package ch.asynk.tankontank.game; import java.util.Vector; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.TextureAtlas; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.math.GridPoint2; import com.badlogic.gdx.graphics.glutils.ShapeRenderer; import ch.asynk.tankontank.engine.Board; import ch.asynk.tankontank.engine.Pawn; public abstract class Map extends Board { private boolean roadsOn = false; private boolean hexOn = false; private Hex.Terrain t = Hex.Terrain.CLEAR; private Pawn currentPawn; private GridPoint2 currentHex = new GridPoint2(-1, -1); private final Vector possibleMoves = new Vector(20); private final Vector possibleTargets = new Vector(10); protected abstract void setup(); public Map(GameFactory gameFactory, Board.Config cfg, Texture texture) { super(gameFactory, cfg, texture); setup(); } protected Hex getHex(int col, int row) { return (Hex) getTile(col, row); } public boolean drag(float dx, float dy) { if (currentPawn == null) return false; currentPawn.translate(dx, dy); return true; } public void touchDown(float x, float y) { if (currentHex.x != -1) enableOverlayOn(currentHex.x, currentHex.y, Hex.BLUE, false); getHexAt(currentHex, x, y); if (currentHex.x != -1) { enableOverlayOn(currentHex.x, currentHex.y, Hex.BLUE, true); currentPawn = removeTopPawnFrom(currentHex); if (currentPawn != null) { enablePossibleMoves(false); enablePossibleTargets(false); pawnsToDraw.add(currentPawn); } } } public void touchUp(float x, float y) { if (currentHex.x != -1) enableOverlayOn(currentHex.x, currentHex.y, Hex.BLUE, false); getHexAt(currentHex, x, y); if (currentHex.x == -1) { resetPawnMoves(currentPawn); } else { if (currentPawn != null) { enableOverlayOn(currentHex.x, currentHex.y, Hex.BLUE, true); pawnsToDraw.remove(currentPawn); if (currentHex.x != -1) { movePawnTo(currentPawn, currentHex); showPossibleActions(currentPawn); } } } } public void showPossibleActions(Pawn pawn) { possibleMovesFrom(pawn, currentHex.x, currentHex.y, possibleMoves); enablePossibleMoves(true); possibleTargetsFrom(pawn, currentHex.x, currentHex.y, possibleTargets); enablePossibleTargets(true); } public void enablePossibleMoves(boolean enable) { for(GridPoint2 hex : possibleMoves) enableOverlayOn(hex.x, hex.y, Hex.GREEN, enable); } public void enablePossibleTargets(boolean enable) { for(GridPoint2 hex : possibleTargets) enableOverlayOn(hex.x, hex.y, Hex.RED, enable); } }