Added a player handler so the code look a bit better
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34decd72e4
commit
c2a579788a
6 changed files with 167 additions and 15 deletions
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@ -3,7 +3,8 @@ package ei.game.gamestate;
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import ei.engine.scene.Node;
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import ei.engine.state.GameState;
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import ei.game.input.InGameMouseInput;
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import ei.game.player.Human;
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import ei.game.player.HumanPlayer;
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import ei.game.player.PlayerHandler;
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import ei.game.scene.Map;
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import ei.game.scene.units.Tank;
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@ -11,7 +12,6 @@ import ei.game.scene.units.Tank;
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public class InGameState extends GameState{
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private Node rootNode;
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private static Map map;
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private static Human player;
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public InGameState(String name){
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super(name);
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@ -22,24 +22,32 @@ public class InGameState extends GameState{
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InGameMouseInput mouse = new InGameMouseInput(map);
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super.getInput().addInput(mouse);
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player = new Human();
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HumanPlayer player = new HumanPlayer();
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player.addUnit(new Tank());
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rootNode.add(player.getNode());
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Tank tank = new Tank();
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player.addUnit(tank);
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//tank.move(10, 3);
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}
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public static Human getHuman(){
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return player;
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PlayerHandler.getInstance().addPlayer(player);
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}
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/**
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* Renders the gamestate
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*/
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public void render() {
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rootNode.render();
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}
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/**
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* Updates the gamestate
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*/
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public void update() {
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PlayerHandler.getInstance().update();
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rootNode.update();
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}
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/**
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*Returns the map of the game
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*
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* @return The map of the game
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*/
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public static Map getMap() {
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return map;
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}
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@ -6,11 +6,11 @@ import ei.engine.scene.Node;
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import ei.game.scene.GameEntity;
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import ei.game.scene.units.Unit;
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public class Human {
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public class HumanPlayer extends Player{
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private ArrayList<GameEntity> units;
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private Node unitsNode;
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public Human(){
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public HumanPlayer(){
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units = new ArrayList<GameEntity>();
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unitsNode = new Node("UnitsNode");
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}
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@ -28,4 +28,10 @@ public class Human {
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public Node getNode(){
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return unitsNode;
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}
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public void update() {
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for(int i=0; i<units.size() ;i++){
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units.get(i).update();
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}
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}
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}
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15
src/ei/game/player/Player.java
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15
src/ei/game/player/Player.java
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@ -0,0 +1,15 @@
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package ei.game.player;
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import ei.engine.scene.Node;
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import ei.game.scene.units.Unit;
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public abstract class Player {
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public abstract void addUnit(Unit u);
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public abstract void removeUnit(Unit u);
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public abstract Node getNode();
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public abstract void update();
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}
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63
src/ei/game/player/PlayerHandler.java
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63
src/ei/game/player/PlayerHandler.java
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@ -0,0 +1,63 @@
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package ei.game.player;
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import java.util.ArrayList;
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public class PlayerHandler {
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// The instance of this class
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private static PlayerHandler instance;
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// The player list
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private ArrayList<Player> players;
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/**
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* Creates a PlayerHandler
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*
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*/
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public PlayerHandler(){
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players = new ArrayList<Player>();
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}
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/**
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* Add a player to the handler
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*
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* @param p The player to add to the handler
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* @return true if added else false
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*/
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public boolean addPlayer(Player p){
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if(!players.contains(p)){
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players.add(p);
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return true;
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}
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return false;
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}
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/**
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* Removes a player from the handler
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* @param p The player to remove
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* @return true if succesful else false
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*/
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public boolean removePlayer(Player p){
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if(players.contains(p)){
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players.remove(p);
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return true;
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}
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return false;
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}
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public void update(){
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for(int i=0; i<players.size() ;i++){
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players.get(i).update();
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}
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}
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/**
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* Returns the instance of this class
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*
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* @return The instance
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*/
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public static PlayerHandler getInstance(){
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if(instance == null){
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instance = new PlayerHandler();
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}
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return instance;
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}
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}
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@ -26,4 +26,6 @@ public abstract class GameEntity{
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public void move(int x, int y) {
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}
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public abstract void update();
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}
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@ -1,6 +1,7 @@
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package ei.game.scene.units;
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import ei.engine.math.Vector2f;
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import ei.engine.math.Vector2i;
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import ei.engine.scene.Sprite;
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import ei.game.gamestate.InGameState;
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@ -8,36 +9,93 @@ import ei.game.scene.GameEntity;
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import ei.game.scene.weapons.Weapon;
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public abstract class Unit extends GameEntity{
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// The texture
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private Sprite looks;
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// The wepon of the unit
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private Weapon weapon;
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// Som temp pos for moving the unit
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private Vector2i oldPos;
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private Vector2f moveTo;
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/**
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* Creates a empty unit
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*
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* @param l The max life of the unit
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*/
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public Unit(int l) {
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super(l);
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looks = new Sprite("none");
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InGameState.getHuman().addUnit(this);
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setPos(0, 0);
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}
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/**
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* Returns the sprite for the unit
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*
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* @return The sprite for the unit
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*/
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public Sprite getSprite(){
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return looks;
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}
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/**
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* Set the sprite for the unit
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*
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* @param image The sprite for the unit
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*/
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public void setSprite(Sprite image) {
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looks = image;
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}
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/**
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* Sets the pos of the unit whitout removing it from the old
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*
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* @param x The x pos to move to
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* @param y The y pos to move to
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*/
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public void setPos(int x, int y) {
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oldPos = new Vector2i(x, y);
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InGameState.getMap().setPos(this, x, y);
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}
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/**
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* Moving a unit to the given pos
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*
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* @param x The x pos to move to
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* @param y The y pos to move to
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*/
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public void move(int x, int y) {
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if(oldPos!=null) {
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InGameState.getMap().removePos(oldPos.getX(), oldPos.getY());
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}
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setPos(x, y);
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looks.move(InGameState.getMap().getPixelByPos((int)x, (int)y));
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moveTo = InGameState.getMap().getPixelByPos((int)x, (int)y);
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oldPos = new Vector2i(x, y);
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}
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/**
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* Updating the unit
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*/
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public void update() {
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if(moveTo!=null) {
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if(moveTo.getX() > looks.getLocation().getX()) {
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looks.getLocation().add(1.5f, 0f, 0f);
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}
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if(moveTo.getX() < looks.getLocation().getX()) {
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looks.getLocation().add(-1.5f, 0f, 0f);
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}
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if(moveTo.getY() > looks.getLocation().getY()) {
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looks.getLocation().add(0f, 1.5f, 0f);
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}
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if(moveTo.getY() < looks.getLocation().getY()) {
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looks.getLocation().add(0f, -1.5f, 0f);
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}
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if(moveTo.getX() == looks.getLocation().getX()
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&& moveTo.getY() == looks.getLocation().getY()) {
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moveTo = null;
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}
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}
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}
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}
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