Server now starts a client locally to play. Fixed run length encoding bug. Fixed issues with map generation, however there seem to be still issues with dimensions
parent
40bdc9a594
commit
5b512c77bb
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@ -37,41 +37,7 @@ public class GameManager {
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}
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boolean anyoneWon = false;
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public void update() {
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if (gameStarted) {
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main.world.cam.position.set(mazeGen.w / 2, (MazeSettings.MAZEX + MazeSettings.MAZEZ) * 0.45f,
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mazeGen.h / 2);
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main.world.cam.lookAt(MazeSettings.MAZEX / 2, 0, MazeSettings.MAZEX / 2);
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main.world.cam.update();
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if (getShowGame())
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main.world.render();
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main.world.modelBatch.begin(main.world.cam);
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if (players != null) {
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for (MazePlayer p : players) {
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if (getShowGame())
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p.render(main.world.modelBatch, main.world.environment);
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anyoneWon = false;
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if(type != GameType.CLIENT) {
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if (checkWin(p)) {
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anyoneWon = true;
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gameStarted = false;
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break;
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}
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}
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}
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}
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if (anyoneWon)
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main.setScreen(main.uiManager.playersScreen);
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main.world.modelBatch.end();
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}
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}
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ArrayList<MazePlayer> toDelete = new ArrayList<MazePlayer>();
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public void generateMaze(Set<MazePlayer> pl, int todraw[][]) {
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main.setScreen(null);
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anyoneWon = false;
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@ -110,6 +76,7 @@ public class GameManager {
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mazeGen.setMazeSize(MazeSettings.MAZEX, MazeSettings.MAZEZ);
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mazeGen.generateMaze();
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mazeGen.runLenghtEncode();
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if (type != GameType.CLIENT) {
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spreadPlayers();
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@ -119,9 +86,41 @@ public class GameManager {
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if (todraw != null && showGame == true) {
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mazeGen.show(todraw);
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}
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}
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public void update() {
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if (gameStarted) {
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main.world.cam.position.set(mazeGen.w / 2, (MazeSettings.MAZEX + MazeSettings.MAZEZ) * 0.45f,
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mazeGen.h / 2);
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main.world.cam.lookAt(MazeSettings.MAZEX / 2, 0, MazeSettings.MAZEX / 2);
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main.world.cam.update();
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if (getShowGame())
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main.world.render();
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main.world.modelBatch.begin(main.world.cam);
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if (players != null) {
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for (MazePlayer p : players) {
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if (getShowGame())
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p.render(main.world.modelBatch, main.world.environment);
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anyoneWon = false;
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if(type != GameType.CLIENT) {
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if (checkWin(p)) {
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anyoneWon = true;
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gameStarted = false;
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break;
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}
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}
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}
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}
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if (anyoneWon)
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main.setScreen(main.uiManager.playersScreen);
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main.world.modelBatch.end();
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}
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}
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public void spreadPlayers() {
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for (MazePlayer p : players) {
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int x = 1, z = 1;
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@ -108,7 +108,8 @@ public class GameClient {
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UpdatePlayerTransform msg = (UpdatePlayerTransform) object;
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if (!msg.uuid.equals(uuid)) {
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remotePlayers.get(msg.uuid).setPlaying();
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remotePlayers.get(msg.uuid).setTransform(msg.tx, msg.ty, msg.tz, msg.rx, msg.ry, msg.rz, msg.rw);
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remotePlayers.get(msg.uuid).setTransform(msg.tx, msg.ty, msg.tz, msg.rx, msg.ry, msg.rz,
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msg.rw);
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System.out.println("R: " + msg.tx + ", " + msg.ty + ", " + msg.tz);
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System.out.println("Updating remote player with uuid " + msg.uuid.toString());
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}
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@ -175,10 +176,13 @@ public class GameClient {
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players.add(player);
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if (main.getScreen() != null) {
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main.getScreen().hide();
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main.setScreen(null);
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}
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for(MazePlayer p : players) p.setPlaying();
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for (MazePlayer p : players)
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p.setPlaying();
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System.out.println(Arrays.toString(players.toArray()));
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gameManager.generateMaze(new HashSet<MazePlayer>(players));
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@ -186,7 +190,7 @@ public class GameClient {
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}
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if (!map.equals("")) {
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System.out.println("Setting map");
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gameManager.mazeGen.runLenghtDecode(map);
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gameManager.mazeGen.show(gameManager.mazeGen.runLenghtDecode(map));
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map = "";
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}
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if (gameManager != null)
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@ -139,6 +139,10 @@ public class GameServer {
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server.bind(port);
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server.start();
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System.out.println("Server registered and running on port " + port);
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//Also launch the client to have a player play on host
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main.client.start("localhost", port);
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System.out.println("Local client ready to play!");
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} catch (IOException e) {
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e.printStackTrace();
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}
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@ -31,10 +31,10 @@ public class MazeGenerator {
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}
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public void setMazeSize(int w_, int h_) {
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w = w_;
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h = h_;
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W = (w - 1) / 2;
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H = (h - 1) / 2;
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w = w_ - 1;
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h = h_ - 1;
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W = w / 2;
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H = h / 2;
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cellsGrid = new Cell[W][H];
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todraw = new int[w][h];
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@ -135,53 +135,59 @@ public class MazeGenerator {
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* placed. We'll normally use a number for the count of equal blocks next to
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* each other We'll use letters instead for the todraw[][] numbers to represent
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* the different block, starting from A (Ascii 65) and adding the todraw[x][y]
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* index to the ascii value of A.
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* To even simplify decoding, the count number is encoded in a letter too, starting from
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* a (Ascii 97), so that every count takes up just to characters.
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* index to the ascii value of A. To even simplify decoding, the count number is
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* encoded in a letter too, starting from a (Ascii 97), so that every count
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* takes up just to characters.
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*
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*/
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public String runLenghtEncode() {
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// todraw[x][y], where row number is x and the index of the block in that row is
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// y
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int currentBlock = 0;
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int count = 0;
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String s = "";
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for (int i = 0; i < w; i++) {
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for (int j = 0; j < h; j++) {
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if(todraw[i][j] != currentBlock || j == h-1) {
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s+=String.valueOf((char)(97+count))+String.valueOf((char)(65+currentBlock));
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// https://www.geeksforgeeks.org/run-length-encoding/
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count = 1;
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currentBlock = todraw[i][j];
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}else {
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while (j < h - 1 && todraw[i][j] == todraw[i][j + 1]) {
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count++;
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j++;
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}
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s += String.valueOf((char)(count + 97));
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s += String.valueOf((char)(todraw[i][j] + 65));
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// System.out.println("Got block " + todraw[i][j] + " for " + count + "times");
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}
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// System.out.println("Going next column");
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s += "-";
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}
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System.out.println(s);
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return s;
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}
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/*
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* Run length decodes the maze received from the server.
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* We know that the block types start from A (Ascii 65), so we can simply subtract 65
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* We know that the block count start from a (Ascii 97), so we can simply subtract 97
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* from the current index and get the block type, repeated for how many times the count number says
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* Run length decodes the maze received from the server. We know that the block
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* types start from A (Ascii 65), so we can simply subtract 65 We know that the
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* block count start from a (Ascii 97), so we can simply subtract 97 from the
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* current index and get the block type, repeated for how many times the count
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* number says
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*/
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public int[][] runLenghtDecode(String s) {
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int[][] todraw_ = null;
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int count, type, totalcount = 0;
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int count, type, totalcount = 0, width = 0;
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// Split the various rows
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String[] rows = s.split("-");
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System.out.println(Arrays.deepToString(rows));
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//Mazes are always squares
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setMazeSize(rows.length, rows.length);
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//Temporarely patch to the calculation errors in setMazeSize
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todraw_=new int[rows.length][rows.length];
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for(int i = 0; i < rows.length; i++) {
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count = ((int) (rows[0].charAt(0))) - 97;
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width += count;
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// Mazes are always squares
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setMazeSize(width + 1, rows.length + 1);
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// Temporarely patch to the calculation errors in setMazeSize
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todraw_ = new int[w][h];
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for (int i = 0; i < width; i++) {
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totalcount = 0;
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for (int j = 0; j < rows[i].length(); j += 2) {
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count = ((int) (rows[i].charAt(j))) - 97;
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@ -193,7 +199,6 @@ public class MazeGenerator {
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totalcount += count;
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}
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}
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show(todraw_);
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return todraw_;
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}
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@ -259,7 +264,10 @@ public class MazeGenerator {
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}
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int cellAt(int x, int y) {
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if (x < w && y < h)
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return todraw[x][y];
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else
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return 1;
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}
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public boolean occupiedSpot(int x, int y) {
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@ -102,14 +102,19 @@ public class MazePlayerLocal extends MazePlayer {
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((btDiscreteDynamicsWorld) (main.world.dynamicsWorld)).addAction(characterController);
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}
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boolean pressed = false;
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public void inputs() {
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pressed = false;
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// If the left or right key is pressed, rotate the character and update its
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// physics update accordingly.
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if (Gdx.input.isKeyPressed(ksx)) {
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pressed = true;
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characterTransform.rotate(0, 1, 0, 2.5f);
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ghostObject.setWorldTransform(characterTransform);
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}
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if (Gdx.input.isKeyPressed(kdx)) {
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pressed = true;
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characterTransform.rotate(0, 1, 0, -2.5f);
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ghostObject.setWorldTransform(characterTransform);
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}
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@ -118,10 +123,14 @@ public class MazePlayerLocal extends MazePlayer {
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// Set the walking direction accordingly (either forward or backward)
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walkDirection.set(0, 0, 0);
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if (Gdx.input.isKeyPressed(kup))
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if (Gdx.input.isKeyPressed(kup)) {
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pressed = true;
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walkDirection.add(characterDirection);
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if (Gdx.input.isKeyPressed(kdown))
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}
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if (Gdx.input.isKeyPressed(kdown)) {
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pressed = false;
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walkDirection.add(-characterDirection.x, -characterDirection.y, -characterDirection.z);
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}
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walkDirection.scl(3f * Gdx.graphics.getDeltaTime());
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// And update the character controller
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characterController.setWalkDirection(walkDirection);
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@ -129,12 +138,14 @@ public class MazePlayerLocal extends MazePlayer {
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// And fetch the new transformation of the character (this will make the model
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// be rendered correctly)
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ghostObject.getWorldTransform(characterTransform);
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if (pressed)
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main.client.updateLocalPlayer(this);
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}
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@Override
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public void update() {
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inputs();
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main.client.updateLocalPlayer(this);
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}
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@Override
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