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package ch.asynk.tankontank.game;
import java.util.ArrayList;
import java.util.Random;
import com.badlogic.gdx.utils.Disposable;
import com.badlogic.gdx.graphics.g2d.Batch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
// import com.badlogic.gdx.math.Vector2;
// import com.badlogic.gdx.math.Vector3;
import ch.asynk.tankontank.engine.Pawn;
import ch.asynk.tankontank.engine.gfx.Image;
import ch.asynk.tankontank.engine.gfx.Drawable;
public class Player implements Drawable, Disposable
{
private static final float MOVE_TIME = 0.4f;
private static Random rand = new Random();
private Army army;
private Image flag;
private ArrayList<Pawn> units;
private ArrayList<Pawn> losses;
private ArrayList<Pawn> reinforcement;
private int actionPoints;
public Player(Army army, TextureAtlas atlas, String name, int size)
{
this.army = army;
this.flag = new Image(atlas.findRegion(name));
this.units = new ArrayList<Pawn>(size);
this.losses = new ArrayList<Pawn>(size);
this.reinforcement = new ArrayList<Pawn>(size);
setActionPoints();
}
public String toString()
{
return "Player : " + army + " AP: " + actionPoints +
" units:" + units.size() + " losses:" + losses.size() + " reinforcement:" + reinforcement.size();
}
@Override
public void dispose()
{
flag.dispose();
}
public void addUnit(Pawn pawn)
{
units.add(pawn);
}
public Image getFlag()
{
return flag;
}
public boolean apExhausted()
{
return (actionPoints <= 0);
}
public void burnDownOneAp()
{
actionPoints -= 1;
if (actionPoints < 0) System.err.println("AP < 0, damn that's very wrong");
}
public void turnEnd()
{
}
public void turnStart()
{
for (Pawn pawn : units)
pawn.reset();
setActionPoints();
}
private void setActionPoints()
{
this.actionPoints = 2 + rand.nextInt(3);
}
public boolean isEnemy(Pawn pawn)
{
return ((Unit) pawn).isEnemy(army);
}
public void setPosition(float x, float y)
{
flag.setPosition(x, y);
}
@Override
public void draw(Batch batch)
{
flag.draw(batch);
}
@Override
public void drawDebug(ShapeRenderer debugShapes)
{
flag.drawDebug(debugShapes);
}
}
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