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The source code is released under:
Apache License
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/* * Copyright 2014 oddlydrawn// w w w . j a v a 2 s . c om * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package com.tumblr.oddlydrawn.nahlc.screens; import com.badlogic.gdx.Game; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Screen; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.g2d.BitmapFont; import com.badlogic.gdx.math.Interpolation; import com.badlogic.gdx.scenes.scene2d.Actor; import com.badlogic.gdx.scenes.scene2d.Group; import com.badlogic.gdx.scenes.scene2d.Stage; import com.badlogic.gdx.scenes.scene2d.actions.Actions; import com.badlogic.gdx.scenes.scene2d.ui.Button; import com.badlogic.gdx.scenes.scene2d.ui.Button.ButtonStyle; import com.badlogic.gdx.scenes.scene2d.ui.Image; import com.badlogic.gdx.scenes.scene2d.ui.Label; import com.badlogic.gdx.scenes.scene2d.ui.Label.LabelStyle; import com.badlogic.gdx.scenes.scene2d.ui.Skin; import com.badlogic.gdx.scenes.scene2d.ui.Table; import com.badlogic.gdx.scenes.scene2d.ui.TextButton; import com.badlogic.gdx.scenes.scene2d.ui.TextButton.TextButtonStyle; import com.badlogic.gdx.scenes.scene2d.utils.Align; import com.badlogic.gdx.scenes.scene2d.utils.ChangeListener; import com.badlogic.gdx.utils.viewport.StretchViewport; import com.tumblr.oddlydrawn.nahlc.Assets; import com.tumblr.oddlydrawn.nahlc.Renderer; import com.tumblr.oddlydrawn.nahlc.SavedStuff; /** @author oddlydrawn */ public class GameOverScreen implements Screen { private Game game; private Stage stage; private Table rootTable; private Table topScoreTable; private Skin skin; private SavedStuff savedStuff; private Assets assets; public GameOverScreen (Game g, int level, int score) { game = g; savedStuff = new SavedStuff(); assets = new Assets(); assets.initGameOver(); stage = new Stage(new StretchViewport(Renderer.WIDTH, Renderer.HEIGHT)); skin = new Skin(); savedStuff.loadScores(); savedStuff.setScore(score); skin.add("default", new BitmapFont(Gdx.files.internal("data/fonts/deja.fnt"))); LabelStyle labelStyle = new LabelStyle(); labelStyle.font = skin.getFont("default"); skin.add("default", labelStyle); ButtonStyle buttonStyle = new ButtonStyle(); skin.add("default", buttonStyle); TextButtonStyle textButtonStyle = new TextButtonStyle(); textButtonStyle.font = skin.getFont("default"); skin.add("default", textButtonStyle); // Background NinePatch image Image boxPatchImage = new Image(assets.getBoxPatch()); boxPatchImage.setSize(Renderer.WIDTH - 40, Renderer.HEIGHT - 5); boxPatchImage.setPosition(20, 2); stage.addActor(boxPatchImage); // Top Score's background NinePatch image Image boxPatchImageTwo = new Image(assets.getBoxPatch()); boxPatchImageTwo.setSize(220, 295); boxPatchImageTwo.setPosition(50, 90); stage.addActor(boxPatchImageTwo); // Single-column table that holds all the things. rootTable = new Table(); rootTable.setFillParent(true); stage.addActor(rootTable); rootTable.debug(); // Three-column table that holds the top scores. topScoreTable = new Table(); topScoreTable.debug(); topScoreTable.columnDefaults(0).width(73); topScoreTable.columnDefaults(1).width(50); topScoreTable.columnDefaults(1).align(Align.center); Label scoreLabel = new Label("Score: " + score, skin); Label topScoresLabel = new Label("Top Scores", skin); Image mainMenuImage = new Image(assets.getMainMenuSprite()); Image newGameImage = new Image(assets.getNewGameSprite()); Button mainMenuButton = new Button(skin); mainMenuButton.add(mainMenuImage); Button newGameButton = new Button(skin); newGameButton.add(newGameImage); Image newRecordImage = new Image(assets.getNewRecordSprite()); Image gameOverImage = new Image(assets.getGameOverSprite()); Image titleImage; if (savedStuff.isPreviousScoreInTopScore()) { titleImage = newRecordImage; } else { titleImage = gameOverImage; } Label[][] allTheScores = new Label[3][11]; // Creates the labels for all the scores, populates them, and adds animations. for (int y = 0; y < 10; y++) { for (int x = 0; x < 3; x++) { switch (x) { case 0: // The labels from 1 - 10, left most to show score rank. if (y == 9) { allTheScores[x][y] = new Label(String.valueOf(y + 1) + ".", skin); } else { // Adds a space, for correct padding to numbers 1-9 (or the array indexes 0-8) allTheScores[x][y] = new Label(" " + String.valueOf(y + 1) + ".", skin); } topScoreTable.add(allTheScores[x][y]); break; case 1: // The labels with the Level associated with each score allTheScores[x][y] = new Label(savedStuff.getLevel(y, x - 1), skin); topScoreTable.add(allTheScores[x][y]); if (savedStuff.isPreviousScoreInTopScore()) { // Adds the drop animation to scores below the score to replace if (y >= savedStuff.getScoreToReplace()) { allTheScores[x][y].addAction(Actions.sequence(Actions.delay(2f), Actions.delay(0.5f), Actions.moveBy(0, -26, 2, Interpolation.bounceOut))); } } break; case 2: // The labels with the Score associated with each rank and level allTheScores[x][y] = new Label(savedStuff.getScore(y, x - 1), skin); topScoreTable.add(allTheScores[x][y]).right(); if (savedStuff.isPreviousScoreInTopScore()) { // Adds the drop animation to scores below the score to replace if (y >= savedStuff.getScoreToReplace()) { allTheScores[x][y].addAction(Actions.sequence(Actions.delay(2f), Actions.delay(0.5f), Actions.moveBy(0, -26, 2, Interpolation.bounceOut))); } } break; default: break; } } topScoreTable.row(); } rootTable.add(titleImage); rootTable.row(); rootTable.add(scoreLabel).expand(); rootTable.row(); rootTable.add(topScoresLabel); rootTable.row(); topScoreTable.setWidth(rootTable.getWidth()); topScoreTable.setTransform(true); rootTable.setTransform(true); rootTable.add(topScoreTable); rootTable.row(); rootTable.add(newGameButton).expand().bottom(); rootTable.row(); rootTable.add(mainMenuButton).expand(); rootTable.padLeft(35f); rootTable.padRight(35f); rootTable.padTop(9f); rootTable.padBottom(9f); newGameButton.toBack(); mainMenuButton.toBack(); // Adds padding to Level and 10th rank strings for correct padding String levelButtonString; int mew = Integer.valueOf(String.valueOf(allTheScores[1][9].getText())); if (mew < 10) { levelButtonString = String.valueOf(allTheScores[1][9].getText()) + " "; } else { levelButtonString = String.valueOf(allTheScores[1][9].getText()); } String previousLevelButtonString; if (level < 10) { previousLevelButtonString = String.valueOf(level + " "); } else { previousLevelButtonString = String.valueOf(level); } String previousScoreString = String.valueOf(score); TextButton previousLevelButton = new TextButton(previousLevelButtonString, skin); TextButton previousScoreButton = new TextButton(previousScoreString, skin); TextButton tenthLevelButton = new TextButton(levelButtonString, skin); TextButton tenthScoreButton = new TextButton(String.valueOf(allTheScores[2][9].getText()), skin); // Pads Button text with spaces for correct alignment tenthLevelButton.setText(fillStringWithSpaces(String.valueOf(tenthLevelButton.getText()))); previousLevelButton.setText(fillStringWithSpaces(previousLevelButtonString)); stage.addActor(tenthLevelButton); stage.addActor(tenthScoreButton); // Groups to link the scores and levels for 10th-rank scores and the score just obtained // Needed to apply transforms to buttons since transforming text isn't possible, I think. Group group = new Group(); group.addActor(tenthScoreButton); group.addActor(tenthLevelButton); Group groupPrevious = new Group(); groupPrevious.addActor(previousLevelButton); groupPrevious.addActor(previousScoreButton); // Modifies score buttons positions for correct alignment with the rest of the table tenthScoreButton.setPosition(144 - subPosFromLength(tenthScoreButton.getText().length()), 00); previousScoreButton.setPosition(144 - subPosFromLength(previousScoreString.length()), 00); tenthScoreButton.align(Align.left); previousScoreButton.align(Align.left); tenthLevelButton.setTransform(true); tenthScoreButton.setTransform(true); stage.addActor(group); group.setPosition(105, 97); allTheScores[1][9].setVisible(false); allTheScores[2][9].setVisible(false); group.setTransform(true); // Adds animation for drop and bounce then rotate and drop to 10th rank score if (savedStuff.isPreviousScoreInTopScore()) { group.setOrigin(group.getX() + group.getWidth() + 50, 10); group.addAction(Actions.sequence(Actions.delay(2f), Actions.delay(0.5f), Actions.moveBy(0, -26, 2, Interpolation.bounceOut), Actions.delay(0.1f), Actions.rotateBy(90f, 2f, Interpolation.bounceOut), Actions.delay(0.1f), Actions.moveBy(0, -120, 2, Interpolation.bounceOut))); } // Adds spaces to first score in top score table to have the same column width regardless of score size allTheScores[2][0].setText(fillCSWithSpaces(allTheScores[2][0].getText())); mainMenuButton.addListener(new ChangeListener() { public void changed (ChangeEvent event, Actor actor) { dispose(); game.setScreen(new MainMenuScreen(game)); } }); newGameButton.addListener(new ChangeListener() { public void changed (ChangeEvent event, Actor actor) { dispose(); game.setScreen(new GameScreen(game)); } }); // Sets correct vertical position for score just obtained groupPrevious.setPosition(group.getX(), group.getY() + getVerticalPosSub(savedStuff.getScoreToReplace())); groupPrevious.setTransform(true); // Score is now in position, this makes it invisible groupPrevious.addAction(Actions.fadeOut(0.1f)); // Fades the score in after the bottom-most score rotates and drops if (savedStuff.isPreviousScoreInTopScore()) { groupPrevious.addAction(Actions.sequence(Actions.delay(7.5f), Actions.fadeIn(1f))); } stage.addActor(groupPrevious); savedStuff.setSavedGameExists(false); savedStuff.savePreferences(); savedStuff.updateLevelAndScore(level, score); try { savedStuff.saveScoresToFile(); } catch (RuntimeException ex) { Gdx.app.log("ERROR NAHLC", ex.getMessage()); ex.printStackTrace(); } catch (Exception e) { Gdx.app.log("ERROR NAHLC", e.getMessage()); e.printStackTrace(); } Gdx.app.log("NAHLC", "leaving create()"); } private float subPosFromLength (int length) { return 11 * (length - 1); } private float getVerticalPosSub (int level) { int diff = 9 - level; return diff * 26; } public String fillStringWithSpaces (String s) { int optimum = 7; int missing = optimum - s.length(); for (int i = 0; i < missing; i++) { s = " " + s; } return s; } public CharSequence fillCSWithSpaces (CharSequence charSequence) { int optimum = 7; int missing = optimum - charSequence.length(); for (int i = 0; i < missing; i++) { charSequence = " " + charSequence; } return charSequence; } @Override public void render (float delta) { Gdx.gl.glClearColor(0.2f, 0.2f, 0.2f, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); try { stage.act(delta); } catch (RuntimeException ex) { Gdx.app.log("NAHLC", "RUNTIME EXCEPTION while acting on stage"); Gdx.app.log("ERROR NAHLC", ex.getMessage()); ex.printStackTrace(); } catch (Exception e) { Gdx.app.log("NAHLC", "EXCEPTION while acting on stage"); Gdx.app.log("ERROR NAHLC", e.getMessage()); e.printStackTrace(); } try { stage.draw(); } catch (RuntimeException ex) { Gdx.app.log("NAHLC", "RUNTIME EXCEPTION while drawing stage"); Gdx.app.log("ERROR NAHLC", ex.getMessage()); ex.printStackTrace(); } catch (Exception e) { Gdx.app.log("NAHLC", "EXCEPTION while drawing stage"); Gdx.app.log("ERROR NAHLC", e.getMessage()); e.printStackTrace(); } } @Override public void resize (int width, int height) { stage.getViewport().update(width, height, true); Gdx.app.log("NAHLC", "leaving resize()"); } @Override public void show () { Gdx.input.setInputProcessor(stage); Gdx.app.log("NAHLC", "leaving show"); } @Override public void hide () { Gdx.app.log("NAHLC", "leaving hide()"); } @Override public void pause () { Gdx.app.log("NAHLC", "leaving pause()"); } @Override public void resume () { Gdx.app.log("NAHLC", "leaving resume()"); } @Override public void dispose () { stage.dispose(); skin.dispose(); assets.disposeGameOver(); Gdx.app.log("NAHLC", "leaving dispose()"); } public void log (String s) { System.out.println(s); } }