/
Map.java
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/
Map.java
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/*
* Copyright (C) 2013-2014 Byron 3D Games Studio (www.b3dgs.com) Pierre-Alexandre (contact@b3dgs.com)
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
package com.b3dgs.lionengine.example.game.platform.collision;
import com.b3dgs.lionengine.game.map.CollisionTile;
import com.b3dgs.lionengine.game.map.MapTileGame;
import com.b3dgs.lionengine.game.map.TileGame;
/**
* Map implementation.
*
* @author Pierre-Alexandre (contact@b3dgs.com)
* @see com.b3dgs.lionengine.example.game.map
*/
final class Map
extends MapTileGame<TileGame>
{
/**
* Constructor.
*/
Map()
{
super(16, 16, TileCollision.values());
}
/**
* Adjust the collision.
*/
void adjustCollisions()
{
for (int tx = 0; tx < getWidthInTile(); tx++)
{
for (int ty = 0; ty < getHeightInTile(); ty++)
{
final TileGame tile = getTile(tx, ty);
final TileGame top = getTile(tx, ty + 1);
if (top != null && tile != null && top.getCollision() != TileCollision.NONE
&& tile.getCollision() != TileCollision.NONE)
{
tile.setCollision(TileCollision.WALL);
}
}
}
}
/*
* MapTileGame
*/
@Override
public TileGame createTile(int width, int height, Integer pattern, int number, CollisionTile collision)
{
return new TileGame(width, height, pattern, number, collision);
}
@Override
public TileCollision getCollisionFrom(String collision)
{
try
{
return TileCollision.valueOf(collision);
}
catch (final NullPointerException exception)
{
return TileCollision.NONE;
}
}
}