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MazeTileObject.java
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233 lines (199 loc) · 7.16 KB
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/*
* Copyright 2018 MovingBlocks
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package org.destinationsol.game.maze;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.Body;
import com.badlogic.gdx.physics.box2d.BodyDef;
import com.badlogic.gdx.physics.box2d.ChainShape;
import com.badlogic.gdx.physics.box2d.Fixture;
import org.destinationsol.Const;
import org.destinationsol.assets.sound.SpecialSounds;
import org.destinationsol.common.SolColor;
import org.destinationsol.game.DmgType;
import org.destinationsol.game.FarObject;
import org.destinationsol.game.SolGame;
import org.destinationsol.game.SolObject;
import org.destinationsol.game.drawables.Drawable;
import org.destinationsol.game.drawables.DrawableLevel;
import org.destinationsol.game.drawables.RectSprite;
import org.destinationsol.game.drawables.SpriteManager;
import java.util.ArrayList;
import java.util.List;
public class MazeTileObject implements SolObject {
private final List<Drawable> drawables;
private final Body body;
private final Vector2 position;
private final float angle;
private final MazeTile tile;
private final boolean isFlipped;
public MazeTileObject(MazeTile tile, List<Drawable> drawables, Body body, Vector2 position, float angle, boolean flipped) {
this.tile = tile;
this.drawables = drawables;
this.body = body;
this.position = position;
this.angle = angle;
isFlipped = flipped;
}
@Override
public void update(SolGame game) {
}
@Override
public boolean shouldBeRemoved(SolGame game) {
return false;
}
@Override
public void onRemove(SolGame game) {
if (body != null) {
body.getWorld().destroyBody(body);
}
}
@Override
public void receiveDmg(float dmg, SolGame game, Vector2 position, DmgType dmgType, SolObject instigator) {
game.getContext().get(SpecialSounds.class).playHit(game, this, position, dmgType);
}
@Override
public boolean receivesGravity() {
return false;
}
@Override
public void receiveForce(Vector2 force, SolGame game, boolean acc) {
}
@Override
public Vector2 getPosition() {
return position;
}
@Override
public FarObject toFarObject() {
return new MyFar(tile, angle, position, isFlipped);
}
@Override
public List<Drawable> getDrawables() {
return drawables;
}
@Override
public float getAngle() {
return angle;
}
@Override
public Vector2 getVelocity() {
return null;
}
@Override
public void handleContact(SolObject other, float absImpulse,
SolGame game, Vector2 collPos) {
}
@Override
public String toDebugString() {
return null;
}
@Override
public Boolean isMetal() {
return tile.metal;
}
@Override
public boolean hasBody() {
return true;
}
public static class MyFar implements FarObject {
private final MazeTile tile;
private final float angle;
private final Vector2 position;
private final boolean isFlipped;
public MyFar(MazeTile tile, float angle, Vector2 position, boolean flipped) {
this.tile = tile;
this.angle = angle;
this.position = position;
isFlipped = flipped;
}
@Override
public boolean shouldBeRemoved(SolGame game) {
return false;
}
@Override
public SolObject toObject(SolGame game) {
return new Builder().build(game, tile, position, angle, isFlipped);
}
@Override
public void update(SolGame game) {
}
@Override
public float getRadius() {
return MazeBuilder.TILE_SZ / 2;
}
@Override
public Vector2 getPosition() {
return position;
}
@Override
public String toDebugString() {
return null;
}
@Override
public boolean hasBody() {
return true;
}
}
public static class Builder {
public MazeTileObject build(SolGame game, MazeTile tile, Vector2 position, float angle, boolean flipped) {
List<Drawable> drawables = new ArrayList<>();
TextureAtlas.AtlasRegion tex = new TextureAtlas.AtlasRegion(tile.tex);
TextureAtlas.AtlasRegion backgroundTexture = new TextureAtlas.AtlasRegion(tile.backgroundTexture);
if (flipped) {
tex.flip(!tex.isFlipX(), !tex.isFlipY());
backgroundTexture.flip(!backgroundTexture.isFlipX(), !backgroundTexture.isFlipY());
}
RectSprite s = SpriteManager.createStaticSprite(tex, MazeBuilder.TILE_SZ, 0, 0, new Vector2(), DrawableLevel.GROUND, 0, 0, SolColor.WHITE, false);
drawables.add(s);
RectSprite s2 = SpriteManager.createStaticSprite(backgroundTexture, MazeBuilder.TILE_SZ, 0, 0, new Vector2(), DrawableLevel.DECO, 0, 0, SolColor.WHITE, false);
drawables.add(s2);
Body body = buildBody(game, angle, position, tile, flipped);
MazeTileObject res = new MazeTileObject(tile, drawables, body, position, angle, flipped);
body.setUserData(res);
return res;
}
private Body buildBody(SolGame game, float angle, Vector2 position, MazeTile tile, boolean flipped) {
BodyDef def = new BodyDef();
def.type = BodyDef.BodyType.KinematicBody;
def.position.set(position);
def.angle = angle * MathUtils.degRad;
def.angularDamping = 0;
Body body = game.getObjectManager().getWorld().createBody(def);
for (List<Vector2> pts : tile.points) {
ChainShape shape = new ChainShape();
List<Vector2> points = new ArrayList<>();
int sz = pts.size();
for (int i = 0; i < sz; i++) {
Vector2 curr = pts.get(flipped ? sz - i - 1 : i);
Vector2 v = new Vector2(curr);
v.add(-.5f, -.5f);
if (flipped) {
v.x *= -1;
}
v.scl(MazeBuilder.TILE_SZ);
points.add(v);
}
Vector2[] v = points.toArray(new Vector2[] {});
shape.createLoop(v);
Fixture f = body.createFixture(shape, 0);
f.setFriction(Const.FRICTION);
shape.dispose();
}
return body;
}
}
}