| /* |
| * Copyright (C) 2010 The Android Open Source Project |
| * |
| * Licensed under the Apache License, Version 2.0 (the "License"); |
| * you may not use this file except in compliance with the License. |
| * You may obtain a copy of the License at |
| * |
| * http://www.apache.org/licenses/LICENSE-2.0 |
| * |
| * Unless required by applicable law or agreed to in writing, software |
| * distributed under the License is distributed on an "AS IS" BASIS, |
| * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| * See the License for the specific language governing permissions and |
| * limitations under the License. |
| */ |
| |
| package com.replica.replicaisland; |
| |
| /** |
| * A system for testing positions against "hot spots" embedded in the level tile map data. |
| * A level may contain a layer of "hot spots," tiles that provide a hint to the game objects about |
| * how to act in that particular area of the game world. Hot spots are commonly used to direct AI |
| * characters, or to define areas where special collision rules apply (e.g. regions that cause |
| * instant death when entered). |
| */ |
| public class HotSpotSystem extends BaseObject { |
| TiledWorld mWorld; |
| |
| public class HotSpotType { |
| public static final int NONE = -1; |
| public static final int GO_RIGHT = 0; |
| public static final int GO_LEFT = 1; |
| public static final int GO_UP = 2; |
| public static final int GO_DOWN = 3; |
| |
| public static final int WAIT_SHORT = 4; |
| public static final int WAIT_MEDIUM = 5; |
| public static final int WAIT_LONG = 6; |
| |
| public static final int ATTACK = 7; |
| public static final int TALK = 8; |
| public static final int DIE = 9; |
| public static final int WALK_AND_TALK = 10; |
| public static final int TAKE_CAMERA_FOCUS = 11; |
| public static final int RELEASE_CAMERA_FOCUS = 12; |
| public static final int END_LEVEL = 13; |
| public static final int GAME_EVENT = 14; |
| public static final int NPC_RUN_QUEUED_COMMANDS = 15; |
| |
| public static final int NPC_GO_RIGHT = 16; |
| public static final int NPC_GO_LEFT = 17; |
| public static final int NPC_GO_UP = 18; |
| public static final int NPC_GO_DOWN = 19; |
| public static final int NPC_GO_UP_RIGHT = 20; |
| public static final int NPC_GO_UP_LEFT = 21; |
| public static final int NPC_GO_DOWN_LEFT = 22; |
| public static final int NPC_GO_DOWN_RIGHT = 23; |
| public static final int NPC_GO_TOWARDS_PLAYER = 24; |
| public static final int NPC_GO_RANDOM = 25; |
| public static final int NPC_GO_UP_FROM_GROUND = 26; |
| public static final int NPC_GO_DOWN_FROM_CEILING = 27; |
| public static final int NPC_STOP = 28; |
| public static final int NPC_SLOW = 29; |
| |
| |
| public static final int NPC_SELECT_DIALOG_1_1 = 32; |
| public static final int NPC_SELECT_DIALOG_1_2 = 33; |
| public static final int NPC_SELECT_DIALOG_1_3 = 34; |
| public static final int NPC_SELECT_DIALOG_1_4 = 35; |
| public static final int NPC_SELECT_DIALOG_1_5 = 36; |
| |
| public static final int NPC_SELECT_DIALOG_2_1 = 38; |
| public static final int NPC_SELECT_DIALOG_2_2 = 39; |
| public static final int NPC_SELECT_DIALOG_2_3 = 40; |
| public static final int NPC_SELECT_DIALOG_2_4 = 41; |
| public static final int NPC_SELECT_DIALOG_2_5 = 42; |
| |
| |
| |
| } |
| |
| public HotSpotSystem() { |
| super(); |
| } |
| |
| @Override |
| public void reset() { |
| mWorld = null; |
| } |
| |
| public final void setWorld(TiledWorld world) { |
| mWorld = world; |
| } |
| |
| public int getHotSpot(float worldX, float worldY) { |
| //TOOD: take a region? how do we deal with multiple hot spot intersections? |
| int result = HotSpotType.NONE; |
| if (mWorld != null) { |
| |
| final int xTile = getHitTileX(worldX); |
| final int yTile = getHitTileY(worldY); |
| |
| result = mWorld.getTile(xTile, yTile); |
| } |
| |
| return result; |
| } |
| |
| public int getHotSpotByTile(int tileX, int tileY) { |
| //TOOD: take a region? how do we deal with multiple hot spot intersections? |
| int result = HotSpotType.NONE; |
| if (mWorld != null) { |
| result = mWorld.getTile(tileX, tileY); |
| } |
| |
| return result; |
| } |
| |
| public final int getHitTileX(float worldX) { |
| int xTile = 0; |
| LevelSystem level = sSystemRegistry.levelSystem; |
| if (mWorld != null && level != null) { |
| final float worldPixelWidth = level.getLevelWidth(); |
| xTile = (int)Math.floor(((worldX) / worldPixelWidth) * mWorld.getWidth()); |
| } |
| return xTile; |
| } |
| |
| public final int getHitTileY(float worldY) { |
| int yTile = 0; |
| LevelSystem level = sSystemRegistry.levelSystem; |
| if (mWorld != null && level != null) { |
| final float worldPixelHeight = level.getLevelHeight(); |
| // TODO: it is stupid to keep doing this space conversion all over the code. Fix this |
| // in the TiledWorld code! |
| final float flippedY = worldPixelHeight - (worldY); |
| yTile = (int)Math.floor((flippedY / worldPixelHeight) * mWorld.getHeight()); |
| } |
| return yTile; |
| } |
| |
| public final float getTileCenterWorldPositionX(int tileX) { |
| float worldX = 0.0f; |
| LevelSystem level = sSystemRegistry.levelSystem; |
| if (mWorld != null && level != null) { |
| final float tileWidth = level.getLevelWidth() / mWorld.getWidth(); |
| worldX = (tileX * tileWidth) + (tileWidth / 2.0f); |
| } |
| return worldX; |
| } |
| |
| } |