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-rw-r--r--core/src/ch/asynk/tankontank/game/GameFactory.java71
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);
+ }
}