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/*
* To change this template, choose Tools | Templates
* and open the template in the editor.
*/
package com.fourisland.fourpuzzle.gamestate.mapview.event;
import com.fourisland.fourpuzzle.util.Interval;
/**
* An AnimationType is a property all PossibleEvents have. An AnimationType
* exerts some control over the Direction and AnimationStep of the
* PossibleEvent in question.
*
* @author hatkirby
*/
public enum AnimationType {
/**
* The default AnimationType, it allows the Event to turn and to animate
* while it walks, but it only animates while it moves.
*/
CommonWithoutStepping(true, true),
/**
* An AnimationType which allows the Event to turn and to animate. It will
* animate at all times, even while stationary.
*/
CommonWithStepping(true, true)
{
transient Interval in = Interval.createTickInterval(2);
@Override
public void tick(PossibleEvent pe)
{
if (in.isElapsed())
{
if (pe.getAnimationStep() == 0)
{
pe.setAnimationStep(2);
} else {
pe.setAnimationStep(pe.getAnimationStep()-1);
}
}
}
},
/**
* An AnimationType that allows the Event to turn, but not to animate.
*/
WithoutStepping(true, false),
/**
* An AnimationType that does not allow the Event to turn or animate.
*/
FixedGraphic(false, false),
/**
* An AnimationType that is identical to CommonWithoutStepping except that
* it causes the Event in question to continually rotate counterclockwise.
*/
TurnLeft(true, true)
{
transient Interval in = Interval.createTickInterval(2);
@Override
public void tick(PossibleEvent pe)
{
if (in.isElapsed())
{
pe.setDirection(pe.getDirection().left());
}
}
},
/**
* An AnimationType that is identical to CommonWithoutStepping except that
* it causes the Event in question to continually rotate clockwise.
*/
TurnRight(true, true)
{
transient Interval in = Interval.createTickInterval(2);
@Override
public void tick(PossibleEvent pe)
{
if (in.isElapsed())
{
pe.setDirection(pe.getDirection().right());
}
}
};
private final boolean canTurn;
private final boolean canStep;
private AnimationType(boolean canTurn, boolean canStep)
{
this.canTurn = canTurn;
this.canStep = canStep;
}
public boolean canTurn()
{
return canTurn;
}
public boolean canStep()
{
return canStep;
}
public void tick(PossibleEvent pe)
{
// Do nothing
}
}
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