Minor refactor moving Spawning and token creation to game state

#story[1250]
This commit is contained in:
William Muir
2017-09-09 13:11:44 +12:00
parent 1a755cec33
commit 8ba28ffda0
3 changed files with 40 additions and 45 deletions
@@ -185,36 +185,12 @@ public class MainServerThread implements Runnable, ClientConnectionDelegate {
timer.schedule(new TimerTask() {
@Override
public void run() {
spawnNewCoins();
GameState.spawnNewToken();
broadcastMessage(MessageFactory.getRaceXML());
}
}, 0, 60000);
}
/**
* Randomly select a subset of tokens from a pre defined superset
* Broadasts a new race status message to show this update
*/
private void spawnNewCoins() {
List<Token> allTokens = new ArrayList<>();
Token token1 = new Token(TokenType.BOOST, 57.66946, 11.83154);
Token token2 = new Token(TokenType.BOOST, 57.66877, 11.83382);
Token token3 = new Token(TokenType.BOOST, 57.66914, 11.83965);
Token token4 = new Token(TokenType.BOOST, 57.66684, 11.83214);
allTokens.add(token1);
allTokens.add(token2);
allTokens.add(token3);
allTokens.add(token4);
GameState.clearTokens();
Random random = new Random();
Collections.shuffle(allTokens);
for (int i = 0; i < random.nextInt(allTokens.size()); i++) {
GameState.addToken(allTokens.get(i));
}
}
/**
* A client has tried to connect to the server
*