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Action menu with regular action design with rough pseudocode #3
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I'll see what I can do. |
Does this still need to be resolved? I don't want to waste time on this if it is done and I can be used somewhere else. |
I have a compile error on the Board code - so I'm not sure if Board is supplying the action menu right now. Could you check the code and see if you can get it to compile? I don't see code for an action menu to be called up but there are some actions in actions.java Dirve for instance is there. On Dec 17, 2011, at 3:30 PM, chinogithub wrote:
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Board.java compiled for me. This was all that I got on jGrasp |
I seem to be having it miss a connection to researchStations Ok - I'll keep working on the jgrasp project build On Dec 17, 2011, at 4:05 PM, chinogithub wrote:
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I'm getting this Board.java:39: cannot access Roles.ResearchStationCollection and this --jGRASP exec: javac Game.java but the class files are in it. On Dec 17, 2011, at 4:05 PM, chinogithub wrote:
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The one that I pulled from Git in a zip compiles. Board.java:15: cannot find symbol |
I would trust git for that one more than dropbox Bruce wrote it and he's the one maintaining our Git On Dec 17, 2011, at 4:32 PM, chinogithub wrote:
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Download the git and see if you still have the problem. |
Action Menu
Regular actions = 1 action
Drive
If Drive is chosen then check Location for LocationConnectsto:
• display connected locations menu, (or if we have time in the future just have the connected location glow and activate their hotspots using drop and drag functionality)
• user input selects the connected city and player/pawn moves to the new Location, when this.Location registers the player/pawn in it’s occupied zone turnActionCount –
• if turnActionCount == 0 then startDrawPhase else display ActionMenu GUI for Currentplayer
Direct Flight
If Currentplayer’s Hand contains PlayerCard then DirectFlight submenu displays “Choose Flight Destination” and has buttons for each PlayerCardLocation
Direct Flight Submenu has three choices /buttons
“yes” , “no” “return to Action Menu
• On Mouseclick the GUI will prompt the Currentplayer “ You have chosen (this.PlayerCardLocation), are you sure you’d like to fly there?”
• If mouseClick = “yes” then player/pawn moves to the new Location, when this.Location registers the player/pawn in it’s occupied zone this.PlayerCard is moved from PlayerHand to PlayerCardDiscardDeck
• turnActionCount –
• if turnActionCount == 0 then startDrawPhase else display ActionMenu GUI for Currentplayer
else
• If mouseClick = “return to Action Menu” Display Action Menu, exit Direct Flight submenu
• If mouseClick = “no” reset DirectFlight Submenu
Charter Flight
If Currentplayer’s Hand contains PlayerCard == this.Location then display CharterFlight menu
CharterFlight submenu displays “Choose Flight Destination” and has buttons for all Locations
CharterFlight Submenu has three choices /buttons
“yes” , “no” “return to Action Menu”
• On Mouseclick the GUI will prompt the Currentplayer “ You have chosen (this.Location), are you sure you’d like to fly there?”
• If mouseClick = “yes” then player/pawn moves to the new Location, when this.Location registers the player/pawn in it’s occupied zone this.PlayerCard is moved from PlayerHand to PlayerCardDiscardDeck
• turnActionCount –
• if turnActionCount == 0 then startDrawPhase
else
• If mouseClick = “return to Action Menu” Display Action Menu, exit Charter Flight submenu
If mouseClick = “no” reset CharterFlight Submenu
Shuttle Flight
If Currentplayer’s Location contains Reasearch Station == this.Location then display ShuttleFlight menu
Shuttle Flight submenu displays “Choose Flight Destination” and has buttons for all Locations that contain research stations – this.Location
ShuttleFlight Submenu has three choices /buttons
“yes” , “no” “return to Action Menu”
• On Mouseclick the GUI will prompt the Currentplayer “ You have chosen (this.Location), are you sure you’d like to fly there?”
• If mouseClick = “yes” then player/pawn moves to the new Location, when this.Location registers the player/pawn in it’s occupied zone then turnActionCount –
• if turnActionCount == 0 then startDrawPhase else display ActionMenu GUI for Currentplayer
else
If mouseClick = “no” reset ShuttleFlight Submenu
Pass
On MouseClick the passbutton will check turnActionCount if turnActionCount != 0 then GUI Prompt – are you sure you would still like to pass your turn you still have (turnActionCount) actions left y/n?)
• If mouseClick = “yes” then startDrawPhase else display ActionMenu GUI for Currentplayer
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