示例#1
0
  private void generateFieldBackground(Graphics2D g2d, Grid grid) {

    // Fill the background with a base color
    g2d.setColor(Color.DARK_GRAY);
    g2d.fillRect(0, 0, fieldBackgroundImg.getWidth(), fieldBackgroundImg.getHeight());

    g2d.setColor(Color.LIGHT_GRAY);

    Stroke originalStroke = g2d.getStroke();
    g2d.setStroke(new BasicStroke(1.0f));

    // Draw grid lines over the background
    if (Debugging.drawGridLines) {
      grid.draw(g2d);
    }

    // Reset the graphics to the original stroke
    g2d.setStroke(originalStroke);
  }
示例#2
0
  public GameState() {
    super("Game State");

    // Init the players and establish player relations

    myPlayer = new HumanPlayer("Human");

    ai1 = new AIPlayer("foo 1.0");
    ai2 = new AIPlayer("foo 2.0");
    ai3 = new AIPlayer("foo 3.0");
    ai4 = new AIPlayer("foo 4.0");

    myPlayer.addEnemies(ai1, ai2, ai3, ai4);
    ai1.addEnemies(ai2, ai3, ai4);
    ai2.addEnemies(ai1, ai3, ai4);
    ai3.addEnemies(ai1, ai2, ai4);
    ai4.addEnemies(ai1, ai2, ai3);

    ai1.addEnemy(myPlayer);

    activePlayers = new LinkedList<Player>();
    defeatedPlayers = new ArrayList<Player>();

    activePlayers.add(myPlayer);
    activePlayers.add(ai1);
    activePlayers.add(ai2);
    activePlayers.add(ai3);
    activePlayers.add(ai4);

    // Set the movement margins
    GamePanel panel = GamePanel.getInstance();
    int panelWidth = panel.getWidth();
    int panelHeight = panel.getHeight();

    // Prepare the HUD rectangle
    hudPanel.setBounds(
        0, panelHeight - Settings.MINI_MAP_HEIGHT, Settings.FIELD_WIDTH, panelHeight);
    miniMapRect.setBounds(
        panelWidth - Settings.MINI_MAP_WIDTH,
        panelHeight - Settings.MINI_MAP_HEIGHT,
        Settings.MINI_MAP_WIDTH,
        Settings.MINI_MAP_HEIGHT);

    // Init the control groups, and link them to my player
    ControlGroup.initGroups(this, myPlayer);

    // Initialize the grid
    int width = Settings.FIELD_WIDTH;
    int height = Settings.FIELD_HEIGHT;
    int numRows = 10;
    int numCols = 10;
    grid = Grid.initGrid(width, height, numRows, numCols);

    // Generate the images
    initImages(grid);

    /*
     *  Create the initial units
     *
     *  Each player starts with 1 hive and 10 larva
     *  The hives are evenly spaced around the circumference of a circle centred in the field centre
     */

    boolean createInitialUnits = true;

    if (createInitialUnits) {

      int numStartingLarvae = 10;

      float angle = 0;
      float deltaAngle = 2 * (float) Math.PI / activePlayers.size();

      int centreX = Settings.FIELD_WIDTH / 2;
      int centreY = Settings.FIELD_HEIGHT / 2;

      float radius = Settings.FIELD_WIDTH / 2 - 100;

      for (Player p : activePlayers) {

        int x = (int) (Math.cos(angle) * radius + centreX);
        int y = (int) (Math.sin(angle) * radius + centreY);

        p.spawnHive(x, y, true);

        for (int i = 0; i < numStartingLarvae; i++) {
          p.spawnLarvae(x + i, y + i);
        }

        angle += deltaAngle;
      }
    }
  }