/** * 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)); }
@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); } }