summary |
shortlog |
log |
commit | commitdiff |
tree
raw |
patch |
inline | side by side (from parent 1:
8703444)
Game termination is now a frame of its own; castle destruction
is pushed to a new "endgame" frame.
** DONE html for salting the seed
** TODO Leagues (need multiround)
** TODO Multiround (need early termination)
** DONE html for salting the seed
** TODO Leagues (need multiround)
** TODO Multiround (need early termination)
-** TODO Early termination (need time rationalization)
+** DONE Early termination (need time rationalization)
** DONE Time rationalization (need code reorg)
** TODO Code cleanup
** DONE Time rationalization (need code reorg)
** TODO Code cleanup
*** split out what can be
*** split out what can be
+*** factor stone throwing ref/view interface
+
* BUGS
** viewer goes blank <2020-06-03 mer. 22:58>
(22:19:12) Astrobytes: JBM, if you're around, the TVC viewer goes blank after a couple of games. Consistently. In Chrome. Other games not doing the same.
* BUGS
** viewer goes blank <2020-06-03 mer. 22:58>
(22:19:12) Astrobytes: JBM, if you're around, the TVC viewer goes blank after a couple of games. Consistently. In Chrome. Other games not doing the same.
<p>
This draft's last change is:
<strong>
<p>
This draft's last change is:
<strong>
- demo references still existing sprites.
+ early game termination.
}
public void adjustScore(int trollPosition) {
}
public void adjustScore(int trollPosition) {
- gp.setScore(Math.abs(castlePosition - trollPosition));
+ if (gp.isActive()) {
+ gp.setScore(Math.abs(castlePosition - trollPosition));
+ }
}
public int getTrollDistance() {
}
public int getTrollDistance() {
p1.setStones(initialStones);
}
p1.setStones(initialStones);
}
- private int winner;
- boolean haveWinner() {
- if (trollPosition == 0) {
+ void moveTroll(int delta) {
+ trollPosition += delta;
+ if (trollPosition <= 0) {
+ trollPosition = 0;
- else if (trollPosition == roadLength) {
+ if (trollPosition >= roadLength) {
+ trollPosition = roadLength;
- return true;
- }
- else {
- return false;
+
+ p0.adjustScore(trollPosition);
+ p1.adjustScore(trollPosition);
+
+ private Integer winner;
+ boolean haveWinner() {
+ return winner != null;
+ }
+
int getWinner() { return winner; }
int getLoser() { return 1 - winner; }
boolean exhausted() {
int getWinner() { return winner; }
int getLoser() { return 1 - winner; }
boolean exhausted() {
- return p0.getStones() <= 0 && p1.getStones() <= 0;
+ return p0.getStones() <= 0 || p1.getStones() <= 0;
@Inject private View view;
@Inject private Model model;
@Inject private View view;
@Inject private Model model;
+ boolean disqual = false;
+
@Override
public void init() {
model.init(gameManager.getSeed());
@Override
public void init() {
model.init(gameManager.getSeed());
+ // Did I mention I hate Java? It didn't *have* to be this ugly!
+ if (disqual) { endGame(); return; }
+ if (model.exhausted()) { finishStones(); return ;}
+ if (model.haveWinner()) { endGame(); return; }
+
for (Player player : gameManager.getActivePlayers()) {
player.sendGameTurn();
}
for (Player player : gameManager.getActivePlayers()) {
player.sendGameTurn();
}
* is ill-formed it could help them debug. Or shame them, at
* least.
*/
* is ill-formed it could help them debug. Or shame them, at
* least.
*/
- boolean disqual = false;
for (Player player : gameManager.getActivePlayers()) {
player.receiveGameTurn();
switch (player.type) {
for (Player player : gameManager.getActivePlayers()) {
player.receiveGameTurn();
switch (player.type) {
* exhaustion).
*/
int delta = 0;
* exhaustion).
*/
int delta = 0;
- boolean victory = false;
- boolean exhausted = false;
for (Player player : gameManager.getActivePlayers()) {
player.view.throwStones(player.stoneThrow);
delta += player.model.getMultiplier() * player.stoneThrow;
for (Player player : gameManager.getActivePlayers()) {
player.view.throwStones(player.stoneThrow);
delta += player.model.getMultiplier() * player.stoneThrow;
else if (cheat1) delta = 1;
if (delta > 0) {
else if (cheat1) delta = 1;
if (delta > 0) {
view.moveTroll(View.Dir.RIGHT);
}
else if (delta < 0) {
view.moveTroll(View.Dir.RIGHT);
}
else if (delta < 0) {
view.moveTroll(View.Dir.LEFT);
}
else {
view.moveTroll(View.Dir.STILL);
// XXX animate
}
view.moveTroll(View.Dir.LEFT);
}
else {
view.moveTroll(View.Dir.STILL);
// XXX animate
}
+ // XXX very similar to main turn pendant
+ private void finishStones() {
+ boolean noStones = true;
+ int delta = 0;
for (Player player : gameManager.getActivePlayers()) {
for (Player player : gameManager.getActivePlayers()) {
- player.model.adjustScore(model.trollPosition);
+ player.stoneThrow = player.model.getStones();
+ player.model.setStones(0);
+ delta += player.stoneThrow * player.model.getMultiplier();
+ player.view.throwStones(player.stoneThrow);
+ if (player.stoneThrow != 0) {
+ noStones = false;
+ player.view.animateStones(player.stoneThrow);
+ player.view.updateStoneCounter();
+ }
+ if (noStones) { endGame(); return; }
+ model.moveTroll(delta);
+ view.moveTroll();
+ }
+
+ private void endGame() {
+ gameManager.endGame();
if (model.haveWinner()) {
int loser = model.getLoser();
gameManager.getPlayer(loser).view.defeat();
if (model.haveWinner()) {
int loser = model.getLoser();
gameManager.getPlayer(loser).view.defeat();
- else if (model.exhausted()) exhausted = true;
-
- if (disqual || victory || exhausted) endGame();
- }
-
- private void endGame() {
- gameManager.endGame();
Player p0 = gameManager.getPlayer(0);
Player p1 = gameManager.getPlayer(1);
Player p0 = gameManager.getPlayer(0);
Player p1 = gameManager.getPlayer(1);
* - first half: stone throw
* - second half: troll move
* The troll message is anchored around the troll move.
* - first half: stone throw
* - second half: troll move
* The troll message is anchored around the troll move.
- *
- * The castle destruction is currently ad hoc simultaneously with
- * the troll move, but this ought to change if I get some
- * lengthened frame system ready.
- *
- * The endgame message is completely ad hoc, and really ought to
- * improve.
- private final double AVATAR_ANIMATION_START = 0.5;
private final double STONE_THROW_START = 0.0;
private final double STONE_THROW_PEAK = 0.25;
private final double STONE_THROW_END = 0.5;
private final double STONE_THROW_START = 0.0;
private final double STONE_THROW_PEAK = 0.25;
private final double STONE_THROW_END = 0.5;
- private final double CASTLE_DESTRUCTION_START = 0.5;
- private final double CASTLE_DESTRUCTION_END = 1.0;
private final double TROLL_MOVE_START = 0.5;
private final double TROLL_MOVE_END = 1.0;
private final double TROLL_MESSAGE_START = 0.5;
private final double TROLL_MESSAGE_END = 1.0;
private final double TROLL_MOVE_START = 0.5;
private final double TROLL_MOVE_END = 1.0;
private final double TROLL_MESSAGE_START = 0.5;
private final double TROLL_MESSAGE_END = 1.0;
- private final double ENDGAME_MESSAGE_START = 0.25;
+
+ /*
+ * Castle destruction and endgame message pertain to an endgame
+ * frame only.
+ */
+ private final double AVATAR_ANIMATION_START = 0.5;
+ private final double CASTLE_DESTRUCTION_START = 0.0;
+ private final double CASTLE_DESTRUCTION_END = 0.5;
class Player {
Model.Player model;
class Player {
Model.Player model;
void victory() {
gameManager.addToGameSummary(GameManager.formatSuccessMessage(nicknameToken + " wins."));
void victory() {
gameManager.addToGameSummary(GameManager.formatSuccessMessage(nicknameToken + " wins."));
+ View.this.endgameFrame();
else {
stoneCounter.setText(stones + " stones");
}
else {
stoneCounter.setText(stones + " stones");
}
+ graphicEntityModule.commitEntityState(STONE_THROW_PEAK, stoneCounter);
}
void animateStones(int stones) {
}
void animateStones(int stones) {
+ void endgameFrame() {
+ gameManager.setFrameDuration(2000);
+ }
+
void doubleDefeat() {
gameManager.addToGameSummary(GameManager.formatErrorMessage("Everybody loses!"));
void doubleDefeat() {
gameManager.addToGameSummary(GameManager.formatErrorMessage("Everybody loses!"));
animateLoss(1920/2, 680, 150, "L0SERZ!");
}
void draw() {
gameManager.addToGameSummary("Draw.");
animateLoss(1920/2, 680, 150, "L0SERZ!");
}
void draw() {
gameManager.addToGameSummary("Draw.");
animateLoss(1920/2, 680, 200, "DRAW");
}
animateLoss(1920/2, 680, 200, "DRAW");
}
pantsModule.displayOnToggleState(trollMessage, "verboseTrolling", true);
}
pantsModule.displayOnToggleState(trollMessage, "verboseTrolling", true);
}
- private void moveTroll() {
graphicEntityModule.commitEntityState(TROLL_MOVE_START, troll, trollPositionGauge);
int x0 = p0.castle.getX(), x1 = p1.castle.getX();
int y0 = p0.castle.getY(), y1 = p1.castle.getY();
graphicEntityModule.commitEntityState(TROLL_MOVE_START, troll, trollPositionGauge);
int x0 = p0.castle.getX(), x1 = p1.castle.getX();
int y0 = p0.castle.getY(), y1 = p1.castle.getY();
.setFillColor(0xff7f7f)
.setFontWeight(Text.FontWeight.BOLD)
.setTextAlign(TextBasedEntity.TextAlign.CENTER);
.setFillColor(0xff7f7f)
.setFontWeight(Text.FontWeight.BOLD)
.setTextAlign(TextBasedEntity.TextAlign.CENTER);
- graphicEntityModule.commitEntityState(ENDGAME_MESSAGE_START, msg);
+ graphicEntityModule.commitEntityState(0.0, msg);
Curve curve = Curve.ELASTIC;
msg.setX(x, Curve.EASE_OUT)
.setY(y, Curve.ELASTIC)
Curve curve = Curve.ELASTIC;
msg.setX(x, Curve.EASE_OUT)
.setY(y, Curve.ELASTIC)
gameRunner.setGameParameters(props);
gameRunner.addAgent(Player1.class);
gameRunner.setGameParameters(props);
gameRunner.addAgent(Player1.class);
- gameRunner.addAgent(PlayerCheatSmart.class);
+ gameRunner.addAgent(PlayerRand.class);
// gameRunner.addAgent("python3 /home/user/player.py");
// gameRunner.addAgent("python3 /home/user/player.py");