1 /* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17 package com.replica.replicaisland; 18 19 /** 20 * A system for testing positions against "hot spots" embedded in the level tile map data. 21 * A level may contain a layer of "hot spots," tiles that provide a hint to the game objects about 22 * how to act in that particular area of the game world. Hot spots are commonly used to direct AI 23 * characters, or to define areas where special collision rules apply (e.g. regions that cause 24 * instant death when entered). 25 */ 26 public class HotSpotSystem extends BaseObject { 27 TiledWorld mWorld; 28 29 public class HotSpotType { 30 public static final int NONE = -1; 31 public static final int GO_RIGHT = 0; 32 public static final int GO_LEFT = 1; 33 public static final int GO_UP = 2; 34 public static final int GO_DOWN = 3; 35 36 public static final int WAIT_SHORT = 4; 37 public static final int WAIT_MEDIUM = 5; 38 public static final int WAIT_LONG = 6; 39 40 public static final int ATTACK = 7; 41 public static final int TALK = 8; 42 public static final int DIE = 9; 43 public static final int WALK_AND_TALK = 10; 44 public static final int TAKE_CAMERA_FOCUS = 11; 45 public static final int RELEASE_CAMERA_FOCUS = 12; 46 public static final int END_LEVEL = 13; 47 public static final int GAME_EVENT = 14; 48 public static final int NPC_RUN_QUEUED_COMMANDS = 15; 49 50 public static final int NPC_GO_RIGHT = 16; 51 public static final int NPC_GO_LEFT = 17; 52 public static final int NPC_GO_UP = 18; 53 public static final int NPC_GO_DOWN = 19; 54 public static final int NPC_GO_UP_RIGHT = 20; 55 public static final int NPC_GO_UP_LEFT = 21; 56 public static final int NPC_GO_DOWN_LEFT = 22; 57 public static final int NPC_GO_DOWN_RIGHT = 23; 58 public static final int NPC_GO_TOWARDS_PLAYER = 24; 59 public static final int NPC_GO_RANDOM = 25; 60 public static final int NPC_GO_UP_FROM_GROUND = 26; 61 public static final int NPC_GO_DOWN_FROM_CEILING = 27; 62 public static final int NPC_STOP = 28; 63 public static final int NPC_SLOW = 29; 64 65 66 public static final int NPC_SELECT_DIALOG_1_1 = 32; 67 public static final int NPC_SELECT_DIALOG_1_2 = 33; 68 public static final int NPC_SELECT_DIALOG_1_3 = 34; 69 public static final int NPC_SELECT_DIALOG_1_4 = 35; 70 public static final int NPC_SELECT_DIALOG_1_5 = 36; 71 72 public static final int NPC_SELECT_DIALOG_2_1 = 38; 73 public static final int NPC_SELECT_DIALOG_2_2 = 39; 74 public static final int NPC_SELECT_DIALOG_2_3 = 40; 75 public static final int NPC_SELECT_DIALOG_2_4 = 41; 76 public static final int NPC_SELECT_DIALOG_2_5 = 42; 77 78 79 80 } 81 HotSpotSystem()82 public HotSpotSystem() { 83 super(); 84 } 85 86 @Override reset()87 public void reset() { 88 mWorld = null; 89 } 90 setWorld(TiledWorld world)91 public final void setWorld(TiledWorld world) { 92 mWorld = world; 93 } 94 getHotSpot(float worldX, float worldY)95 public int getHotSpot(float worldX, float worldY) { 96 //TOOD: take a region? how do we deal with multiple hot spot intersections? 97 int result = HotSpotType.NONE; 98 if (mWorld != null) { 99 100 final int xTile = getHitTileX(worldX); 101 final int yTile = getHitTileY(worldY); 102 103 result = mWorld.getTile(xTile, yTile); 104 } 105 106 return result; 107 } 108 getHotSpotByTile(int tileX, int tileY)109 public int getHotSpotByTile(int tileX, int tileY) { 110 //TOOD: take a region? how do we deal with multiple hot spot intersections? 111 int result = HotSpotType.NONE; 112 if (mWorld != null) { 113 result = mWorld.getTile(tileX, tileY); 114 } 115 116 return result; 117 } 118 getHitTileX(float worldX)119 public final int getHitTileX(float worldX) { 120 int xTile = 0; 121 LevelSystem level = sSystemRegistry.levelSystem; 122 if (mWorld != null && level != null) { 123 final float worldPixelWidth = level.getLevelWidth(); 124 xTile = (int)Math.floor(((worldX) / worldPixelWidth) * mWorld.getWidth()); 125 } 126 return xTile; 127 } 128 getHitTileY(float worldY)129 public final int getHitTileY(float worldY) { 130 int yTile = 0; 131 LevelSystem level = sSystemRegistry.levelSystem; 132 if (mWorld != null && level != null) { 133 final float worldPixelHeight = level.getLevelHeight(); 134 // TODO: it is stupid to keep doing this space conversion all over the code. Fix this 135 // in the TiledWorld code! 136 final float flippedY = worldPixelHeight - (worldY); 137 yTile = (int)Math.floor((flippedY / worldPixelHeight) * mWorld.getHeight()); 138 } 139 return yTile; 140 } 141 getTileCenterWorldPositionX(int tileX)142 public final float getTileCenterWorldPositionX(int tileX) { 143 float worldX = 0.0f; 144 LevelSystem level = sSystemRegistry.levelSystem; 145 if (mWorld != null && level != null) { 146 final float tileWidth = level.getLevelWidth() / mWorld.getWidth(); 147 worldX = (tileX * tileWidth) + (tileWidth / 2.0f); 148 } 149 return worldX; 150 } 151 152 } 153