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author | Jérémy Zurcher <jeremy@asynk.ch> | 2014-09-22 10:11:43 +0200 |
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committer | Jérémy Zurcher <jeremy@asynk.ch> | 2014-09-22 10:11:43 +0200 |
commit | 17ce53d34b3d824a0e8396de7c7d14740aa224bd (patch) | |
tree | 38d9e77accd70395004934a75cf9c71e943d1d78 /core/src | |
parent | bb906f95bfa8b90d77e11201bf228b87b6060b3f (diff) | |
download | RustAndDust-17ce53d34b3d824a0e8396de7c7d14740aa224bd.zip RustAndDust-17ce53d34b3d824a0e8396de7c7d14740aa224bd.tar.gz |
GameFactory: add Map_A terrain and roads info
Diffstat (limited to 'core/src')
-rw-r--r-- | core/src/ch/asynk/tankontank/game/GameFactory.java | 71 |
1 files changed, 67 insertions, 4 deletions
diff --git a/core/src/ch/asynk/tankontank/game/GameFactory.java b/core/src/ch/asynk/tankontank/game/GameFactory.java index 64fbe9c..f3a5150 100644 --- a/core/src/ch/asynk/tankontank/game/GameFactory.java +++ b/core/src/ch/asynk/tankontank/game/GameFactory.java @@ -124,10 +124,8 @@ public class GameFactory return cfg; } - public static Map getMap(AssetManager manager, MapType t) + public static Hex[][] createEmptyBoard(Board.Config cfg) { - Board.Config cfg = config(); - Hex[][] board = new Hex[cfg.rows][]; boolean evenRow = true; for (int i = 0; i < cfg.rows; i++) { @@ -135,7 +133,7 @@ public class GameFactory int c = (evenRow ? cfg.cols : cfg.cols - 1); board[i] = new Hex[c]; for ( int j = 0; j < c; j ++) { - float x = cfg.x0 + (j * cfg.w) ;//+ (cfg.w / 2f); + float x = cfg.x0 + (j * cfg.w); if (!evenRow) x += cfg.dw; Hex hex = new Hex(Hex.Terrain.CLEAR, hexAtlas); hex.setPosition(x, y, 0); @@ -143,6 +141,14 @@ public class GameFactory } evenRow = !evenRow; } + return board; + } + + public static Map getMap(AssetManager manager, MapType t) + { + Board.Config cfg = config(); + + Hex[][] board = createEmptyBoard(cfg); Map m = null; switch(t) { @@ -156,4 +162,61 @@ public class GameFactory return m; } + + public static void feedMapA(Hex[][] board) + { + // board[ row ][ col ] + board[1][4].terrain = Hex.Terrain.HILLS; + board[3][5].terrain = Hex.Terrain.HILLS; + board[8][3].terrain = Hex.Terrain.HILLS; + board[8][4].terrain = Hex.Terrain.HILLS; + + board[0][5].terrain = Hex.Terrain.WOODS; + board[0][6].terrain = Hex.Terrain.WOODS; + board[3][1].terrain = Hex.Terrain.WOODS; + board[3][2].terrain = Hex.Terrain.WOODS; + board[7][6].terrain = Hex.Terrain.WOODS; + board[7][7].terrain = Hex.Terrain.WOODS; + board[8][7].terrain = Hex.Terrain.WOODS; + + board[1][5].terrain = Hex.Terrain.TOWN; + board[2][1].terrain = Hex.Terrain.TOWN; + board[4][4].terrain = Hex.Terrain.TOWN; + board[5][7].terrain = Hex.Terrain.TOWN; + board[6][1].terrain = Hex.Terrain.TOWN; + board[7][3].terrain = Hex.Terrain.TOWN; + + int N = Map.Orientation.NORTH.s; + int S = Map.Orientation.SOUTH.s; + int NE = Map.Orientation.NORTH_EAST.s; + int NW = Map.Orientation.NORTH_WEST.s; + int SE = Map.Orientation.SOUTH_EAST.s; + int SW = Map.Orientation.SOUTH_WEST.s; + + board[1][5].roads = (NW | SW); + for (int i = 0; i < 10; i++) { + if (i == 5) + board[2][i].roads = (NE | S | SW); + else if (i == 6) + board[2][i].roads = (N | SE); + else + board[2][i].roads = (N | S); + } + board[3][4].roads = (NE | SW); + board[4][4].roads = (N | NE | SW); + board[4][5].roads = (N | S); + board[4][6].roads = (NW | S); + board[5][3].roads = (NE | SW); + board[5][5].roads = (N | SW); + board[5][6].roads = (N | S | NE); + board[5][7].roads = (N | S); + board[5][8].roads = (N | S); + board[6][0].roads = (N | S); + board[6][1].roads = (N | S); + board[6][2].roads = (N | S); + board[6][3].roads = (NE | NW | S); + board[6][5].roads = (NE | SW); + board[7][3].roads = (N | SE); + board[7][4].roads = (NE | S); + } } |