com.lyeeedar.Roguelike3D.Roguelike3DGame.java Source code

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Here is the source code for com.lyeeedar.Roguelike3D.Roguelike3DGame.java

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/*******************************************************************************
 * Copyright (c) 2013 Philip Collin.
 * All rights reserved. This program and the accompanying materials
 * are made available under the terms of the GNU Public License v3.0
 * which accompanies this distribution, and is available at
 * http://www.gnu.org/licenses/gpl.html
 * 
 * Contributors:
 *     Philip Collin - initial API and implementation
 ******************************************************************************/
package com.lyeeedar.Roguelike3D;

import java.nio.FloatBuffer;
import java.util.HashMap;
import java.util.Map;

import com.badlogic.gdx.Game;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL11;
import com.badlogic.gdx.utils.BufferUtils;
import com.lyeeedar.Graphics.ParticleEffects.ParticleEmitter;
import com.lyeeedar.Roguelike3D.Game.Level.Level;
import com.lyeeedar.Roguelike3D.Game.Level.LevelContainer;
import com.lyeeedar.Roguelike3D.Game.Level.XML.BiomeReader;
import com.lyeeedar.Roguelike3D.Game.Level.XML.RoomReader;
import com.lyeeedar.Roguelike3D.Graphics.Screens.*;

public class Roguelike3DGame extends Game {

    public enum GameScreen {
        INGAME, LEVELLOADING, MAINMENU, CREDITS, RECIPES, OPTIONS, GAMEMENU, INVENTORY
    }

    public HashMap<GameScreen, AbstractScreen> screens = new HashMap<GameScreen, AbstractScreen>();

    GameScreen currentScreen;

    @Override
    public void create() {

        loadScreens();
        switchScreen(GameScreen.MAINMENU);
    }

    private void loadScreens() {
        screens.put(GameScreen.LEVELLOADING, new LevelLoadingScreen(this));
        screens.put(GameScreen.INGAME, new InGameScreen(this));
        screens.put(GameScreen.MAINMENU, new MainMenuScreen(this));
        screens.put(GameScreen.RECIPES, new RecipeScreen(this));
        screens.put(GameScreen.OPTIONS, new OptionsScreen(this));
        screens.put(GameScreen.INVENTORY, new InventoryScreen(this));

        for (Map.Entry<GameScreen, AbstractScreen> entry : screens.entrySet()) {
            entry.getValue().create();
        }
    }

    public void loadLevel(BiomeReader biome, RoomReader rReader, GameScreen nextScreen) {
        LevelLoadingScreen screen = (LevelLoadingScreen) screens.get(GameScreen.LEVELLOADING);
        screen.setSettings(biome, rReader, nextScreen);
        setScreen(screen);
    }

    public void switchScreen(GameScreen screen) {
        currentScreen = screen;
        setScreen(screens.get(screen));
    }

    public void ANNIHALATE() {
        Gdx.app.exit();
    }
}