Java tutorial
/* The MIT License (MIT) Copyright (c) 2014 Peter Jamieson, Naoki Mizuno, and Boyu Zhang Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ package com.me.myverilogTown; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Screen; import com.badlogic.gdx.graphics.GL10; import com.badlogic.gdx.graphics.OrthographicCamera; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.Input; public class MainMenu implements Screen { private static final int level_num = 12; public final VerilogTown game; private OrthographicCamera camera; private Texture title; private Texture select_level; private static final int MAINMENU_WIDTH = 1280; private static final int MAINMENU_HEIGHT = 1280; private boolean isPressed = false; private boolean wasPressed = false; public double pixOfWindowX; public double pixOfWindowY; public double sizeOfWindowX; public double sizeOfWindowY; public double mousePositionX; public double mousePositionY; public double centerX; public double centerY; public double realX; public double realY; private double time; private TextureButton levels[]; private TextureButton tutorial; private TextureButton credits; private TextureButton high_score; private Texture levels_normal[]; private Texture levels_hover[]; private Texture levels_pressed[]; private Texture tutorial_normal; private Texture tutorial_hover; private Texture tutorial_pressed; private Texture credits_normal; private Texture credits_hover; private Texture credits_pressed; private Texture high_score_normal; private Texture high_score_hover; private Texture high_score_pressed; public MainMenu(final VerilogTown gam) { game = gam; camera = new OrthographicCamera(); camera.setToOrtho(false, MAINMENU_WIDTH, MAINMENU_HEIGHT); title = new Texture(Gdx.files.internal("ASSET_RESOURCES/welcom_to_verilogtown.png")); select_level = new Texture("ASSET_RESOURCES/select_a_level.png"); levels_normal = new Texture[level_num]; levels_hover = new Texture[level_num]; levels_pressed = new Texture[level_num]; for (int i = 0; i < level_num; i++) { levels_normal[i] = new Texture("ASSET_RESOURCES/level" + (i + 1) + "_normal.png"); levels_hover[i] = new Texture("ASSET_RESOURCES/level" + (i + 1) + "_mouse_on.png"); levels_pressed[i] = new Texture("ASSET_RESOURCES/level" + (i + 1) + "_pressed.png"); } tutorial_normal = new Texture("ASSET_RESOURCES/tutorial_normal.png"); tutorial_hover = new Texture("ASSET_RESOURCES/tutorial_mouse_on.png"); tutorial_pressed = new Texture("ASSET_RESOURCES/tutorial_pressed.png"); credits_normal = new Texture("ASSET_RESOURCES/credits_normal.png"); credits_hover = new Texture("ASSET_RESOURCES/credits_mouse_on.png"); credits_pressed = new Texture("ASSET_RESOURCES/credits_pressed.png"); high_score_normal = new Texture("ASSET_RESOURCES/high_score_normal.png"); high_score_hover = new Texture("ASSET_RESOURCES/high_score_mouse_on.png"); high_score_pressed = new Texture("ASSET_RESOURCES/high_score_pressed.png"); levels = new TextureButton[level_num]; for (int i = 0; i < level_num; i++) { levels[i] = new TextureButton(game.batch, 162 + (i % 3) * 350, 705 - 100 * (i / 3), 250, 60, levels_normal[i], levels_hover[i], levels_pressed[i]); } tutorial = new TextureButton(game.batch, 512, 805, 250, 60, tutorial_normal, tutorial_hover, tutorial_pressed); high_score = new TextureButton(game.batch, 512, 305, 250, 60, high_score_normal, high_score_hover, high_score_pressed); credits = new TextureButton(game.batch, 512, 205, 250, 60, credits_normal, credits_hover, credits_pressed); time = 0; } @Override public void render(float delta) { Gdx.gl.glClearColor(0.78f, 0.9f, 0.78f, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); time += Gdx.graphics.getDeltaTime(); pixOfWindowX = MAINMENU_WIDTH * camera.zoom; pixOfWindowY = MAINMENU_HEIGHT * camera.zoom; sizeOfWindowX = Gdx.graphics.getWidth(); sizeOfWindowY = Gdx.graphics.getHeight(); mousePositionX = Gdx.input.getX(); mousePositionY = Gdx.input.getY(); centerX = camera.position.x; centerY = camera.position.y; realX = (centerX - pixOfWindowX / 2) + ((mousePositionX / sizeOfWindowX) * pixOfWindowX); realY = (centerY - pixOfWindowY / 2) + ((1 - mousePositionY / sizeOfWindowY) * pixOfWindowY); realX = Math.min(realX, MAINMENU_WIDTH); realY = Math.min(realY, MAINMENU_HEIGHT); wasPressed = isPressed; isPressed = Gdx.input.isButtonPressed(Input.Buttons.LEFT); camera.update(); game.batch.setProjectionMatrix(camera.combined); game.batch.begin(); game.batch.draw(title, 200, 950, 800, 200); if ((int) (time * 1.3) % 2 == 0) game.batch.draw(select_level, 370, 850, 540, 120); for (int i = 0; i < level_num; i++) { if (levels[i].isOnButton(realX, realY)) { if (isPressed) levels[i].drawTexture(TextureButton.PRESSED); else if (wasPressed) { this.dispose(); game.setScreen(new LevelScreen(game, i + 1)); } else levels[i].drawTexture(TextureButton.HOVER); } else levels[i].drawTexture(TextureButton.NORMAL); } // Tutorial button if (tutorial.isOnButton(realX, realY)) { if (isPressed) tutorial.drawTexture(TextureButton.PRESSED); else if (wasPressed) { this.dispose(); game.setScreen(new LevelScreen(game, 0)); } else tutorial.drawTexture(TextureButton.HOVER); } else tutorial.drawTexture(TextureButton.NORMAL); if (high_score.isOnButton(realX, realY)) { if (isPressed) high_score.drawTexture(TextureButton.PRESSED); else if (wasPressed) { this.dispose(); // show the high score screen here game.setScreen(new LocalHighScoreScreen(game)); } else high_score.drawTexture(TextureButton.HOVER); } else high_score.drawTexture(TextureButton.NORMAL); // Credits button if (credits.isOnButton(realX, realY)) { if (isPressed) credits.drawTexture(TextureButton.PRESSED); else if (wasPressed) { this.dispose(); game.setScreen(new CreditsScreen(game)); } else credits.drawTexture(TextureButton.HOVER); } else credits.drawTexture(TextureButton.NORMAL); game.batch.end(); } @Override public void resize(int width, int height) { } @Override public void show() { } @Override public void hide() { } @Override public void pause() { } @Override public void resume() { } @Override public void dispose() { for (int i = 0; i < level_num; i++) { levels_normal[i].dispose(); levels_hover[i].dispose(); levels_pressed[i].dispose(); } tutorial_normal.dispose(); tutorial_hover.dispose(); tutorial_pressed.dispose(); credits_normal.dispose(); credits_hover.dispose(); credits_pressed.dispose(); high_score_normal.dispose(); high_score_hover.dispose(); high_score_pressed.dispose(); title.dispose(); select_level.dispose(); } }