refactoring of Method calculatePath from Game.java to Track.java
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@ -271,64 +271,11 @@ public class Game implements GameSpecification {
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*/
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@Override
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public List<PositionVector> calculatePath(PositionVector startPosition, PositionVector endPosition) {
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ArrayList<PositionVector> pathList = new ArrayList<>();
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// Use Bresenham's algorithm to determine positions.
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int x = startPosition.getX();
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int y = startPosition.getY();
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// Relative Distance (x & y axis) between end- and starting position
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int diffX = endPosition.getX() - startPosition.getX();
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int diffY = endPosition.getY() - startPosition.getY();
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// Absolute distance (x & y axis) between end- and starting position
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int distX = Math.abs(diffX);
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int distY = Math.abs(diffY);
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// Direction of vector on x & y axis (-1: to left/down, 0: none, +1 : to right/up)
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int dirX = Integer.signum(diffX);
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int dirY = Integer.signum(diffY);
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// Determine which axis is the fast direction and set parallel/diagonal step values
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int parallelStepX, parallelStepY;
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int diagonalStepX, diagonalStepY;
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int distanceSlowAxis, distanceFastAxis;
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if (distX > distY) {
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// x axis is the 'fast' direction
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parallelStepX = dirX;
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parallelStepY = 0; // parallel step only moves in x direction
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diagonalStepX = dirX;
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diagonalStepY = dirY; // diagonal step moves in both directions
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distanceSlowAxis = distY;
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distanceFastAxis = distX;
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} else {
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// y axis is the 'fast' direction
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parallelStepX = 0;
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parallelStepY = dirY; // parallel step only moves in y direction
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diagonalStepX = dirX;
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diagonalStepY = dirY; // diagonal step moves in both directions
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distanceSlowAxis = distX;
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distanceFastAxis = distY;
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}
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int error = distanceFastAxis / 2;
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for (int step = 0; step < distanceFastAxis; step++) {
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error -= distanceSlowAxis;
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if (error < 0) {
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error += distanceFastAxis; // correct error value to be positive again
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// step into slow direction; diagonal step
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x += diagonalStepX;
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y += diagonalStepY;
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} else {
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// step into fast direction; parallel step
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x += parallelStepX;
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y += parallelStepY;
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}
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pathList.add(new PositionVector(x, y));
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}
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return pathList;
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return track.calculatePointsOnPath(startPosition, endPosition);
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}
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private void calculateWinner(PositionVector start, PositionVector finish, int carIndex) {
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List<PositionVector> path = calculatePath(start, finish);
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for (PositionVector point : path) {
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@ -355,6 +355,65 @@ public class Track implements TrackSpecification {
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return currentSpace.getValue();
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}
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public ArrayList<PositionVector> calculatePointsOnPath(PositionVector startPosition, PositionVector endPosition) {
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ArrayList<PositionVector> pathList = new ArrayList<>();
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// Use Bresenham's algorithm to determine positions.
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int x = startPosition.getX();
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int y = startPosition.getY();
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// Relative Distance (x & y axis) between end- and starting position
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int diffX = endPosition.getX() - startPosition.getX();
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int diffY = endPosition.getY() - startPosition.getY();
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// Absolute distance (x & y axis) between end- and starting position
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int distX = Math.abs(diffX);
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int distY = Math.abs(diffY);
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// Direction of vector on x & y axis (-1: to left/down, 0: none, +1 : to right/up)
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int dirX = Integer.signum(diffX);
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int dirY = Integer.signum(diffY);
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// Determine which axis is the fast direction and set parallel/diagonal step values
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int parallelStepX, parallelStepY;
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int diagonalStepX, diagonalStepY;
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int distanceSlowAxis, distanceFastAxis;
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if (distX > distY) {
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// x axis is the 'fast' direction
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parallelStepX = dirX;
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parallelStepY = 0; // parallel step only moves in x direction
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diagonalStepX = dirX;
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diagonalStepY = dirY; // diagonal step moves in both directions
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distanceSlowAxis = distY;
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distanceFastAxis = distX;
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} else {
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// y axis is the 'fast' direction
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parallelStepX = 0;
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parallelStepY = dirY; // parallel step only moves in y direction
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diagonalStepX = dirX;
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diagonalStepY = dirY; // diagonal step moves in both directions
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distanceSlowAxis = distX;
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distanceFastAxis = distY;
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}
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int error = distanceFastAxis / 2;
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for (int step = 0; step < distanceFastAxis; step++) {
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error -= distanceSlowAxis;
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if (error < 0) {
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error += distanceFastAxis; // correct error value to be positive again
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// step into slow direction; diagonal step
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x += diagonalStepX;
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y += diagonalStepY;
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} else {
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// step into fast direction; parallel step
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x += parallelStepX;
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y += parallelStepY;
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}
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pathList.add(new PositionVector(x, y));
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}
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return pathList;
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}
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/**
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* Return a String representation of the track, including the car locations.
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*
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