Add proper cursor system, and add discoloration when a unit has moved
This commit is contained in:
parent
08978c32ec
commit
36ba603933
2 changed files with 268 additions and 209 deletions
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@ -12,4 +12,6 @@ public class Unit {
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}
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public Team team;
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public int maxDistance = 5;
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public boolean hasTakenAction = false;
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}
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@ -149,21 +149,32 @@ public class GameScreen implements Screen {
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void startNewTeamTurn(Unit.Team team) {
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currentTurnTeam = team;
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currentUnitIndex = 0;
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for(Unit unit : units) {
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if(unit.team == team) {
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unit.hasTakenAction = false;
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}
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}
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currentUnitIndex = 0;
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getNextUnit();
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if(currentUnit != null) {
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cursorX = currentUnit.positionX;
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cursorY = currentUnit.positionY;
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smoothlyTransitionCamera(new Vector3(currentUnit.positionX * 16, currentUnit.positionY * 16, 0));
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// reset cursor position
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if(team == Unit.Team.Player) {
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cursorX = currentUnit.positionX;
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cursorY = currentUnit.positionY;
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currentUnit = null;
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}
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}
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}
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void updateUnits() {
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units.removeIf(u -> u.health <= 0);
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// then check if theres a win or lose condition
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// then check if there's a win or lose condition
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long numberOfPlayers = units.stream().filter(u -> u.team == Unit.Team.Player).count();
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long numberOfEnemies = units.stream().filter(u -> u.team == Unit.Team.Enemy).count();
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@ -174,6 +185,13 @@ public class GameScreen implements Screen {
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gameWin();
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}
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boolean hasAllUnitsTakenAction() {
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long numberOfPlayers = units.stream().filter(u -> u.team == currentTurnTeam).count();
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long numberOfUnitsTired = units.stream().filter(u -> u.hasTakenAction).count();
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return numberOfPlayers == numberOfUnitsTired;
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}
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void gameOver() {
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game.setScreen(new GameOverMenuScreen(game));
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dispose();
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@ -188,18 +206,20 @@ public class GameScreen implements Screen {
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void advanceTurn() {
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updateUnits();
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currentUnitIndex++;
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getNextUnit();
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if(currentUnit == null) {
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if(currentTurnTeam == Unit.Team.Player) {
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if(currentTurnTeam == Unit.Team.Player) {
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if(hasAllUnitsTakenAction()) {
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startNewTeamTurn(Unit.Team.Enemy);
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} else if(currentTurnTeam == Unit.Team.Enemy) {
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currentTurn++;
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startNewTeamTurn(Unit.Team.Player);
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}
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} else {
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smoothlyTransitionCamera(new Vector3(currentUnit.positionX * 16, currentUnit.positionY * 16, 0));
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currentUnitIndex++;
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getNextUnit();
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if(currentUnit == null) {
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currentTurn++;
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startNewTeamTurn(Unit.Team.Player);
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} else {
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smoothlyTransitionCamera(new Vector3(currentUnit.positionX * 16, currentUnit.positionY * 16, 0));
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}
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}
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}
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@ -363,6 +383,12 @@ public class GameScreen implements Screen {
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for(Unit unit : units) {
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TextureRegion currentFrame = playerIdleAnimation.getKeyFrame(stateTime, true);
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if(unit.hasTakenAction) {
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game.batch.setColor(0.5f, 0.5f, 0.5f, 1.0f);
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} else {
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game.batch.setColor(1.0f, 1.0f, 1.0f, 1.0f);
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}
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game.batch.draw(currentFrame, unit.positionX * 16, unit.positionY * 16);
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}
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@ -372,208 +398,220 @@ public class GameScreen implements Screen {
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return;
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}
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if(currentTurnTeam == Unit.Team.Player && currentUnit != null) {
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// player is trying to move
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if (Gdx.input.isButtonPressed(0) && !currentlyAwaitingAuxilaryAction) {
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hasStartedMoving = true;
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Vector3 mousePos = new Vector3(Gdx.input.getX(), Gdx.input.getY(), 0);
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camera.unproject(mousePos);
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double newX = Math.floor(mousePos.x);
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double newY = Math.floor(mousePos.y);
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int newFixedX = (int) (newX / 16.0);
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int newFixedY = (int) (newY / 16.0);
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ArrayList<Vector2> path = AStar.path(new Vector2(currentUnit.positionX, currentUnit.positionY), new Vector2((float) newFixedX, (float) newFixedY), getCollision(), tiledMap);
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if (path != null && path.size() > 1) {
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Collections.reverse(path);
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List<Vector2> realPath = path.subList(0, Math.min(currentUnit.maxDistance, path.size()));
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// we start at index 1 since there's no point in drawing an arrow over the player
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for (int i = 1; i < realPath.size() - 1; i++) {
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Vector2 previousPosition = realPath.get(i - 1);
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Vector2 newPosition = realPath.get(i);
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Vector2 nextPosition = realPath.get(i + 1);
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// 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
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Direction entrance = getFromDelta(new Vector2(newPosition.x - previousPosition.x, newPosition.y - previousPosition.y));
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Direction exit = getFromDelta(new Vector2(newPosition.x - nextPosition.x, newPosition.y - nextPosition.y));
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TextureRegion spriteRegion = null;
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TextureRegion leftSprite = null;
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TextureRegion rightSprite = null;
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// TODO: condense duplicate branches
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// handle straights
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if(entrance == Direction.Bottom && exit == Direction.Top) {
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spriteRegion = arrowSpritesheet.getUpDown();
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if(currentTurnTeam == Unit.Team.Player) {
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if(currentUnit == null) {
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if (Gdx.input.isKeyPressed(Input.Keys.ENTER) || Gdx.input.isButtonPressed(0)) {
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for (Unit unit : units) {
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if (unit.team == Unit.Team.Player && !unit.hasTakenAction) {
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if (cursorX == unit.positionX && cursorY == unit.positionY) {
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currentUnit = unit;
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}
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}
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if(entrance == Direction.Top && exit == Direction.Bottom) {
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spriteRegion = arrowSpritesheet.getUpDown();
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}
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if(entrance == Direction.Left && exit == Direction.Right) {
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spriteRegion = arrowSpritesheet.getLeftRight();
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}
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if(entrance == Direction.Right && exit == Direction.Left) {
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spriteRegion = arrowSpritesheet.getLeftRight();
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}
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// handle crosses
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if(entrance == Direction.TopLeft && exit == Direction.BottomRight) {
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spriteRegion = arrowSpritesheet.getDiagDown();
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}
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if(entrance == Direction.TopLeft && exit == Direction.TopLeft) {
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spriteRegion = arrowSpritesheet.getDiagDown();
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}
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if(entrance == Direction.BottomLeft && exit == Direction.BottomLeft) {
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spriteRegion = arrowSpritesheet.getDiagUp();
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}
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if(entrance == Direction.BottomLeft && exit == Direction.TopRight) {
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spriteRegion = arrowSpritesheet.getDiagUp();
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}
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if(entrance == Direction.BottomRight && exit == Direction.TopLeft) {
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spriteRegion = arrowSpritesheet.getDiagDown();
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}
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if(entrance == Direction.TopRight && exit == Direction.BottomLeft) {
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spriteRegion = arrowSpritesheet.getDiagDown();
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}
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if(spriteRegion == arrowSpritesheet.getDiagDown()) {
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leftSprite = arrowSpritesheet.getCornerTopRight();
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rightSprite = arrowSpritesheet.getCornerBottomLeft();
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}
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if(spriteRegion == arrowSpritesheet.getDiagUp()) {
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leftSprite = arrowSpritesheet.getCornerBottomRight();
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rightSprite = arrowSpritesheet.getCornerTopLeft();
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}
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// handle bends
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if(entrance == Direction.BottomRight && exit == Direction.Top) {
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spriteRegion = arrowSpritesheet.getBendBottomRightToTop();
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}
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if(entrance == Direction.Top && exit == Direction.BottomRight) {
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spriteRegion = arrowSpritesheet.getBendBottomRightToTop();
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}
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if(entrance == Direction.BottomLeft && exit == Direction.Top) {
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spriteRegion = arrowSpritesheet.getBendBottomLeftToTop();
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}
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if(entrance == Direction.Top && exit == Direction.BottomLeft) {
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spriteRegion = arrowSpritesheet.getBendBottomLeftToTop();
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}
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if(entrance == Direction.TopLeft && exit == Direction.Bottom) {
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spriteRegion = arrowSpritesheet.getBendTopLeftToBottom();
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}
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if(entrance == Direction.Bottom && exit == Direction.TopLeft) {
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spriteRegion = arrowSpritesheet.getBendTopLeftToBottom();
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}
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if(entrance == Direction.TopRight && exit == Direction.Bottom) {
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spriteRegion = arrowSpritesheet.getBendTopRightToBottom();
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}
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if(entrance == Direction.Bottom && exit == Direction.TopRight) {
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spriteRegion = arrowSpritesheet.getBendTopRightToBottom();
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}
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if(entrance == Direction.TopLeft && exit == Direction.Right) {
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spriteRegion = arrowSpritesheet.getBendTopLeftToRight();
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}
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if(entrance == Direction.Right && exit == Direction.TopLeft) {
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spriteRegion = arrowSpritesheet.getBendTopLeftToRight();
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}
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if(entrance == Direction.BottomLeft && exit == Direction.Right) {
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spriteRegion = arrowSpritesheet.getBendBottomLeftToRight();
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}
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if(entrance == Direction.Right && exit == Direction.BottomLeft) {
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spriteRegion = arrowSpritesheet.getBendBottomLeftToRight();
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}
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//game.font.draw(game.batch, entrance.toString() + " to " + exit.toString(), newPosition.x * 16, newPosition.y * 16);
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if (spriteRegion != null) {
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game.batch.draw(spriteRegion, newPosition.x * 16, newPosition.y * 16);
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}
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if(leftSprite != null) {
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game.batch.draw(leftSprite, (newPosition.x - 1) * 16, newPosition.y * 16);
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}
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if(rightSprite != null) {
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game.batch.draw(rightSprite, (newPosition.x + 1) * 16, newPosition.y * 16);
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}
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}
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// now we want to draw the arrow or the "end" point.
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Vector2 secondToLastPosition = realPath.get(realPath.size() - 2);
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Vector2 lastPosition = realPath.get(realPath.size() - 1);
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Direction exit = getFromDelta(new Vector2(lastPosition.x - secondToLastPosition.x, lastPosition.y - secondToLastPosition.y));
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TextureRegion spriteRegion = null;
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switch(exit) {
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case Top:
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spriteRegion = arrowSpritesheet.getArrowFromTop();
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break;
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case Bottom:
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spriteRegion = arrowSpritesheet.getArrowFromBottom();
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break;
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case Left:
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spriteRegion = arrowSpritesheet.getArrowFromLeft();
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break;
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case Right:
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spriteRegion = arrowSpritesheet.getArrowFromRight();
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break;
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case TopLeft:
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spriteRegion = arrowSpritesheet.getArrowFromTopLeft();
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break;
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case TopRight:
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spriteRegion = arrowSpritesheet.getArrowFromTopRight();
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break;
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case BottomLeft:
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spriteRegion = arrowSpritesheet.getArrowFromBottomLeft();
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break;
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case BottomRight:
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spriteRegion = arrowSpritesheet.getArrowFromBottomRight();
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break;
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}
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if(spriteRegion != null) {
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game.batch.draw(spriteRegion, lastPosition.x * 16, lastPosition.y * 16);
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}
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}
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} else if (hasStartedMoving) {
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Vector3 mousePos = new Vector3(Gdx.input.getX(), Gdx.input.getY(), 0);
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} else {
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// player is trying to move
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if (Gdx.input.isButtonPressed(0) && !currentlyAwaitingAuxilaryAction) {
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hasStartedMoving = true;
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camera.unproject(mousePos);
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Vector3 mousePos = new Vector3(Gdx.input.getX(), Gdx.input.getY(), 0);
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double newX = Math.floor(mousePos.x);
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double newY = Math.floor(mousePos.y);
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camera.unproject(mousePos);
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moveUnitTo((int) (newX / 16.0), (int) (newY / 16.0));
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double newX = Math.floor(mousePos.x);
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double newY = Math.floor(mousePos.y);
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hasStartedMoving = false;
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int newFixedX = (int) (newX / 16.0);
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int newFixedY = (int) (newY / 16.0);
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ArrayList<Vector2> path = AStar.path(new Vector2(currentUnit.positionX, currentUnit.positionY), new Vector2((float) newFixedX, (float) newFixedY), getCollision(), tiledMap);
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if (path != null && path.size() > 1) {
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Collections.reverse(path);
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List<Vector2> realPath = path.subList(0, Math.min(currentUnit.maxDistance, path.size()));
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// we start at index 1 since there's no point in drawing an arrow over the player
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for (int i = 1; i < realPath.size() - 1; i++) {
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Vector2 previousPosition = realPath.get(i - 1);
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Vector2 newPosition = realPath.get(i);
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Vector2 nextPosition = realPath.get(i + 1);
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// 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
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Direction entrance = getFromDelta(new Vector2(newPosition.x - previousPosition.x, newPosition.y - previousPosition.y));
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Direction exit = getFromDelta(new Vector2(newPosition.x - nextPosition.x, newPosition.y - nextPosition.y));
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TextureRegion spriteRegion = null;
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TextureRegion leftSprite = null;
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TextureRegion rightSprite = null;
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// TODO: condense duplicate branches
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// handle straights
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if(entrance == Direction.Bottom && exit == Direction.Top) {
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spriteRegion = arrowSpritesheet.getUpDown();
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}
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if(entrance == Direction.Top && exit == Direction.Bottom) {
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spriteRegion = arrowSpritesheet.getUpDown();
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}
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if(entrance == Direction.Left && exit == Direction.Right) {
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spriteRegion = arrowSpritesheet.getLeftRight();
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}
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if(entrance == Direction.Right && exit == Direction.Left) {
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spriteRegion = arrowSpritesheet.getLeftRight();
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}
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// handle crosses
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if(entrance == Direction.TopLeft && exit == Direction.BottomRight) {
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spriteRegion = arrowSpritesheet.getDiagDown();
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}
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if(entrance == Direction.TopLeft && exit == Direction.TopLeft) {
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spriteRegion = arrowSpritesheet.getDiagDown();
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}
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if(entrance == Direction.BottomLeft && exit == Direction.BottomLeft) {
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spriteRegion = arrowSpritesheet.getDiagUp();
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}
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if(entrance == Direction.BottomLeft && exit == Direction.TopRight) {
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spriteRegion = arrowSpritesheet.getDiagUp();
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}
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if(entrance == Direction.BottomRight && exit == Direction.TopLeft) {
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spriteRegion = arrowSpritesheet.getDiagDown();
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}
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if(entrance == Direction.TopRight && exit == Direction.BottomLeft) {
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spriteRegion = arrowSpritesheet.getDiagDown();
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}
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if(spriteRegion == arrowSpritesheet.getDiagDown()) {
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leftSprite = arrowSpritesheet.getCornerTopRight();
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rightSprite = arrowSpritesheet.getCornerBottomLeft();
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}
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if(spriteRegion == arrowSpritesheet.getDiagUp()) {
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leftSprite = arrowSpritesheet.getCornerBottomRight();
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rightSprite = arrowSpritesheet.getCornerTopLeft();
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}
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// handle bends
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if(entrance == Direction.BottomRight && exit == Direction.Top) {
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spriteRegion = arrowSpritesheet.getBendBottomRightToTop();
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}
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if(entrance == Direction.Top && exit == Direction.BottomRight) {
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spriteRegion = arrowSpritesheet.getBendBottomRightToTop();
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}
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if(entrance == Direction.BottomLeft && exit == Direction.Top) {
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spriteRegion = arrowSpritesheet.getBendBottomLeftToTop();
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}
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if(entrance == Direction.Top && exit == Direction.BottomLeft) {
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spriteRegion = arrowSpritesheet.getBendBottomLeftToTop();
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}
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if(entrance == Direction.TopLeft && exit == Direction.Bottom) {
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spriteRegion = arrowSpritesheet.getBendTopLeftToBottom();
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}
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if(entrance == Direction.Bottom && exit == Direction.TopLeft) {
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spriteRegion = arrowSpritesheet.getBendTopLeftToBottom();
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}
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if(entrance == Direction.TopRight && exit == Direction.Bottom) {
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spriteRegion = arrowSpritesheet.getBendTopRightToBottom();
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}
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if(entrance == Direction.Bottom && exit == Direction.TopRight) {
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spriteRegion = arrowSpritesheet.getBendTopRightToBottom();
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}
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if(entrance == Direction.TopLeft && exit == Direction.Right) {
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spriteRegion = arrowSpritesheet.getBendTopLeftToRight();
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}
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if(entrance == Direction.Right && exit == Direction.TopLeft) {
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spriteRegion = arrowSpritesheet.getBendTopLeftToRight();
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}
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if(entrance == Direction.BottomLeft && exit == Direction.Right) {
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spriteRegion = arrowSpritesheet.getBendBottomLeftToRight();
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}
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if(entrance == Direction.Right && exit == Direction.BottomLeft) {
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spriteRegion = arrowSpritesheet.getBendBottomLeftToRight();
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}
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//game.font.draw(game.batch, entrance.toString() + " to " + exit.toString(), newPosition.x * 16, newPosition.y * 16);
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if (spriteRegion != null) {
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game.batch.draw(spriteRegion, newPosition.x * 16, newPosition.y * 16);
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}
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if(leftSprite != null) {
|
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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)) {
|
||||
AttackAction action = new AttackAction(currentUnit, closestUnit);
|
||||
currentUnit.hasTakenAction = true;
|
||||
executeAction(action);
|
||||
} else {
|
||||
currentUnit.hasTakenAction = true;
|
||||
advanceTurn();
|
||||
}
|
||||
} else {
|
||||
|
@ -666,13 +706,30 @@ public class GameScreen implements Screen {
|
|||
|
||||
if (Gdx.input.isKeyPressed(Input.Keys.NUM_1 + i)) {
|
||||
currentlyAwaitingAuxilaryAction = false;
|
||||
currentUnit.hasTakenAction = true;
|
||||
currentUnit = null;
|
||||
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();
|
||||
}
|
||||
|
|
Reference in a new issue