Mercurial > hg > ristipolku
comparison game/Piece.java @ 34:6f6c551cc14c
Fix piece connections rendering.
author | Matti Hamalainen <ccr@tnsp.org> |
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date | Thu, 03 Feb 2011 20:37:34 +0200 |
parents | e480579cc460 |
children | 3dc5ae9f1c80 |
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33:14f1abf53d8d | 34:6f6c551cc14c |
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105 { | 105 { |
106 float ox = 0, oy = 0; | 106 float ox = 0, oy = 0; |
107 float step = dim / 10; | 107 float step = dim / 10; |
108 | 108 |
109 switch (index) { | 109 switch (index) { |
110 // Normal line starting and ending points | |
110 case 0: ox = 3.0f; oy = 0.4f; break; | 111 case 0: ox = 3.0f; oy = 0.4f; break; |
111 case 1: ox = 7.0f; oy = 0.4f; break; | 112 case 1: ox = 7.0f; oy = 0.4f; break; |
112 case 2: ox = 9.6f; oy = 3.0f; break; | 113 case 2: ox = 9.6f; oy = 3.0f; break; |
113 case 3: ox = 9.6f; oy = 7.0f; break; | 114 case 3: ox = 9.6f; oy = 7.0f; break; |
114 case 4: ox = 7.0f; oy = 9.6f; break; | 115 case 4: ox = 7.0f; oy = 9.6f; break; |
115 case 5: ox = 3.0f; oy = 9.6f; break; | 116 case 5: ox = 3.0f; oy = 9.6f; break; |
116 case 6: ox = 0.4f; oy = 7.0f; break; | 117 case 6: ox = 0.4f; oy = 7.0f; break; |
117 case 7: ox = 0.4f; oy = 3.0f; break; | 118 case 7: ox = 0.4f; oy = 3.0f; break; |
118 | 119 |
120 // Matching control points for each point above (+8) | |
119 case 8: ox = 3.0f; oy = 3.0f; break; | 121 case 8: ox = 3.0f; oy = 3.0f; break; |
120 case 9: ox = 7.0f; oy = 3.0f; break; | 122 case 9: ox = 7.0f; oy = 3.0f; break; |
121 case 10: ox = 7.0f; oy = 3.0f; break; | 123 case 10: ox = 7.0f; oy = 3.0f; break; |
122 case 11: ox = 7.0f; oy = 7.0f; break; | 124 case 11: ox = 7.0f; oy = 7.0f; break; |
123 case 12: ox = 7.0f; oy = 7.0f; break; | 125 case 12: ox = 7.0f; oy = 7.0f; break; |
124 case 13: ox = 7.0f; oy = 7.0f; break; | 126 case 13: ox = 3.0f; oy = 7.0f; break; |
125 case 14: ox = 3.0f; oy = 7.0f; break; | 127 case 14: ox = 3.0f; oy = 7.0f; break; |
126 case 15: ox = 3.0f; oy = 3.0f; break; | 128 case 15: ox = 3.0f; oy = 3.0f; break; |
127 } | 129 } |
128 | 130 |
129 return new Point2D.Float(x + ox * step, y + oy * step); | 131 return new Point2D.Float(x + ox * step, y + oy * step); |
200 case START: g.setPaint(Color.orange); break; | 202 case START: g.setPaint(Color.orange); break; |
201 } | 203 } |
202 | 204 |
203 g.fill(new RoundRectangle2D.Float(x, y, dim, dim, dim / 10, dim / 10)); | 205 g.fill(new RoundRectangle2D.Float(x, y, dim, dim, dim / 10, dim / 10)); |
204 | 206 |
205 g.setPaint(Color.black); | |
206 g.setStroke(new BasicStroke(5.0f)); | |
207 g.draw(new RoundRectangle2D.Float(x, y, dim, dim, dim / 10, dim / 10)); | |
208 | 207 |
209 if (type == PieceType.START) | 208 if (type == PieceType.START) |
210 return; | 209 return; |
211 | 210 |
212 if (type == PieceType.ACTIVE) | 211 if (type == PieceType.ACTIVE) |
241 g.draw(c); | 240 g.draw(c); |
242 | 241 |
243 drawn[i] = true; | 242 drawn[i] = true; |
244 drawn[connections[i]] = true; | 243 drawn[connections[i]] = true; |
245 } | 244 } |
245 | |
246 g.setPaint(Color.black); | |
247 g.setStroke(new BasicStroke(5.0f)); | |
248 g.draw(new RoundRectangle2D.Float(x, y, dim, dim, dim / 10, dim / 10)); | |
246 } | 249 } |
247 } | 250 } |