straightedge.test.demo.PlayersCurrentDirection Maven / Gradle / Ivy
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Includes 2 main parts:
- Path finding through 2D polygons using the A star algorithm and navigation-mesh generation
Field of vision / shadows / line of sight / lighting.
The basic polygon and point classes are the KPolygon and KPoint.
KPolygon contains a list of KPoints for vertices as well as a center (centroid), area, and radius (circular bound or distance from center to furthest point).
KPolygon was born out of the need for a more game-oriented and flexible polygon class than the Path2D class in the standard Java library. KPolygon implements java.awt.geom.Shape so it can be easily drawn and filled by Java2D's Graphics2D object.
- This API provides path-finding and field-of-vision. For other complex geometric operations such as buffering (fattening and shrinking) and constructive area geometry (intersections and unions) it is recommended to use the excellent Java Topology Suite (JTS). The standard Java2D library also provides the Area class which can be used for some constructive area geometry operations. Note that there is a utility class PolygonConverter that can quickly convert KPolygons to JTS polygons and vice versa.
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/*
* Copyright (c) 2008, Keith Woodward
*
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
* 3. Neither the name of Keith Woodward nor the names
* of its contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*
*/
package straightedge.test.demo;
import java.util.*;
public class PlayersCurrentDirection{
// If empty, the player will not be trying to move
// The last pressed keys are first.
ArrayList directionsPressed;
public final static int CENTER = -1;
public final static int UP = 0;
public final static int RIGHT = 1;
public final static int DOWN = 2;
public final static int LEFT = 3;
// The x direction and the y direction.
// The ints will be -1, 0 or 1.
// Allows for 8 directions along the horizontal, vertical and diagonal: N, NE, E, SE, S, SW, W, NW
public int x = 0;
int y = 0;
// The point (xCoord, yCoord) will always be at the origin or 1 unit from the origin.
double xCoord = 0;
double yCoord = 0;
public PlayersCurrentDirection(){
directionsPressed = new ArrayList();
}
public int getLastKeyDirection(){
if (directionsPressed.size() > 0){
return directionsPressed.get(directionsPressed.size()-1);
}else{
return CENTER;
}
}
public void clear(){
directionsPressed.clear();
}
// this should really be called isTryingToMove, since it doesn't return whether or not the player is actually moving.
public boolean isMoving(){
return (directionsPressed.size() > 0 ? true : false);
}
double oneOnRoot2 = 1.0/Math.sqrt(2);
protected void calcDirectionXY(){
x = 0;
y = 0;
for (int dir : directionsPressed){
if (dir == UP){
y += 1;
}else if (dir == DOWN){
y -= 1;
}else if (dir == LEFT){
x -= 1;
}else if (dir == RIGHT){
x += 1;
}
}
if (x > 1){
x = 1;
}else if (x < -1){
x = -1;
}
if (y > 1){
y = 1;
}else if (y < -1){
y = -1;
}
if (x == 0){
if (y == 0){
xCoord = 0;
yCoord = 0;
}else{
xCoord = 0;
yCoord = y;
}
}else{
if (y == 0){
xCoord = x;
yCoord = 0;
}else{
xCoord = x*oneOnRoot2;
yCoord = y*oneOnRoot2;
}
}
}
// public void applyKeyEvent(PlayerKeyEvent e){
// if (e.getKeyEventType() == e.KEY_PRESS){
// if (e.getKeyCode() == KeyEvent.VK_LEFT || e.getKeyCode() == KeyEvent.VK_A){
// addDirection(LEFT);
// }else if (e.getKeyCode() == KeyEvent.VK_RIGHT || e.getKeyCode() == KeyEvent.VK_D){
// addDirection(RIGHT);
// }else if (e.getKeyCode() == KeyEvent.VK_UP || e.getKeyCode() == KeyEvent.VK_W){
// addDirection(UP);
// }else if (e.getKeyCode() == KeyEvent.VK_DOWN || e.getKeyCode() == KeyEvent.VK_S){
// addDirection(DOWN);
// }
// }else if (e.getKeyEventType() == e.KEY_RELEASE){
// // Here we remove the key from directionsPressed if it is present.
// // Note that we must remove all occurences, since there may be more
// // than one of the same key press in the list if something weird happened.
// if (e.getKeyCode() == KeyEvent.VK_LEFT || e.getKeyCode() == KeyEvent.VK_A){
// removeDirection(LEFT);
// }else if (e.getKeyCode() == KeyEvent.VK_RIGHT || e.getKeyCode() == KeyEvent.VK_D){
// removeDirection(RIGHT);
// }else if (e.getKeyCode() == KeyEvent.VK_UP || e.getKeyCode() == KeyEvent.VK_W){
// removeDirection(UP);
// }else if (e.getKeyCode() == KeyEvent.VK_DOWN || e.getKeyCode() == KeyEvent.VK_S){
// removeDirection(DOWN);
// }
// }
// }
protected boolean addDirection(int dir){
boolean directionChanged = false;
if (directionsPressed.contains(dir) == false){
directionsPressed.add(dir);
directionChanged = true;
calcDirectionXY();
}
return directionChanged;
}
protected boolean removeDirection(int dir){
boolean directionChanged = true;
for (int i = 0; i < directionsPressed.size(); i++){
if (directionsPressed.get(i).intValue() == dir){
directionsPressed.remove(i);
i--;
}
}
calcDirectionXY();
return directionChanged;
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public double getXCoord() {
return xCoord;
}
public double getYCoord() {
return yCoord;
}
}
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