diff options
Diffstat (limited to 'src')
-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 | } | ||