Class ChefManager

  • All Implemented Interfaces:
    com.badlogic.gdx.utils.Disposable

    public class ChefManager
    extends java.lang.Object
    implements com.badlogic.gdx.utils.Disposable
    The controller that handles switching control between chefs and tells them about the surrounding environment.
    • Field Summary

      Fields 
      Modifier and Type Field Description
      (package private) java.lang.String[] chefSprites  
      (package private) float[] chefX  
      (package private) float[] chefY  
    • Constructor Summary

      Constructors 
      Constructor Description
      ChefManager​(float chefScale, com.badlogic.gdx.maps.tiled.TiledMapTileLayer collisionLayer, UIOverlay overlay)  
    • Method Summary

      All Methods Instance Methods Concrete Methods 
      Modifier and Type Method Description
      void addChefsToStage​(com.badlogic.gdx.scenes.scene2d.Stage stage)
      Add the created Chefs to the game world
      void currentChefStackUpdated()
      Update the UI when the current chef's stack has been updated
      void dispose()  
      com.badlogic.gdx.maps.tiled.TiledMapTileLayer.Cell getCellAtPosition​(int x, int y)
      Get the tile in the foreground collision layer at the specified point
      java.util.List<Chef> getChefs()  
      Chef getCurrentChef()  
      void init()
      Reset each chef to their original position when you load
      void setCurrentChef​(Chef chef)
      Given a chef, update the state of the chefs to make sure that only one has input enabled.
      • Methods inherited from class java.lang.Object

        clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
    • Field Detail

      • chefSprites

        final java.lang.String[] chefSprites
      • chefX

        final float[] chefX
      • chefY

        final float[] chefY
    • Constructor Detail

      • ChefManager

        public ChefManager​(float chefScale,
                           com.badlogic.gdx.maps.tiled.TiledMapTileLayer collisionLayer,
                           UIOverlay overlay)
        Parameters:
        chefScale - the amount to scale the texture by so that each chef is an accurate size.
        collisionLayer - the tile map layer which the chefs can collide with.
        overlay - the user interface overlay to display information about the current chef and time, and to provide more controls.
    • Method Detail

      • init

        public void init()
        Reset each chef to their original position when you load
      • getCellAtPosition

        public com.badlogic.gdx.maps.tiled.TiledMapTileLayer.Cell getCellAtPosition​(int x,
                                                                                    int y)
        Get the tile in the foreground collision layer at the specified point
        Parameters:
        x - the x coordinate of the tile
        y - the y coordinate of the tile
        Returns:
        the cell/tile at the coordinates
      • getChefs

        public java.util.List<Chef> getChefs()
      • addChefsToStage

        public void addChefsToStage​(com.badlogic.gdx.scenes.scene2d.Stage stage)
        Add the created Chefs to the game world
        Parameters:
        stage - The game world to which the chefs should be added.
      • setCurrentChef

        public void setCurrentChef​(Chef chef)
        Given a chef, update the state of the chefs to make sure that only one has input enabled.
        Parameters:
        chef - the chef to be controlled by the user
      • getCurrentChef

        public Chef getCurrentChef()
      • currentChefStackUpdated

        public void currentChefStackUpdated()
        Update the UI when the current chef's stack has been updated
      • dispose

        public void dispose()
        Specified by:
        dispose in interface com.badlogic.gdx.utils.Disposable