com.gamemaker.screens.HowtoplayScreen.java Source code

Java tutorial

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Here is the source code for com.gamemaker.screens.HowtoplayScreen.java

Source

/*
 * Licensed to the Apache Software Foundation (ASF) under one
 * or more contributor license agreements.  See the NOTICE file
 * distributed with this work for additional information
 * regarding copyright ownership.  The ASF licenses this file
 * to you 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.gamemaker.screens;

import com.badlogic.gdx.Screen;
import com.badlogic.gdx.Game;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.gamemaker.ERhelpers.AssetLoader;
import com.gamemaker.ERhelpers.Button;
import com.badlogic.gdx.graphics.g2d.Animation;

/**
 * Created by robertcao on 8/09/2016.
 */
public class HowtoplayScreen implements Screen {
    private Game game;
    private ShapeRenderer shapeRenderer;
    private OrthographicCamera cam;
    private SpriteBatch batcher;//this is for drawing pictures for u
    private TextureRegion mapBg;
    public Button startBtn;
    private TextureRegion startButton_on, startButton_off;
    private TextureRegion backBtn_on, backBtn_off, forwardBtn_on, forwardBtn_off;
    public Button backBtn, forwardBtn;
    private float gameWidth = Gdx.graphics.getWidth();
    private float gameHeight = Gdx.graphics.getHeight();
    protected Animation tutor_animation1, tutor_animation2, tutor_animation3;
    public int step = 1;
    public float runTime = 0;

    public HowtoplayScreen(Game game) {
        this.game = game;
        cam = new OrthographicCamera();
        cam.setToOrtho(true, 1280, 720);
        batcher = new SpriteBatch();
        batcher.setProjectionMatrix(cam.combined);
        shapeRenderer = new ShapeRenderer();
        shapeRenderer.setProjectionMatrix(cam.combined);
        mapBg = AssetLoader.mapBg;

        backBtn_on = AssetLoader.backBtn_on;
        backBtn_off = AssetLoader.backBtn_off;
        forwardBtn_on = AssetLoader.forwardBtn_on;
        forwardBtn_off = AssetLoader.forwardBtn_off;

        backBtn = new Button(50, 50, 150, 150, backBtn_on, backBtn_off);
        forwardBtn = new Button(50, 210, 150, 150, forwardBtn_on, forwardBtn_off);

        startButton_on = AssetLoader.startBtn_on;
        startButton_off = AssetLoader.startBtn_off;
        startBtn = new Button(50, 210, 150, 150, startButton_on, startButton_off);

        tutor_animation1 = AssetLoader.tutor_animation1;
        tutor_animation2 = AssetLoader.tutor_animation2;
        tutor_animation3 = AssetLoader.tutor_animation3;

    }

    @Override
    public void show() {

    }

    public void update(float deltaTime) {
        int[] data = { 0, 0, 0, 0, 0 };
        if (step == 4) {
            game.setScreen(new GameScreen1(game, data));
        }
        runTime += 0.6 * deltaTime;
    }

    public void draw(float delta) {
        Gdx.gl.glClearColor(0, 0, 0, 1);
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
        batcher.begin();
        //batcher.disableBlending();
        batcher.draw(mapBg, 0, 0, 1280, 720);
        // batcher.draw(introText, 0, 0, 1280, 720);

        drawButton(delta);

        batcher.end();
    }

    @Override
    public void render(float delta) {
        update(delta);
        draw(delta);
    }

    @Override
    public void resize(int width, int height) {

    }

    @Override
    public void pause() {

    }

    @Override
    public void resume() {

    }

    @Override
    public void hide() {

    }

    @Override
    public void dispose() {

    }

    public void drawButton(float delta) {
        if (step == 1) {

            batcher.draw(tutor_animation1.getKeyFrame(runTime), 380, 120, 500, 539);

            forwardBtn.isTouchDown(Gdx.input.getX(), Gdx.input.getY());

            if (forwardBtn.getIsPressed()) {
                batcher.draw(forwardBtn.buttonDown, forwardBtn.x, forwardBtn.y, forwardBtn.width,
                        forwardBtn.height);
                if (Gdx.input.justTouched()) {
                    AssetLoader.clickButton.play();
                    step++;
                }
            } else {
                batcher.draw(forwardBtn.buttonUp, forwardBtn.x, forwardBtn.y, forwardBtn.width, forwardBtn.height);
            }

            forwardBtn.isTouchUp(Gdx.input.getX(), Gdx.input.getY());

        } else if (step == 2) {

            batcher.draw(tutor_animation2.getKeyFrame(runTime), 390, 180, 500, 539);

            backBtn.isTouchDown(Gdx.input.getX(), Gdx.input.getY());
            forwardBtn.isTouchDown(Gdx.input.getX(), Gdx.input.getY());

            if (forwardBtn.getIsPressed()) {
                batcher.draw(forwardBtn.buttonDown, forwardBtn.x, forwardBtn.y, forwardBtn.width,
                        forwardBtn.height);
                if (Gdx.input.justTouched()) {
                    AssetLoader.clickButton.play();
                    step++;
                }
            } else {
                batcher.draw(forwardBtn.buttonUp, forwardBtn.x, forwardBtn.y, forwardBtn.width, forwardBtn.height);
            }

            if (backBtn.getIsPressed()) {
                batcher.draw(backBtn.buttonDown, backBtn.x, backBtn.y, backBtn.width, backBtn.height);
                if (Gdx.input.justTouched()) {
                    AssetLoader.clickButton.play();
                    step--;
                }
            } else {
                batcher.draw(backBtn.buttonUp, backBtn.x, backBtn.y, backBtn.width, backBtn.height);
            }

            forwardBtn.isTouchUp(Gdx.input.getX(), Gdx.input.getY());

            backBtn.isTouchUp(Gdx.input.getX(), Gdx.input.getY());

        }

        else if (step == 3) {

            batcher.draw(tutor_animation3.getKeyFrame(runTime), 400, 200, 500, 539);

            backBtn.isTouchDown(Gdx.input.getX(), Gdx.input.getY());
            startBtn.isTouchDown(Gdx.input.getX(), Gdx.input.getY());

            if (startBtn.getIsPressed()) {
                batcher.draw(startBtn.buttonDown, startBtn.x, startBtn.y, startBtn.width, startBtn.height);
                if (Gdx.input.justTouched()) {
                    AssetLoader.clickButton.play();
                    step++;
                }
            } else {
                batcher.draw(startBtn.buttonUp, startBtn.x, startBtn.y, startBtn.width, startBtn.height);
            }

            if (backBtn.getIsPressed()) {
                batcher.draw(backBtn.buttonDown, backBtn.x, backBtn.y, backBtn.width, backBtn.height);
                if (Gdx.input.justTouched()) {
                    AssetLoader.clickButton.play();
                    step--;
                }
            } else {
                batcher.draw(backBtn.buttonUp, backBtn.x, backBtn.y, backBtn.width, backBtn.height);
            }

            startBtn.isTouchUp(Gdx.input.getX(), Gdx.input.getY());

            backBtn.isTouchUp(Gdx.input.getX(), Gdx.input.getY());

        }

    }

}