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.StatePromote; import ch.asynk.tankontank.game.states.StateAttack; import ch.asynk.tankontank.game.states.StateAnimation; public class Ctrl implements Disposable { private final TankOnTank game; public Map map; public Hud hud; public Config cfg; public Player player; public Player opponent; private State selectState; private State pathState; private State rotateState; private State promoteState; private State attackState; private State animationState; private int animationCount = 0; private State state; public Ctrl(final TankOnTank game, final Battle battle) { this.game = game; this.cfg = game.config; game.ctrl = this; this.player = battle.getFirstPlayer(); this.opponent = battle.getSecondPlayer(); this.map = battle.getMap(); battle.setup(map, player, opponent); this.selectState = new StateSelect(this, map); this.pathState = new StateMove(); this.rotateState = new StateRotate(); this.promoteState = new StatePromote(); this.attackState = new StateAttack(); this.animationState = new StateAnimation(); this.state = selectState; this.hud = new Hud(this, game); player.turnStart(); } @Override public void dispose() { hud.dispose(); map.dispose(); } 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() { player.turnEnd(); Player tmp = player; player = opponent; opponent = tmp; player.turnStart(); hud.notify(player.getName() + "'s turn"); } private void checkTurnEnd() { if (map.activatedPawns.size() > 0) { player.burnDownOneAp(); } if (player.apExhausted()) nextPlayer(); } public void endPlayerTurn() { state.abort(); nextPlayer(); } 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 PROMOTE: this.state = promoteState; break; case ATTACK: this.state = attackState; break; case ANIMATION: this.state = animationState; break; default: break; } this.state.enter(normal); } 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(); } }