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artloglaby/java/org/artisanlogiciel/games/maze/gui/HexagonCellRenderer.java
philippe lhardy 02fda1fc2e refactoring, deploy Position and XYGridIterator
- try to use more Position instead of (x,y)
  - create PositionWithDpeth for its specific usage in path finding
- create a XYGridITerator that walk cells from grid X then Y.
2020-12-28 20:05:10 +01:00

90 lines
2.4 KiB
Java

package org.artisanlogiciel.games.maze.gui;
import org.artisanlogiciel.games.maze.Brick;
import org.artisanlogiciel.games.maze.Position;
import org.artisanlogiciel.games.maze.model.WidthHeightProvider;
import java.awt.*;
/**
* draw cell as an hexagon
* using a square model ( LEFT UP only).
*/
public class HexagonCellRenderer
extends MazeCellRenderer
{
public final static int SUBCELL = 4;
public final static int SUBCELLY = 3;
public HexagonCellRenderer(WidthHeightProvider model, WidthHeightProvider frame, int x, int y) {
super(model, frame, x, y);
}
void drawLine(Graphics g, Position ref, int x, int y, int a, int b) {
g.drawLine(
(int) ((ref.getX() + x) * width / SUBCELL), (int) ((ref.getY() + y) * height / SUBCELL),
(int) ((ref.getX() + a) * width / SUBCELL),(int) ((ref.getY() + b) * height / SUBCELL));
}
@Override
public void drawBackground(Graphics g, Position cell, short walls) {
UV uv= new UV(cell);
int x = offsetX + (int) (uv.getX() * width / SUBCELL);
int y = offsetY + (int) (uv.getY() * height / SUBCELL);
Color savecolor = g.getColor();
int greylevel = walls << 2;
g.setColor(getGreyedColor(savecolor,greylevel));
//g.fillRect(x+1,y+1,((int)width) -1,((int)height) - 1);
g.fillRect(x,y,((int)width),((int)height));
}
class UV
extends Position
{
int u;
int v;
UV(Position p)
{
super(p);
u=p.getX();
v=p.getY();
setX(u*4 + 2*(v%2));
setY(3*v);
}
}
@Override
public void drawWalls(Graphics g, Position cell, short walls) {
drawHalfNW(g, cell, walls);
}
void drawHalfNW(Graphics g, Position cell, short walls)
{
UV uv= new UV(cell);
// NW : (0,1) - (2,0)
if (Brick.isFlagSet( Brick.UP, walls))
drawLine(g,uv, 0,1,2,0);
// W : (0,1) - (0,3)
if (Brick.isFlagSet( Brick.LEFT, walls))
drawLine(g,uv,0,1,0,3);
// NE : (2,0) - (4,1)
// if (Brick.isFlagSet( Brick.NE, walls))
drawLine(g,uv,2,0,4,1);
}
void drawHalfSW(Graphics g)
{
// SW : (0,3) - (2,4)
// SE : (2,4) - (4,3)
// E : (4,3) - (4,1)
}
@Override
public double getHeight() {
return height * SUBCELLY / SUBCELL;
}
}