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 com.badlogicgames.superjumper; import com.badlogic.gdx.Application; import com.badlogic.gdx.Game; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Application.ApplicationType; import com.badlogic.gdx.Input.Keys; import com.badlogic.gdx.Input.Peripheral; import com.badlogic.gdx.Screen; import com.badlogic.gdx.graphics.GL10; import com.badlogic.gdx.graphics.GLCommon; import com.badlogic.gdx.graphics.OrthographicCamera; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.math.Rectangle; import com.badlogic.gdx.math.Vector3; import com.badlogicgames.superjumper.World.WorldListener; public class GameScreen implements Screen { 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; Game game; int state; OrthographicCamera guiCam; Vector3 touchPoint; SpriteBatch batcher; World world; WorldListener worldListener; WorldRenderer renderer; Rectangle pauseBounds; Rectangle resumeBounds; Rectangle quitBounds; int lastScore; String scoreString; public GameScreen(Game game) { this.game = game; state = GAME_READY; guiCam = new OrthographicCamera(320, 480); guiCam.position.set(320 / 2, 480 / 2, 0); touchPoint = new Vector3(); batcher = new SpriteBatch(); worldListener = new WorldListener() { @Override public void jump() { Assets.playSound(Assets.jumpSound); } @Override public void highJump() { Assets.playSound(Assets.highJumpSound); } @Override public void hit() { Assets.playSound(Assets.hitSound); } @Override public void coin() { Assets.playSound(Assets.coinSound); } }; world = new World(worldListener); renderer = new WorldRenderer(batcher, world); 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"; } 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; } } private void updateRunning(float deltaTime) { if (Gdx.input.justTouched()) { guiCam.unproject(touchPoint.set(Gdx.input.getX(), Gdx.input.getY(), 0)); if (OverlapTester.pointInRectangle(pauseBounds, touchPoint.x, touchPoint.y)) { Assets.playSound(Assets.clickSound); state = GAME_PAUSED; return; } } ApplicationType appType = Gdx.app.getType(); // should work also with Gdx.input.isPeripheralAvailable(Peripheral.Accelerometer) if (appType == ApplicationType.Android || appType == ApplicationType.iOS) { world.update(deltaTime, Gdx.input.getAccelerometerX()); } else { float accel = 0; if (Gdx.input.isKeyPressed(Keys.DPAD_LEFT)) accel = 5f; if (Gdx.input.isKeyPressed(Keys.DPAD_RIGHT)) accel = -5f; world.update(deltaTime, accel); } if (world.score != lastScore) { lastScore = world.score; scoreString = "SCORE: " + lastScore; } if (world.state == World.WORLD_STATE_NEXT_LEVEL) { state = GAME_LEVEL_END; } if (world.state == World.WORLD_STATE_GAME_OVER) { state = GAME_OVER; if (lastScore >= Settings.highscores[4]) scoreString = "NEW HIGHSCORE: " + lastScore; else scoreString = "SCORE: " + lastScore; Settings.addScore(lastScore); Settings.save(); } } private void updatePaused() { if (Gdx.input.justTouched()) { guiCam.unproject(touchPoint.set(Gdx.input.getX(), Gdx.input.getY(), 0)); if (OverlapTester.pointInRectangle(resumeBounds, touchPoint.x, touchPoint.y)) { Assets.playSound(Assets.clickSound); state = GAME_RUNNING; return; } if (OverlapTester.pointInRectangle(quitBounds, touchPoint.x, touchPoint.y)) { Assets.playSound(Assets.clickSound); game.setScreen(new MainMenuScreen(game)); return; } } } private void updateLevelEnd() { if (Gdx.input.justTouched()) { world = new World(worldListener); renderer = new WorldRenderer(batcher, world); world.score = lastScore; state = GAME_READY; } } private void updateGameOver() { if (Gdx.input.justTouched()) { game.setScreen(new MainMenuScreen(game)); } } public void draw(float deltaTime) { GLCommon gl = Gdx.gl; gl.glClear(GL10.GL_COLOR_BUFFER_BIT); renderer.render(); guiCam.update(); batcher.setProjectionMatrix(guiCam.combined); batcher.enableBlending(); batcher.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; } batcher.end(); } private void presentReady() { batcher.draw(Assets.ready, 160 - 192 / 2, 240 - 32 / 2, 192, 32); } private void presentRunning() { batcher.draw(Assets.pause, 320 - 64, 480 - 64, 64, 64); Assets.font.draw(batcher, scoreString, 16, 480 - 20); } private void presentPaused() { batcher.draw(Assets.pauseMenu, 160 - 192 / 2, 240 - 96 / 2, 192, 96); Assets.font.draw(batcher, 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(batcher, topText, 160 - topWidth / 2, 480 - 40); Assets.font.draw(batcher, bottomText, 160 - bottomWidth / 2, 40); } private void presentGameOver() { batcher.draw(Assets.gameOver, 160 - 160 / 2, 240 - 96 / 2, 160, 96); float scoreWidth = Assets.font.getBounds(scoreString).width; Assets.font.draw(batcher, scoreString, 160 - scoreWidth / 2, 480 - 20); } @Override public void render(float delta) { update(delta); draw(delta); } @Override public void resize(int width, int height) { } @Override public void show() { } @Override public void hide() { } @Override public void pause() { if (state == GAME_RUNNING) state = GAME_PAUSED; } @Override public void resume() { } @Override public void dispose() { } }