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@@ -31,30 +31,15 @@ import squidpony.squidmath.OrderedSet;
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*/
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public class SquidPanel extends Group implements ISquidPanel<Color> {
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- public float DEFAULT_ANIMATION_DURATION = 0.12F;
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protected int animationCount = 0;
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protected final int cellWidth, cellHeight;
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protected int gridWidth, gridHeight, gridOffsetX = 0, gridOffsetY = 0;
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protected final String[][] contents;
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protected final Color[][] colors;
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- protected Color lightingColor = Color.WHITE;
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protected final TextCellFactory textFactory;
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protected float xOffset, yOffset;
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private final OrderedSet<AnimatedEntity> animatedEntities;
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- /**
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- * For thin-wall maps, where only cells where x and y are both even numbers have
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- * backgrounds displayed. Should be false when using this SquidPanel for
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- * anything that isn't specifically a background of a map that uses the
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- * thin-wall method from ThinDungeonGenerator or something similar. Even the
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- * foregrounds of thin-wall maps should have this false, since
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- * ThinDungeonGenerator (in conjunction with DungeonUtility's hashesToLines
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- * method) makes thin lines for walls that should be displayed as between the
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- * boundaries of other cells. The overlap behavior needed for some "thin enough"
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- * cells to be displayed between the cells can be accomplished by using
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- * {@link #setTextSize(int, int)} to double the previously-given cell width and
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- * height.
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- */
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- private boolean onlyRenderEven = false;
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+ public static final float DEFAULT_ANIMATION_DURATION = 0.12F;
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/**
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* Builds a panel with the given grid size and all other parameters determined
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@@ -102,60 +87,94 @@ public class SquidPanel extends Group implements ISquidPanel<Color> {
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animatedEntities = new OrderedSet<>();
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}
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- @Override
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- public void put(/* @Nullable */char[][] chars, Color[][] foregrounds) {
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- if (chars == null) {
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- /* Only colors to put */
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- final int width = foregrounds.length;
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- final int height = width == 0 ? 0 : foregrounds[0].length;
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- for (int x = 0; x < width; x++) {
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- for (int y = 0; y < height; y++)
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- put(x, y, foregrounds[x][y]);
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- }
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- } else
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- put(0, 0, chars, foregrounds);
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- }
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-
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- public void put(int xOffset, int yOffset, char[][] chars, Color[][] foregrounds) {
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- for (int x = xOffset; x < xOffset + chars.length; x++) {
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- for (int y = yOffset; y < yOffset + chars[0].length; y++) {
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- if (x >= 0 && y >= 0 && x < gridWidth && y < gridHeight) {// check for valid input
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- put(x, y, chars[x - xOffset][y - yOffset], foregrounds[x - xOffset][y - yOffset]);
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- }
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- }
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- }
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- }
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+ /**
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+ * Start a bumping animation in the given direction that will last duration
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+ * seconds.
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+ *
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+ * @param ae
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+ * an AnimatedEntity returned by animateActor()
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+ * @param direction
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+ * @param duration
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+ * a float, measured in seconds, for how long the animation should
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+ * last; commonly 0.12f
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+ */
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+ public void bump(final AnimatedEntity ae, Direction direction, float duration) {
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+ final Actor a = ae.actor;
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+ final float x = adjustX(ae.gridX, ae.doubleWidth), y = adjustY(ae.gridY);
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+ // ae.gridX * cellWidth + (int)getX(),
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+ // (gridHeight - ae.gridY - 1) * cellHeight - 1 + (int)getY();
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+ if (a == null || ae.animating)
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+ return;
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+ duration = clampDuration(duration);
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+ animationCount++;
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+ ae.animating = true;
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+ a.addAction(Actions.sequence(
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+ Actions.moveToAligned(x + (direction.deltaX / 3F) * ((ae.doubleWidth) ? 2F : 1F),
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+ y + direction.deltaY / 3F, Align.center, duration * 0.35F),
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+ Actions.moveToAligned(x, y, Align.bottomLeft, duration * 0.65F),
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+ Actions.delay(duration, Actions.run(new Runnable() {
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+ @Override
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+ public void run() {
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+ recallActor(ae);
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+ }
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+ }))));
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- @Override
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- public void clear(int x, int y) {
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- put(x, y, Color.CLEAR);
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}
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- @Override
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- public void put(int x, int y, Color color) {
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- put(x, y, '\0', color);
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+ /**
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+ * Starts a bumping animation in the direction provided.
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+ *
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+ * @param location
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+ * @param direction
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+ */
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+ public void bump(Coord location, Direction direction) {
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+ bump(location.x, location.y, direction, DEFAULT_ANIMATION_DURATION);
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}
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/**
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- * Takes a unicode char for input.
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+ * Starts a bumping animation in the direction provided.
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*
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* @param x
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* @param y
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- * @param c
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- * @param color
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+ * @param direction
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*/
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- @Override
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- public void put(int x, int y, char c, Color color) {
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- if (x < 0 || x >= gridWidth || y < 0 || y >= gridHeight) {
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- return;// skip if out of bounds
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- }
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- contents[x][y] = String.valueOf(c);
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- colors[x][y] = color; // scc.filter(color);
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+ public void bump(int x, int y, Direction direction) {
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+ bump(x, y, direction, DEFAULT_ANIMATION_DURATION);
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}
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- @Override
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- public int cellWidth() {
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- return cellWidth;
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+ /**
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+ * Start a bumping animation in the given direction that will last duration
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+ * seconds.
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+ *
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+ * @param x
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+ * @param y
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+ * @param direction
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+ * @param duration
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+ * a float, measured in seconds, for how long the animation should
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+ * last; commonly 0.12f
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+ */
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+ public void bump(int x, int y, Direction direction, float duration) {
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+ final Actor a = cellToActor(x, y);
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+ if (a == null)
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+ return;
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+ duration = clampDuration(duration);
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+ animationCount++;
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+ float nextX = adjustX(x, false), nextY = adjustY(y);
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+ /*
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+ * x *= cellWidth; y = (gridHeight - y - 1); y *= cellHeight; y -= 1; x +=
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+ * getX(); y += getY();
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+ */
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+ a.addAction(Actions.sequence(
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+ Actions.moveToAligned(nextX + direction.deltaX / 3F, nextY + direction.deltaY / 3F, Align.center,
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+ duration * 0.35F),
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+ Actions.moveToAligned(nextX, nextY, Align.bottomLeft, duration * 0.65F),
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+ Actions.delay(duration, Actions.run(new Runnable() {
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+ @Override
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+ public void run() {
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+ recallActor(a, true);
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+ }
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+ }))));
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+
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}
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@Override
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@@ -164,29 +183,16 @@ public class SquidPanel extends Group implements ISquidPanel<Color> {
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}
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@Override
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- public int gridHeight() {
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- return gridHeight;
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- }
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-
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- @Override
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- public int gridWidth() {
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- return gridWidth;
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- }
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-
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- /**
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- * @return The {@link TextCellFactory} backing {@code this}.
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- */
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- public TextCellFactory getTextCellFactory() {
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- return textFactory;
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+ public int cellWidth() {
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+ return cellWidth;
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}
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@Override
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public void draw(Batch batch, float parentAlpha) {
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textFactory.configureShader(batch);
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Color tmp;
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- int inc = onlyRenderEven ? 2 : 1;
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- for (int x = gridOffsetX; x < gridWidth; x += inc) {
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- for (int y = gridOffsetY; y < gridHeight; y += inc) {
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+ for (int x = gridOffsetX; x < gridWidth; x++) {
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+ for (int y = gridOffsetY; y < gridHeight; y++) {
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tmp = colors[x][y];
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textFactory.draw(batch, contents[x][y], tmp, xOffset + /*- getX() + 1f * */ x * cellWidth,
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yOffset + /*- getY() + 1f * */ (gridHeight - y) * cellHeight + 1f);
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@@ -215,180 +221,118 @@ public class SquidPanel extends Group implements ISquidPanel<Color> {
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ae.actor.draw(batch, parentAlpha);
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}
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- public AnimatedEntity getAnimatedEntityByCell(int x, int y) {
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- for (AnimatedEntity ae : animatedEntities) {
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- if (ae.gridX == x && ae.gridY == y)
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- return ae;
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- }
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- return null;
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- }
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-
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/**
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- * Created an Actor from the contents of the given x,y position on the grid.
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- *
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+ * Fade the cell at {@code (x,y)} to {@code color}. Contrary to
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+ * {@link #tint(int, int, Color, float)}, this action does not restore the
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+ * cell's color at the end of its execution. This is for example useful to fade
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+ * the game screen when the rogue dies.
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+ *
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* @param x
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+ * the x-coordinate of the cell to tint
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* @param y
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- * @return
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+ * the y-coordinate of the cell to tint
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+ * @param color
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+ * The color at the end of the fadeout.
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+ * @param duration
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+ * The fadeout's duration.
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*/
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- public Actor cellToActor(int x, int y) {
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- return cellToActor(x, y, false);
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+ public void fade(int x, int y, Color color, float duration) {
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+ final Actor a = cellToActor(x, y);
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+ if (a == null)
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+ return;
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+ duration = clampDuration(duration);
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+ animationCount++;
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+ final Color c = color;
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+ a.addAction(Actions.sequence(Actions.color(c, duration), Actions.run(new Runnable() {
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+ @Override
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+ public void run() {
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+ recallActor(a, true);
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+ }
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+ })));
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}
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/**
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- * Created an Actor from the contents of the given x,y position on the grid;
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- * deleting the grid's String content at this cell.
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- *
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- * @param x
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- * @param y
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- * @param doubleWidth
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- * @return A fresh {@link Actor}, that has just been added to {@code this}.
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+ * @return The {@link TextCellFactory} backing {@code this}.
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*/
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- public Actor cellToActor(int x, int y, boolean doubleWidth) {
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- return createActor(x, y, contents[x][y], colors[x][y], doubleWidth);
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- }
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-
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- protected /* @Nullable */ Actor createActor(int x, int y, String name, Color color, boolean doubleWidth) {
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- if (name == null || name.isEmpty())
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- return null;
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- else {
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- final Actor a = textFactory.makeActor(name, color);
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- a.setName(name);
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- a.setPosition(adjustX(x, doubleWidth) - getX() * 2, adjustY(y) - getY() * 2);
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- addActor(a);
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- return a;
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- }
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- }
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-
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- public float adjustX(float x, boolean doubleWidth) {
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- if (doubleWidth)
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- return x * 2 * cellWidth + getX();
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- else
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- return x * cellWidth + getX();
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+ public TextCellFactory getTextCellFactory() {
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+ return textFactory;
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}
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- public float adjustY(float y) {
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- return (gridHeight - y - 1) * cellHeight + getY() + 1; // - textFactory.lineHeight //textFactory.lineTweak * 3f
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- // return (gridHeight - y - 1) * cellHeight + textFactory.getDescent() * 3 / 2f
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- // + getY();
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+ @Override
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+ public int gridHeight() {
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+ return gridHeight;
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}
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- /*
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- * public void startAnimation(Actor a, int oldX, int oldY) { Coord tmp =
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- * Coord.get(oldX, oldY);
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- *
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- * tmp.x = Math.round(a.getX() / cellWidth); tmp.y = gridHeight -
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- * Math.round(a.getY() / cellHeight) - 1; if(tmp.x >= 0 && tmp.x < gridWidth &&
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- * tmp.y > 0 && tmp.y < gridHeight) { } }
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- */
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- public void recallActor(Actor a, boolean restoreSym) {
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- animationCount--;
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- int x = Math.round((a.getX() - getX()) / cellWidth), y = gridHeight - (int) (a.getY() / cellHeight) - 1;
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- // y = gridHeight - (int)((a.getY() - getY()) / cellHeight) - 1;
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- if (x < 0 || y < 0 || x >= contents.length || y >= contents[x].length)
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- return;
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- if (restoreSym)
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- contents[x][y] = a.getName();
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- removeActor(a);
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+ @Override
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+ public int gridWidth() {
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+ return gridWidth;
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}
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- public void recallActor(AnimatedEntity ae) {
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- if (ae.doubleWidth)
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- ae.gridX = Math.round((ae.actor.getX() - getX()) / (2 * cellWidth));
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+ @Override
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+ public boolean hasActiveAnimations() {
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+ // return animationCount != 0;
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+ if (0 < animationCount)
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+ return true;
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else
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- ae.gridX = Math.round((ae.actor.getX() - getX()) / cellWidth);
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- ae.gridY = gridHeight - (int) ((ae.actor.getY() - getY()) / cellHeight) - 1;
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- ae.animating = false;
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- animationCount--;
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- }
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-
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- /**
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- * Start a bumping animation in the given direction that will last duration
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- * seconds.
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- *
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- * @param ae
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- * an AnimatedEntity returned by animateActor()
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- * @param direction
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- * @param duration
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- * a float, measured in seconds, for how long the animation should
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- * last; commonly 0.12f
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- */
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- public void bump(final AnimatedEntity ae, Direction direction, float duration) {
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- final Actor a = ae.actor;
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- final float x = adjustX(ae.gridX, ae.doubleWidth), y = adjustY(ae.gridY);
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- // ae.gridX * cellWidth + (int)getX(),
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- // (gridHeight - ae.gridY - 1) * cellHeight - 1 + (int)getY();
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- if (a == null || ae.animating)
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- return;
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- duration = clampDuration(duration);
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- animationCount++;
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- ae.animating = true;
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- a.addAction(Actions.sequence(
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- Actions.moveToAligned(x + (direction.deltaX / 3F) * ((ae.doubleWidth) ? 2F : 1F),
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- y + direction.deltaY / 3F, Align.center, duration * 0.35F),
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- Actions.moveToAligned(x, y, Align.bottomLeft, duration * 0.65F),
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- Actions.delay(duration, Actions.run(new Runnable() {
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- @Override
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- public void run() {
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- recallActor(ae);
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- }
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- }))));
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-
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+ return 0 < getActions().size;
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}
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- /**
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- * Start a bumping animation in the given direction that will last duration
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- * seconds.
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- *
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- * @param x
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- * @param y
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- * @param direction
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- * @param duration
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- * a float, measured in seconds, for how long the animation should
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- * last; commonly 0.12f
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- */
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- public void bump(int x, int y, Direction direction, float duration) {
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- final Actor a = cellToActor(x, y);
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- if (a == null)
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- return;
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- duration = clampDuration(duration);
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- animationCount++;
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- float nextX = adjustX(x, false), nextY = adjustY(y);
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- /*
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- * x *= cellWidth; y = (gridHeight - y - 1); y *= cellHeight; y -= 1; x +=
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- * getX(); y += getY();
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- */
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- a.addAction(Actions.sequence(
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- Actions.moveToAligned(nextX + direction.deltaX / 3F, nextY + direction.deltaY / 3F, Align.center,
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- duration * 0.35F),
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- Actions.moveToAligned(nextX, nextY, Align.bottomLeft, duration * 0.65F),
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- Actions.delay(duration, Actions.run(new Runnable() {
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- @Override
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- public void run() {
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- recallActor(a, true);
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- }
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- }))));
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-
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+ @Override
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|
+ public void put(/* @Nullable */char[][] chars, Color[][] foregrounds) {
|
|
|
+ if (chars == null) {
|
|
|
+ /* Only colors to put */
|
|
|
+ final int width = foregrounds.length;
|
|
|
+ final int height = width == 0 ? 0 : foregrounds[0].length;
|
|
|
+ for (int x = 0; x < width; x++) {
|
|
|
+ for (int y = 0; y < height; y++)
|
|
|
+ put(x, y, foregrounds[x][y]);
|
|
|
+ }
|
|
|
+ } else
|
|
|
+ put(0, 0, chars, foregrounds);
|
|
|
}
|
|
|
|
|
|
/**
|
|
|
- * Starts a bumping animation in the direction provided.
|
|
|
+ * Takes a unicode char for input.
|
|
|
*
|
|
|
* @param x
|
|
|
* @param y
|
|
|
- * @param direction
|
|
|
+ * @param c
|
|
|
+ * @param color
|
|
|
*/
|
|
|
- public void bump(int x, int y, Direction direction) {
|
|
|
- bump(x, y, direction, DEFAULT_ANIMATION_DURATION);
|
|
|
+ @Override
|
|
|
+ public void put(int x, int y, char c, Color color) {
|
|
|
+ if (x < 0 || x >= gridWidth || y < 0 || y >= gridHeight) {
|
|
|
+ return;// skip if out of bounds
|
|
|
+ }
|
|
|
+ contents[x][y] = String.valueOf(c);
|
|
|
+ colors[x][y] = color; // scc.filter(color);
|
|
|
+ }
|
|
|
+
|
|
|
+ public void put(int xOffset, int yOffset, char[][] chars, Color[][] foregrounds) {
|
|
|
+ for (int x = xOffset; x < xOffset + chars.length; x++) {
|
|
|
+ for (int y = yOffset; y < yOffset + chars[0].length; y++) {
|
|
|
+ if (x >= 0 && y >= 0 && x < gridWidth && y < gridHeight) {// check for valid input
|
|
|
+ put(x, y, chars[x - xOffset][y - yOffset], foregrounds[x - xOffset][y - yOffset]);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ @Override
|
|
|
+ public void put(int x, int y, Color color) {
|
|
|
+ put(x, y, '\0', color);
|
|
|
}
|
|
|
|
|
|
/**
|
|
|
- * Starts a bumping animation in the direction provided.
|
|
|
+ * Sets the position of the actor's bottom left corner.
|
|
|
*
|
|
|
- * @param location
|
|
|
- * @param direction
|
|
|
+ * @param x
|
|
|
+ * @param y
|
|
|
*/
|
|
|
- public void bump(Coord location, Direction direction) {
|
|
|
- bump(location.x, location.y, direction, DEFAULT_ANIMATION_DURATION);
|
|
|
+ @Override
|
|
|
+ public void setPosition(float x, float y) {
|
|
|
+ super.setPosition(x, y);
|
|
|
+ setBounds(x, y, getWidth(), getHeight());
|
|
|
}
|
|
|
|
|
|
/**
|
|
@@ -421,6 +365,45 @@ public class SquidPanel extends Group implements ISquidPanel<Color> {
|
|
|
}))));
|
|
|
}
|
|
|
|
|
|
+ /**
|
|
|
+ * Starts a movement animation for the object at the given grid location at the
|
|
|
+ * default speed.
|
|
|
+ *
|
|
|
+ * @param start
|
|
|
+ * Coord to pick up a tile from and slide
|
|
|
+ * @param end
|
|
|
+ * Coord to end the slide on
|
|
|
+ */
|
|
|
+ public void slide(Coord start, Coord end) {
|
|
|
+ slide(start.x, start.y, end.x, end.y, DEFAULT_ANIMATION_DURATION);
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Starts a sliding movement animation for the object at the given location at
|
|
|
+ * the provided speed. The duration is how many seconds should pass for the
|
|
|
+ * entire animation.
|
|
|
+ *
|
|
|
+ * @param start
|
|
|
+ * @param end
|
|
|
+ * @param duration
|
|
|
+ */
|
|
|
+ public void slide(Coord start, Coord end, float duration) {
|
|
|
+ slide(start.x, start.y, end.x, end.y, duration);
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Starts a movement animation for the object at the given grid location at the
|
|
|
+ * default speed for one grid square in the direction provided.
|
|
|
+ *
|
|
|
+ * @param start
|
|
|
+ * Coord to pick up a tile from and slide
|
|
|
+ * @param direction
|
|
|
+ * Direction enum that indicates which way the slide should go
|
|
|
+ */
|
|
|
+ public void slide(Coord start, Direction direction) {
|
|
|
+ slide(start.x, start.y, start.x + direction.deltaX, start.y + direction.deltaY, DEFAULT_ANIMATION_DURATION);
|
|
|
+ }
|
|
|
+
|
|
|
/**
|
|
|
* Start a movement animation for the object at the grid location x, y and moves
|
|
|
* it to newX, newY over a number of seconds given by duration (often 0.12f or
|
|
@@ -541,45 +524,6 @@ public class SquidPanel extends Group implements ISquidPanel<Color> {
|
|
|
a.addAction(Actions.sequence(sequence));
|
|
|
}
|
|
|
|
|
|
- /**
|
|
|
- * Starts a movement animation for the object at the given grid location at the
|
|
|
- * default speed.
|
|
|
- *
|
|
|
- * @param start
|
|
|
- * Coord to pick up a tile from and slide
|
|
|
- * @param end
|
|
|
- * Coord to end the slide on
|
|
|
- */
|
|
|
- public void slide(Coord start, Coord end) {
|
|
|
- slide(start.x, start.y, end.x, end.y, DEFAULT_ANIMATION_DURATION);
|
|
|
- }
|
|
|
-
|
|
|
- /**
|
|
|
- * Starts a movement animation for the object at the given grid location at the
|
|
|
- * default speed for one grid square in the direction provided.
|
|
|
- *
|
|
|
- * @param start
|
|
|
- * Coord to pick up a tile from and slide
|
|
|
- * @param direction
|
|
|
- * Direction enum that indicates which way the slide should go
|
|
|
- */
|
|
|
- public void slide(Coord start, Direction direction) {
|
|
|
- slide(start.x, start.y, start.x + direction.deltaX, start.y + direction.deltaY, DEFAULT_ANIMATION_DURATION);
|
|
|
- }
|
|
|
-
|
|
|
- /**
|
|
|
- * Starts a sliding movement animation for the object at the given location at
|
|
|
- * the provided speed. The duration is how many seconds should pass for the
|
|
|
- * entire animation.
|
|
|
- *
|
|
|
- * @param start
|
|
|
- * @param end
|
|
|
- * @param duration
|
|
|
- */
|
|
|
- public void slide(Coord start, Coord end, float duration) {
|
|
|
- slide(start.x, start.y, end.x, end.y, duration);
|
|
|
- }
|
|
|
-
|
|
|
/**
|
|
|
* Starts a tint animation for {@code ae} for the given {@code duration} in
|
|
|
* seconds.
|
|
@@ -701,65 +645,6 @@ public class SquidPanel extends Group implements ISquidPanel<Color> {
|
|
|
tint(0f, x, y, color, duration);
|
|
|
}
|
|
|
|
|
|
- /**
|
|
|
- * Fade the cell at {@code (x,y)} to {@code color}. Contrary to
|
|
|
- * {@link #tint(int, int, Color, float)}, this action does not restore the
|
|
|
- * cell's color at the end of its execution. This is for example useful to fade
|
|
|
- * the game screen when the rogue dies.
|
|
|
- *
|
|
|
- * @param x
|
|
|
- * the x-coordinate of the cell to tint
|
|
|
- * @param y
|
|
|
- * the y-coordinate of the cell to tint
|
|
|
- * @param color
|
|
|
- * The color at the end of the fadeout.
|
|
|
- * @param duration
|
|
|
- * The fadeout's duration.
|
|
|
- */
|
|
|
- public void fade(int x, int y, Color color, float duration) {
|
|
|
- final Actor a = cellToActor(x, y);
|
|
|
- if (a == null)
|
|
|
- return;
|
|
|
- duration = clampDuration(duration);
|
|
|
- animationCount++;
|
|
|
- final Color c = color;
|
|
|
- a.addAction(Actions.sequence(Actions.color(c, duration), Actions.run(new Runnable() {
|
|
|
- @Override
|
|
|
- public void run() {
|
|
|
- recallActor(a, true);
|
|
|
- }
|
|
|
- })));
|
|
|
- }
|
|
|
-
|
|
|
- @Override
|
|
|
- public boolean hasActiveAnimations() {
|
|
|
- // return animationCount != 0;
|
|
|
- if (0 < animationCount)
|
|
|
- return true;
|
|
|
- else
|
|
|
- return 0 < getActions().size;
|
|
|
- }
|
|
|
-
|
|
|
- public OrderedSet<AnimatedEntity> getAnimatedEntities() {
|
|
|
- return animatedEntities;
|
|
|
- }
|
|
|
-
|
|
|
- public void removeAnimatedEntity(AnimatedEntity ae) {
|
|
|
- animatedEntities.remove(ae);
|
|
|
- }
|
|
|
-
|
|
|
- public Color getColorAt(int x, int y) {
|
|
|
- return colors[x][y];
|
|
|
- }
|
|
|
-
|
|
|
- public Color getLightingColor() {
|
|
|
- return lightingColor;
|
|
|
- }
|
|
|
-
|
|
|
- public void setLightingColor(Color lightingColor) {
|
|
|
- this.lightingColor = lightingColor;
|
|
|
- }
|
|
|
-
|
|
|
protected float clampDuration(float duration) {
|
|
|
if (duration < 0.02f)
|
|
|
return 0.02f;
|
|
@@ -767,119 +652,71 @@ public class SquidPanel extends Group implements ISquidPanel<Color> {
|
|
|
return duration;
|
|
|
}
|
|
|
|
|
|
- /**
|
|
|
- * The X offset that the whole panel's internals will be rendered at.
|
|
|
- *
|
|
|
- * @return the current offset in cells along the x axis
|
|
|
- */
|
|
|
- public int getGridOffsetX() {
|
|
|
- return gridOffsetX;
|
|
|
- }
|
|
|
-
|
|
|
- /**
|
|
|
- * Sets the X offset that the whole panel's internals will be rendered at.
|
|
|
- *
|
|
|
- * @param gridOffsetX
|
|
|
- * the requested offset in cells; should be less than gridWidth
|
|
|
- */
|
|
|
- public void setGridOffsetX(int gridOffsetX) {
|
|
|
- if (gridOffsetX < gridWidth)
|
|
|
- this.gridOffsetX = gridOffsetX;
|
|
|
- }
|
|
|
-
|
|
|
- /**
|
|
|
- * The Y offset that the whole panel's internals will be rendered at.
|
|
|
- *
|
|
|
- * @return the current offset in cells along the y axis
|
|
|
- */
|
|
|
- public int getGridOffsetY() {
|
|
|
- return gridOffsetY;
|
|
|
- }
|
|
|
-
|
|
|
- /**
|
|
|
- * Sets the Y offset that the whole panel's internals will be rendered at.
|
|
|
- *
|
|
|
- * @param gridOffsetY
|
|
|
- * the requested offset in cells; should be less than gridHeight
|
|
|
- */
|
|
|
- public void setGridOffsetY(int gridOffsetY) {
|
|
|
- if (gridOffsetY < gridHeight)
|
|
|
- this.gridOffsetY = gridOffsetY;
|
|
|
-
|
|
|
+ protected /* @Nullable */ Actor createActor(int x, int y, String name, Color color, boolean doubleWidth) {
|
|
|
+ if (name == null || name.isEmpty())
|
|
|
+ return null;
|
|
|
+ else {
|
|
|
+ final Actor a = textFactory.makeActor(name, color);
|
|
|
+ a.setName(name);
|
|
|
+ a.setPosition(adjustX(x, doubleWidth) - getX() * 2, adjustY(y) - getY() * 2);
|
|
|
+ addActor(a);
|
|
|
+ return a;
|
|
|
+ }
|
|
|
}
|
|
|
|
|
|
- /**
|
|
|
- * The number of cells along the x-axis that will be rendered of this panel.
|
|
|
- *
|
|
|
- * @return the number of cells along the x-axis that will be rendered of this
|
|
|
- * panel
|
|
|
- */
|
|
|
- public int getGridWidth() {
|
|
|
- return gridWidth;
|
|
|
+ private float adjustX(float x, boolean doubleWidth) {
|
|
|
+ if (doubleWidth)
|
|
|
+ return x * 2 * cellWidth + getX();
|
|
|
+ else
|
|
|
+ return x * cellWidth + getX();
|
|
|
}
|
|
|
|
|
|
- /**
|
|
|
- * Sets the number of cells along the x-axis that will be rendered of this panel
|
|
|
- * to gridWidth.
|
|
|
- *
|
|
|
- * @param gridWidth
|
|
|
- * the requested width in cells
|
|
|
- */
|
|
|
- public void setGridWidth(int gridWidth) {
|
|
|
- this.gridWidth = gridWidth;
|
|
|
+ private float adjustY(float y) {
|
|
|
+ return (gridHeight - y - 1) * cellHeight + getY() + 1;
|
|
|
}
|
|
|
|
|
|
/**
|
|
|
- * The number of cells along the y-axis that will be rendered of this panel
|
|
|
+ * Created an Actor from the contents of the given x,y position on the grid.
|
|
|
*
|
|
|
- * @return the number of cells along the y-axis that will be rendered of this
|
|
|
- * panel
|
|
|
+ * @param x
|
|
|
+ * @param y
|
|
|
+ * @return
|
|
|
*/
|
|
|
- public int getGridHeight() {
|
|
|
- return gridHeight;
|
|
|
+ private Actor cellToActor(int x, int y) {
|
|
|
+ return cellToActor(x, y, false);
|
|
|
}
|
|
|
|
|
|
/**
|
|
|
- * Sets the number of cells along the y-axis that will be rendered of this panel
|
|
|
- * to gridHeight.
|
|
|
+ * Created an Actor from the contents of the given x,y position on the grid;
|
|
|
+ * deleting the grid's String content at this cell.
|
|
|
*
|
|
|
- * @param gridHeight
|
|
|
- * the requested height in cells
|
|
|
- */
|
|
|
- public void setGridHeight(int gridHeight) {
|
|
|
- this.gridHeight = gridHeight;
|
|
|
- }
|
|
|
-
|
|
|
- /**
|
|
|
- * Sets the position of the actor's bottom left corner.
|
|
|
- *
|
|
|
* @param x
|
|
|
* @param y
|
|
|
+ * @param doubleWidth
|
|
|
+ * @return A fresh {@link Actor}, that has just been added to {@code this}.
|
|
|
*/
|
|
|
- @Override
|
|
|
- public void setPosition(float x, float y) {
|
|
|
- super.setPosition(x, y);
|
|
|
- setBounds(x, y, getWidth(), getHeight());
|
|
|
- }
|
|
|
-
|
|
|
- public float getxOffset() {
|
|
|
- return xOffset;
|
|
|
- }
|
|
|
-
|
|
|
- public void setOffsetX(float xOffset) {
|
|
|
- this.xOffset = xOffset;
|
|
|
- }
|
|
|
-
|
|
|
- public float getyOffset() {
|
|
|
- return yOffset;
|
|
|
+ private Actor cellToActor(int x, int y, boolean doubleWidth) {
|
|
|
+ return createActor(x, y, contents[x][y], colors[x][y], doubleWidth);
|
|
|
}
|
|
|
|
|
|
- public void setOffsetY(float yOffset) {
|
|
|
- this.yOffset = yOffset;
|
|
|
+ private void recallActor(Actor a, boolean restoreSym) {
|
|
|
+ animationCount--;
|
|
|
+ int x = Math.round((a.getX() - getX()) / cellWidth), y = gridHeight - (int) (a.getY() / cellHeight) - 1;
|
|
|
+ // y = gridHeight - (int)((a.getY() - getY()) / cellHeight) - 1;
|
|
|
+ if (x < 0 || y < 0 || x >= contents.length || y >= contents[x].length)
|
|
|
+ return;
|
|
|
+ if (restoreSym)
|
|
|
+ contents[x][y] = a.getName();
|
|
|
+ removeActor(a);
|
|
|
}
|
|
|
|
|
|
- public void setOffsets(float x, float y) {
|
|
|
- xOffset = x;
|
|
|
- yOffset = y;
|
|
|
+ private void recallActor(AnimatedEntity ae) {
|
|
|
+ if (ae.doubleWidth)
|
|
|
+ ae.gridX = Math.round((ae.actor.getX() - getX()) / (2 * cellWidth));
|
|
|
+ else
|
|
|
+ ae.gridX = Math.round((ae.actor.getX() - getX()) / cellWidth);
|
|
|
+ ae.gridY = gridHeight - (int) ((ae.actor.getY() - getY()) / cellHeight) - 1;
|
|
|
+ ae.animating = false;
|
|
|
+ animationCount--;
|
|
|
}
|
|
|
}
|