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-package squidpony.gdx.examples;
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-
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-import com.badlogic.gdx.ApplicationAdapter;
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-import com.badlogic.gdx.Gdx;
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-import com.badlogic.gdx.graphics.Color;
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-import com.badlogic.gdx.graphics.GL20;
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-import com.badlogic.gdx.graphics.g2d.SpriteBatch;
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-import com.badlogic.gdx.scenes.scene2d.Stage;
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-import com.badlogic.gdx.utils.Array;
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-import com.badlogic.gdx.utils.IntArray;
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-import com.badlogic.gdx.utils.viewport.ScreenViewport;
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-import squidpony.squidai.*;
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-import squidpony.squidgrid.FOVCache;
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-import squidpony.squidgrid.LOS;
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-import squidpony.squidgrid.Radius;
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-import squidpony.squidgrid.gui.gdx.*;
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-import squidpony.squidgrid.mapping.DungeonGenerator;
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-import squidpony.squidgrid.mapping.DungeonUtility;
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-import squidpony.squidgrid.mapping.styled.TilesetType;
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-import squidpony.squidmath.*;
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-
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-import java.util.ArrayList;
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-import java.util.Map;
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-import java.util.Set;
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-
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-public class SquidAIDemo extends ApplicationAdapter {
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- private enum Phase {MOVE_ANIM, ATTACK_ANIM}
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- SpriteBatch batch;
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-
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- private Phase phase = Phase.ATTACK_ANIM;
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- private RNG rng;
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- private LightRNG lrng;
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- private SquidLayers display;
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- private DungeonGenerator dungeonGen;
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- private char[][] bareDungeon, lineDungeon;
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- private double[][] res;
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- private int[][] colors, bgColors, lights;
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- private LOS los;
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- private int width, height;
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- private int cellWidth, cellHeight;
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- private int numMonsters = 16;
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-
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- private SquidInput input;
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- private static final Color bgColor = SColor.DARK_SLATE_GRAY;
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- private Array<AnimatedEntity> teamRed, teamBlue;
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- private IntArray redHealth, blueHealth;
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- //private OrderedMap<AnimatedEntity, Integer> teamRed, teamBlue;
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- private OrderedSet<Coord> redPlaces, bluePlaces;
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- private Technique redCone, redCloud, blueBlast, blueBeam;
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- private DijkstraMap getToRed, getToBlue;
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- private Stage stage;
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- private int framesWithoutAnimation = 0, moveLength = 5;
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- private ArrayList<Coord> awaitedMoves;
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- private int redIdx = 0, blueIdx = 0;
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- private boolean blueTurn = false;
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-
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- private FOVCache cache;
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- @Override
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- public void create () {
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- batch = new SpriteBatch();
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- width = 40;
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- height = 40;
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- cellWidth = 6;
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- cellHeight = 12;
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- display = new SquidLayers(width * 2, height, cellWidth, cellHeight, DefaultResources.narrowName);
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- display.setAnimationDuration(0.35f);
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- stage = new Stage(new ScreenViewport(), batch);
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-
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- lrng = new LightRNG(0x1337BEEF);
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- rng = new RNG(lrng);
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-
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- dungeonGen = new DungeonGenerator(width, height, rng);
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-// dungeonGen.addWater(10);
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- //dungeonGen.addDoors(15, true);
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-
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- // change the TilesetType to lots of different choices to see what dungeon works best.
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- bareDungeon = dungeonGen.generate(TilesetType.ROUND_ROOMS_DIAGONAL_CORRIDORS);
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- cache = new FOVCache(bareDungeon, 9, Radius.CIRCLE);
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- bareDungeon = DungeonUtility.closeDoors(bareDungeon);
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- lineDungeon = DungeonUtility.doubleWidth(DungeonUtility.hashesToLines(bareDungeon));
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- // it's more efficient to get random floors from a packed set containing only (compressed) floor positions.
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- short[] placement = CoordPacker.pack(bareDungeon, '.');
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-
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-
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- teamRed = new Array<>(numMonsters);
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- teamBlue = new Array<>(numMonsters);
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-
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- redHealth = new IntArray(numMonsters);
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- blueHealth = new IntArray(numMonsters);
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-
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- redPlaces = new OrderedSet<>(numMonsters);
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- bluePlaces = new OrderedSet<>(numMonsters);
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- for(int i = 0; i < numMonsters; i++)
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- {
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- Coord monPos = dungeonGen.utility.randomCell(placement);
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- placement = CoordPacker.removePacked(placement, monPos.x, monPos.y);
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-
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- teamRed.add(display.animateActor(monPos.x, monPos.y, "50", 11, true));
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- redHealth.add(50);
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- redPlaces.add(monPos);
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-
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- Coord monPosBlue = dungeonGen.utility.randomCell(placement);
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- placement = CoordPacker.removePacked(placement, monPosBlue.x, monPosBlue.y);
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-
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- teamBlue.add(display.animateActor(monPosBlue.x, monPosBlue.y, "50", 25, true));
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- blueHealth.add(50);
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- bluePlaces.add(monPosBlue);
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- }
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- // your choice of FOV matters here.
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- los = new LOS(LOS.BRESENHAM);
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- res = DungeonUtility.generateResistances(bareDungeon);
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-
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- ConeAOE cone = new ConeAOE(Coord.get(0, 0), 9, 0, 60, Radius.CIRCLE);
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- cone.setMinRange(1);
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- cone.setMaxRange(2);
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- cone.setMetric(Radius.SQUARE);
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-
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- redCone = new Technique("Burning Breath", cone);
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- redCone.setMap(bareDungeon);
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-
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- BlastAOE blast = new BlastAOE(Coord.get(0, 0), 3, Radius.CIRCLE);
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- blast.setMinRange(3);
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- blast.setMaxRange(5);
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- blast.setMetric(Radius.CIRCLE);
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-
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- blueBlast = new Technique("Winter Orb", blast);
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- blueBlast.setMap(bareDungeon);
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-
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- CloudAOE cloud = new CloudAOE(Coord.get(0, 0), 20, Radius.DIAMOND);
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- cloud.setMinRange(4);
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- cloud.setMaxRange(7);
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- cloud.setMetric(Radius.CIRCLE);
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-
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- redCloud = new Technique("Acid Mist", cloud);
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- redCloud.setMap(bareDungeon);
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-
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- BeamAOE beam = new BeamAOE(Coord.get(0, 0), 0.0, 8, 1, Radius.DIAMOND);
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- beam.setMinRange(2);
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- beam.setMaxRange(8);
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- beam.setMetric(Radius.CIRCLE);
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- blueBeam = new Technique("Atomic Death Ray", beam);
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- blueBeam.setMap(bareDungeon);
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-
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-
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- getToRed = new DijkstraMap(bareDungeon, DijkstraMap.Measurement.EUCLIDEAN);
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- getToRed.rng = rng;
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- getToBlue = new DijkstraMap(bareDungeon, DijkstraMap.Measurement.EUCLIDEAN);
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- getToBlue.rng = rng;
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-
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- dijkstraAlert();
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-
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- awaitedMoves = new ArrayList<>(10);
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- colors = DungeonUtility.generatePaletteIndices(bareDungeon);
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- bgColors = DungeonUtility.generateBGPaletteIndices(bareDungeon);
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- lights = DungeonUtility.generateLightnessModifiers(bareDungeon);
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-
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- // just quit if we get a Q.
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- input = new SquidInput(new SquidInput.KeyHandler() {
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- @Override
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- public void handle(char key, boolean alt, boolean ctrl, boolean shift) {
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- switch (key)
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- {
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- case 'Q':
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- case 'q':
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- case SquidInput.ESCAPE:
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- {
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- Gdx.app.exit();
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- }
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- }
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- }
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- });
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- // ABSOLUTELY NEEDED TO HANDLE INPUT
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- // and then add display, our one visual component, to the list of things that act in Stage.
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- display.setPosition(0, 0);
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- stage.addActor(display);
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- cache.awaitCache();
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- blast.setCache(cache);
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- cone.setCache(cache);
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- Gdx.input.setInputProcessor(input);
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-
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-
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- }
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-
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- private void dijkstraAlert()
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- {
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- /*
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- getToBlue.clearGoals();
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- getToBlue.resetMap();
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- getToRed.clearGoals();
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- getToRed.resetMap();
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- ArrayList<AnimatedEntity> redCopy = new ArrayList<AnimatedEntity>(teamRed.size());
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- redCopy.addAll(teamRed.keySet());
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- BLUE_LOOP:
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- for(AnimatedEntity blue : teamBlue.keySet())
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- {
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- for(AnimatedEntity red : redCopy)
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- {
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- if(los.isReachable(res, blue.gridX, blue.gridY, red.gridX, red.gridY, Radius.CIRCLE))
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- {
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- getToBlue.setGoal(blue.gridX, blue.gridY);
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- getToRed.setGoal(red.gridX, red.gridY);
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-
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- redCopy.remove(red);
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-
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- continue BLUE_LOOP;
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- }
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- }
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- }
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- getToBlue.scan(redPlaces);
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- getToRed.scan(bluePlaces);
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- */
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- }
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-
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- /**
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- * Move a unit toward a good position to attack, but don't attack in this method.
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- * @param idx the index of the unit in the appropriate ordered Map.
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- */
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- private void startMove(int idx) {
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-// if(health <= 0) return;
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- int i = 0;
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- DijkstraMap whichDijkstra;
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- Technique whichTech;
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- Set<Coord> whichFoes, whichAllies = new OrderedSet<>(8);
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- AnimatedEntity ae = null;
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- int health = 0;
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- Coord user = null;
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- if(blueTurn)
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- {
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- whichDijkstra = getToRed;
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- whichTech = (idx % 2 == 0) ? blueBeam : blueBlast;
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- whichFoes = redPlaces;
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- whichAllies = bluePlaces;
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- ae = teamBlue.get(idx);
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- health = blueHealth.get(idx);
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- if(ae == null || health <= 0) {
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- phase = Phase.MOVE_ANIM;
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- return;
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- }
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- user = Coord.get(ae.gridX, ae.gridY);
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- }
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- else
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- {
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- whichDijkstra = getToBlue;
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- whichTech = (idx % 2 == 0) ? redCloud : redCone;
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- whichFoes = bluePlaces;
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- whichAllies = redPlaces;
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- ae = teamRed.get(idx);
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- health = redHealth.get(idx);
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- if(ae == null || health <= 0) {
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- phase = Phase.MOVE_ANIM;
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- return;
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- }
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- user = Coord.get(ae.gridX, ae.gridY);
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- }
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- whichAllies.remove(user);
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- /*for(Coord p : whichFoes)
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- {
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- AnimatedEntity foe = display.getAnimatedEntityByCell(p.x, p.y);
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- if(los.isReachable(res, user.x, user.y, p.x, p.y) && foe != null && whichEnemyTeam.get(foe) != null && whichEnemyTeam.get(foe) > 0)
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- {
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- visibleTargets.add(p);
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- }
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- }*/
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- ArrayList<Coord> path = whichDijkstra.findTechniquePath(moveLength, whichTech, bareDungeon, (LOS)null, whichFoes, whichAllies, user, whichFoes);
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- if(path.isEmpty())
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- path = whichDijkstra.findPath(moveLength, whichFoes, whichAllies, user, whichFoes.toArray(new Coord[whichFoes.size()]));
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- /*
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- System.out.println("User at (" + user.x + "," + user.y + ") using " +
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- whichTech.name);
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- */
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- /*
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- boolean anyFound = false;
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-
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- for (int yy = 0; yy < height; yy++) {
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- for (int xx = 0; xx < width; xx++) {
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- System.out.print((whichDijkstra.targetMap[xx][yy] == null) ? "." : "@");
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- anyFound = (whichDijkstra.targetMap[xx][yy] != null) ? true : anyFound;
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- }
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- System.out.println();
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- }*/
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- awaitedMoves = new ArrayList<>(path);
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- }
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-
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- public void move(AnimatedEntity ae, int newX, int newY) {
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- display.slide(ae, newX, newY, 2, 0.075f);
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- phase = Phase.MOVE_ANIM;
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-
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- }
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-
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- // check if a monster's movement would overlap with another monster.
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- @SuppressWarnings("unused")
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- private boolean checkOverlap(AnimatedEntity ae, int x, int y)
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- {
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- for(AnimatedEntity mon : teamRed)
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- {
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- if(mon.gridX == x && mon.gridY == y && !mon.equals(ae))
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- return true;
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- }
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- for(AnimatedEntity mon : teamBlue)
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- {
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- if(mon.gridX == x && mon.gridY == y && !mon.equals(ae))
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- return true;
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- }
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- return false;
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- }
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-
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- private void postMove(int idx) {
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-
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- int i = 0;
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- Technique whichTech;
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- Set<Coord> whichFoes, whichAllies, visibleTargets = new OrderedSet<>(8);
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- AnimatedEntity ae = null;
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- int health = 0;
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- Coord user = null;
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- Color whichTint = Color.WHITE;
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- Array<AnimatedEntity> whichEnemyTeam;
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- IntArray whichEnemyHealth;
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- OrderedMap<Coord, Double> effects;
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- if (blueTurn) {
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- whichTech = (idx % 2 == 0) ? blueBeam : blueBlast;
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- whichFoes = redPlaces;
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- whichAllies = bluePlaces;
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- whichTint = Color.CYAN;
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- whichEnemyTeam = teamRed;
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- whichEnemyHealth = redHealth;
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- ae = teamBlue.get(idx);
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- health = blueHealth.get(idx);
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- if (ae == null || health <= 0) {
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- phase = Phase.ATTACK_ANIM;
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- return;
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- }
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- user = Coord.get(ae.gridX, ae.gridY);
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- } else {
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- whichTech = (idx % 2 == 0) ? redCloud : redCone;
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- whichFoes = bluePlaces;
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- whichAllies = redPlaces;
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- whichTint = Color.RED;
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- whichEnemyTeam = teamBlue;
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- whichEnemyHealth = blueHealth;
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- ae = teamRed.get(idx);
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- health = redHealth.get(idx);
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- if (ae == null || health <= 0) {
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- phase = Phase.ATTACK_ANIM;
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- return;
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- }
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- user = Coord.get(ae.gridX, ae.gridY);
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- }
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- for(Coord p : whichFoes)
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- {
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- AnimatedEntity foe = display.getAnimatedEntityByCell(p.x, p.y);
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- int foeIdx;
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- if(los.isReachable(res, user.x, user.y, p.x, p.y) && foe != null && (foeIdx = whichEnemyTeam.indexOf(foe, true)) >= 0
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- && whichEnemyHealth.get(foeIdx) > 0)
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- {
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- visibleTargets.add(p);
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- }
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- }
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-
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- OrderedMap<Coord, ArrayList<Coord>> ideal = whichTech.idealLocations(user, visibleTargets, whichAllies);
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- Coord targetCell = null;
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- if(!ideal.isEmpty()) targetCell = ideal.firstKey();
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-
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- if(targetCell != null)
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- {
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- effects = whichTech.apply(user, targetCell);
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-
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- for(Map.Entry<Coord, Double> power : effects.entrySet())
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- {
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- Double strength = (idx % 2 == 0) ? rng.nextDouble() : power.getValue();
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- whichTint.a = strength.floatValue();
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- display.tint(power.getKey().x * 2 , power.getKey().y, whichTint, 0, display.getAnimationDuration());
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- display.tint(power.getKey().x * 2 + 1, power.getKey().y, whichTint, 0, display.getAnimationDuration());
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- AnimatedEntity tgt;
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- for(int tgtIdx = 0; tgtIdx < whichEnemyTeam.size; tgtIdx++)
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- {
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- tgt = whichEnemyTeam.get(tgtIdx);
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- if(tgt.gridX == power.getKey().x && tgt.gridY == power.getKey().y)
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- {
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- int currentHealth = Math.max(whichEnemyHealth.get(tgtIdx) - (int) (15 * strength), 0);
|
|
|
- whichEnemyTeam.set(tgtIdx, tgt);
|
|
|
- whichEnemyHealth.set(tgtIdx, currentHealth);
|
|
|
- tgt.setText(Integer.toString(currentHealth));
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- /*
|
|
|
- else
|
|
|
- {
|
|
|
-
|
|
|
- System.out.println("NO ATTACK POSITION: User at (" + user.x + "," + user.y + ") using " +
|
|
|
- whichTech.name);
|
|
|
-
|
|
|
- display.tint(user.x * 2 , user.y, highlightColor, 0, display.getAnimationDuration() * 3);
|
|
|
- display.tint(user.x * 2 + 1, user.y, highlightColor, 0, display.getAnimationDuration() * 3);
|
|
|
- }
|
|
|
- */
|
|
|
- whichAllies.add(user);
|
|
|
- phase = Phase.ATTACK_ANIM;
|
|
|
- }
|
|
|
- public void putMap()
|
|
|
- {
|
|
|
- for (int i = 0; i < width; i++) {
|
|
|
- for (int j = 0; j < height; j++) {
|
|
|
- display.put(i * 2, j, lineDungeon[i * 2][j], colors[i][j], bgColors[i][j], lights[i][j]);
|
|
|
- display.put(i * 2 + 1, j, lineDungeon[i * 2 + 1][j], colors[i][j], bgColors[i][j], lights[i][j]);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- @Override
|
|
|
- public void render () {
|
|
|
- // standard clear the background routine for libGDX
|
|
|
- Gdx.gl.glClearColor(bgColor.r / 255.0f, bgColor.g / 255.0f, bgColor.b / 255.0f, 1.0f);
|
|
|
- Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
|
|
|
- // not sure if this is always needed...
|
|
|
- Gdx.gl.glEnable(GL20.GL_BLEND);
|
|
|
-
|
|
|
- stage.act();
|
|
|
- boolean blueWins = false, redWins = false;
|
|
|
- for(int bh = 0; bh < blueHealth.size; bh++)
|
|
|
- {
|
|
|
- if(blueHealth.get(bh) > 0) {
|
|
|
- redWins = false;
|
|
|
- break;
|
|
|
- }redWins = true;
|
|
|
- }
|
|
|
- for(int rh = 0; rh < redHealth.size; rh++)
|
|
|
- {
|
|
|
- if(redHealth.get(rh) > 0) {
|
|
|
- blueWins = false;
|
|
|
- break;
|
|
|
- }blueWins = true;
|
|
|
- }
|
|
|
- if (blueWins) {
|
|
|
- // still need to display the map, then write over it with a message.
|
|
|
- putMap();
|
|
|
- display.putBoxedString(width / 2 - 11, height / 2 - 1, " BLUE TEAM WINS! ");
|
|
|
- display.putBoxedString(width / 2 - 11, height / 2 + 5, " q to quit. ");
|
|
|
-
|
|
|
- // because we return early, we still need to draw.
|
|
|
- stage.draw();
|
|
|
- // q still needs to quit.
|
|
|
- if(input.hasNext())
|
|
|
- input.next();
|
|
|
- return;
|
|
|
- }
|
|
|
- else if(redWins)
|
|
|
- {
|
|
|
- putMap();
|
|
|
- display.putBoxedString(width / 2 - 11, height / 2 - 1, " RED TEAM WINS! ");
|
|
|
- display.putBoxedString(width / 2 - 11, height / 2 + 5, " q to quit. ");
|
|
|
-
|
|
|
- // because we return early, we still need to draw.
|
|
|
- stage.draw();
|
|
|
- // q still needs to quit.
|
|
|
- if(input.hasNext())
|
|
|
- input.next();
|
|
|
- return;
|
|
|
- }
|
|
|
- int i = 0;
|
|
|
- AnimatedEntity ae = null;
|
|
|
- int whichIdx = 0;
|
|
|
- if(blueTurn) {
|
|
|
- whichIdx = blueIdx;
|
|
|
- ae = teamBlue.get(blueIdx);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- whichIdx = redIdx;
|
|
|
- ae = teamRed.get(redIdx);
|
|
|
- }
|
|
|
-
|
|
|
- // need to display the map every frame, since we clear the screen to avoid artifacts.
|
|
|
- putMap();
|
|
|
- // if we are waiting for the player's input and get input, process it.
|
|
|
- if(input.hasNext()) {
|
|
|
- input.next();
|
|
|
- }
|
|
|
- // if the user clicked, we have a list of moves to perform.
|
|
|
- if(!awaitedMoves.isEmpty())
|
|
|
- {
|
|
|
- if(ae == null) {
|
|
|
- awaitedMoves.clear();
|
|
|
- }
|
|
|
- // extremely similar to the block below that also checks if animations are done
|
|
|
- // this doesn't check for input, but instead processes and removes Points from awaitedMoves.
|
|
|
- else if(!display.hasActiveAnimations()) {
|
|
|
- ++framesWithoutAnimation;
|
|
|
- if (framesWithoutAnimation >= 2) {
|
|
|
- framesWithoutAnimation = 0;
|
|
|
- Coord m = awaitedMoves.remove(0);
|
|
|
- move(ae, m.x, m.y);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- // if the previous blocks didn't happen, and there are no active animations, then either change the phase
|
|
|
- // (because with no animations running the last phase must have ended), or start a new animation soon.
|
|
|
- else if(!display.hasActiveAnimations()) {
|
|
|
- ++framesWithoutAnimation;
|
|
|
- if (framesWithoutAnimation >= 2) {
|
|
|
- framesWithoutAnimation = 0;
|
|
|
- switch (phase) {
|
|
|
- case ATTACK_ANIM: {
|
|
|
- phase = Phase.MOVE_ANIM;
|
|
|
- blueTurn = !blueTurn;
|
|
|
- if(!blueTurn)
|
|
|
- {
|
|
|
- whichIdx = (whichIdx + 1) % numMonsters;
|
|
|
- redIdx = (redIdx + 1) % numMonsters;
|
|
|
- blueIdx = (blueIdx + 1) % numMonsters;
|
|
|
- }
|
|
|
- dijkstraAlert();
|
|
|
- startMove(whichIdx);
|
|
|
- }
|
|
|
- break;
|
|
|
- case MOVE_ANIM: {
|
|
|
- postMove(whichIdx);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- // if we do have an animation running, then how many frames have passed with no animation needs resetting
|
|
|
- else
|
|
|
- {
|
|
|
- framesWithoutAnimation = 0;
|
|
|
- }
|
|
|
-
|
|
|
- // stage has its own batch and must be explicitly told to draw(). this also causes it to act().
|
|
|
- stage.draw();
|
|
|
-
|
|
|
- OrderedSet<AnimatedEntity> entities = display.getAnimatedEntities(0);
|
|
|
- // display does not draw all AnimatedEntities by default.
|
|
|
- batch.begin();
|
|
|
- for (int j = 0; j < entities.size(); j++) {
|
|
|
- display.drawActor(batch, 1.0f, entities.getAt(j), 0);
|
|
|
- }
|
|
|
- entities = display.getAnimatedEntities(2);
|
|
|
- for (int j = 0; j < entities.size(); j++) {
|
|
|
- display.drawActor(batch, 1.0f, entities.getAt(j), 2);
|
|
|
- }
|
|
|
- /*
|
|
|
- for(AnimatedEntity mon : teamBlue.keySet()) {
|
|
|
- display.drawActor(batch, 1.0f, mon);
|
|
|
- }*/
|
|
|
- // batch must end if it began.
|
|
|
- batch.end();
|
|
|
- }
|
|
|
-}
|
|
|
-
|