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178 lines (149 loc) · 5.49 KB
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Controller.jack
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178 lines (149 loc) · 5.49 KB
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class Controller {
field Model model;
field boolean running;
field char lastTickKey;
// creates a controller
constructor Controller new(Model aModel) {
let model = aModel;
let running = true;
let lastTickKey = 0;
return this;
}
// starts a new game at level 1
method void startNewGame() {
var LevelManager levelManager;
let levelManager = model.getLevelManager();
do levelManager.reset();
do tryStartNextLevel();
return;
}
// handles user input as appropriate (game state dependent behaviour)
method void handleInput() {
var char key;
let key = Keyboard.keyPressed();
if (~(key = 0)) {
if (~((key = Direction.U()) | (key = Direction.D()) | (key = Direction.L()) | (key = Direction.R()) | (key = 32) | (key = 82) | (key = 83) | (key = 140))) {
let lastTickKey = 0;
return;
}
if (key = 140) { // Escape = 140
let running = false;
}
if (~(lastTickKey = key)) {
if (model.getState() = State.StateGameComplete()) {
if (key = 32) { // (space) = 32
do startNewGame();
}
}
if (model.getState() = State.StateLevelComplete()) {
if (key = 32) { // (space) = 32
do tryStartNextLevel();
}
}
if (model.getState() = State.StatePlaying()) {
if ((key = Direction.U()) | (key = Direction.D()) | (key = Direction.L()) | (key = Direction.R())) {
do tryMovePlayer(key);
}
if (key = 82) { // R = 82
do restartLevel();
}
if (key = 83) { // S = 83
// do tryStartNextLevel(); // uncomment this line to enable cheating :)
}
}
}
let lastTickKey = key;
}
else {
let lastTickKey = 0;
}
return;
}
// move player (and an adjacent box where appropriate) in the specified direction if possible & check for board completion (and handle appropriately) if a box is moved
method void tryMovePlayer(Direction aDirection) {
var Board board;
var Player player;
var int currentX, currentY, targetX, targetY, nextX, nextY;
var Cell targetCell;
var Cell nextCell;
let board = model.getBoard();
let player = board.getPlayer();
let currentX = player.getX();
let currentY = player.getY();
let targetX = currentX;
let targetY = currentY;
let nextX = targetX;
let nextY = targetY;
if (aDirection = Direction.U()) {
let targetY = targetY - 1;
let nextY = nextY - 2;
}
if (aDirection = Direction.D()) {
let targetY = targetY + 1;
let nextY = nextY + 2;
}
if (aDirection = Direction.L()) {
let targetX = targetX - 1;
let nextX = nextX - 2;
}
if (aDirection = Direction.R()) {
let targetX = targetX + 1;
let nextX = nextX + 2;
}
let targetCell = board.getCell(targetX, targetY);
if (~(targetCell.getTypeOf() = CellType.CellTypeWall())) {
if (targetCell.getHasBox()) {
let nextCell = board.getCell(nextX, nextY);
if ((~(nextCell.getTypeOf() = CellType.CellTypeWall())) & (~(nextCell.getHasBox()))) { // if next cell is not of type wall and next cell does not have a box...
do targetCell.setHasBox(false);
do nextCell.setHasBox(true);
do player.moveTo(targetX, targetY);
if (board.isComplete()) {
do model.setState(State.StateLevelComplete());
}
}
}
else {
do player.moveTo(targetX, targetY);
}
}
return;
}
// starts the next level if the current one isn't the last, else sets game state to game complete
method void tryStartNextLevel() {
var LevelManager levelManager;
var Level level;
var Board board;
let levelManager = model.getLevelManager();
if (levelManager.hasNextLevel()) {
do levelManager.progressToNextLevel();
let level = levelManager.getCurrentLevel();
let board = Board.new(level.getWidth(), level.getHeight(), level.getMapData());
do model.setBoard(board);
do model.setState(State.StatePlaying());
}
else {
do model.setState(State.StateGameComplete());
}
return;
}
// resets the game board to the current level's starting state
method void restartLevel() {
var LevelManager levelManager;
var Level level;
var Board board;
let levelManager = model.getLevelManager();
let level = levelManager.getCurrentLevel();
let board = Board.new(level.getWidth(), level.getHeight(), level.getMapData());
do model.setBoard(board);
do model.setState(State.StatePlaying());
return;
}
method boolean isRunning() {
return running;
}
method void dispose() {
do Memory.deAlloc(this);
return;
}
}