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author | Timothée Floure | 2016-04-05 09:37:10 +0200 |
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committer | Timothée Floure | 2016-04-05 09:37:10 +0200 |
commit | 0ce2048d2c34efb6335722a8d09c37afca78c583 (patch) | |
tree | d9dcb59580210c4ce7d75cfb7127d6cd757e7cd2 /src | |
parent | 4d75a239dbffb6bd73d261c2cd5804d6e77834b4 (diff) | |
download | xblast-0ce2048d2c34efb6335722a8d09c37afca78c583.tar.gz |
GameState: Fix movement in nextPlayer()
Diffstat (limited to 'src')
-rw-r--r-- | src/ch/epfl/xblast/Direction.java | 19 | ||||
-rw-r--r-- | src/ch/epfl/xblast/server/GameState.java | 18 |
2 files changed, 27 insertions, 10 deletions
diff --git a/src/ch/epfl/xblast/Direction.java b/src/ch/epfl/xblast/Direction.java index 030038b..e2df042 100644 --- a/src/ch/epfl/xblast/Direction.java +++ b/src/ch/epfl/xblast/Direction.java | |||
@@ -68,6 +68,25 @@ public enum Direction { | |||
68 | } | 68 | } |
69 | 69 | ||
70 | /** | 70 | /** |
71 | * T(the current and given Directions are perpendicular). | ||
72 | * | ||
73 | * @param that a Direction to compare | ||
74 | * @return T(the current and given Directions are perpendicular) | ||
75 | */ | ||
76 | public boolean isPerpendicularTo(Direction that) { | ||
77 | switch (this) { | ||
78 | case N: | ||
79 | case S: | ||
80 | return that == E || that == W; | ||
81 | case E: | ||
82 | case W: | ||
83 | return that == N || that == S; | ||
84 | default: | ||
85 | return false; | ||
86 | } | ||
87 | } | ||
88 | |||
89 | /** | ||
71 | * Returns the x-coordinate of the normed vector representation of the Direction. | 90 | * Returns the x-coordinate of the normed vector representation of the Direction. |
72 | * | 91 | * |
73 | * @return the x-coordinate | 92 | * @return the x-coordinate |
diff --git a/src/ch/epfl/xblast/server/GameState.java b/src/ch/epfl/xblast/server/GameState.java index 035493d..d648cef 100644 --- a/src/ch/epfl/xblast/server/GameState.java +++ b/src/ch/epfl/xblast/server/GameState.java | |||
@@ -167,31 +167,29 @@ public final class GameState { | |||
167 | 167 | ||
168 | for (Player player0 : players0) { | 168 | for (Player player0 : players0) { |
169 | Optional<Direction> event = speedChangeEvents.get(player0.id()); | 169 | Optional<Direction> event = speedChangeEvents.get(player0.id()); |
170 | Sq<Player.DirectedPosition> directedPositions1; | 170 | // By default the path won't change |
171 | Sq<Player.DirectedPosition> directedPositions1 = player0.directedPositions(); | ||
171 | 172 | ||
172 | // Get the requested direction | 173 | // Get the (possibly) requested direction |
173 | Direction requestedDirection = null; | 174 | Direction requestedDirection = null; |
174 | if (event != null) { | 175 | if (event != null) { |
175 | requestedDirection = event.orElse(null); | 176 | requestedDirection = event.orElse(null); |
176 | } | 177 | } |
177 | 178 | ||
178 | // Generate the new Sequence of Directed Positions (kinda ugly right now) | 179 | // Generate the new Sequence of Directed Positions (kinda ugly right now) |
179 | if (requestedDirection == null || !player0.lifeState().canMove()) { | 180 | if (!player0.lifeState().canMove() && requestedDirection != null) { // if the player can't movex |
180 | // The player does not move | ||
181 | directedPositions1 = Player.DirectedPosition.stopped(player0.directedPositions().head()); | 181 | directedPositions1 = Player.DirectedPosition.stopped(player0.directedPositions().head()); |
182 | } else if (player0.direction() == requestedDirection.opposite() || player0.direction() == requestedDirection) { | 182 | } else if (player0.direction().isParallelTo(requestedDirection)) { // if the player want to go to a parallel directionx |
183 | // The player keep its actual position or go to the opposite direction | ||
184 | Player.DirectedPosition requestedDirectedPosition = new Player.DirectedPosition(player0.position(), requestedDirection); | 183 | Player.DirectedPosition requestedDirectedPosition = new Player.DirectedPosition(player0.position(), requestedDirection); |
185 | directedPositions1 = Sq.constant(requestedDirectedPosition); | 184 | directedPositions1 = Player.DirectedPosition.moving(requestedDirectedPosition); |
186 | } else { | 185 | } else if (player0.direction().isPerpendicularTo(requestedDirection)) { // if the player want to go to a perpendicular direction |
187 | // The player go to a perpendicular position. | ||
188 | Player.DirectedPosition nextCentralSubCell = player0.directedPositions().findFirst(dp -> dp.position().isCentral()); | 186 | Player.DirectedPosition nextCentralSubCell = player0.directedPositions().findFirst(dp -> dp.position().isCentral()); |
189 | Sq<Player.DirectedPosition> toNextCentralSubCell = player0.directedPositions().takeWhile(dp -> !dp.position().isCentral()); | 187 | Sq<Player.DirectedPosition> toNextCentralSubCell = player0.directedPositions().takeWhile(dp -> !dp.position().isCentral()); |
190 | Sq<Player.DirectedPosition> pastNextCentralSubCell = Player.DirectedPosition.moving(new Player.DirectedPosition(nextCentralSubCell.position(), requestedDirection)); | 188 | Sq<Player.DirectedPosition> pastNextCentralSubCell = Player.DirectedPosition.moving(new Player.DirectedPosition(nextCentralSubCell.position(), requestedDirection)); |
191 | directedPositions1 = toNextCentralSubCell.concat(pastNextCentralSubCell); | 189 | directedPositions1 = toNextCentralSubCell.concat(pastNextCentralSubCell); |
192 | } | 190 | } |
193 | 191 | ||
194 | // Advance of one SubCell on the newly computed path | 192 | // Advance of one SubCell on the player's path |
195 | directedPositions1 = directedPositions1.tail(); | 193 | directedPositions1 = directedPositions1.tail(); |
196 | 194 | ||
197 | // Check possible collisions and update the Sequence if necessary (kinda ugly right now) | 195 | // Check possible collisions and update the Sequence if necessary (kinda ugly right now) |