From 20dac996b4d48764abb6bb892796b860ac3536dd Mon Sep 17 00:00:00 2001 From: Thien Trandinh <trandit@mcmaster.ca> Date: Fri, 4 Nov 2016 12:16:39 -0400 Subject: [PATCH] Character info screen now no longer shows up during attack screen --- src/Blaze-Brigade/Blaze_Brigade/Game.cs | 5 ++++- src/Blaze-Brigade/Blaze_Brigade/MouseHandler.cs | 11 +++-------- 2 files changed, 7 insertions(+), 9 deletions(-) diff --git a/src/Blaze-Brigade/Blaze_Brigade/Game.cs b/src/Blaze-Brigade/Blaze_Brigade/Game.cs index 235769c..6349f11 100644 --- a/src/Blaze-Brigade/Blaze_Brigade/Game.cs +++ b/src/Blaze-Brigade/Blaze_Brigade/Game.cs @@ -322,7 +322,7 @@ namespace Controller #region Character Info Screen player1 //if player 1, prints info screen for player 1 - if (GameState.currentPlayer == player1) + if ((GameState.currentPlayer == player1)&&(!GameState.attackConfirmOpen)) { Vector2 statLocation = new Vector2(180, 533); //starting location for first stat Vector2 increment = new Vector2(0, 11.5f); //increment downwards for each stat @@ -340,6 +340,8 @@ namespace Controller //else, info screen for player 2 else { + if (!GameState.attackConfirmOpen) + { Vector2 statLocation = new Vector2(795, 533); //starting location for first stat Vector2 increment = new Vector2(0, 11.5f); //increment downwards for each stat Vector2 infoLocation = new Vector2(635, 513); @@ -351,6 +353,7 @@ namespace Controller } spriteBatch.DrawString(largeFont, unit.Hp.ToString(), new Vector2(864, 512), Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f); //draws each stat spriteBatch.Draw(unit.getCharInfo(), infoLocation, null, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.7f); //draw charInfoBackground texture + } } #endregion diff --git a/src/Blaze-Brigade/Blaze_Brigade/MouseHandler.cs b/src/Blaze-Brigade/Blaze_Brigade/MouseHandler.cs index b528e75..91545f9 100644 --- a/src/Blaze-Brigade/Blaze_Brigade/MouseHandler.cs +++ b/src/Blaze-Brigade/Blaze_Brigade/MouseHandler.cs @@ -58,7 +58,7 @@ namespace Controller if (getMenuButtonClicked(mouseClickCoordinates) != null) { MenuButton menuButton = getMenuButtonClicked(mouseClickCoordinates); - //Debug.WriteLine(getMenuButtonClicked(mouseClickCoordinates).getButtonType()); + Debug.WriteLine(getMenuButtonClicked(mouseClickCoordinates).getButtonType()); buttonAction(menuButton); return; } @@ -78,8 +78,6 @@ namespace Controller { updateUnitPosition(graph, mouseClickCoordinates, path); } - - turnState = TurnState.Wait; } if(turnState==TurnState.Attack) //if a unit is clicked after attack is clicked @@ -87,10 +85,9 @@ namespace Controller Unit unit = getPlayableUnitOnNodeClicked(graph.getNode(mouseClickCoordinates), mouseClickCoordinates, GameState.currentPlayer); if (unit != null) { - setAttackedUnit(unit, true); + setAttackedUnit(unit, true); GameState.attackConfirmOpen = true; //opens attack confirm button - - + unit.getAttackConfirmButton().setActive(true); } } } @@ -335,7 +332,6 @@ namespace Controller button.setActive(false); break; case MenuButtonType.AttackConfirm: // if confirm attack clicked - turnState = TurnState.AttackMenu; button.setActive(false); unit.getMenuButtonAt(1).setActive(false); int attackDirection=0; @@ -369,7 +365,6 @@ namespace Controller GameState.dropDownMenuOpen = false; break; case MenuButtonType.Wait: // if wait is clicked - turnState = TurnState.Wait; GameState.dropDownMenuOpen = false; GameState.playableUnitSelected = false; button.setActive(false); -- GitLab