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-rw-r--r--src/main/java/com/MylesAndMore/tumble/Game.java42
1 files changed, 21 insertions, 21 deletions
diff --git a/src/main/java/com/MylesAndMore/tumble/Game.java b/src/main/java/com/MylesAndMore/tumble/Game.java
index 6135cfd..2161e2f 100644
--- a/src/main/java/com/MylesAndMore/tumble/Game.java
+++ b/src/main/java/com/MylesAndMore/tumble/Game.java
@@ -1,17 +1,18 @@
package com.MylesAndMore.tumble;
-import com.MylesAndMore.tuble.TumbleManager;
+import com.MylesAndMore.tumble.TumbleManager;
import org.bukkit.Bukkit;
import org.bukkit.entity.Player;
import org.bukkit.Location;
import org.bukkit.World;
-import Java.util.Arrays;
-import Java.util.Collections;
-import Java.util.List;
+import java.util.Arrays;
+import java.util.Collections;
+import java.util.List;
+import java.util.Objects;
public final class Game {
- // Define the gameInstnace
+ // Define the gameInstance
private static Game gameInstance;
// Private Game() constructor for singleton instance
@@ -21,22 +22,22 @@ public final class Game {
// Define local game vars
// The gameType keeps the current game type (shocker)
- String gameType = null;
+ static String gameType = null;
// Creates a new Game
// This will return true if the game succeeds creation, and false if not
private static boolean createGame() {
if (Objects.equals(TumbleManager.getGameType(), "shovels")) {
// shovels logic
- gameType = "shovels"
+ gameType = "shovels";
}
else if (Objects.equals(TumbleManager.getGameType(), "snowballs")) {
// snowballs
- gameType = "snowballs"
+ gameType = "snowballs";
}
else if (Objects.equals(TumbleManager.getGameType(), "mixed")) {
// mixed (choose random shovels or snowballs)
- gameType = "mixed"
+ gameType = "mixed";
}
else {
// The game type in the config did not match a specified game type; return false to signify that
@@ -45,32 +46,31 @@ public final class Game {
return true;
}
- private static boolean sendPlayers() {
+ private static void sendPlayers() {
World gameWorld = Bukkit.getWorld(TumbleManager.getGameWorld());
// Define the game world's spawnpoint as a new Location
- Location gameSpawn = new Location(gameWorld.getSpawnLocation());
+ Location gameSpawn = gameWorld.getSpawnLocation();
// Get the X, Y, and Z coords of that location
- int x = gameSpawn.getX();
- int y = gameSpawn.getY();
- int z = gameSpawn.getZ();
+ double x = gameSpawn.getX();
+ double y = gameSpawn.getY();
+ double z = gameSpawn.getZ();
// Create Locations to scatter players around the first layer
// These are just edited off the original spawn location;
// they assume that the first layer has a radius of 17 blocks (it always will w/ the current generator code)
List<Location> scatterLocations = Arrays.asList(
- new Location(gameWorld, (x - 16), y, z);
- new Location(gameWorld, x, y, (z - 16));
- new Location(gameWorld, (x + 16), y, z);;
- new Location(gameWorld, x, y, (z + 16))
- );
+ new Location(gameWorld, (x - 16), y, z),
+ new Location(gameWorld, x, y, (z - 16)),
+ new Location(gameWorld, (x + 16), y, z),
+ new Location(gameWorld, x, y, (z + 16)));
// Shuffle the location list so players don't always spawn in the same location (basically, actually scatter the locations)
Collections.shuffle(scatterLocations);
// While there are still players in the lobby, send them to the gameWorld
// This is just a way of sending everybody in the lobby to the game
- for (List<Player> playersInLobby = TumbleManager.getPlayersInLobby(); playersInLobby.size() > 0; playersInLobby = TumbleManager.getPlayersInLobby() & scatterLoations.remove(0)) {
+ for (List<Player> playersInLobby = TumbleManager.getPlayersInLobby(); playersInLobby.size() > 0; playersInLobby = TumbleManager.getPlayersInLobby(), scatterLocations.remove(0)) {
// Get a singular player from the player list
Player aPlayer = playersInLobby.get(0);
// Get a singular location from the scatter list
- Location aLocation = scatterLoations.get(0);
+ Location aLocation = scatterLocations.get(0);
// Teleport that player to that scatter location
aPlayer.teleport(aLocation);
}