/* * 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; } }