コード例 #1
0
ファイル: GameView.java プロジェクト: fogleman/WordWarrior
 private void updateMoveString() {
   Move move = createMove();
   String message = "";
   if (placedTiles.size() > 0) {
     message = "Invalid Move";
   }
   if (move != null) {
     MoveResult result = game.getMoveEngine().testMove(game.getBoard(), move);
     if (result != null) {
       message = result.toString();
     }
   }
   setStatusMessage(message);
 }
コード例 #2
0
  private void walk(
      final CharacterMovementComponent movementComp,
      final CharacterStateEvent state,
      CharacterMoveInputEvent input,
      EntityRef entity) {
    Vector3f desiredVelocity = new Vector3f(input.getMovementDirection());

    float lengthSquared = desiredVelocity.lengthSquared();

    // If the length of desired movement is > 1, normalise it to prevent movement being faster than
    // allowed.
    // (Desired velocity < 1 is allowed, as the character may wish to walk/crawl/otherwise move
    // slowly)
    if (lengthSquared > 1) {
      desiredVelocity.normalize();
    }
    desiredVelocity.scale(movementComp.speedMultiplier);

    float maxSpeed = getMaxSpeed(entity, movementComp);
    if (input.isRunning()) {
      maxSpeed *= movementComp.runFactor;
    }

    // As we can't use it, remove the y component of desired movement while maintaining speed.
    if (movementComp.grounded && desiredVelocity.y != 0) {
      float speed = desiredVelocity.length();
      desiredVelocity.y = 0;
      if (desiredVelocity.x != 0 || desiredVelocity.z != 0) {
        desiredVelocity.normalize();
        desiredVelocity.scale(speed);
      }
    }
    desiredVelocity.scale(maxSpeed);

    if (movementComp.mode == MovementMode.CLIMBING) {
      climb(state, input, desiredVelocity);
    }

    // Modify velocity towards desired, up to the maximum rate determined by friction
    Vector3f velocityDiff = new Vector3f(desiredVelocity);
    velocityDiff.sub(state.getVelocity());
    velocityDiff.scale(Math.min(movementComp.mode.scaleInertia * input.getDelta(), 1.0f));
    Vector3f endVelocity = new Vector3f(state.getVelocity());
    endVelocity.x += velocityDiff.x;
    endVelocity.z += velocityDiff.z;
    if (movementComp.mode.scaleGravity == 0) {
      // apply the velocity without gravity
      endVelocity.y += velocityDiff.y;
    } else if (movementComp.mode.applyInertiaToVertical) {
      endVelocity.y +=
          Math.max(
              -TERMINAL_VELOCITY,
              velocityDiff.y - (GRAVITY * movementComp.mode.scaleGravity) * input.getDelta());
    } else {
      endVelocity.y =
          Math.max(
              -TERMINAL_VELOCITY,
              state.getVelocity().y
                  - (GRAVITY * movementComp.mode.scaleGravity) * input.getDelta());
    }
    Vector3f moveDelta = new Vector3f(endVelocity);
    moveDelta.scale(input.getDelta());
    CharacterCollider collider =
        movementComp.mode.useCollision ? physics.getCharacterCollider(entity) : null;
    MoveResult moveResult =
        move(
            state.getPosition(),
            moveDelta,
            (state.getMode() != MovementMode.CLIMBING
                    && state.isGrounded()
                    && movementComp.mode.canBeGrounded)
                ? movementComp.stepHeight
                : 0,
            movementComp.slopeFactor,
            collider);
    Vector3f distanceMoved = new Vector3f(moveResult.getFinalPosition());
    distanceMoved.sub(state.getPosition());
    state.getPosition().set(moveResult.getFinalPosition());
    if (input.isFirstRun() && distanceMoved.length() > 0) {
      entity.send(new MovedEvent(distanceMoved, state.getPosition()));
    }

    if (moveResult.isBottomHit()) {
      if (!state.isGrounded() && movementComp.mode.canBeGrounded) {
        if (input.isFirstRun()) {
          Vector3f landVelocity = new Vector3f(state.getVelocity());
          landVelocity.y +=
              (distanceMoved.y / moveDelta.y) * (endVelocity.y - state.getVelocity().y);
          logger.debug("Landed at " + landVelocity);
          entity.send(new VerticalCollisionEvent(state.getPosition(), landVelocity));
        }
        state.setGrounded(true);
      }
      endVelocity.y = 0;

      // Jumping is only possible, if the entity is standing on ground
      if (input.isJumpRequested()) {
        state.setGrounded(false);
        endVelocity.y += movementComp.jumpSpeed;
        if (input.isFirstRun()) {
          entity.send(new JumpEvent());
        }
      }
    } else {
      if (moveResult.isTopHit() && endVelocity.y > 0) {
        endVelocity.y = -0.5f * endVelocity.y;
      }
      state.setGrounded(false);
    }
    state.getVelocity().set(endVelocity);
    if (input.isFirstRun() && moveResult.isHorizontalHit()) {
      entity.send(new HorizontalCollisionEvent(state.getPosition(), state.getVelocity()));
    }
    if (state.isGrounded()
        || movementComp.mode == MovementMode.SWIMMING
        || movementComp.mode == MovementMode.DIVING) {
      state.setFootstepDelta(
          state.getFootstepDelta()
              + distanceMoved.length() / movementComp.distanceBetweenFootsteps);
      if (state.getFootstepDelta() > 1) {
        state.setFootstepDelta(state.getFootstepDelta() - 1);
        if (input.isFirstRun()) {
          switch (movementComp.mode) {
            case WALKING:
              entity.send(new FootstepEvent());
              break;
            case DIVING:
            case SWIMMING:
              entity.send(new SwimStrokeEvent(worldProvider.getBlock(state.getPosition())));
              break;
          }
        }
      }
    }
  }
コード例 #3
0
ファイル: GameView.java プロジェクト: fogleman/WordWarrior
  private void drawTile(IBoard b, GC gc, int x, int y, int xo, int yo, int size) {
    gc.setClipping(xo, yo, size + 1, size + 1);

    Color c = background;
    if (b.getLetterMultiplier(y, x) == 2) c = doubleLetter;
    else if (b.getLetterMultiplier(y, x) == 3) c = tripleLetter;
    else if (b.getLetterMultiplier(y, x) == 4) c = quadLetter;
    else if (b.getWordMultiplier(y, x) == 2) c = doubleWord;
    else if (b.getWordMultiplier(y, x) == 3) c = tripleWord;
    else if (b.getWordMultiplier(y, x) == 4) c = quadWord;
    gc.setBackground(c);
    gc.fillRectangle(xo, yo, size, size);

    c = light;
    if (b.getLetterMultiplier(y, x) == 2) c = doubleLetterLight;
    else if (b.getLetterMultiplier(y, x) == 3) c = tripleLetterLight;
    else if (b.getLetterMultiplier(y, x) == 4) c = quadLetterLight;
    else if (b.getWordMultiplier(y, x) == 2) c = doubleWordLight;
    else if (b.getWordMultiplier(y, x) == 3) c = tripleWordLight;
    else if (b.getWordMultiplier(y, x) == 4) c = quadWordLight;
    gc.setForeground(c);
    gc.drawLine(xo, yo, xo + size, yo);
    gc.drawLine(xo, yo, xo, yo + size);

    gc.setForeground(dark);
    gc.drawLine(xo + size, yo + size, xo + size, yo);
    gc.drawLine(xo + size, yo + size, xo, yo + size);

    Tile tile = b.getTile(y, x);

    if (tile.equals(Tile.NONE)) {
      for (Iterator i = placedTiles.entrySet().iterator(); i.hasNext(); ) {
        Map.Entry entry = (Map.Entry) i.next();
        Point point = (Point) entry.getKey();
        if (point.x == x && point.y == y) {
          tile = (Tile) entry.getValue();

          DragSource source = new DragSource();
          source.rectangle = new Rectangle(xo, yo, size + 1, size + 1);
          source.x = x;
          source.y = y;
          source.tile = tile;
          dragSources.put(source.rectangle, source);
        }
      }
    }

    boolean highlight = false;
    IGameAction action = game.getLastAction();
    if (action != null && action instanceof MoveAction) {
      MoveAction moveAction = (MoveAction) action;
      MoveResult result = moveAction.getMoveResult();
      Tile[] tiles = result.getPreviousBoardState();
      Move move = result.getMove();
      Orientation orientation = move.getOrientation();
      int dx = orientation.getDx();
      int dy = orientation.getDy();
      int mx = move.getColumn();
      int my = move.getRow();
      for (int i = 0; i < tiles.length; i++) {
        Tile t = tiles[i];
        if (mx == x && my == y && t.equals(Tile.NONE)) {
          highlight = true;
        }
        mx += dx;
        my += dy;
      }
    }

    drawTile(gc, new Rectangle(xo, yo, size + 1, size + 1), tile, highlight);

    if (arrow != null && arrow.x == x && arrow.y == y) {
      drawArrow(gc, xo, yo, size);
    }
  }