Java tutorial
/******************************************************************************* * Copyright 2011 See AUTHORS file. * * 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 br.unb.bomberman.ui.screens; import br.unb.unbomber.BomberMatchWithUi; import br.unb.unbomber.BomberMatchWithUi.State; import br.unb.unbomber.GDXGame; import br.unb.unbomber.Settings; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.ScreenAdapter; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.OrthographicCamera; import com.badlogic.gdx.math.Rectangle; import com.badlogic.gdx.math.Vector3; public class GameScreen extends ScreenAdapter { static final int GAME_NOT_SELECTED = -1; static final int GAME_READY = 0; static final int GAME_RUNNING = 1; static final int GAME_PAUSED = 2; static final int GAME_LEVEL_END = 3; static final int GAME_OVER = 4; GDXGame game; OrthographicCamera guiCam; Vector3 touchPoint; Rectangle pauseBounds; Rectangle resumeBounds; Rectangle quitBounds; int lastScore; String scoreString; BomberMatchWithUi match; private int state; private final String stageId; public GameScreen(GDXGame game, String stageId) { this.game = game; this.stageId = stageId; state = GAME_NOT_SELECTED; } @Override public void show() { loadGame(); match.start(); } private void loadGame() { guiCam = new OrthographicCamera(320, 480); guiCam.position.set(320 / 2, 480 / 2, 0); touchPoint = new Vector3(); match = new BomberMatchWithUi(game.batch, stageId); pauseBounds = new Rectangle(320 - 64, 480 - 64, 64, 64); resumeBounds = new Rectangle(160 - 96, 240, 192, 36); quitBounds = new Rectangle(160 - 96, 240 - 36, 192, 36); lastScore = 0; scoreString = "SCORE: 0"; state = GAME_READY; pauseSystems(); } public void update(float deltaTime) { if (deltaTime > 0.1f) deltaTime = 0.1f; switch (state) { case GAME_READY: updateReady(); break; case GAME_RUNNING: updateRunning(deltaTime); break; case GAME_PAUSED: updatePaused(); break; case GAME_LEVEL_END: updateLevelEnd(); break; case GAME_OVER: updateGameOver(); break; } } private void updateReady() { if (Gdx.input.justTouched()) { state = GAME_RUNNING; resumeSystems(); } } private void updateRunning(float deltaTime) { if (Gdx.input.justTouched()) { guiCam.unproject(touchPoint.set(Gdx.input.getX(), Gdx.input.getY(), 0)); if (pauseBounds.contains(touchPoint.x, touchPoint.y)) { Assets.playSound(Assets.clickSound); Assets.music.setVolume(0f); state = GAME_PAUSED; pauseSystems(); return; } } if (match.score != lastScore) { lastScore = match.score; scoreString = "SCORE: " + lastScore; } if (match.state == State.WORLD_STATE_NEXT_LEVEL) { game.setScreen(new WinScreen(game)); } if (match.state == State.WORLD_STATE_GAME_OVER) { state = GAME_OVER; if (lastScore >= Settings.highscores[4]) scoreString = "NEW HIGHSCORE: " + lastScore; else scoreString = "SCORE: " + lastScore; pauseSystems(); Settings.addScore(lastScore); Settings.save(); } } private void updatePaused() { if (Gdx.input.justTouched()) { guiCam.unproject(touchPoint.set(Gdx.input.getX(), Gdx.input.getY(), 0)); if (resumeBounds.contains(touchPoint.x, touchPoint.y)) { Assets.playSound(Assets.clickSound); Gdx.gl.glClearColor(0.5f, 0.5f, 0.5f, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); Assets.music.setVolume(Settings.soundVolume); state = GAME_RUNNING; resumeSystems(); return; } if (quitBounds.contains(touchPoint.x, touchPoint.y)) { Assets.playSound(Assets.clickSound); Gdx.gl.glClearColor(0.5f, 0.5f, 0.5f, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); Assets.music.setVolume(Settings.soundVolume); state = GAME_READY; game.getScreen().dispose(); game.setScreen(new MainMenuScreen(game)); return; } } } private void updateLevelEnd() { if (Gdx.input.justTouched()) { match.removeAllEntities(); //TODO get the next level String nextLevelStageId = "stage"; match = new BomberMatchWithUi(game.batch, nextLevelStageId); match.score = lastScore; state = GAME_READY; } } private void updateGameOver() { if (Gdx.input.justTouched()) { game.setScreen(new MainMenuScreen(game)); } } public void drawUI() { guiCam.update(); game.batch.setProjectionMatrix(guiCam.combined); game.batch.begin(); switch (state) { case GAME_READY: presentReady(); break; case GAME_RUNNING: presentRunning(); break; case GAME_PAUSED: presentPaused(); break; case GAME_LEVEL_END: presentLevelEnd(); break; case GAME_OVER: presentGameOver(); break; } game.batch.end(); } private void presentReady() { game.batch.draw(Assets.ready, 160 - 192 / 2, 240 - 32 / 2, 192, 32); } private void presentRunning() { Gdx.gl.glClearColor(0.5f, 0.5f, 0.5f, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); game.batch.draw(Assets.pause, 320 - 64, 480 - 64, 64, 64); Assets.font.draw(game.batch, scoreString, 16, 480 - 20); match.update(); } private void presentPaused() { Gdx.gl.glClearColor(0.5f, 0.5f, 0.5f, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); game.batch.draw(Assets.pauseMenu, 160 - 192 / 2, 240 - 96 / 2, 192, 96); Assets.font.draw(game.batch, scoreString, 16, 480 - 20); } private void presentLevelEnd() { String topText = "the princess is ..."; String bottomText = "in another castle!"; float topWidth = Assets.font.getBounds(topText).width; float bottomWidth = Assets.font.getBounds(bottomText).width; Assets.font.draw(game.batch, topText, 160 - topWidth / 2, 480 - 40); Assets.font.draw(game.batch, bottomText, 160 - bottomWidth / 2, 40); } private void presentGameOver() { game.batch.draw(Assets.gameOver, 160 - 160 / 2, 240 - 96 / 2, 160, 96); float scoreWidth = Assets.font.getBounds(scoreString).width; Assets.font.draw(game.batch, scoreString, 160 - scoreWidth / 2, 480 - 20); } private void pauseSystems() { //TODO } private void resumeSystems() { //TODO } @Override public void render(float delta) { update(delta); drawUI(); } @Override public void pause() { if (state == GAME_RUNNING) { state = GAME_PAUSED; pauseSystems(); } } }