248 lines
5.7 KiB
Java
248 lines
5.7 KiB
Java
package com.droidquest.materials;
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import java.awt.Color;
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import java.awt.Dimension;
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import java.awt.Graphics;
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import java.awt.Graphics2D;
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import java.awt.image.BufferedImage;
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import java.util.Date;
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import javax.swing.ImageIcon;
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import com.droidquest.Room;
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import com.droidquest.items.Item;
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public class Switch extends Material
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{
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// Programmable wall switch, normally used for opening doors when
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// touched. Each line in the program is an array of numbers, with the
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// first explaining what function the array of numbers performs.
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//
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// Wait4Contact
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// Wait4Removal
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// Wait4Time x
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// SetValueHigh
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// SetValueLow
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// Replace (x,y,m)...
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// LeftRoom
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// RightRoom
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// UpRoom
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// DownRoom
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// ResetRoom
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public static final int ROT_UP =0; // Rotation refers to which wall the switch is attached to
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public static final int ROT_RIGHT =1;
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public static final int ROT_DOWN =2;
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public static final int ROT_LEFT =3;
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int rotation;
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transient ImageIcon images[];
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protected boolean value;
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public static final int WAIT4CONTACT =-1;
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public static final int WAIT4REMOVAL =-2;
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public static final int WAIT4TIME =-3;
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public static final int SETVALUEHIGH =-4;
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public static final int SETVALUELOW =-5;
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public static final int REPLACE =-6;
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public static final int LEFTROOM =-7;
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public static final int RIGHTROOM =-8;
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public static final int UPROOM =-9;
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public static final int DOWNROOM =-10;
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public static final int RESETROOM =-11;
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//public static final int WAIT4PLAYERCONTACT = -12;
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//If I actually add this, it'll change the signature.
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int switchState=0;
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transient Room room;
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transient Room currentRoom;
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int[][] program;
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Item trigger=null;
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Date timeout;
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boolean timing=false;
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public Switch(int rot)
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{
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super(true,false);
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int[][] p = {{0}};
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program = p;
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GenerateIcons();
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rotation = rot;
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}
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public Switch(int rot, int[][] p)
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{
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super(true,false);
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program = p;
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GenerateIcons();
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rotation = rot;
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}
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public void GenerateIcons()
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{
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images = new ImageIcon[2];
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for (int a=0; a<2; a++)
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{
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images[a] = new ImageIcon(new BufferedImage(28,32,BufferedImage.TYPE_4BYTE_ABGR));
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Graphics g;
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try
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{
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g = images[a].getImage().getGraphics();
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}
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catch (NullPointerException e)
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{
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System.out.println("Could not get Graphics pointer to " + getClass() + " Image");
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return;
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}
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Graphics2D g2 = (Graphics2D) g;
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g2.setBackground(Color.black);
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g2.clearRect(0,0,28,32);
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if (a==0)
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g2.setColor(Color.white);
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else
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g2.setColor(new Color(255,128,0));
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switch (rotation)
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{
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case ROT_UP:
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g2.fillRect(2,10,24,6);
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g2.fillRect(10,0,8,10);
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break;
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case ROT_RIGHT:
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g2.fillRect(12,4,6,24);
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g2.fillRect(18,12,10,8);
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break;
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case ROT_DOWN:
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g2.fillRect(2,16,24,6);
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g2.fillRect(10,22,8,10);
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break;
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case ROT_LEFT:
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g2.fillRect(10,4,6,24);
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g2.fillRect(0,12,10,8);
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break;
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}
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}
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}
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public boolean equals(Material mat)
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{
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if (super.equals(mat))
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if (rotation == ((Switch)mat).rotation
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&& value == ((Switch)mat).value
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&& program == ((Switch)mat).program)
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return true;
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return false;
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}
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public void TouchedByItem(Item item)
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{
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if (switchState == program.length)
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switchState=0;
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if (program[switchState][0]==WAIT4CONTACT)
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{
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trigger = item;
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room = item.room;
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currentRoom = room;
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switchState++;
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}
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if (program[switchState][0]== -12) // == WAIT4PLAYERCONTACT
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if (item == level.player)
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{
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trigger = item;
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room = item.room;
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currentRoom = room;
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switchState++;
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}
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}
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public void Animate()
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{
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if (switchState == program.length)
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switchState=0;
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if (value)
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icon = images[1];
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else
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icon = images[0];
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switch (program[switchState][0])
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{
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case WAIT4REMOVAL:
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{
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Dimension d = trigger.GetXY();
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int bigXL = d.width / 28;
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int bigXR = (d.width + trigger.getWidth() ) / 28;
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int bigYT = d.height / 32;
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int bigYB = (d.height + trigger.getHeight()) /32;
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boolean removed = true;
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for (int Y=bigYT; Y<bigYB; Y++)
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for (int X=bigXL; X<bigXR; X++)
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if (trigger.room.MaterialArray[Y][X]==this)
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removed=false;
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if (removed)
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switchState++;
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currentRoom = room;
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}
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break;
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case WAIT4TIME:
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if (timing)
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{
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Date now = new Date();
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if (now.getTime() >= timeout.getTime())
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{
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switchState++;
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timing = false;
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currentRoom = room;
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}
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}
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else
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{
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timeout = new Date(new Date().getTime() + 1000*program[switchState][1]);
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timing = true;
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}
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break;
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case SETVALUEHIGH:
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value=true;
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switchState++;
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break;
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case SETVALUELOW:
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value=false;
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switchState++;
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break;
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case REPLACE:
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if (currentRoom == null)
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currentRoom = trigger.room;
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for (int a=0; a<(program[switchState].length-1)/3; a++)
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currentRoom.SetMaterial(program[switchState][a*3+1],
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program[switchState][a*3+2],
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program[switchState][a*3+3]);
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switchState++;
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break;
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case LEFTROOM:
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currentRoom = currentRoom.leftRoom;
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switchState++;
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break;
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case RIGHTROOM:
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currentRoom = currentRoom.rightRoom;
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switchState++;
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break;
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case UPROOM:
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currentRoom = currentRoom.upRoom;
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switchState++;
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break;
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case DOWNROOM:
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currentRoom = currentRoom.downRoom;
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switchState++;
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break;
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case RESETROOM:
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currentRoom = room;
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switchState++;
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break;
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}
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}
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}
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