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package com.MylesAndMore.tumble;
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.Objects;
public final class Game {
// Define the gameInstance
private static Game gameInstance;
// Private Game() constructor for singleton instance
private Game() { }
// Other priate methods for getters and setters go here
// Define local game vars
// The gameType keeps the current game type (shocker)
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";
}
else if (Objects.equals(TumbleManager.getGameType(), "snowballs")) {
// snowballs
gameType = "snowballs";
}
else if (Objects.equals(TumbleManager.getGameType(), "mixed")) {
// mixed (choose random shovels or snowballs)
gameType = "mixed";
}
else {
// The game type in the config did not match a specified game type; return false to signify that
return false;
}
return true;
}
private static void sendPlayers() {
World gameWorld = Bukkit.getWorld(TumbleManager.getGameWorld());
// Define the game world's spawnpoint as a new Location
Location gameSpawn = gameWorld.getSpawnLocation();
// Get the X, Y, and Z coords of that location
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)));
// 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(), 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 = scatterLocations.get(0);
// Teleport that player to that scatter location
aPlayer.teleport(aLocation);
}
// Add a little break because it can take the clients a bit to load into the new world
// Then, transition to another method because this one is getting really long
// In that method: set a flag to monitor the playerDeathEvent so we know when all the players have died
// Also start music
}
// Public method to get the game instance (singleton logic)
public static Game getGame() {
if (gameInstance == null) {
gameInstance = new Game();
}
return gameInstance;
}
// Public method to get the game type
// This is public because you aren't modifying the game, just getting its type, so there shouldn't be any conflicts
public static String getGameType() {
return gameType;
}
}
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