Revisão 11
Added a new conquer style grid system
| grid/grid.pde | ||
|---|---|---|
| 1 |
/************************************************** |
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| 2 |
* |
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| 3 |
* Size of each cell calculated with a |
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| 4 |
* division of stage's width with a multiple of 8 |
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* |
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* 1024 / 16 = 64 |
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* 768 / 16 = 43 |
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* 1280 / 16 = 80 |
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* |
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| 10 |
**************************************************/ |
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int videoScale = 80; |
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int width = 1280; |
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int height = 720; |
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| 14 |
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| 15 |
int cols, rows; |
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Cell[][] cells = {
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}; |
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// Players x,y |
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int mX ; |
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int mY; |
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PFont _regular_; |
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BlackMinion blackminion; |
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void setup() {
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_regular_ = loadFont ("Code-Bold-48.vlw");
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size(width, height); |
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cols = width/videoScale; |
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rows = height/videoScale; |
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//noLoop(); |
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drawGrid(); |
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// Setup blackminion |
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blackminion = new BlackMinion(); |
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blackminion.setup(); |
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} |
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void draw() {
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background(159, 182, 205); |
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for (int i = 0; i < this.cells.length; i++) {
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//rows |
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for (int j = 0; j < this.cells[i].length; j++) {
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this.cells [i][j].setup ( this.cells[i][j].lifeBar, this.cells[i][j].animating ); |
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this.cells [i][j].draw(); |
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} |
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} |
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moveBlack(); |
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this.blackminion.draw(); |
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} |
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/************************************************** |
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* |
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* Draw grid once |
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* |
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**************************************************/ |
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void drawGrid () {
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for (int i = 0; i < cols; i++) {
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Cell [] column = new Cell [rows]; |
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for (int j = 0; j < rows; j++) {
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| 66 |
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// Scaling up to draw a rectangle at (x,y) |
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int x = i*videoScale; |
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int y = j*videoScale; |
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Cell cell = new Cell (x, y, videoScale); |
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column [j] = cell; |
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//cell.setup(); |
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} |
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this.cells = (Cell[][]) append (this.cells, column); |
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} |
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} |
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/************************************************** |
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* |
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* Returns cell affected by player |
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* |
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**************************************************/ |
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Cell getCell (int x, int y) |
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{
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int cellX = floor (cols * x) / this.width; |
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int cellY = floor (rows * y) / this.height; |
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//println ("cellX " + cellX + ", cellY " + cellY);
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return this.cells [cellX][cellY]; |
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} |
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/************************************************** |
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* |
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* Simulated White Player |
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* |
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**************************************************/ |
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void mouseMoved() {
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mX = mouseX; |
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mY = mouseY; |
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Cell cell = this.getCell ( mX, mY); |
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cell.update(0); |
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} |
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void moveBlack() {
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// Bounce |
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if ( blackminion.posX <= 0 ) keyCode = RIGHT; |
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if ( blackminion.posX >= 1270 ) keyCode = LEFT; |
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if ( blackminion.posY <= 0 ) keyCode = DOWN; |
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if ( blackminion.posY >= 710 ) keyCode = UP; |
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switch(keyCode) {
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case UP: |
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blackminion.posY -= 5; |
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break; |
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case DOWN: |
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blackminion.posY += 5; |
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break; |
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case LEFT: |
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blackminion.posX -= 5; |
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break; |
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case RIGHT: |
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blackminion.posX += 5; |
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break; |
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} |
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Cell cell = this.getCell ( blackminion.posX, blackminion.posY); |
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cell.update(1); |
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} |
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/************************************************** |
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* |
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* Simulated Black Player |
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* |
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**************************************************/ |
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class BlackMinion {
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int posX = 0; |
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int posY = 0; |
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void setup() {
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}; |
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void draw() {
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display(); |
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} |
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void display() {
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println("posY" + posY);
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fill(0); |
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ellipse (posX, posY, 20, 20); |
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} |
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}; |
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| grid/Cell.pde | ||
|---|---|---|
| 1 |
class Cell {
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// Form |
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int posX = 0; |
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int posY = 0; |
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int area = 0; |
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int animX = 0; |
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// Propreties |
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int lifeBar = 127; |
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Boolean animating = false; |
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// 0 -> white |
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// 1 -> black |
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// 2-> null |
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int side = 2; |
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//Piece is a quad so receives x, y and quad area to deal later |
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Cell ( int x, int y, int area) {
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this.posX = x; |
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this.posY = y; |
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this.area = area; |
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} |
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/************************************************** |
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* |
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* Upon creation it recieves the last lifeBar |
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* and state from cell in same position |
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* |
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***************************************************/ |
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void setup ( int lifeBar, Boolean animating ) {
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this.lifeBar = lifeBar; |
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this.animating = animating; |
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// Don't let lifebar escalate |
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if (this.lifeBar >= 255) this.lifeBar = 255; |
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if (this.lifeBar <= 0) this.lifeBar = 0; |
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stroke (159, 182, 205); |
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strokeWeight (2); |
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// paints cell according to side |
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switch(side) {
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case 2: |
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fill(127); |
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break; |
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case 0: |
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fill(255); |
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break; |
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case 1: |
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fill(0); |
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break; |
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} |
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}; |
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| 57 |
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void draw() {
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// debug for cell |
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//textFont (_regular_, 48); |
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//text ( this.num , posX, posY ); |
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| 63 |
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// if is not between animation draw cell and circle color |
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if ( this.animating == false ) {
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quad( |
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this.posX, |
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this.posY, |
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| 69 |
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this.posX + area, |
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this.posY, |
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this.posX + area, |
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this.posY + area, |
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this.posX, |
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this.posY + area); |
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if ( this.side == 1) {
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| 79 |
fill(255); |
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} |
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| 81 |
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fill(lifeBar) ; |
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noStroke(); |
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arc(this.posX + 40, this.posY + 40, 30, 30, 0, 360); |
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} |
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| 86 |
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| 87 |
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// if white conquers plays animate white |
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if (this.lifeBar >= 255 && this.side != 0) {
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this.lifeBar = 255; |
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animateCell(255, 0); |
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} |
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| 93 |
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// if black conquers plays animate black |
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if (this.lifeBar <= 0 && this.side != 1) {
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this.lifeBar = 0; |
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| 97 |
animateCell(0, 1); |
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} |
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| 99 |
}; |
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| 100 |
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| 101 |
/************************************************** |
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| 102 |
* |
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| 103 |
* Updates cell conquer power |
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| 104 |
* |
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| 105 |
***************************************************/ |
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| 106 |
void update (int player) {
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| 107 |
if ( this.animating == false ) {
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| 108 |
switch(player) {
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| 109 |
case 0: |
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| 110 |
updateWhite(); |
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| 111 |
break; |
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| 112 |
case 1: |
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| 113 |
updateBlack(); |
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| 114 |
break; |
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| 115 |
} |
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| 116 |
} |
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}; |
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| 118 |
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| 119 |
void updateWhite () {
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| 120 |
this.lifeBar += 5; |
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| 121 |
println(lifeBar); |
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| 122 |
}; |
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| 123 |
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| 124 |
void updateBlack() {
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| 125 |
println("updateBlack");
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| 126 |
this.lifeBar -= 5; |
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| 127 |
println(lifeBar); |
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} |
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| 129 |
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| 130 |
/************************************************** |
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| 131 |
* |
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| 132 |
* Animates current cell |
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| 133 |
* |
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| 134 |
***************************************************/ |
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| 135 |
void animateCell( int clr, int side ) {
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| 136 |
this.animating = true; |
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| 137 |
if ( animX <= this.area) {
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| 138 |
if ( animX > area /2 ) {
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| 139 |
fill(clr); |
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| 140 |
print("animX " + animX);
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| 141 |
} |
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| 142 |
else {
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| 143 |
fill(127); |
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| 144 |
} |
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| 145 |
quad( |
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| 146 |
this.posX+animX, |
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| 147 |
this.posY, |
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| 148 |
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| 149 |
(this.posX + area) - animX, |
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| 150 |
this.posY, |
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| 151 |
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| 152 |
(this.posX + area) -animX, |
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| 153 |
this.posY + area, |
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| 154 |
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| 155 |
this.posX + animX, |
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| 156 |
this.posY + area); |
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| 157 |
} |
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| 158 |
else {
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| 159 |
this.animating = false; |
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| 160 |
this.side = side; |
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| 161 |
animX = 0; |
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| 162 |
} |
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| 163 |
animX +=3*0.7; |
|
| 164 |
}; |
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| 165 |
} |
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| 166 |
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Também disponível em: Unified diff