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package ch.asynk.tankontank.game;
import java.util.ArrayDeque;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.scenes.scene2d.ui.Image;
import com.badlogic.gdx.scenes.scene2d.actions.Actions;
import com.badlogic.gdx.scenes.scene2d.actions.SequenceAction;
import com.badlogic.gdx.math.Vector3;
public class PawnImage extends Image implements Pawn
{
private static final float MOVE_TIME = 0.3f;
private static final float ROTATE_TIME = 0.2f;
private ArrayDeque<Vector3> path = new ArrayDeque<Vector3>();
public PawnImage(TextureRegion region)
{
super(region);
setOrigin((getWidth() / 2.f), (getHeight() / 2.f));
}
public Vector3 getLastPosition()
{
if ((path == null) || (path.size() == 0)) return null;
return path.getFirst();
}
public void pushMove(float x, float y, int z, HexOrientation r)
{
setPosition(x, y);
if (r != HexOrientation.KEEP) setRotation(r.v);
setZIndex(z);
path.push(new Vector3(x, y, r.v));
}
public void resetMoves(Runnable cb)
{
final Pawn self = this;
final Vector3 finalPos = path.getLast();
SequenceAction seq = new SequenceAction();
while(path.size() != 0) {
Vector3 v = path.pop();
seq.addAction(Actions.moveTo(v.x, v.y, MOVE_TIME));
if (v.z != HexOrientation.KEEP.v)
seq.addAction(Actions.rotateTo(v.z, ROTATE_TIME));
}
seq.addAction( Actions.run(new Runnable() {
@Override
public void run() {
path.push(finalPos);
}
}));
// map set z index and push me in hex stack
seq.addAction(Actions.run(cb));
addAction(seq);
}
public void moveDone()
{
Vector3 v = path.pop();
path.clear();
path.push(v);
}
}
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