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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.StateBreak;
import ch.asynk.tankontank.game.states.StateAnimation;
public class Ctrl implements Disposable
{
private final TankOnTank game;
private final Battle battle;
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 breakState;
private State animationState;
private int animationCount = 0;
private State state;
private State.StateType stateType;
public Ctrl(final TankOnTank game, final Battle battle)
{
this.game = game;
this.battle = battle;
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.breakState = new StateBreak();
this.animationState = new StateAnimation();
this.state = selectState;
this.stateType = State.StateType.SELECT;
this.hud = new Hud(this, game);
player.turnStart();
hud.update();
}
@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();
if (battle.checkVictory(this)) {
System.err.println("TODO " + player + " has won !!!!!!!!!!!");
}
Player tmp = player;
player = opponent;
opponent = tmp;
player.turnStart();
hud.update();
hud.notify(player.getName() + "'s turn");
}
private void checkTurnEnd()
{
if (map.activatedPawns.size() > 0) {
player.burnDownOneAp();
hud.update();
}
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)
{
hud.changeState(stateType, state);
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 BREAK:
this.state = breakState;
break;
case ANIMATION:
this.state = animationState;
break;
default:
break;
}
stateType = state;
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();
}
}
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