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.GameStateSelect; import ch.asynk.tankontank.game.states.GameStateMove; import ch.asynk.tankontank.game.states.GameStateRotate; import ch.asynk.tankontank.game.states.GameStateAnimation; public class GameCtrl implements Disposable { public class Config { public boolean showMoves; public boolean showTargets; public boolean showMoveAssists; public boolean canCancel; public boolean mustValidate; public boolean showEnemyPossibilities; public Config() { this.showMoves = true; this.showTargets = true; this.showMoveAssists = true; this.canCancel = true; this.mustValidate = false; this.showEnemyPossibilities = false; // TODO } } private final TankOnTank game; private GameFactory factory; public Map map; public Hud hud; public Config cfg; private GameState selectState; private GameState pathState; private GameState rotateState; private GameState animationState; private int animationCount = 0; private GameState state; public GameCtrl(final TankOnTank game) { this.game = game; this.cfg = new Config(); this.factory = new GameFactory(game.manager); this.hud = new Hud(this, game); this.map = factory.getMap(this, game.manager, GameFactory.MapType.MAP_A); this.selectState = new GameStateSelect(this, map); this.pathState = new GameStateMove(); this.rotateState = new GameStateRotate(); this.animationState = new GameStateAnimation(); this.state = selectState; factory.fakeSetup(map); } @Override public void dispose() { hud.dispose(); map.dispose(); factory.dispose(); } public boolean mayProcessTouch() { return (state != animationState); } public boolean isInAction() { return (state != selectState); } public void setAnimationCount(int count) { animationCount = count; } public void animationDone() { animationCount -= 1; if (animationCount == 0) { GameState.State next = state.getNextState(); state.setNextState(GameState.State.SELECT); setState(next, (next == GameState.State.SELECT)); } } public void setState(GameState.State state) { setState(state, true); } public void setState(GameState.State state, boolean normal) { this.state.leave(); switch(state) { case SELECT: this.state = selectState; break; case MOVE: this.state = pathState; break; case ROTATE: this.state = rotateState; 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(); } }