package ch.asynk.tankontank.game; import com.badlogic.gdx.utils.Disposable; import ch.asynk.tankontank.TankOnTank; import ch.asynk.tankontank.game.states.StateCommon; import ch.asynk.tankontank.game.states.StateSelect; import ch.asynk.tankontank.game.states.StateMove; import ch.asynk.tankontank.game.states.StateRotate; import ch.asynk.tankontank.game.states.StateAttack; import ch.asynk.tankontank.game.states.StateAnimation; public class Ctrl implements Disposable { private final TankOnTank game; private Factory factory; public Map map; public Hud hud; public Config cfg; private int player; private Player players[] = new Player[2]; private State selectState; private State pathState; private State rotateState; private State attackState; private State animationState; private int animationCount = 0; private State state; public Ctrl(final TankOnTank game) { this.game = game; this.cfg = new Config(); this.factory = new Factory(game.manager); this.map = factory.getMap(this, game.manager, Factory.MapType.MAP_A); this.players[0] = factory.getPlayer(Army.GE); this.players[1] = factory.getPlayer(Army.US); this.selectState = new StateSelect(this, map); this.pathState = new StateMove(); this.rotateState = new StateRotate(); this.attackState = new StateAttack(); this.animationState = new StateAnimation(); this.state = selectState; factory.fakeSetup(map, players[0], players[1]); player = (new java.util.Random()).nextInt(2); this.hud = new Hud(this, game); currentPlayer().turnStart(); } @Override public void dispose() { hud.dispose(); map.dispose(); factory.dispose(); } public Player currentPlayer() { return this.players[player]; } public Player otherPlayer() { return this.players[((player + 1) % 2)]; } public boolean mayProcessTouch() { return (state != animationState); } public boolean isInAction() { return (state != selectState); } public void setAnimationCount(int count) { animationCount = count; System.err.println(" setAnimationCount(" + count + ")"); } public void animationDone() { animationCount -= 1; if (animationCount == 0) state.done(); if (animationCount < 0) System.err.println(" animationCount < 0"); } private void nextPlayer() { currentPlayer().turnEnd(); player = ((player + 1) % 2); currentPlayer().turnStart(); hud.updatePlayer(); } public void setState(State.StateType state) { setState(state, true); } public void setState(State.StateType state, boolean normal) { this.state.leave(state); System.err.println(" switch to : " + state + " " + normal); switch(state) { case SELECT: this.state = selectState; checkTurnEnd(); break; case MOVE: this.state = pathState; break; case ROTATE: this.state = rotateState; break; case ATTACK: this.state = attackState; break; case ANIMATION: this.state = animationState; break; default: break; } this.state.enter(normal); } private void checkTurnEnd() { if (map.activatedPawnsCount() > 0) { currentPlayer().burnDownOneAp(); } if (currentPlayer().apExhausted()) nextPlayer(); } public void abort() { state.abort(); } public void done() { state.done(); } public void touchDown(float x, float y) { if (state.downInMap(x, y)) state.touchDown(); } public void touchUp(float x, float y) { if (state.upInMap(x, y)) state.touchUp(); } }