view game/Piece.java @ 91:cc96bc955db6

Cleanups.
author Matti Hamalainen <ccr@tnsp.org>
date Thu, 03 Mar 2011 18:02:23 +0200
parents e9fab3c96043
children d5f51370617b
line wrap: on
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/*
 * Ristipolku
 * (C) Copyright 2011 Matti 'ccr' Hämäläinen <ccr@tnsp.org>
 */
package game;

import java.awt.*;
import java.awt.geom.*;
import java.util.*;
import java.math.*;


public class Piece
{
    public enum RotateDir { LEFT, RIGHT }
    
    static final int numConnections = 8;
    static final float maxTime = 35.0f;

    int currRotation;
    int[] connections;
    boolean[] states;
    PieceType type, prevType;

    boolean rotationChanged, rotationActive,
            typeChanged, typeActive,
            stateChanged, stateActive;

    float   currAngle, newAngle,
            rotationTime, rotationSpeed,
            typeTime, throbTime;

    Interpolate lerpRotation;


    public Piece(PieceType ptype)
    {
        // Initialize
        connections = new int[numConnections];
        states = new boolean[numConnections];
        type = ptype;

        rotationChanged = false;
        rotationActive = false;
        currRotation = 0;
        currAngle = 0;

        typeChanged = false;
        typeActive = false;
      
        throbTime = 0;


        // Initialize connections between endpoints of the paths inside the piece
        for (int i = 0; i < numConnections; i++)
            connections[i] = -1;


        // Randomize connections in the piece
        Random rnd = new Random();
        for (int i = 0; i < numConnections; i++)
        {
            while (connections[i] < 0)
            {
                int tmp = rnd.nextInt(numConnections);
                if (tmp != i && connections[tmp] < 0)
                {
                    connections[i] = tmp;
                    connections[tmp] = i;
                }
            }
        }
    }

    public Piece()
    {
        this(PieceType.NONE);
    }

    public void setType(PieceType ptype)
    {
        typeChanged = (prevType != ptype);
        prevType = type;
        type = ptype;
    }

    public void clearStates()
    {
        for (int i = 0; i < numConnections; i++)
            states[i] = false;
        stateChanged = true;
    }

    public int getRotatedPoint(int in)
    {
        int point = (in - (currRotation * 2)) % 8;
        if (point < 0) point = 8 + point;
        return point;
    }

    public int getAntiRotatedPoint(int in)
    {
        int point = (in + (currRotation * 2)) % 8;
        if (point < 0) point = 8 + point;
        return point;
    }
    
    public int getMatchingPoint(int point)
    {
        switch (point)
        {
            case 0: return 5;
            case 1: return 4;

            case 2: return 7;
            case 3: return 6;

            case 4: return 1;
            case 5: return 0;

            case 6: return 3;
            case 7: return 2;
        }
        return -1;
    }

    public void setConnectionState(int point, boolean state)
    {
        states[point] = state;
        states[connections[point]] = state;
        stateChanged = true;
    }

    public int getConnection(int point)
    {
        return connections[point];
    }
    
    public void rotate(RotateDir dir)
    {
        // Only normal 
        if (type != PieceType.LOCKED && type != PieceType.ACTIVE)
            return;

        currRotation = (currRotation + (dir == RotateDir.RIGHT ? 1 : -1)) % 4;
        newAngle = (float) ((currRotation * Math.PI) / 2.0f);
        lerpRotation = new Interpolate(newAngle, currAngle, maxTime);
        rotationChanged = true;
    }

    public Point2D getPointCoords(float x, float y, float dim, int index)
    {
        float ox = 0, oy = 0;
        float step = dim / 10;
      
        switch (index) {
            // Normal line starting and ending points
            case  0: ox = 3.0f; oy = 0.4f; break;
            case  1: ox = 7.0f; oy = 0.4f; break;

            case  2: ox = 9.6f; oy = 3.0f; break;
            case  3: ox = 9.6f; oy = 7.0f; break;

            case  4: ox = 7.0f; oy = 9.6f; break;
            case  5: ox = 3.0f; oy = 9.6f; break;

            case  6: ox = 0.4f; oy = 7.0f; break;
            case  7: ox = 0.4f; oy = 3.0f; break;


            // Matching control points for each point above (+8)
            case  8: ox = 3.0f; oy = 2.5f; break;
            case  9: ox = 7.0f; oy = 2.5f; break;

            case 10: ox = 7.5f; oy = 3.0f; break;
            case 11: ox = 7.5f; oy = 7.0f; break;

            case 12: ox = 7.0f; oy = 7.5f; break;
            case 13: ox = 3.0f; oy = 7.5f; break;

            case 14: ox = 2.5f; oy = 7.0f; break;
            case 15: ox = 2.5f; oy = 3.0f; break;
        }

        return new Point2D.Float(x + ox * step, y + oy * step);
    }
    
    public PieceType getType()
    {
        return type;
    }

    public void animate(float time)
    {
        if (rotationChanged)
        {
            rotationTime = time;
            rotationActive = true;
            rotationChanged = false;
            rotationSpeed = 0.5f;
        }

        if (typeChanged && type == PieceType.LOCKED)
        {
            rotationSpeed = 1.0f;
        }

        if (rotationActive)
        {
            float t = (time - rotationTime) * rotationSpeed;

            if (t < maxTime)
                currAngle = lerpRotation.getValue(t);
            else
            {
                currAngle = newAngle;
                rotationActive = false;
            }
        }

        if (typeChanged)
        {
            typeTime = time;
            typeActive = true;
            typeChanged = false;
        }
        
        if (typeActive)
        {
        }
        
        if (stateChanged)
        {
        }
        
        throbTime = (time % 100) / 100.0f;
    }

    public void paint(Graphics2D g, float x, float y, float dim)
    {
        AffineTransform save = g.getTransform();

        // Transform drawing by current angle
        g.rotate(currAngle, x + dim / 2.0f, y + dim / 2.0f);

        // Color piece by type
        switch (type) {
            case LOCKED:  g.setPaint(new Color(0.3f, 0.8f, 0.3f, 0.35f)); break;
            case ACTIVE:  g.setPaint(new Color(0.9f, 0.3f, 0.3f, 0.35f)); break;
            case START:   g.setPaint(new Color(1.0f, 0.8f, 0.0f, 0.95f)); break;
        }

        g.fill(new RoundRectangle2D.Float(x, y, dim, dim, dim / 10, dim / 10));

        // Start pieces (center piece) do not have border, etc.
        if (type != PieceType.START)
        {
            // Active piece has a throbbing "ghost" border
            if (type == PieceType.ACTIVE)
            {
                float offs1 = throbTime * 10.0f,
                      offs2 = throbTime * 20.0f;

                g.setPaint(new Color(0.0f, 0.0f, 0.0f, (float) (1.0f - throbTime) ));
                g.setStroke(new BasicStroke(2.0f + throbTime * 2.0f));
                g.draw(new RoundRectangle2D.Float(
                    x - offs1, y - offs1,
                    dim + offs2, dim + offs2,
                    dim / 10, dim / 10));
            }

            // Draw piece border
            g.setPaint(new Color(0.0f, 0.0f, 0.0f, 0.6f));
            g.setStroke(new BasicStroke(5.0f));
            g.draw(new RoundRectangle2D.Float(x, y, dim, dim, dim / 10, dim / 10));

            // Draw the connections
            g.setStroke(new BasicStroke(5.5f));
            CubicCurve2D curve = new CubicCurve2D.Float();
            boolean[] drawn = new boolean[numConnections];
            for (int i = 0; i < numConnections; i++)
            if (!drawn[i])
            {
                Point2D start, cp1, cp2, end;
                boolean isActive = states[i] || states[connections[i]];

                g.setPaint(isActive ? Color.white : Color.black);

                start = getPointCoords(x, y, dim, i);
                end   = getPointCoords(x, y, dim, connections[i]);
                cp1   = getPointCoords(x, y, dim, i + 8);
                cp2   = getPointCoords(x, y, dim, connections[i] + 8);

                curve.setCurve(start, cp1, cp2, end);
                g.draw(curve);

                // Mark connection drawn, so we don't overdraw
                drawn[i] = true;
                drawn[connections[i]] = true;
            }
        
        } // !PieceType.START

        g.setTransform(save);
    }
}