Initial commit

This commit is contained in:
romanschenk37
2022-03-04 09:04:12 +01:00
parent 19b297fb03
commit 16d287e273
35 changed files with 1505 additions and 19 deletions
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package ch.zhaw.pm2.racetrack;
import ch.zhaw.pm2.racetrack.given.CarSpecification;
import ch.zhaw.pm2.racetrack.strategy.MoveStrategy;
/**
* Class representing a car on the racetrack.
* Uses {@link PositionVector} to store current position on the track grid and current velocity vector.
* Each car has an identifier character which represents the car on the race track board.
* Also keeps the state, if the car is crashed (not active anymore). The state can not be changed back to uncrashed.
* The velocity is changed by providing an acelleration vector.
* The car is able to calculate the endpoint of its next position and on request moves to it.
*/
public class Car implements CarSpecification {
/**
* Car identifier used to represent the car on the track
*/
private final char id;
/**
* Current position of the car on the track grid using a {@link PositionVector}
*/
private PositionVector position;
/**
* Current velocity of the car using a {@link PositionVector}
*/
private PositionVector velocity = new PositionVector(0, 0);
/**
* Indicator if the car has crashed
*/
private boolean crashed = false;
/**
* Current move strategy
*/
private MoveStrategy moveStrategy;
/**
* Constructor for class Car
* @param id unique Car identification
* @param position initial position of the Car
*/
public Car(char id, PositionVector position) {
this.id = id;
setPosition(position);
}
/**
* Set this Car position directly, regardless of current position and velocity.
* This should only be used by the game controller in rare cases to set the crash or winning position.
* The next position is normaly automatically calculated and set in the {@link #move()} method.
*
* @param position The new position to set the car directly to.
*/
@Override
public void setPosition(final PositionVector position) {
// TODO: implementation
throw new UnsupportedOperationException();
}
/**
* Return the position that will apply after the next move at the current velocity.
* Does not complete the move, so the current position remains unchanged.
*
* @return Expected position after the next move
*/
@Override
public PositionVector nextPosition() {
// TODO: implementation
throw new UnsupportedOperationException();
}
/**
* Add the specified amounts to this cars's velocity.
* The only acceleration values allowed are -1, 0 or 1 in both axis
* There are 9 possible acceleration vectors, which are defined in {@link PositionVector.Direction}.
* Changes only velocity, not position.
*
* @param acceleration A Direction vector containing the amounts to add to the velocity in x and y dimension
*/
@Override
public void accelerate(PositionVector.Direction acceleration) {
// TODO: implementation
throw new UnsupportedOperationException();
}
/**
* Update this Car's position based on its current velocity.
*/
@Override
public void move() {
// TODO: implementation
throw new UnsupportedOperationException();
}
/**
* Mark this Car as being crashed.
*/
@Override
public void crash() {
// TODO: implementation
throw new UnsupportedOperationException();
}
/**
* Returns whether this Car has been marked as crashed.
*
* @return Returns true if crash() has been called on this Car, false otherwise.
*/
@Override
public boolean isCrashed() {
// TODO: implementation
throw new UnsupportedOperationException();
}
/**
* Set move strategy
* @param moveStrategy
*/
public void setMoveStrategy(MoveStrategy moveStrategy) {
this.moveStrategy = moveStrategy;
}
/**
* Get current move strategy
* @return MoveStrategy
*/
public MoveStrategy getMoveStrategy() {
return this.moveStrategy;
}
}