,iY,gameEX,gameEY);
						//iX+=vp->getViewportX()-vp->getViewportOffsetX();
						//iY+=vp->getViewportY()-vp->getViewportOffsetY();
						p=p->clone();
						p->start(game,iX,iY);
						p->owner=mainPlayer;
						spells.push_back(p);
					}
				
			
		}
		
	}

}
Esempio n. 2
0
/*
*	handleClickInput - if shift is held, then user is wanting to select units, 
*		and no spell will cast. Otherwise the selected spell, if a single-click 
*		type spell, will cast. 
*/
void InGameState::handleClickInput(int x, int y,int screenX,int screenY){
	if(!game->getGSM()->isGameInProgress()){
		int overlayState= game->getGSM()->getOverlayGameState();
		map<int,GUIScreenOverlay*>::iterator find=overlayWorkers.find(overlayState);
		if(find!=overlayWorkers.end())(*find).second->handleClick(screenX,screenY);
		return;
	}
	Viewport *vp = game->getGUI()->getViewport();
	Cursor *c = game->getGUI()->getCursor(GS_GAME_IN_PROGRESS);
	toolbar.handleClick(game,screenX,screenY);
	displayUnits.handleClick(this,game,x,y);
	//spDBToolbar.handleClick(this, game, screenX, screenY);
	if(!isCursorBusy()){
		vector<Tower*>::iterator beginTower=towers.begin(), endTower=towers.end();
		b2Vec2 scaleMouse(x,y);
		scaleMouse*=BOX2D_Scale_Factor;
		for(;beginTower!=endTower;)
		{
			Tower* t = *beginTower;
			if(!t->isDead()){
				if(t->p==mainPlayer){
					b2AABB rct=t->getAABB();
					if(rct.lowerBound.x<scaleMouse.x && rct.lowerBound.y<scaleMouse.y &&
						rct.upperBound.x>scaleMouse.x && rct.upperBound.y>scaleMouse.y){
							t->mouseClick(game,screenX,screenY);
					}
				}
				beginTower++;
			}else{
				beginTower=towers.erase(beginTower);
				endTower=towers.end();
			}
		}
		vector<Building*>::iterator beginOther=buildings.begin(), endOther=buildings.end();
		for(;beginOther!=endOther;)
		{
			Building* t = *beginOther;
			if(!t->isDead()){
				if(t->p==mainPlayer){
					b2AABB rct=t->getAABB();
					if(rct.lowerBound.x<scaleMouse.x && rct.lowerBound.y<scaleMouse.y &&
						rct.upperBound.x>scaleMouse.x && rct.upperBound.y>scaleMouse.y){
							t->mouseClick(game,screenX,screenY);
					}
				}
				beginOther++;
			}
			else{
				beginOther=buildings.erase(beginOther);
				endOther=buildings.end();
			}
		}
	}
	if( screenY < vp->getViewportHeight()+vp->getViewportOffsetY() ){ 
		if (canCastSpell() && !isCursorBusy()){
			Spell* p = toolbar.getCurrentSpell();
			if(p!=NULL && p->getType()==click){
				//x+=vp->getViewportX()-vp->getViewportOffsetX();
				//y+=vp->getViewportY()-vp->getViewportOffsetY();
				
					if(p->getManaCost(game,x,y,0,0)<=this->mainPlayer->mana){
						mainPlayer->mana-=p->getManaCost(game,x,y,0,0);
						p=p->clone();
						p->start(game,x,y);
						p->owner=mainPlayer;
						spells.push_back(p);
					}
				
			}
			//c->setActiveCursorID(2);

			
		}
		else{
			if(currentBuilding!=NULL&& mappable){
				if(!mainPlayer->getWizard()->buildingsTutorials){
					tutSys->currentTutorial="BuildBarracks";
					game->getGSM()->setOverlayGameState(TUTSYSSCREENOVERLAYNUM);
					mainPlayer->getWizard()->buildingsTutorials=true;
				}
				this->addBuilding(currentBuilding,bx,by,this->players[0]);
				currentBuilding=NULL;
			}
		}
	}
}