/** * Bewegt den Kopf der Entität in die aktuelle Richtung. * * @see #moveBody() */ protected final void moveHead() { Level field = GameField.getCurLevel(); int maxX = field.getMaxX() * field.getTileSize(); int maxY = field.getMaxY() * field.getTileSize(); switch (head.route) { case 0: head.yPos = (head.yPos - stepsize + maxY) % maxY; break; case 1: head.xPos = (head.xPos + stepsize) % maxX; break; case 2: head.yPos = (head.yPos + stepsize) % maxY; break; case 3: head.xPos = (head.xPos - stepsize + maxX) % maxX; break; default: break; } }
/** * Überprüft, ob das nächste Feld begehbar ist. * * @param level das aktuelle Level * @return {@code true} falls das Feld begehbar ist,</br> {@code false} falls nicht. */ protected final boolean nextFieldWalkable(Level level) { final int stepsize = EntityHelpings.TILESIZE * GameField.getCurFactor(); Level field = GameField.getCurLevel(); int maxX = field.getMaxX() * field.getTileSize(); int maxY = field.getMaxY() * field.getTileSize(); switch (head.route) { case 0: return level.getWalkableAbsolutPos(head.xPos, (head.yPos - stepsize + maxY) % maxY); case 1: return level.getWalkableAbsolutPos((head.xPos + stepsize) % maxX, head.yPos); case 2: return level.getWalkableAbsolutPos(head.xPos, (head.yPos + stepsize) % maxY); case 3: return level.getWalkableAbsolutPos((head.xPos - stepsize + maxX) % maxX, head.yPos); default: return false; } }