DEADSOFTWARE

Fix saves
[cavedroid.git] / core / src / ru / deadsoftware / cavedroid / game / GameProc.java
index ff6d1740534b89923916c4a91c1307fbcba96646..1a0a0448aba0889f6bf85284f6a6b9d88de36458 100644 (file)
 package ru.deadsoftware.cavedroid.game;
 
 import com.badlogic.gdx.utils.Disposable;
-import ru.deadsoftware.cavedroid.CaveGame;
-import ru.deadsoftware.cavedroid.GameScreen;
-import ru.deadsoftware.cavedroid.game.mobs.FallingGravel;
-import ru.deadsoftware.cavedroid.game.mobs.FallingSand;
-import ru.deadsoftware.cavedroid.game.mobs.Mob;
-import ru.deadsoftware.cavedroid.game.mobs.Player;
-import ru.deadsoftware.cavedroid.game.objects.Drop;
-import ru.deadsoftware.cavedroid.misc.ControlMode;
-
-import java.io.Serializable;
-import java.util.LinkedList;
-
-public class GameProc implements Serializable, Disposable {
-
-    static final int MAX_CREATIVE_SCROLL = GameItems.getItemsSize() / 8;
-
-    private static final int WORLD_WIDTH = 1024;
-    private static final int WORLD_HEIGHT = 256;
-    private static final int UPD_RANGE = 16;
-
-    static boolean DO_UPD = false;
-    static int UPD_X = -1, UPD_Y = -1;
-
-    private transient GameFluidsThread fluidThread;
-    public transient GameWorld world;
-    public transient GameRenderer renderer;
-    public transient GameInput input;
-    transient GamePhysics physics;
-
-    public ControlMode controlMode;
-    public final Player player;
-    public final LinkedList<Mob> mobs;
-    final LinkedList<Drop> drops;
-
-    public void resetRenderer() {
-        int scale = CaveGame.TOUCH ? 320 : 480;
-        renderer = new GameRenderer(scale, scale * GameScreen.getHeight() / GameScreen.getWidth());
-    }
-
-    public GameProc(int gameMode) {
-        world = new GameWorld(WORLD_WIDTH, WORLD_HEIGHT);
-        player = new Player(gameMode);
-        drops = new LinkedList<>();
-        mobs = new LinkedList<>();
-        physics = new GamePhysics();
-        input = new GameInput();
-        controlMode = CaveGame.TOUCH ? ControlMode.WALK : ControlMode.CURSOR;
-        resetRenderer();
-        startFluidThread();
-    }
-
-    private void startFluidThread() {
-        fluidThread = new GameFluidsThread();
-        fluidThread.start();
-    }
-
-    private void updateBlock(int x, int y) {
-        if (world.getForeMap(x, y) == 10) {
-            if (!world.hasForeAt(x, y + 1) || !world.getForeMapBlock(x, y + 1).hasCollision()) {
-                world.setForeMap(x, y, 0);
-                mobs.add(new FallingSand(x * 16, y * 16));
-                updateBlock(x, y - 1);
-            }
-        }
-
-        if (world.getForeMap(x, y) == 11) {
-            if (!world.hasForeAt(x, y + 1) || !world.getForeMapBlock(x, y + 1).hasCollision()) {
-                world.setForeMap(x, y, 0);
-                mobs.add(new FallingGravel(x * 16, y * 16));
-                updateBlock(x, y - 1);
-            }
-        }
-
-        if (world.hasForeAt(x, y) && world.getForeMapBlock(x, y).requiresBlock()) {
-            if (!world.hasForeAt(x, y + 1) || !world.getForeMapBlock(x, y + 1).hasCollision()) {
-                world.destroyForeMap(x, y);
-                updateBlock(x, y - 1);
-            }
-        }
-
-        if (world.getForeMap(x, y) == 2) {
-            if (world.hasForeAt(x, y - 1) && (world.getForeMapBlock(x, y - 1).hasCollision() ||
-                    GameItems.isFluid(world.getForeMap(x, y - 1)))) {
-                world.setForeMap(x, y, 3);
-            }
-        }
+import com.badlogic.gdx.utils.Timer;
+import ru.deadsoftware.cavedroid.game.mobs.MobsController;
+import ru.deadsoftware.cavedroid.game.world.GameWorldBlocksLogicControllerTask;
+import ru.deadsoftware.cavedroid.game.world.GameWorldFluidsLogicControllerTask;
+import ru.deadsoftware.cavedroid.misc.utils.AssetLoader;
+
+import javax.inject.Inject;
+
+@GameScope
+public class GameProc implements Disposable {
+
+    private final GamePhysics mGamePhysics;
+    private final GameInput mGameInput;
+    private final GameRenderer mGameRenderer;
+    private final MobsController mMobsController;
+    private final GameWorldFluidsLogicControllerTask mGameWorldFluidsLogicControllerTask;
+    private final GameWorldBlocksLogicControllerTask mGameWorldBlocksLogicControllerTask;
+    private final GameItemsHolder mGameItemsHolder;
+
+    private final Timer mWorldLogicTimer = new Timer();
+
+    @Inject
+    public GameProc(GamePhysics gamePhysics,
+                    GameInput gameInput,
+                    GameRenderer gameRenderer,
+                    MobsController mobsController,
+                    GameWorldFluidsLogicControllerTask gameWorldFluidsLogicControllerTask,
+                    GameWorldBlocksLogicControllerTask gameWorldBlocksLogicControllerTask,
+                    GameItemsHolder gameItemsHolder
+    ) {
+        mGamePhysics = gamePhysics;
+        mGameInput = gameInput;
+        mGameRenderer = gameRenderer;
+        mMobsController = mobsController;
+        mGameWorldFluidsLogicControllerTask = gameWorldFluidsLogicControllerTask;
+        mGameWorldBlocksLogicControllerTask = gameWorldBlocksLogicControllerTask;
+        mGameItemsHolder = gameItemsHolder;
+
+        mGameItemsHolder.initialize();
+
+        mWorldLogicTimer.scheduleTask(gameWorldFluidsLogicControllerTask, 0,
+                GameWorldFluidsLogicControllerTask.FLUID_UPDATE_INTERVAL_SEC);
+        mWorldLogicTimer.scheduleTask(gameWorldBlocksLogicControllerTask, 0,
+                GameWorldBlocksLogicControllerTask.WORLD_BLOCKS_LOGIC_UPDATE_INTERVAL_SEC);
     }
 
-    private void blockUpdater() {
-        if (DO_UPD) {
-            for (int y = UPD_Y; y < UPD_Y + UPD_RANGE; y++) {
-                for (int x = UPD_X; x < UPD_X + UPD_RANGE; x++) {
-                    updateBlock(x, y);
-                }
-            }
-            DO_UPD = false;
-        }
+    public void setPlayerGameMode(int gameMode) {
+        mMobsController.getPlayer().gameMode = gameMode;
     }
 
-    public void update() {
-        physics.update();
-        input.update();
-        blockUpdater();
-        if (fluidThread == null || !fluidThread.isAlive()) startFluidThread();
+    public void update(float delta) {
+        mGamePhysics.update(delta);
+        mGameInput.update();
+        mGameRenderer.render(delta);
     }
 
     @Override
     public void dispose() {
-        fluidThread.interrupt();
+        mWorldLogicTimer.stop();
+        mGameWorldFluidsLogicControllerTask.cancel();
+        mGameWorldBlocksLogicControllerTask.cancel();
     }
 }