Back to project page nahlc-g.
The source code is released under:
Apache License
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/* * Copyright 2014 oddlydrawn/* ww w . j a va 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.files.FileHandle; import com.badlogic.gdx.utils.Json; import com.tumblr.oddlydrawn.nahlc.Assets; import com.tumblr.oddlydrawn.nahlc.Audio; import com.tumblr.oddlydrawn.nahlc.Board; import com.tumblr.oddlydrawn.nahlc.Controller; import com.tumblr.oddlydrawn.nahlc.Floater; import com.tumblr.oddlydrawn.nahlc.Renderer; import com.tumblr.oddlydrawn.nahlc.SavedStuff; /** @author oddlydrawn */ public class GameScreen implements Screen { public final static String FLOATER_JSON = "floater.json"; public final static String BOARD_JSON = "board.json"; public final static String CONTROLLER_JSON = "controller.json"; private final float TIME_TO_DISPOSE = 1.1f; private final boolean DONT_APPEND = false; private final boolean MAKE_NEW = true; private final boolean DONT_MAKE_NEW = false; private Game game; private Board board; private Controller controller; private Floater floater; private Renderer renderer; private Assets assets; private Audio audio; private SavedStuff savedStuff; private float timer; private boolean playedHurt; private Json json; public GameScreen (Game g) { game = g; json = new Json(); // New all the objects. board = new Board(); controller = new Controller(); floater = new Floater(MAKE_NEW); renderer = new Renderer(); assets = new Assets(); audio = new Audio(); savedStuff = new SavedStuff(); savedStuff.loadScores(); savedStuff.loadPreferences(); assets.initGame(); shareObjects(MAKE_NEW); fillBoardWithBlocks(); } public GameScreen (Game g, boolean loadSavedGame) { game = g; json = new Json(); // load old objects loadGameState(); floater.initObjectsAfterSerialization(); // New some the objects. controller = new Controller(); renderer = new Renderer(); assets = new Assets(); audio = new Audio(); savedStuff = new SavedStuff(); savedStuff.loadScores(); savedStuff.loadPreferences(); assets.initGame(); float timeToDrop = savedStuff.getTimeToDrop(); controller.setTimeToDrop(timeToDrop); shareObjects(DONT_MAKE_NEW); } public void loadGameState () { FileHandle fileHandle = Gdx.files.local(FLOATER_JSON); String floaterJsonString = fileHandle.readString(); floater = json.fromJson(Floater.class, floaterJsonString); FileHandle fileHandle2 = Gdx.files.local(BOARD_JSON); String boardJsonString = fileHandle2.readString(); board = json.fromJson(Board.class, boardJsonString); } public void saveGameState () { String floaterJsonString = json.toJson(floater, Object.class); FileHandle fileHandle = Gdx.files.local(FLOATER_JSON); fileHandle.writeString(floaterJsonString, DONT_APPEND); String boardJsonString = json.toJson(board, Object.class); FileHandle fileHandle2 = Gdx.files.local(BOARD_JSON); fileHandle2.writeString(boardJsonString, DONT_APPEND); Gdx.app.log("nahlc", "saved game thingy"); Gdx.app.log("nahlc", "floater exists: " + Gdx.files.local(FLOATER_JSON).exists()); Gdx.app.log("nahlc", "board exists: " + Gdx.files.local(BOARD_JSON).exists()); } public void shareObjects (boolean makeNew) { // All the objects are best friends forever. Order probably matters, almost definitely. renderer.setSavedStuff(savedStuff); controller.setFloater(floater); floater.setBoard(board); if (makeNew) board.createBoard(); renderer.setFloater(floater); if (makeNew) floater.createNew(); renderer.setBoard(board); board.setFloater(floater); renderer.setAssets(assets); board.setAssets(assets); board.setController(controller); board.setAudio(audio); floater.setAudio(audio); controller.setAssets(assets); controller.setCamera(renderer.getCam()); renderer.setController(controller); renderer.setAudio(audio); } public void fillBoardWithBlocks () { board.fillWithBlocks(savedStuff.getLevelSize()); } @Override public void render (float delta) { // Process those inputs. delta = Math.min(0.06f, Gdx.graphics.getDeltaTime()); if (floater.isGameOver() == false) { controller.update(delta); } else { timer += delta; if (playedHurt == false) { audio.playHurt(); playedHurt = true; } if (timer > TIME_TO_DISPOSE) { dispose(); game.setScreen(new GameOverScreen(game, board.getCurrentLevel(), board.getCurrentScore())); return; } } // Update board after inputs. board.updateBoard(); // What do you think this is? O.o renderer.render(delta); } @Override public void resize (int width, int height) { } @Override public void show () { } @Override public void hide () { } @Override public void pause () { floater.setPausedTrue(); savedStuff.setSavedGameExists(true); savedStuff.savePreferences(); float timeToDrop = controller.getTimeToDrop(); savedStuff.setTimeToDrop(timeToDrop); savedStuff.savePreferences(); saveGameState(); } @Override public void resume () { } @Override public void dispose () { renderer.dispose(); audio.dispose(); assets.disposeGame(); } }