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Add proper cursor system, and add discoloration when a unit has moved

This commit is contained in:
Joshua Goins 2022-05-02 19:32:36 -04:00
parent 08978c32ec
commit 36ba603933
2 changed files with 268 additions and 209 deletions

View file

@ -12,4 +12,6 @@ public class Unit {
} }
public Team team; public Team team;
public int maxDistance = 5; public int maxDistance = 5;
public boolean hasTakenAction = false;
} }

View file

@ -149,21 +149,32 @@ public class GameScreen implements Screen {
void startNewTeamTurn(Unit.Team team) { void startNewTeamTurn(Unit.Team team) {
currentTurnTeam = team; currentTurnTeam = team;
currentUnitIndex = 0;
for(Unit unit : units) {
if(unit.team == team) {
unit.hasTakenAction = false;
}
}
currentUnitIndex = 0;
getNextUnit(); getNextUnit();
if(currentUnit != null) { if(currentUnit != null) {
cursorX = currentUnit.positionX;
cursorY = currentUnit.positionY;
smoothlyTransitionCamera(new Vector3(currentUnit.positionX * 16, currentUnit.positionY * 16, 0)); smoothlyTransitionCamera(new Vector3(currentUnit.positionX * 16, currentUnit.positionY * 16, 0));
// reset cursor position
if(team == Unit.Team.Player) {
cursorX = currentUnit.positionX;
cursorY = currentUnit.positionY;
currentUnit = null;
}
} }
} }
void updateUnits() { void updateUnits() {
units.removeIf(u -> u.health <= 0); units.removeIf(u -> u.health <= 0);
// then check if theres a win or lose condition // then check if there's a win or lose condition
long numberOfPlayers = units.stream().filter(u -> u.team == Unit.Team.Player).count(); long numberOfPlayers = units.stream().filter(u -> u.team == Unit.Team.Player).count();
long numberOfEnemies = units.stream().filter(u -> u.team == Unit.Team.Enemy).count(); long numberOfEnemies = units.stream().filter(u -> u.team == Unit.Team.Enemy).count();
@ -174,6 +185,13 @@ public class GameScreen implements Screen {
gameWin(); gameWin();
} }
boolean hasAllUnitsTakenAction() {
long numberOfPlayers = units.stream().filter(u -> u.team == currentTurnTeam).count();
long numberOfUnitsTired = units.stream().filter(u -> u.hasTakenAction).count();
return numberOfPlayers == numberOfUnitsTired;
}
void gameOver() { void gameOver() {
game.setScreen(new GameOverMenuScreen(game)); game.setScreen(new GameOverMenuScreen(game));
dispose(); dispose();
@ -188,18 +206,20 @@ public class GameScreen implements Screen {
void advanceTurn() { void advanceTurn() {
updateUnits(); updateUnits();
currentUnitIndex++; if(currentTurnTeam == Unit.Team.Player) {
getNextUnit(); if(hasAllUnitsTakenAction()) {
if(currentUnit == null) {
if(currentTurnTeam == Unit.Team.Player) {
startNewTeamTurn(Unit.Team.Enemy); startNewTeamTurn(Unit.Team.Enemy);
} else if(currentTurnTeam == Unit.Team.Enemy) {
currentTurn++;
startNewTeamTurn(Unit.Team.Player);
} }
} else { } else {
smoothlyTransitionCamera(new Vector3(currentUnit.positionX * 16, currentUnit.positionY * 16, 0)); currentUnitIndex++;
getNextUnit();
if(currentUnit == null) {
currentTurn++;
startNewTeamTurn(Unit.Team.Player);
} else {
smoothlyTransitionCamera(new Vector3(currentUnit.positionX * 16, currentUnit.positionY * 16, 0));
}
} }
} }
@ -363,6 +383,12 @@ public class GameScreen implements Screen {
for(Unit unit : units) { for(Unit unit : units) {
TextureRegion currentFrame = playerIdleAnimation.getKeyFrame(stateTime, true); TextureRegion currentFrame = playerIdleAnimation.getKeyFrame(stateTime, true);
if(unit.hasTakenAction) {
game.batch.setColor(0.5f, 0.5f, 0.5f, 1.0f);
} else {
game.batch.setColor(1.0f, 1.0f, 1.0f, 1.0f);
}
game.batch.draw(currentFrame, unit.positionX * 16, unit.positionY * 16); game.batch.draw(currentFrame, unit.positionX * 16, unit.positionY * 16);
} }
@ -372,208 +398,220 @@ public class GameScreen implements Screen {
return; return;
} }
if(currentTurnTeam == Unit.Team.Player && currentUnit != null) { if(currentTurnTeam == Unit.Team.Player) {
// player is trying to move if(currentUnit == null) {
if (Gdx.input.isButtonPressed(0) && !currentlyAwaitingAuxilaryAction) { if (Gdx.input.isKeyPressed(Input.Keys.ENTER) || Gdx.input.isButtonPressed(0)) {
hasStartedMoving = true; for (Unit unit : units) {
if (unit.team == Unit.Team.Player && !unit.hasTakenAction) {
Vector3 mousePos = new Vector3(Gdx.input.getX(), Gdx.input.getY(), 0); if (cursorX == unit.positionX && cursorY == unit.positionY) {
currentUnit = unit;
camera.unproject(mousePos); }
double newX = Math.floor(mousePos.x);
double newY = Math.floor(mousePos.y);
int newFixedX = (int) (newX / 16.0);
int newFixedY = (int) (newY / 16.0);
ArrayList<Vector2> path = AStar.path(new Vector2(currentUnit.positionX, currentUnit.positionY), new Vector2((float) newFixedX, (float) newFixedY), getCollision(), tiledMap);
if (path != null && path.size() > 1) {
Collections.reverse(path);
List<Vector2> realPath = path.subList(0, Math.min(currentUnit.maxDistance, path.size()));
// we start at index 1 since there's no point in drawing an arrow over the player
for (int i = 1; i < realPath.size() - 1; i++) {
Vector2 previousPosition = realPath.get(i - 1);
Vector2 newPosition = realPath.get(i);
Vector2 nextPosition = realPath.get(i + 1);
// we want to grab two directions, first is our "entrance" and then our "exit". of course arrows that are just a position don't exist
Direction entrance = getFromDelta(new Vector2(newPosition.x - previousPosition.x, newPosition.y - previousPosition.y));
Direction exit = getFromDelta(new Vector2(newPosition.x - nextPosition.x, newPosition.y - nextPosition.y));
TextureRegion spriteRegion = null;
TextureRegion leftSprite = null;
TextureRegion rightSprite = null;
// TODO: condense duplicate branches
// handle straights
if(entrance == Direction.Bottom && exit == Direction.Top) {
spriteRegion = arrowSpritesheet.getUpDown();
} }
if(entrance == Direction.Top && exit == Direction.Bottom) {
spriteRegion = arrowSpritesheet.getUpDown();
}
if(entrance == Direction.Left && exit == Direction.Right) {
spriteRegion = arrowSpritesheet.getLeftRight();
}
if(entrance == Direction.Right && exit == Direction.Left) {
spriteRegion = arrowSpritesheet.getLeftRight();
}
// handle crosses
if(entrance == Direction.TopLeft && exit == Direction.BottomRight) {
spriteRegion = arrowSpritesheet.getDiagDown();
}
if(entrance == Direction.TopLeft && exit == Direction.TopLeft) {
spriteRegion = arrowSpritesheet.getDiagDown();
}
if(entrance == Direction.BottomLeft && exit == Direction.BottomLeft) {
spriteRegion = arrowSpritesheet.getDiagUp();
}
if(entrance == Direction.BottomLeft && exit == Direction.TopRight) {
spriteRegion = arrowSpritesheet.getDiagUp();
}
if(entrance == Direction.BottomRight && exit == Direction.TopLeft) {
spriteRegion = arrowSpritesheet.getDiagDown();
}
if(entrance == Direction.TopRight && exit == Direction.BottomLeft) {
spriteRegion = arrowSpritesheet.getDiagDown();
}
if(spriteRegion == arrowSpritesheet.getDiagDown()) {
leftSprite = arrowSpritesheet.getCornerTopRight();
rightSprite = arrowSpritesheet.getCornerBottomLeft();
}
if(spriteRegion == arrowSpritesheet.getDiagUp()) {
leftSprite = arrowSpritesheet.getCornerBottomRight();
rightSprite = arrowSpritesheet.getCornerTopLeft();
}
// handle bends
if(entrance == Direction.BottomRight && exit == Direction.Top) {
spriteRegion = arrowSpritesheet.getBendBottomRightToTop();
}
if(entrance == Direction.Top && exit == Direction.BottomRight) {
spriteRegion = arrowSpritesheet.getBendBottomRightToTop();
}
if(entrance == Direction.BottomLeft && exit == Direction.Top) {
spriteRegion = arrowSpritesheet.getBendBottomLeftToTop();
}
if(entrance == Direction.Top && exit == Direction.BottomLeft) {
spriteRegion = arrowSpritesheet.getBendBottomLeftToTop();
}
if(entrance == Direction.TopLeft && exit == Direction.Bottom) {
spriteRegion = arrowSpritesheet.getBendTopLeftToBottom();
}
if(entrance == Direction.Bottom && exit == Direction.TopLeft) {
spriteRegion = arrowSpritesheet.getBendTopLeftToBottom();
}
if(entrance == Direction.TopRight && exit == Direction.Bottom) {
spriteRegion = arrowSpritesheet.getBendTopRightToBottom();
}
if(entrance == Direction.Bottom && exit == Direction.TopRight) {
spriteRegion = arrowSpritesheet.getBendTopRightToBottom();
}
if(entrance == Direction.TopLeft && exit == Direction.Right) {
spriteRegion = arrowSpritesheet.getBendTopLeftToRight();
}
if(entrance == Direction.Right && exit == Direction.TopLeft) {
spriteRegion = arrowSpritesheet.getBendTopLeftToRight();
}
if(entrance == Direction.BottomLeft && exit == Direction.Right) {
spriteRegion = arrowSpritesheet.getBendBottomLeftToRight();
}
if(entrance == Direction.Right && exit == Direction.BottomLeft) {
spriteRegion = arrowSpritesheet.getBendBottomLeftToRight();
}
//game.font.draw(game.batch, entrance.toString() + " to " + exit.toString(), newPosition.x * 16, newPosition.y * 16);
if (spriteRegion != null) {
game.batch.draw(spriteRegion, newPosition.x * 16, newPosition.y * 16);
}
if(leftSprite != null) {
game.batch.draw(leftSprite, (newPosition.x - 1) * 16, newPosition.y * 16);
}
if(rightSprite != null) {
game.batch.draw(rightSprite, (newPosition.x + 1) * 16, newPosition.y * 16);
}
}
// now we want to draw the arrow or the "end" point.
Vector2 secondToLastPosition = realPath.get(realPath.size() - 2);
Vector2 lastPosition = realPath.get(realPath.size() - 1);
Direction exit = getFromDelta(new Vector2(lastPosition.x - secondToLastPosition.x, lastPosition.y - secondToLastPosition.y));
TextureRegion spriteRegion = null;
switch(exit) {
case Top:
spriteRegion = arrowSpritesheet.getArrowFromTop();
break;
case Bottom:
spriteRegion = arrowSpritesheet.getArrowFromBottom();
break;
case Left:
spriteRegion = arrowSpritesheet.getArrowFromLeft();
break;
case Right:
spriteRegion = arrowSpritesheet.getArrowFromRight();
break;
case TopLeft:
spriteRegion = arrowSpritesheet.getArrowFromTopLeft();
break;
case TopRight:
spriteRegion = arrowSpritesheet.getArrowFromTopRight();
break;
case BottomLeft:
spriteRegion = arrowSpritesheet.getArrowFromBottomLeft();
break;
case BottomRight:
spriteRegion = arrowSpritesheet.getArrowFromBottomRight();
break;
}
if(spriteRegion != null) {
game.batch.draw(spriteRegion, lastPosition.x * 16, lastPosition.y * 16);
} }
} }
} else if (hasStartedMoving) { } else {
Vector3 mousePos = new Vector3(Gdx.input.getX(), Gdx.input.getY(), 0); // player is trying to move
if (Gdx.input.isButtonPressed(0) && !currentlyAwaitingAuxilaryAction) {
hasStartedMoving = true;
camera.unproject(mousePos); Vector3 mousePos = new Vector3(Gdx.input.getX(), Gdx.input.getY(), 0);
double newX = Math.floor(mousePos.x); camera.unproject(mousePos);
double newY = Math.floor(mousePos.y);
moveUnitTo((int) (newX / 16.0), (int) (newY / 16.0)); double newX = Math.floor(mousePos.x);
double newY = Math.floor(mousePos.y);
hasStartedMoving = false; int newFixedX = (int) (newX / 16.0);
int newFixedY = (int) (newY / 16.0);
ArrayList<Vector2> path = AStar.path(new Vector2(currentUnit.positionX, currentUnit.positionY), new Vector2((float) newFixedX, (float) newFixedY), getCollision(), tiledMap);
if (path != null && path.size() > 1) {
Collections.reverse(path);
List<Vector2> realPath = path.subList(0, Math.min(currentUnit.maxDistance, path.size()));
// we start at index 1 since there's no point in drawing an arrow over the player
for (int i = 1; i < realPath.size() - 1; i++) {
Vector2 previousPosition = realPath.get(i - 1);
Vector2 newPosition = realPath.get(i);
Vector2 nextPosition = realPath.get(i + 1);
// we want to grab two directions, first is our "entrance" and then our "exit". of course arrows that are just a position don't exist
Direction entrance = getFromDelta(new Vector2(newPosition.x - previousPosition.x, newPosition.y - previousPosition.y));
Direction exit = getFromDelta(new Vector2(newPosition.x - nextPosition.x, newPosition.y - nextPosition.y));
TextureRegion spriteRegion = null;
TextureRegion leftSprite = null;
TextureRegion rightSprite = null;
// TODO: condense duplicate branches
// handle straights
if(entrance == Direction.Bottom && exit == Direction.Top) {
spriteRegion = arrowSpritesheet.getUpDown();
}
if(entrance == Direction.Top && exit == Direction.Bottom) {
spriteRegion = arrowSpritesheet.getUpDown();
}
if(entrance == Direction.Left && exit == Direction.Right) {
spriteRegion = arrowSpritesheet.getLeftRight();
}
if(entrance == Direction.Right && exit == Direction.Left) {
spriteRegion = arrowSpritesheet.getLeftRight();
}
// handle crosses
if(entrance == Direction.TopLeft && exit == Direction.BottomRight) {
spriteRegion = arrowSpritesheet.getDiagDown();
}
if(entrance == Direction.TopLeft && exit == Direction.TopLeft) {
spriteRegion = arrowSpritesheet.getDiagDown();
}
if(entrance == Direction.BottomLeft && exit == Direction.BottomLeft) {
spriteRegion = arrowSpritesheet.getDiagUp();
}
if(entrance == Direction.BottomLeft && exit == Direction.TopRight) {
spriteRegion = arrowSpritesheet.getDiagUp();
}
if(entrance == Direction.BottomRight && exit == Direction.TopLeft) {
spriteRegion = arrowSpritesheet.getDiagDown();
}
if(entrance == Direction.TopRight && exit == Direction.BottomLeft) {
spriteRegion = arrowSpritesheet.getDiagDown();
}
if(spriteRegion == arrowSpritesheet.getDiagDown()) {
leftSprite = arrowSpritesheet.getCornerTopRight();
rightSprite = arrowSpritesheet.getCornerBottomLeft();
}
if(spriteRegion == arrowSpritesheet.getDiagUp()) {
leftSprite = arrowSpritesheet.getCornerBottomRight();
rightSprite = arrowSpritesheet.getCornerTopLeft();
}
// handle bends
if(entrance == Direction.BottomRight && exit == Direction.Top) {
spriteRegion = arrowSpritesheet.getBendBottomRightToTop();
}
if(entrance == Direction.Top && exit == Direction.BottomRight) {
spriteRegion = arrowSpritesheet.getBendBottomRightToTop();
}
if(entrance == Direction.BottomLeft && exit == Direction.Top) {
spriteRegion = arrowSpritesheet.getBendBottomLeftToTop();
}
if(entrance == Direction.Top && exit == Direction.BottomLeft) {
spriteRegion = arrowSpritesheet.getBendBottomLeftToTop();
}
if(entrance == Direction.TopLeft && exit == Direction.Bottom) {
spriteRegion = arrowSpritesheet.getBendTopLeftToBottom();
}
if(entrance == Direction.Bottom && exit == Direction.TopLeft) {
spriteRegion = arrowSpritesheet.getBendTopLeftToBottom();
}
if(entrance == Direction.TopRight && exit == Direction.Bottom) {
spriteRegion = arrowSpritesheet.getBendTopRightToBottom();
}
if(entrance == Direction.Bottom && exit == Direction.TopRight) {
spriteRegion = arrowSpritesheet.getBendTopRightToBottom();
}
if(entrance == Direction.TopLeft && exit == Direction.Right) {
spriteRegion = arrowSpritesheet.getBendTopLeftToRight();
}
if(entrance == Direction.Right && exit == Direction.TopLeft) {
spriteRegion = arrowSpritesheet.getBendTopLeftToRight();
}
if(entrance == Direction.BottomLeft && exit == Direction.Right) {
spriteRegion = arrowSpritesheet.getBendBottomLeftToRight();
}
if(entrance == Direction.Right && exit == Direction.BottomLeft) {
spriteRegion = arrowSpritesheet.getBendBottomLeftToRight();
}
//game.font.draw(game.batch, entrance.toString() + " to " + exit.toString(), newPosition.x * 16, newPosition.y * 16);
if (spriteRegion != null) {
game.batch.draw(spriteRegion, newPosition.x * 16, newPosition.y * 16);
}
if(leftSprite != null) {
game.batch.draw(leftSprite, (newPosition.x - 1) * 16, newPosition.y * 16);
}
if(rightSprite != null) {
game.batch.draw(rightSprite, (newPosition.x + 1) * 16, newPosition.y * 16);
}
}
// now we want to draw the arrow or the "end" point.
Vector2 secondToLastPosition = realPath.get(realPath.size() - 2);
Vector2 lastPosition = realPath.get(realPath.size() - 1);
Direction exit = getFromDelta(new Vector2(lastPosition.x - secondToLastPosition.x, lastPosition.y - secondToLastPosition.y));
TextureRegion spriteRegion = null;
switch(exit) {
case Top:
spriteRegion = arrowSpritesheet.getArrowFromTop();
break;
case Bottom:
spriteRegion = arrowSpritesheet.getArrowFromBottom();
break;
case Left:
spriteRegion = arrowSpritesheet.getArrowFromLeft();
break;
case Right:
spriteRegion = arrowSpritesheet.getArrowFromRight();
break;
case TopLeft:
spriteRegion = arrowSpritesheet.getArrowFromTopLeft();
break;
case TopRight:
spriteRegion = arrowSpritesheet.getArrowFromTopRight();
break;
case BottomLeft:
spriteRegion = arrowSpritesheet.getArrowFromBottomLeft();
break;
case BottomRight:
spriteRegion = arrowSpritesheet.getArrowFromBottomRight();
break;
}
if(spriteRegion != null) {
game.batch.draw(spriteRegion, lastPosition.x * 16, lastPosition.y * 16);
}
}
} else if (hasStartedMoving) {
Vector3 mousePos = new Vector3(Gdx.input.getX(), Gdx.input.getY(), 0);
camera.unproject(mousePos);
double newX = Math.floor(mousePos.x);
double newY = Math.floor(mousePos.y);
moveUnitTo((int) (newX / 16.0), (int) (newY / 16.0));
hasStartedMoving = false;
}
} }
} }
@ -645,8 +683,10 @@ public class GameScreen implements Screen {
if(isAdjacent(closestUnit, currentUnit)) { if(isAdjacent(closestUnit, currentUnit)) {
AttackAction action = new AttackAction(currentUnit, closestUnit); AttackAction action = new AttackAction(currentUnit, closestUnit);
currentUnit.hasTakenAction = true;
executeAction(action); executeAction(action);
} else { } else {
currentUnit.hasTakenAction = true;
advanceTurn(); advanceTurn();
} }
} else { } else {
@ -666,13 +706,30 @@ public class GameScreen implements Screen {
if (Gdx.input.isKeyPressed(Input.Keys.NUM_1 + i)) { if (Gdx.input.isKeyPressed(Input.Keys.NUM_1 + i)) {
currentlyAwaitingAuxilaryAction = false; currentlyAwaitingAuxilaryAction = false;
currentUnit.hasTakenAction = true;
currentUnit = null;
executeAction(actions.get(i)); executeAction(actions.get(i));
} }
} }
} }
} }
game.batch.draw(cursorTexture, cursorX * 16, cursorY * 16); if(currentTurnTeam == Unit.Team.Player && currentUnit == null) {
Vector3 mousePos = new Vector3(Gdx.input.getX(), Gdx.input.getY(), 0);
camera.unproject(mousePos);
double newX = Math.floor(mousePos.x);
double newY = Math.floor(mousePos.y);
int newFixedX = (int) (newX / 16.0);
int newFixedY = (int) (newY / 16.0);
cursorX = newFixedX;
cursorY = newFixedY;
game.batch.draw(cursorTexture, cursorX * 16, cursorY * 16);
}
game.batch.end(); game.batch.end();
} }