summaryrefslogtreecommitdiffstats
path: root/core/src/ch/asynk/tankontank/game/GameCtrl.java
blob: 0073c1c2583bede45d54c2a5395cb71dd582b032 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
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;
        }
    }

    private final TankOnTank game;

    private GameFactory factory;
    public Map map;
    public Hud hud;
    public Config cfg;
    public Player gePlayer;
    public Player usPlayer;
    public Player currentPlayer;

    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.map = factory.getMap(this, game.manager, GameFactory.MapType.MAP_A);
        this.usPlayer = factory.getPlayer(Army.US);
        this.gePlayer = factory.getPlayer(Army.GE);

        this.selectState = new GameStateSelect(this, map);
        this.pathState = new GameStateMove();
        this.rotateState = new GameStateRotate();
        this.animationState = new GameStateAnimation();

        this.state = selectState;
        this.currentPlayer = factory.fakeSetup(map, gePlayer, usPlayer);

        this.hud = new Hud(this, game);
    }

    @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;
        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();
        currentPlayer = ((currentPlayer == usPlayer) ? gePlayer : usPlayer);
        currentPlayer.turnStart();
        hud.updatePlayer();

    }

    public void setState(GameState.State state)
    {
        setState(state, true);
    }

    public void setState(GameState.State 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 ANIMATION:
                this.state = animationState;
                break;
            default:
                break;
        }

        this.state.enter(normal);
    }

    private void checkTurnEnd()
    {
        System.err.println(" current player : " + currentPlayer.toString());
        if (map.activatedPawnsCount() > 0) {
            currentPlayer.burnDownOneAp();
        }
        if (currentPlayer.apExhausted())
            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();
    }
}