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package ch.asynk.tankontank.game;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.math.GridPoint2;
import ch.asynk.tankontank.engine.Board;
import ch.asynk.tankontank.engine.Pawn;
public abstract class Map extends Board
{
private boolean roadsOn = false;
private boolean hexOn = false;
private Hex.Terrain t = Hex.Terrain.CLEAR;
private Pawn currentPawn;
private GridPoint2 currentHex = new GridPoint2(-1, -1);
protected abstract void setup();
public Map(GameFactory gameFactory, Board.Config cfg, Texture texture)
{
super(gameFactory, cfg, texture);
setup();
}
protected Hex getHex(int col, int row)
{
return (Hex) getTile(col, row);
}
public boolean drag(float dx, float dy)
{
if (currentPawn == null) return false;
currentPawn.translate(dx, dy);
return true;
}
public void touchDown(float x, float y)
{
getHexAt(currentHex, x, y);
if (currentHex.x != -1) {
currentPawn = removeTopPawnFrom(currentHex);
if (currentPawn != null) pawnsToDraw.add(currentPawn);
}
}
public void touchUp(float x, float y)
{
getHexAt(currentHex, x, y);
if (currentPawn != null) {
pawnsToDraw.remove(currentPawn);
movePawnTo(currentPawn, currentHex);
currentPawn = null;
} else {
debugMap();
}
}
public void showMoves(float x, float y)
{
for(GridPoint2 hex : areaPoints)
enableOverlayOn(hex.x, hex.y, Hex.GREEN, false);
getHexAt(currentHex, x, y);
Pawn pawn = getTopPawnAt(currentHex);
if (pawn == null) return;
for(GridPoint2 hex : reachableFrom(pawn, currentHex.x, currentHex.y))
enableOverlayOn(hex.x, hex.y, Hex.GREEN, true);
for(GridPoint2 hex : openToAttackFrom(pawn, currentHex.x, currentHex.y))
enableOverlayOn(hex.x, hex.y, Hex.RED, true);
}
private void debugMap()
{
int o = Hex.FOG;
if (hexOn && (t == Hex.Terrain.CLEAR)) {
hexOn = false;
} else {
hexOn = true;
if (roadsOn) {
roadsOn = false;
t = Hex.Terrain.OFFMAP;
} else if (t == Hex.Terrain.CLEAR) {
o = Hex.GREEN;
t = Hex.Terrain.WOODS;
} else if (t == Hex.Terrain.WOODS) {
o = Hex.BLUE;
t = Hex.Terrain.HILLS;
} else if (t == Hex.Terrain.HILLS) {
o = Hex.RED;
t = Hex.Terrain.TOWN;
} else if (t == Hex.Terrain.TOWN) {
o = Hex.FOG;
roadsOn = true;
} else if (t == Hex.Terrain.OFFMAP) {
o = Hex.FOG;
t = Hex.Terrain.CLEAR;
}
}
for (int j = 0; j < cfg.rows; j++) {
int colOffset = ((j +1) / 2);
for (int i = colOffset; i < (cfg.cols + colOffset); i++) {
Hex hex = getHex(i,j);
disableOverlaysOn(i, j);
if (hexOn) {
if (roadsOn) {
if (hex.roads != 0)
enableOverlayOn(i, j, o, true);
} else if (hex.terrain == t)
enableOverlayOn(i, j, o, true);
}
}
}
}
}
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