public City getCityAt(Position p) { if (p.getRow() == 1 && p.getColumn() == 1) { return new City() { public Player getOwner() { return Player.RED; } public int getSize() { return 1; } public String getProduction() { return null; } public String getWorkforceFocus() { return null; } @Override public int getTreasure() { // TODO Auto-generated method stub return 0; } }; } return null; }
public City getCityAt(Position p) { if (p.getRow() == 1 && p.getColumn() == 1) { return new City() { public Player getOwner() { return Player.RED; } public int getSize() { return 1; } public String getProduction() { return null; } public String getWorkforceFocus() { return null; } public int getProductionCount() { return 0; } }; } return null; }
public Tile getTileAt(Position p) { if (p.getRow() == 0 && p.getColumn() == 0) { return new StubTile(GameConstants.FOREST, 0, 0); } if (p.getRow() == 1 && p.getColumn() == 0) { return new StubTile(GameConstants.HILLS, 1, 0); } return new StubTile(GameConstants.PLAINS, 0, 1); }
@Override public void mouseUp(MouseEvent e, int x, int y) { // If holding a unit then try to release it. if (unitOnTile && isDragging) { isDragging = false; to = GfxConstants.getPositionFromXY(x, y); // Get to position. game.moveUnit(from, to); editor.showStatus("Moved unit from " + from.toString() + " to " + to.toString()); } }
@Override public void mouseDown(MouseEvent e, int x, int y) { // Check if a unit has been selected. from = GfxConstants.getPositionFromXY(x, y); // Get from position. if (game.getUnitAt(from) != null && game.getUnitAt(from).getOwner() == game.getPlayerInTurn()) { unitOnTile = true; isDragging = true; // her tjekkes der ikke for, om der dragges. Dvs. hvis man // blot klikker på et unit og slipper igen på samme tile, kaldes moveUnit også } editor.showStatus("Mouse pressed at: " + from.toString()); }
public Unit getUnitAt(Position p) { if (p.getRow() == 2 && p.getColumn() == 3 || p.getRow() == 3 && p.getColumn() == 2 || p.getRow() == 3 && p.getColumn() == 3) { return new StubUnit(GameConstants.ARCHER, Player.RED); } if (p.getRow() == 4 && p.getColumn() == 4) { return new StubUnit(GameConstants.ARCHER, Player.BLUE); } return null; }