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package ch.asynk.tankontank.game;
import com.badlogic.gdx.math.GridPoint2;
public class GameStatePath extends GameStateCommon
{
private GridPoint2 from = new GridPoint2(-1, -1);
private GridPoint2 to = new GridPoint2(-1, -1);
@Override
public boolean drag(float dx, float dy)
{
return false;
}
@Override
public void touchDown()
{
System.out.println("GameStatePath: touchDown()");
int s = map.possiblePathsSize();
if (s == 0) {
s = buildPaths();
} else {
if (map.isInPossiblePaths(downHex)) {
s = togglePoint();
} else {
s = reset(false);
}
}
if (s == 1) {
map.enableFinalPath(downHex, true);
ctrl.setState(State.DIRECTION, true);
}
}
@Override
public void touchUp()
{
System.out.println("GameStatePath: touchUp()");
}
@Override
public void abort()
{
System.err.println("GameStatePath: abort");
}
private int buildPaths()
{
from.set(hex.x, hex.y);
to.set(downHex.x, downHex.y);
int s = map.buildPossiblePaths(pawn, from, to);
map.enablePossibleMoves(false);
map.toggleDotOverlay(downHex);
map.enablePossiblePaths(true, true);
return s;
}
private int togglePoint()
{
int s = 0;
if ((downHex.x == from.x) && (downHex.y == from.y)) {
s = map.possiblePathsSize();
} else if ((downHex.x == to.x) && (downHex.y == to.y)) {
s = reset(true);
} else {
map.enablePossiblePaths(false, true);
map.toggleDotOverlay(downHex);
s = map.possiblePathsPointToggle(downHex);
map.enablePossiblePaths(true, true);
}
return s;
}
private int reset(boolean showMoves)
{
to.set(-1, -1);
from.set(-1, -1);
map.clearPossibles();
if (showMoves)
map.enablePossibleMoves(true);
ctrl.setState(State.NONE, false);
return -1;
}
}
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