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author | Starla Insigna <hatkirby@fourisland.com> | 2012-06-02 21:45:40 -0400 |
---|---|---|
committer | Starla Insigna <hatkirby@fourisland.com> | 2012-06-02 21:45:40 -0400 |
commit | fa27ef18695e007deeaf8d2a372e85c13d54764a (patch) | |
tree | 7648b81a947ad04bf0a39ba24d2f635c573901f0 | |
parent | df65f21501cf8e3de51d01fee4eab1d488bd568c (diff) | |
download | frigidearth-fa27ef18695e007deeaf8d2a372e85c13d54764a.tar.gz frigidearth-fa27ef18695e007deeaf8d2a372e85c13d54764a.tar.bz2 frigidearth-fa27ef18695e007deeaf8d2a372e85c13d54764a.zip |
Replaced basic dungeon generator with a much cooler one
Also added support for more than two types of tiles, which are represented by characters. Later I'll add the functionality for different coloring of characters, because the bright Xs are kind of annoying.
-rw-r--r-- | src/com/fourisland/frigidearth/Functions.java | 21 | ||||
-rw-r--r-- | src/com/fourisland/frigidearth/MapViewGameState.java | 493 | ||||
-rw-r--r-- | src/com/fourisland/frigidearth/Tile.java | 104 |
3 files changed, 537 insertions, 81 deletions
diff --git a/src/com/fourisland/frigidearth/Functions.java b/src/com/fourisland/frigidearth/Functions.java new file mode 100644 index 0000000..cb57086 --- /dev/null +++ b/src/com/fourisland/frigidearth/Functions.java | |||
@@ -0,0 +1,21 @@ | |||
1 | /* | ||
2 | * To change this template, choose Tools | Templates | ||
3 | * and open the template in the editor. | ||
4 | */ | ||
5 | package com.fourisland.frigidearth; | ||
6 | |||
7 | import java.util.Random; | ||
8 | |||
9 | /** | ||
10 | * | ||
11 | * @author hatkirby | ||
12 | */ | ||
13 | public class Functions | ||
14 | { | ||
15 | public static int random(int min, int max) | ||
16 | { | ||
17 | Random r = new Random(); | ||
18 | |||
19 | return r.nextInt(max - min + 1) + min; | ||
20 | } | ||
21 | } | ||
diff --git a/src/com/fourisland/frigidearth/MapViewGameState.java b/src/com/fourisland/frigidearth/MapViewGameState.java index e8da885..f378d5a 100644 --- a/src/com/fourisland/frigidearth/MapViewGameState.java +++ b/src/com/fourisland/frigidearth/MapViewGameState.java | |||
@@ -4,11 +4,8 @@ | |||
4 | */ | 4 | */ |
5 | package com.fourisland.frigidearth; | 5 | package com.fourisland.frigidearth; |
6 | 6 | ||
7 | import java.awt.Color; | ||
8 | import java.awt.Graphics2D; | 7 | import java.awt.Graphics2D; |
9 | import java.awt.Rectangle; | ||
10 | import java.awt.event.KeyEvent; | 8 | import java.awt.event.KeyEvent; |
11 | import java.util.Random; | ||
12 | 9 | ||
13 | /** | 10 | /** |
14 | * | 11 | * |
@@ -22,10 +19,13 @@ public class MapViewGameState implements GameState | |||
22 | private final int GAME_HEIGHT = 100; | 19 | private final int GAME_HEIGHT = 100; |
23 | private final int VIEWPORT_WIDTH = Main.GAME_WIDTH / TILE_WIDTH; | 20 | private final int VIEWPORT_WIDTH = Main.GAME_WIDTH / TILE_WIDTH; |
24 | private final int VIEWPORT_HEIGHT = Main.GAME_HEIGHT / TILE_HEIGHT; | 21 | private final int VIEWPORT_HEIGHT = Main.GAME_HEIGHT / TILE_HEIGHT; |
25 | private final int ROOM_MAX_SIZE = 10; | 22 | private final int MAX_ROOM_WIDTH = 13; |
26 | private final int ROOM_MIN_SIZE = 6; | 23 | private final int MIN_ROOM_WIDTH = 7; |
27 | private final int MAX_ROOMS = 30; | 24 | private final int MAX_ROOM_HEIGHT = 13; |
28 | private boolean[][] grid; | 25 | private final int MIN_ROOM_HEIGHT = 7; |
26 | private final int MAX_CORRIDOR_LENGTH = 6; | ||
27 | private final int MIN_CORRIDOR_LENGTH = 2; | ||
28 | private Tile[][] grid; | ||
29 | private int playerx = 4; | 29 | private int playerx = 4; |
30 | private int playery = 4; | 30 | private int playery = 4; |
31 | private int viewportx = 0; | 31 | private int viewportx = 0; |
@@ -33,109 +33,447 @@ public class MapViewGameState implements GameState | |||
33 | 33 | ||
34 | public MapViewGameState() | 34 | public MapViewGameState() |
35 | { | 35 | { |
36 | grid = new boolean[GAME_WIDTH][GAME_HEIGHT]; | 36 | grid = new Tile[GAME_WIDTH][GAME_HEIGHT]; |
37 | 37 | ||
38 | for (int x=0; x<GAME_WIDTH; x++) | 38 | for (int x=0; x<GAME_WIDTH; x++) |
39 | { | 39 | { |
40 | for (int y=0; y<GAME_HEIGHT; y++) | 40 | for (int y=0; y<GAME_HEIGHT; y++) |
41 | { | 41 | { |
42 | grid[x][y] = true; | 42 | if ((x == 0) || (x == GAME_WIDTH-1) || (y == 0) || (y == GAME_HEIGHT-1)) |
43 | { | ||
44 | grid[x][y] = Tile.StoneWall; | ||
45 | } else { | ||
46 | grid[x][y] = Tile.Unused; | ||
47 | } | ||
43 | } | 48 | } |
44 | } | 49 | } |
45 | 50 | ||
46 | Rectangle[] rooms = new Rectangle[MAX_ROOMS]; | 51 | makeRoom(GAME_WIDTH/2, GAME_HEIGHT/2, Functions.random(0, 3)); |
47 | int numRooms = 0; | 52 | playerx = GAME_WIDTH/2; |
48 | Random r = new Random(); | 53 | playery = GAME_HEIGHT/2; |
49 | 54 | ||
50 | for (int i=0; i<MAX_ROOMS; i++) | 55 | int currentFeatures = 1; |
56 | int objects = 300; | ||
57 | |||
58 | for (int countingTries = 0; countingTries < 1000; countingTries++) | ||
51 | { | 59 | { |
52 | int w = r.nextInt(ROOM_MAX_SIZE - ROOM_MIN_SIZE + 1) + ROOM_MIN_SIZE; | 60 | if (currentFeatures == objects) |
53 | int h = r.nextInt(ROOM_MAX_SIZE - ROOM_MIN_SIZE + 1) + ROOM_MIN_SIZE; | ||
54 | int x = r.nextInt(GAME_WIDTH - w - 1); | ||
55 | int y = r.nextInt(GAME_HEIGHT - h - 1); | ||
56 | Rectangle newRoom = new Rectangle(x, y, w, h); | ||
57 | boolean failed = false; | ||
58 | |||
59 | for (Rectangle room : rooms) | ||
60 | { | 61 | { |
61 | if ((room != null) && (newRoom.intersects(room))) | 62 | break; |
62 | { | ||
63 | failed = true; | ||
64 | break; | ||
65 | } | ||
66 | } | 63 | } |
67 | 64 | ||
68 | if (!failed) | 65 | int newx = 0; |
66 | int xmod = 0; | ||
67 | int newy = 0; | ||
68 | int ymod = 0; | ||
69 | int validTile = -1; | ||
70 | for (int testing = 0; testing < 1000; testing++) | ||
69 | { | 71 | { |
70 | createRoom(newRoom); | 72 | newx = Functions.random(1, GAME_WIDTH-1); |
73 | newy = Functions.random(1, GAME_HEIGHT-1); | ||
74 | validTile = -1; | ||
71 | 75 | ||
72 | int newX = (int) newRoom.getCenterX(); | 76 | if ((grid[newx][newy] == Tile.DirtWall) || (grid[newx][newy] == Tile.Corridor)) |
73 | int newY = (int) newRoom.getCenterY(); | ||
74 | |||
75 | if (numRooms == 0) | ||
76 | { | 77 | { |
77 | playerx = newX; | 78 | if ((grid[newx][newy+1] == Tile.DirtFloor) || (grid[newx][newy+1] == Tile.Corridor)) |
78 | playery = newY; | 79 | { |
80 | validTile = 0; | ||
81 | xmod = 0; | ||
82 | ymod = -1; | ||
83 | } else if ((grid[newx-1][newy] == Tile.DirtFloor) || (grid[newx-1][newy] == Tile.Corridor)) | ||
84 | { | ||
85 | validTile = 1; | ||
86 | xmod = 1; | ||
87 | ymod = 0; | ||
88 | } else if ((grid[newx][newy-1] == Tile.DirtFloor) || (grid[newx][newy-1] == Tile.Corridor)) | ||
89 | { | ||
90 | validTile = 2; | ||
91 | xmod = 0; | ||
92 | ymod = 1; | ||
93 | } else if ((grid[newx+1][newy] == Tile.DirtFloor) || (grid[newx+1][newy] == Tile.Corridor)) | ||
94 | { | ||
95 | validTile = 3; | ||
96 | xmod = -1; | ||
97 | ymod = 0; | ||
98 | } | ||
79 | 99 | ||
80 | adjustViewport(); | 100 | if (validTile > -1) |
81 | } else { | 101 | { |
82 | int prevX = (int) rooms[numRooms-1].getCenterX(); | 102 | if (grid[newx][newy+1] == Tile.Door) |
83 | int prevY = (int) rooms[numRooms-1].getCenterY(); | 103 | { |
104 | validTile = -1; | ||
105 | } else if (grid[newx-1][newy] == Tile.Door) | ||
106 | { | ||
107 | validTile = -1; | ||
108 | } else if (grid[newx][newy-1] == Tile.Door) | ||
109 | { | ||
110 | validTile = -1; | ||
111 | } else if (grid[newx+1][newy] == Tile.Door) | ||
112 | { | ||
113 | validTile = -1; | ||
114 | } | ||
115 | } | ||
84 | 116 | ||
85 | if (r.nextBoolean()) | 117 | if (validTile > -1) |
86 | { | 118 | { |
87 | createHTunnel(prevX, newX, prevY); | 119 | break; |
88 | createVTunnel(prevY, newY, newX); | ||
89 | } else { | ||
90 | createVTunnel(prevY, newY, prevX); | ||
91 | createHTunnel(prevX, newX, newY); | ||
92 | } | 120 | } |
93 | } | 121 | } |
94 | |||
95 | rooms[numRooms++] = newRoom; | ||
96 | } | 122 | } |
97 | } | 123 | |
98 | } | 124 | if (validTile > -1) |
99 | |||
100 | private void createRoom(Rectangle room) | ||
101 | { | ||
102 | for (int x=room.x+1; x<room.x+room.width; x++) | ||
103 | { | ||
104 | for (int y=room.y+1; y<room.y+room.height; y++) | ||
105 | { | 125 | { |
106 | grid[x][y] = false; | 126 | if (Functions.random(0, 100) <= 75) |
127 | { | ||
128 | if (makeRoom(newx+xmod, newy+ymod, validTile)) | ||
129 | { | ||
130 | currentFeatures++; | ||
131 | grid[newx][newy] = Tile.Door; | ||
132 | grid[newx+xmod][newy+ymod] = Tile.DirtFloor; | ||
133 | } | ||
134 | } else { | ||
135 | if (makeCorridor(newx+xmod, newy+ymod, validTile)) | ||
136 | { | ||
137 | currentFeatures++; | ||
138 | grid[newx][newy] = Tile.Door; | ||
139 | } | ||
140 | } | ||
107 | } | 141 | } |
108 | } | 142 | } |
109 | } | 143 | } |
110 | 144 | ||
111 | private void createHTunnel(int x1, int x2, int y) | 145 | private boolean makeRoom(int x, int y, int direction) |
112 | { | 146 | { |
113 | if (x2 < x1) | 147 | int width = Functions.random(MIN_ROOM_WIDTH, MAX_ROOM_WIDTH); |
148 | int height = Functions.random(MIN_ROOM_HEIGHT, MAX_ROOM_HEIGHT); | ||
149 | Tile floor = Tile.DirtFloor; | ||
150 | Tile wall = Tile.DirtWall; | ||
151 | int dir = 0; | ||
152 | |||
153 | if ((direction > 0) && (direction < 4)) | ||
114 | { | 154 | { |
115 | int temp = x1; | 155 | dir = direction; |
116 | x1 = x2; | ||
117 | x2 = temp; | ||
118 | } | 156 | } |
119 | 157 | ||
120 | for (int x=x1; x<x2+1; x++) | 158 | switch (dir) |
121 | { | 159 | { |
122 | grid[x][y] = false; | 160 | case 0: // North |
161 | for (int ytemp=y; ytemp > (y-height); ytemp--) | ||
162 | { | ||
163 | if ((ytemp < 0) || (ytemp > GAME_HEIGHT)) | ||
164 | { | ||
165 | return false; | ||
166 | } | ||
167 | |||
168 | for (int xtemp=(x-width/2); xtemp < (x+(width+1)/2); xtemp++) | ||
169 | { | ||
170 | if ((xtemp < 0) || (xtemp > GAME_WIDTH)) | ||
171 | { | ||
172 | return false; | ||
173 | } | ||
174 | |||
175 | if (grid[xtemp][ytemp] != Tile.Unused) | ||
176 | { | ||
177 | return false; | ||
178 | } | ||
179 | } | ||
180 | } | ||
181 | |||
182 | for (int ytemp = y; ytemp > (y-height); ytemp--) | ||
183 | { | ||
184 | for (int xtemp = (x-width/2); xtemp < (x+(width+1)/2); xtemp++) | ||
185 | { | ||
186 | if (xtemp == (x-width/2)) | ||
187 | { | ||
188 | grid[xtemp][ytemp] = wall; | ||
189 | } else if (xtemp == (x+(width-1)/2)) | ||
190 | { | ||
191 | grid[xtemp][ytemp] = wall; | ||
192 | } else if (ytemp == y) | ||
193 | { | ||
194 | grid[xtemp][ytemp] = wall; | ||
195 | } else if (ytemp == (y-height+1)) | ||
196 | { | ||
197 | grid[xtemp][ytemp] = wall; | ||
198 | } else { | ||
199 | grid[xtemp][ytemp] = floor; | ||
200 | } | ||
201 | } | ||
202 | } | ||
203 | |||
204 | break; | ||
205 | |||
206 | case 1: // East | ||
207 | for (int ytemp=(y-height/2); ytemp < (y+(height+1)/2); ytemp++) | ||
208 | { | ||
209 | if ((ytemp < 0) || (ytemp > GAME_HEIGHT)) | ||
210 | { | ||
211 | return false; | ||
212 | } | ||
213 | |||
214 | for (int xtemp=x; xtemp < (x+width); xtemp++) | ||
215 | { | ||
216 | if ((xtemp < 0) || (xtemp > GAME_WIDTH)) | ||
217 | { | ||
218 | return false; | ||
219 | } | ||
220 | |||
221 | if (grid[xtemp][ytemp] != Tile.Unused) | ||
222 | { | ||
223 | return false; | ||
224 | } | ||
225 | } | ||
226 | } | ||
227 | |||
228 | for (int ytemp=(y-height/2); ytemp < (y+(height+1)/2); ytemp++) | ||
229 | { | ||
230 | for (int xtemp=x; xtemp < (x+width); xtemp++) | ||
231 | { | ||
232 | if (xtemp == x) | ||
233 | { | ||
234 | grid[xtemp][ytemp] = wall; | ||
235 | } else if (xtemp == (x+width-1)) | ||
236 | { | ||
237 | grid[xtemp][ytemp] = wall; | ||
238 | } else if (ytemp == (y-height/2)) | ||
239 | { | ||
240 | grid[xtemp][ytemp] = wall; | ||
241 | } else if (ytemp == (y+(height-1)/2)) | ||
242 | { | ||
243 | grid[xtemp][ytemp] = wall; | ||
244 | } else { | ||
245 | grid[xtemp][ytemp] = floor; | ||
246 | } | ||
247 | } | ||
248 | } | ||
249 | |||
250 | break; | ||
251 | |||
252 | case 2: // South | ||
253 | for (int ytemp=y; ytemp < (y+height); ytemp++) | ||
254 | { | ||
255 | if ((ytemp < 0) || (ytemp > GAME_HEIGHT)) | ||
256 | { | ||
257 | return false; | ||
258 | } | ||
259 | |||
260 | for (int xtemp=(x-width/2); xtemp < (x+(width+1)/2); xtemp++) | ||
261 | { | ||
262 | if ((xtemp < 0) || (xtemp > GAME_WIDTH)) | ||
263 | { | ||
264 | return false; | ||
265 | } | ||
266 | |||
267 | if (grid[xtemp][ytemp] != Tile.Unused) | ||
268 | { | ||
269 | return false; | ||
270 | } | ||
271 | } | ||
272 | } | ||
273 | |||
274 | for (int ytemp=y; ytemp < (y+height); ytemp++) | ||
275 | { | ||
276 | for (int xtemp = (x-width/2); xtemp < (x+(width+1)/2); xtemp++) | ||
277 | { | ||
278 | if (xtemp == (x-width/2)) | ||
279 | { | ||
280 | grid[xtemp][ytemp] = wall; | ||
281 | } else if (xtemp == (x+(width-1)/2)) | ||
282 | { | ||
283 | grid[xtemp][ytemp] = wall; | ||
284 | } else if (ytemp == y) | ||
285 | { | ||
286 | grid[xtemp][ytemp] = wall; | ||
287 | } else if (ytemp == (y+height-1)) | ||
288 | { | ||
289 | grid[xtemp][ytemp] = wall; | ||
290 | } else { | ||
291 | grid[xtemp][ytemp] = floor; | ||
292 | } | ||
293 | } | ||
294 | } | ||
295 | |||
296 | break; | ||
297 | |||
298 | case 3: // West | ||
299 | for (int ytemp=(y-height/2); ytemp < (y+(height+1)/2); ytemp++) | ||
300 | { | ||
301 | if ((ytemp < 0) || (ytemp > GAME_HEIGHT)) | ||
302 | { | ||
303 | return false; | ||
304 | } | ||
305 | |||
306 | for (int xtemp=x; xtemp > (x-width); xtemp--) | ||
307 | { | ||
308 | if ((xtemp < 0) || (xtemp > GAME_WIDTH)) | ||
309 | { | ||
310 | return false; | ||
311 | } | ||
312 | |||
313 | if (grid[xtemp][ytemp] != Tile.Unused) | ||
314 | { | ||
315 | return false; | ||
316 | } | ||
317 | } | ||
318 | } | ||
319 | |||
320 | for (int ytemp=(y-height/2); ytemp < (y+(height+1)/2); ytemp++) | ||
321 | { | ||
322 | for (int xtemp=x; xtemp > (x-width); xtemp--) | ||
323 | { | ||
324 | if (xtemp == x) | ||
325 | { | ||
326 | grid[xtemp][ytemp] = wall; | ||
327 | } else if (xtemp == (x-width+1)) | ||
328 | { | ||
329 | grid[xtemp][ytemp] = wall; | ||
330 | } else if (ytemp == (y-height/2)) | ||
331 | { | ||
332 | grid[xtemp][ytemp] = wall; | ||
333 | } else if (ytemp == (y+(height-1)/2)) | ||
334 | { | ||
335 | grid[xtemp][ytemp] = wall; | ||
336 | } else { | ||
337 | grid[xtemp][ytemp] = floor; | ||
338 | } | ||
339 | } | ||
340 | } | ||
341 | |||
342 | break; | ||
123 | } | 343 | } |
344 | |||
345 | return true; | ||
124 | } | 346 | } |
125 | 347 | ||
126 | private void createVTunnel(int y1, int y2, int x) | 348 | private boolean makeCorridor(int x, int y, int direction) |
127 | { | 349 | { |
128 | if (y2 < y1) | 350 | int length = Functions.random(MIN_CORRIDOR_LENGTH, MAX_CORRIDOR_LENGTH); |
351 | Tile floor = Tile.Corridor; | ||
352 | int dir = 0; | ||
353 | if ((direction > 0) && (direction < 4)) | ||
129 | { | 354 | { |
130 | int temp = y1; | 355 | dir = direction; |
131 | y1 = y2; | ||
132 | y2 = temp; | ||
133 | } | 356 | } |
134 | 357 | ||
135 | for (int y=y1; y<y2+1; y++) | 358 | int xtemp = 0; |
359 | int ytemp = 0; | ||
360 | |||
361 | switch (dir) | ||
136 | { | 362 | { |
137 | grid[x][y] = false; | 363 | case 0: // North |
364 | if ((x < 0) || (x > GAME_WIDTH)) | ||
365 | { | ||
366 | return false; | ||
367 | } else { | ||
368 | xtemp = x; | ||
369 | } | ||
370 | |||
371 | for (ytemp = y; ytemp > (y-length); ytemp--) | ||
372 | { | ||
373 | if ((ytemp < 0) || (ytemp > GAME_HEIGHT)) | ||
374 | { | ||
375 | return false; | ||
376 | } | ||
377 | |||
378 | if (grid[xtemp][ytemp] != Tile.Unused) | ||
379 | { | ||
380 | return false; | ||
381 | } | ||
382 | } | ||
383 | |||
384 | for (ytemp = y; ytemp > (y-length); ytemp--) | ||
385 | { | ||
386 | grid[xtemp][ytemp] = floor; | ||
387 | } | ||
388 | |||
389 | break; | ||
390 | |||
391 | case 1: // East | ||
392 | if ((y < 0) || (y > GAME_HEIGHT)) | ||
393 | { | ||
394 | return false; | ||
395 | } else { | ||
396 | ytemp = y; | ||
397 | } | ||
398 | |||
399 | for (xtemp = x; xtemp < (x+length); xtemp++) | ||
400 | { | ||
401 | if ((xtemp < 0) || (xtemp > GAME_WIDTH)) | ||
402 | { | ||
403 | return false; | ||
404 | } | ||
405 | |||
406 | if (grid[xtemp][ytemp] != Tile.Unused) | ||
407 | { | ||
408 | return false; | ||
409 | } | ||
410 | } | ||
411 | |||
412 | for (xtemp = x; xtemp < (x+length); xtemp++) | ||
413 | { | ||
414 | grid[xtemp][ytemp] = floor; | ||
415 | } | ||
416 | |||
417 | break; | ||
418 | |||
419 | case 2: // South | ||
420 | if ((x < 0) || (x > GAME_WIDTH)) | ||
421 | { | ||
422 | return false; | ||
423 | } else { | ||
424 | xtemp = x; | ||
425 | } | ||
426 | |||
427 | for (ytemp = y; ytemp < (y+length); ytemp++) | ||
428 | { | ||
429 | if ((ytemp < 0) || (ytemp > GAME_HEIGHT)) | ||
430 | { | ||
431 | return false; | ||
432 | } | ||
433 | |||
434 | if (grid[xtemp][ytemp] != Tile.Unused) | ||
435 | { | ||
436 | return false; | ||
437 | } | ||
438 | } | ||
439 | |||
440 | for (ytemp = y; ytemp < (y+length); ytemp++) | ||
441 | { | ||
442 | grid[xtemp][ytemp] = floor; | ||
443 | } | ||
444 | |||
445 | break; | ||
446 | |||
447 | case 3: // West | ||
448 | if ((y < 0) || (y > GAME_HEIGHT)) | ||
449 | { | ||
450 | return false; | ||
451 | } else { | ||
452 | ytemp = y; | ||
453 | } | ||
454 | |||
455 | for (xtemp = x; xtemp > (x-length); xtemp--) | ||
456 | { | ||
457 | if ((xtemp < 0) || (xtemp > GAME_WIDTH)) | ||
458 | { | ||
459 | return false; | ||
460 | } | ||
461 | |||
462 | if (grid[xtemp][ytemp] != Tile.Unused) | ||
463 | { | ||
464 | return false; | ||
465 | } | ||
466 | } | ||
467 | |||
468 | for (xtemp = x; xtemp > (x-length); xtemp--) | ||
469 | { | ||
470 | grid[xtemp][ytemp] = floor; | ||
471 | } | ||
472 | |||
473 | break; | ||
138 | } | 474 | } |
475 | |||
476 | return true; | ||
139 | } | 477 | } |
140 | 478 | ||
141 | public void render(Graphics2D g) | 479 | public void render(Graphics2D g) |
@@ -145,14 +483,7 @@ public class MapViewGameState implements GameState | |||
145 | { | 483 | { |
146 | for (int y=viewporty; y<viewporty+VIEWPORT_HEIGHT; y++) | 484 | for (int y=viewporty; y<viewporty+VIEWPORT_HEIGHT; y++) |
147 | { | 485 | { |
148 | if (grid[x][y]) | 486 | g.drawImage(SystemFont.getCharacter(grid[x][y].getDisplayCharacter()), (x-viewportx)*TILE_WIDTH, (y-viewporty)*TILE_HEIGHT, TILE_WIDTH, TILE_HEIGHT, null); |
149 | { | ||
150 | g.setColor(Color.GRAY); | ||
151 | } else { | ||
152 | g.setColor(Color.BLACK); | ||
153 | } | ||
154 | |||
155 | g.fillRect((x-viewportx)*TILE_WIDTH, (y-viewporty)*TILE_HEIGHT, TILE_WIDTH, TILE_HEIGHT); | ||
156 | } | 487 | } |
157 | } | 488 | } |
158 | 489 | ||
@@ -164,25 +495,25 @@ public class MapViewGameState implements GameState | |||
164 | { | 495 | { |
165 | if (e.getKeyCode() == KeyEvent.VK_LEFT) | 496 | if (e.getKeyCode() == KeyEvent.VK_LEFT) |
166 | { | 497 | { |
167 | if ((playerx > 0) && (!grid[playerx-1][playery])) | 498 | if ((playerx > 0) && (!grid[playerx-1][playery].isBlocked())) |
168 | { | 499 | { |
169 | playerx--; | 500 | playerx--; |
170 | } | 501 | } |
171 | } else if (e.getKeyCode() == KeyEvent.VK_RIGHT) | 502 | } else if (e.getKeyCode() == KeyEvent.VK_RIGHT) |
172 | { | 503 | { |
173 | if ((playerx < GAME_WIDTH - 1) && (!grid[playerx+1][playery])) | 504 | if ((playerx < GAME_WIDTH - 1) && (!grid[playerx+1][playery].isBlocked())) |
174 | { | 505 | { |
175 | playerx++; | 506 | playerx++; |
176 | } | 507 | } |
177 | } else if (e.getKeyCode() == KeyEvent.VK_UP) | 508 | } else if (e.getKeyCode() == KeyEvent.VK_UP) |
178 | { | 509 | { |
179 | if ((playery > 0) && (!grid[playerx][playery-1])) | 510 | if ((playery > 0) && (!grid[playerx][playery-1].isBlocked())) |
180 | { | 511 | { |
181 | playery--; | 512 | playery--; |
182 | } | 513 | } |
183 | } else if (e.getKeyCode() == KeyEvent.VK_DOWN) | 514 | } else if (e.getKeyCode() == KeyEvent.VK_DOWN) |
184 | { | 515 | { |
185 | if ((playery < GAME_HEIGHT - 1) && (!grid[playerx][playery+1])) | 516 | if ((playery < GAME_HEIGHT - 1) && (!grid[playerx][playery+1].isBlocked())) |
186 | { | 517 | { |
187 | playery++; | 518 | playery++; |
188 | } | 519 | } |
diff --git a/src/com/fourisland/frigidearth/Tile.java b/src/com/fourisland/frigidearth/Tile.java new file mode 100644 index 0000000..e25cedd --- /dev/null +++ b/src/com/fourisland/frigidearth/Tile.java | |||
@@ -0,0 +1,104 @@ | |||
1 | /* | ||
2 | * To change this template, choose Tools | Templates | ||
3 | * and open the template in the editor. | ||
4 | */ | ||
5 | package com.fourisland.frigidearth; | ||
6 | |||
7 | /** | ||
8 | * | ||
9 | * @author hatkirby | ||
10 | */ | ||
11 | public enum Tile | ||
12 | { | ||
13 | Unused { | ||
14 | public boolean isBlocked() | ||
15 | { | ||
16 | return true; | ||
17 | } | ||
18 | |||
19 | public char getDisplayCharacter() | ||
20 | { | ||
21 | return 'X'; | ||
22 | } | ||
23 | }, | ||
24 | DirtWall { | ||
25 | public boolean isBlocked() | ||
26 | { | ||
27 | return true; | ||
28 | } | ||
29 | |||
30 | public char getDisplayCharacter() | ||
31 | { | ||
32 | return '#'; | ||
33 | } | ||
34 | }, | ||
35 | DirtFloor { | ||
36 | public boolean isBlocked() | ||
37 | { | ||
38 | return false; | ||
39 | } | ||
40 | |||
41 | public char getDisplayCharacter() | ||
42 | { | ||
43 | return ' '; | ||
44 | } | ||
45 | }, | ||
46 | StoneWall { | ||
47 | public boolean isBlocked() | ||
48 | { | ||
49 | return true; | ||
50 | } | ||
51 | |||
52 | public char getDisplayCharacter() | ||
53 | { | ||
54 | return 'X'; | ||
55 | } | ||
56 | }, | ||
57 | Corridor { | ||
58 | public boolean isBlocked() | ||
59 | { | ||
60 | return false; | ||
61 | } | ||
62 | |||
63 | public char getDisplayCharacter() | ||
64 | { | ||
65 | return '.'; | ||
66 | } | ||
67 | }, | ||
68 | Door { | ||
69 | public boolean isBlocked() | ||
70 | { | ||
71 | return false; | ||
72 | } | ||
73 | |||
74 | public char getDisplayCharacter() | ||
75 | { | ||
76 | return 'D'; | ||
77 | } | ||
78 | }, | ||
79 | UpStairs { | ||
80 | public boolean isBlocked() | ||
81 | { | ||
82 | return false; | ||
83 | } | ||
84 | |||
85 | public char getDisplayCharacter() | ||
86 | { | ||
87 | return '>'; | ||
88 | } | ||
89 | }, | ||
90 | DownStairs { | ||
91 | public boolean isBlocked() | ||
92 | { | ||
93 | return false; | ||
94 | } | ||
95 | |||
96 | public char getDisplayCharacter() | ||
97 | { | ||
98 | return '<'; | ||
99 | } | ||
100 | }; | ||
101 | |||
102 | public abstract boolean isBlocked(); | ||
103 | public abstract char getDisplayCharacter(); | ||
104 | } | ||