@Override public void clear() { clearAttacks(); clientgui.getBoardView().select(null); clientgui.getBoardView().cursor(null); refreshAll(); }
private void updateFlipArms(boolean armsFlipped) { if (armsFlipped == ce().getArmsFlipped()) { return; } twisting = false; torsoTwist(null); clearAttacks(); ce().setArmsFlipped(armsFlipped); attacks.addElement(new FlipArmsAction(cen, armsFlipped)); updateTarget(); refreshAll(); }
/** * Torso twist to the left or right * * @param twistDirection An <code>int</code> specifying wether we're twisting left or * right, 0 if we're twisting to the left, 1 if to the right. */ void torsoTwist(int twistDirection) { int direction = ce().getSecondaryFacing(); if (twistDirection == 0) { clearAttacks(); direction = ce().clipSecondaryFacing((direction + 5) % 6); attacks.addElement(new TorsoTwistAction(cen, direction)); ce().setSecondaryFacing(direction); refreshAll(); } else if (twistDirection == 1) { clearAttacks(); direction = ce().clipSecondaryFacing((direction + 7) % 6); attacks.addElement(new TorsoTwistAction(cen, direction)); ce().setSecondaryFacing(direction); refreshAll(); } }
/** * Torso twist in the proper direction. */ void torsoTwist(Coords cTarget) { int direction = ce().getFacing(); if (null != cTarget) { direction = ce().clipSecondaryFacing( ce().getPosition().direction(cTarget)); } if (direction != ce().getSecondaryFacing()) { clearAttacks(); attacks.addElement(new TorsoTwistAction(cen, direction)); ce().setSecondaryFacing(direction); refreshAll(); } }
clearAttacks(); refreshAll();