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
|
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 void touchDown()
{
}
@Override
public void touchUp()
{
int s = map.possiblePathsSize();
if (s == 0) {
s = buildPaths();
} else {
if (map.isInPossiblePaths(downHex))
s = togglePoint();
else
s = reset();
}
// FIXME maybe there's more than one path left,
// but that's irrelevant, ie 1 hex far
if (s == 1) {
unselectHex();
hex.set(to.x, to.y);
map.enableFinalPath(to, true);
ctrl.setState(State.DIRECTION, false);
}
}
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();
} else {
map.enablePossiblePaths(false, true);
map.toggleDotOverlay(downHex);
s = map.possiblePathsPointToggle(downHex);
map.enablePossiblePaths(true, true);
}
return s;
}
private int reset()
{
to.set(-1, -1);
from.set(-1, -1);
map.hidePaths();
map.resetPaths();
ctrl.setState(State.NONE, false);
return -1;
}
}
|