package ch.asynk.tankontank.game; import com.badlogic.gdx.utils.Disposable; import ch.asynk.tankontank.TankOnTank; import ch.asynk.tankontank.game.states.GameStateCommon; import ch.asynk.tankontank.game.states.GameStateView; import ch.asynk.tankontank.game.states.GameStateMove; import ch.asynk.tankontank.game.states.GameStateDirection; import ch.asynk.tankontank.game.states.GameStateRotate; import ch.asynk.tankontank.game.states.GameStateAnimation; public class GameCtrl implements Disposable { private final TankOnTank game; private GameFactory factory; public Map map; public Hud hud; private GameState viewState; private GameState pathState; private GameState directionState; private GameState rotateState; private GameState animationState; private GameState state; public GameCtrl(final TankOnTank game) { this.game = game; this.factory = new GameFactory(game.manager); this.hud = new Hud(this, game); this.map = factory.getMap(this, game.manager, GameFactory.MapType.MAP_A); this.viewState = new GameStateView(this, map); this.pathState = new GameStateMove(); this.directionState = new GameStateDirection(); this.rotateState = new GameStateRotate(); this.animationState = new GameStateAnimation(); this.state = viewState; factory.fakeSetup(map); } @Override public void dispose() { hud.dispose(); map.dispose(); factory.dispose(); } public boolean inAnimation() { return (state == animationState); } public void animationDone() { hud.reset(); setState(GameState.State.VIEW); } public void setState(GameState.State state) { switch(state) { case VIEW: this.state = viewState; break; case MOVE: this.state = pathState; break; case DIRECTION: this.state = directionState; break; case ROTATE: this.state = rotateState; break; case ANIMATION: this.state = animationState; break; default: break; } this.state.enter(); } public void abort() { state.abort(); } 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(); } }