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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.StateAnimation;
public class Ctrl implements Disposable
{
private final TankOnTank game;
public Map map;
public Hud hud;
public Config cfg;
private int player;
private Player players[] = new Player[2];
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)
{
this.game = game;
this.cfg = game.config;
game.ctrl = this;
this.players[0] = game.factory.getPlayer(Army.GE);
this.players[1] = game.factory.getPlayer(Army.US);
this.map = game.factory.getMap(game, Factory.MapType.MAP_A);
game.factory.fakeSetup(map, players[0], players[1]);
player = (new java.util.Random()).nextInt(2);
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);
currentPlayer().turnStart();
}
@Override
public void dispose()
{
hud.dispose();
map.dispose();
}
public Player currentPlayer()
{
return this.players[player];
}
public Player otherPlayer()
{
return this.players[((player + 1) % 2)];
}
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()
{
currentPlayer().turnEnd();
player = ((player + 1) % 2);
currentPlayer().turnStart();
hud.updatePlayer();
}
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);
}
private void checkTurnEnd()
{
if (map.activatedPawnsCount() > 0) {
currentPlayer().burnDownOneAp();
}
if (currentPlayer().apExhausted())
nextPlayer();
}
public void endTurn()
{
state.abort();
nextPlayer();
}
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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