コード例 #1
0
ファイル: GameScreen.java プロジェクト: falvarez/rectball
  /**
   * Generate new colors. This method is executed by the callback action when the player selects a
   * valid rectangle. The purpose of this method is to regenerate the board and apply any required
   * checks to make sure that the game doesn't enter in an infinite loop.
   *
   * @param bounds the bounds that have to be regenerated.
   */
  private void generate(Bounds bounds) {
    // Generate new balls;
    game.getState()
        .getBoard()
        .randomize(
            new Coordinate(bounds.minX, bounds.minY), new Coordinate(bounds.maxX, bounds.maxY));

    // Check the new board for valid combinations.
    CombinationFinder newFinder = CombinationFinder.create(game.getState().getBoard());
    if (newFinder.getPossibleBounds().size() == 1) {
      // Only one combination? This is trouble.
      Bounds newCombinationBounds = newFinder.getCombination();
      if (newCombinationBounds.equals(bounds)) {
        // Oh, oh, in the same spot! So, they must be of the same color.
        // Therefore, we need to randomize some balls to avoid enter
        // an infinite loop.
        timer.setRunning(false);
        board.setColoured(false);
        game.getState().resetBoard();
        board.addAction(
            Actions.sequence(
                board.shake(10, 5, 0.05f),
                Actions.run(
                    new Runnable() {
                      @Override
                      public void run() {
                        board.setColoured(true);
                        timer.setRunning(true);
                      }
                    })));
      }
    }
    board.addAction(board.showRegion(bounds));
  }
コード例 #2
0
ファイル: GameScreen.java プロジェクト: falvarez/rectball
  @Override
  public void onSelectionSucceeded(final List<BallActor> selection) {
    // Extract the data from the selection.
    List<Ball> balls = new ArrayList<>();
    for (BallActor selectedBall : selection) balls.add(selectedBall.getBall());
    final Bounds bounds = Bounds.fromBallList(balls);

    // Change the colors of the selected region.
    board.addAction(
        Actions.sequence(
            board.hideRegion(bounds),
            Actions.run(
                new Runnable() {
                  @Override
                  public void run() {
                    for (BallActor selectedBall : selection) {
                      selectedBall.setColor(Color.WHITE);
                    }
                    generate(bounds);
                    // Reset the cheat
                    game.getState().setCheatSeen(false);
                    game.getState().setWiggledBounds(null);
                  }
                })));

    // Give some score to the user.
    ScoreCalculator calculator = new ScoreCalculator(game.getState().getBoard(), bounds);
    int givenScore = calculator.calculate();
    game.getState().addScore(givenScore);
    score.giveScore(givenScore);

    // Put information about this combination in the stats.
    int rows = bounds.maxY - bounds.minY + 1;
    int cols = bounds.maxX - bounds.minX + 1;
    String size = Math.max(rows, cols) + "x" + Math.min(rows, cols);
    game.statistics.getSizesData().incrementValue(size);

    BallColor color = board.getBall(bounds.minX, bounds.minY).getBall().getColor();
    game.statistics.getColorData().incrementValue(color.toString().toLowerCase());
    game.statistics.getTotalData().incrementValue("balls", rows * cols);
    game.statistics.getTotalData().incrementValue("combinations");

    // Now, display the score to the user. If the combination is a
    // PERFECT combination, just display PERFECT.
    int boardSize = game.getState().getBoard().getSize() - 1;
    if (bounds.equals(new Bounds(0, 0, boardSize, boardSize))) {
      // Give score
      Label label = new Label("PERFECT", game.getSkin(), "monospace");
      label.setX((getStage().getViewport().getWorldWidth() - label.getWidth()) / 2);
      label.setY((getStage().getViewport().getWorldHeight() - label.getHeight()) / 2);
      label.setFontScale(3);
      label.setAlignment(Align.center);
      label.addAction(Actions.sequence(Actions.moveBy(0, 80, 0.5f), Actions.removeActor()));
      getStage().addActor(label);
      game.player.playSound(SoundCode.PERFECT);

      // Give time
      float givenTime = Constants.SECONDS - timer.getSeconds();
      timer.giveTime(givenTime, 4f);
    } else {
      // Was special?
      boolean special = givenScore != rows * cols;
      // Give score
      showPartialScore(givenScore, bounds, special);
      game.player.playSound(SoundCode.SUCCESS);

      // Give time
      float givenTime = 4f;
      timer.giveTime(givenTime, 0.25f);
    }
  }