public void TouchGame(float x, float y) { int count = 0; if (y > (int) m_Height - (int) m_Height / 6) { for (int i = 0; i < UI.Button.size(); i++) { if (UI.Button.get(i).Collusion(m_click_x, m_click_y, UI.rsizex, UI.rsizey)) { m_UI_Touch_Postion = i; } } } else { for (int i = 0; i < 50; i++) { for (int j = 0; j < 50; j++) { Unit temp; if (tileColl .get(count) .resultCal(m_click_x / m_matrix_x - m_diffX, m_click_y / m_matrix_y - m_diffY) == true && UnitValue.m_bmap[i][j] != MapState.NotMove) { // UnitValue.m_map[i][j]=3; // 점핑 트랩 생산 switch (UI.CheckTable.get(m_UI_Touch_Postion).retruncode()) { case UnitValue.F_ROCK1: // CreateRock(i, j); break; case UnitValue.F_ROCKE2: // CreateRock2(i, j); break; case UnitValue.F_TREE1: // CreateTree1(i, j); break; case UnitValue.F_TOWER: CreateUnit.CreateArchorTower(i, j, Units.MyUnits, Units.EnemyUnits, true); break; case UnitValue.F_BOOM: CreateUnit.CreateBoom(i, j, Units.MyUnits); break; case UnitValue.F_ELSATOWER: Unit temped = new Unit(GraphicManager.getInstance().mElsa_Tower.m_bitmap); CreateUnit.CreateMagicTower(i, j, temped, Units.MyUnits, Units.EnemyUnits, false); break; case UnitValue.F_ANNA: CreateUnit.CreateAnna(i, j, Units.MyUnits, Units.EnemyUnits, false); break; } } count++; } } } }
public void LoadMap(String a) { String[] result = a.split("="); String[] imfors; for (int i = 0; i < result.length; i++) { int x = 0; int y = 0; int level = 0; int type = 0; imfors = result[i].split("a"); x = Integer.parseInt(imfors[0]); y = Integer.parseInt(imfors[1]); level = Integer.parseInt(imfors[2]); type = Integer.parseInt(imfors[3]); switch (type) { case UnitValue.F_TOWER: CreateUnit.CreateArchorTower(x, y, Units.MyUnits, Units.EnemyUnits, false); break; case UnitValue.F_JUMPINGTRAP: break; case UnitValue.F_ZOMBIE: break; case UnitValue.F_GOLDRUN: break; case UnitValue.F_ELSATOWER: Unit temp = new Unit(GraphicManager.getInstance().mElsa_Tower.m_bitmap); CreateUnit.CreateMagicTower(x, y, temp, Units.MyUnits, Units.EnemyUnits, false); break; case UnitValue.F_ANNA: CreateUnit.CreateAnna(x, y, Units.MyUnits, Units.EnemyUnits, false); break; case UnitValue.F_TOWNHALL: break; case UnitValue.F_TREE1: CreateUnit.CreateTree1(x, y, Units.Enviroment); break; case UnitValue.F_ROCK1: CreateUnit.CreateRock(x, y, Units.Enviroment); break; case UnitValue.F_ROCKE2: CreateUnit.CreateRock2(x, y, Units.Enviroment); break; case UnitValue.F_BOOM: CreateUnit.CreateBoom(x, y, Units.EnemyUnits); break; } } }