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package ch.asynk.gdx.boardgame;
import com.badlogic.gdx.math.MathUtils;
public enum Orientation
{
ALL(255, 0),
KEEP( 0, 0),
DEFAULT(0, -1),
E( 1, -1),
NE( 2, -1),
N( 4, -1),
NW( 8, -1),
W( 16, -1),
SW( 32, -1),
S( 64, -1),
SE(128, -1);
private int s;
private int r;
Orientation(int s, int r)
{
this.s = s;
this.r = r;
}
public int s() { return s; }
public int r() { return r; }
private static float delta = 5f;
public static void setValues(int [] angles)
{
for (int i = 0; i < angles.length; i++) {
if (angles[i] < 0 && angles[i] != -1)
angles[i] += 360;
}
E.r = angles[0];
NE.r = angles[1];
N.r = angles[2];
NW.r = angles[3];
W.r = angles[4];
SW.r = angles[5];
S.r = angles[6];
SE.r = angles[7];
DEFAULT.r = angles[8];
}
public int allBut()
{
return ALL.s & (s ^ 0xFFFF);
}
public boolean belongsTo(int sides)
{
return ((sides & s) == s);
}
public Orientation left()
{
Orientation o = (this == SE) ? E : fromS(this.s << 1);
return (o.r == -1) ? o.left() : o;
}
public Orientation right()
{
Orientation o = (this == E) ? SE : fromS(this.s >> 1);
return (o.r == -1) ? o.right() : o;
}
public Orientation opposite()
{
if (s <= NW.s) return fromS(this.s << 4);
return fromS(this.s >> 4);
}
public static Orientation fromS(int s)
{
if (s == E.s) return E;
else if (s == NE.s) return NE;
else if (s == N.s) return N;
else if (s == NW.s) return NW;
else if (s == W.s) return W;
else if (s == SW.s) return SW;
else if (s == S.s) return S;
else if (s == SE.s) return SE;
else return KEEP;
}
public static Orientation fromR(float r)
{
if (r < 0) r += 360f;
int v = ((int)(r + 2) / 10 * 10);
if (v == E.r) return E;
else if (v == NE.r) return NE;
else if (v == N.r) return N;
else if (v == NW.r) return NW;
else if (v == W.r) return W;
else if (v == SW.r) return SW;
else if (v == S.r) return S;
else if (v == SE.r) return SE;
return KEEP;
}
public static Orientation fromTiles(Tile from, Tile to)
{
return fromR(MathUtils.atan2((to.cy - from.cy), (to.cx - from.cx)) * MathUtils.radiansToDegrees);
}
}
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