Java tutorial
/* * ----------------------------------------------------------------------- * Copyright 2012 - Alistair Rutherford - www.netthreads.co.uk * ----------------------------------------------------------------------- * * 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.netthreads.gdx.app.core; import aurelienribon.tweenengine.equations.Bounce; import aurelienribon.tweenengine.equations.Linear; import com.badlogic.gdx.ApplicationListener; import com.badlogic.gdx.InputAdapter; import com.netthreads.gdx.app.definition.AppEvents; import com.netthreads.gdx.app.definition.AppSoundDefinitions; import com.netthreads.gdx.app.definition.AppTextureDefinitions; import com.netthreads.gdx.app.scene.AboutScene; import com.netthreads.gdx.app.scene.GameScene; import com.netthreads.gdx.app.scene.MenuScene; import com.netthreads.gdx.app.scene.SettingsScene; import com.netthreads.gdx.app.scene.SplashScene; import com.netthreads.libgdx.director.AppInjector; import com.netthreads.libgdx.director.Director; import com.netthreads.libgdx.event.ActorEvent; import com.netthreads.libgdx.event.ActorEventObserver; import com.netthreads.libgdx.scene.Scene; import com.netthreads.libgdx.scene.transition.MoveInBTransitionScene; import com.netthreads.libgdx.scene.transition.MoveInLTransitionScene; import com.netthreads.libgdx.scene.transition.MoveInRTransitionScene; import com.netthreads.libgdx.scene.transition.MoveInTTransitionScene; import com.netthreads.libgdx.scene.transition.TransitionScene; import com.netthreads.libgdx.sound.SoundCache; import com.netthreads.libgdx.texture.TextureCache; /** * Noiz2 Port for LibGDX. * */ public class Noiz2GDX extends InputAdapter implements ApplicationListener, ActorEventObserver { public static final String VERSION_TEXT = "1.4.1"; public static final int DEFAULT_WIDTH = 320; public static final int DEFAULT_HEIGHT = 480; private static final int DURATION_SETTINGS_TRANSITION = 700; private static final int DURATION_ABOUT_TRANSITION = 700; private static final int DURATION_GAME_TRANSITION = 900; private static final int DURATION_MENU_TRANSITION = 900; // Our 'stages' for groups of actors. private SplashScene splashScene; private AboutScene aboutScene; private MenuScene menuScene; private SettingsScene settingsScene; private GameScene gameScene; /** * The one and only director. */ private Director director; /** * Singletons. */ private TextureCache textureCache; private SoundCache soundCache; /** * Create components. * */ @Override public void create() { // Instantiate our singletons through Guice. director = AppInjector.getInjector().getInstance(Director.class); textureCache = AppInjector.getInjector().getInstance(TextureCache.class); soundCache = AppInjector.getInjector().getInstance(SoundCache.class); // Set initial width and height. director.setWidthHeight(DEFAULT_WIDTH, DEFAULT_HEIGHT); // Add this as an event observer. director.registerEventHandler(this); // Load/Re-load textures textureCache.load(AppTextureDefinitions.TEXTURES); // Load/Re-load sounds. soundCache.load(AppSoundDefinitions.SOUNDS); menuScene = getMenuScene(); director.setScene(menuScene); } /** * Resize. * */ @Override public void resize(int width, int height) { // Resize view-port and recalculate scale factors for touch events. director.resize(width, height); } /** * Render view. * */ @Override public void render() { // Update director director.update(); } @Override public void pause() { // TODO Auto-generated method stub } @Override public void resume() { // TODO Auto-generated method stub } @Override public void dispose() { // Graphics. textureCache.dispose(); // Sounds. soundCache.dispose(); // Graphics director.dispose(); } /** * Handle screen events. * */ @Override public boolean handleEvent(ActorEvent event) { boolean handled = false; switch (event.getId()) { case AppEvents.EVENT_DISPLAY_SPLASH_SCREEN: displaySplashScene(); handled = true; break; case AppEvents.EVENT_TRANSITION_TO_MENU_SCENE: transitionToMenuScene(); handled = true; break; case AppEvents.EVENT_TRANSITION_TO_SETTINGS_SCENE: transitionToSettingsScene(); handled = true; break; case AppEvents.EVENT_TRANSITION_TO_GAME_SCENE: transitionToGameScene(); handled = true; break; case AppEvents.EVENT_TRANSITION_TO_ABOUT_SCENE: transitionToAboutScene(); handled = true; break; default: break; } return handled; } /** * Run transition. * */ private void displaySplashScene() { director.setScene(getSplashScene()); } /** * Run transition to menu. * */ private void transitionToMenuScene() { Scene inScene = getMenuScene(); Scene outScene = director.getScene(); TransitionScene transitionScene = null; if (outScene instanceof GameScene) { transitionScene = MoveInTTransitionScene.$(inScene, outScene, DURATION_MENU_TRANSITION, Linear.INOUT); } else { if (outScene instanceof SettingsScene) { transitionScene = MoveInRTransitionScene.$(inScene, outScene, DURATION_SETTINGS_TRANSITION, Bounce.OUT); } else { transitionScene = MoveInLTransitionScene.$(inScene, outScene, DURATION_ABOUT_TRANSITION, Bounce.OUT); } } director.setScene(transitionScene); } /** * Run transition. * */ private void transitionToSettingsScene() { Scene inScene = getSettingsScene(); Scene outScene = director.getScene(); TransitionScene transitionScene = MoveInLTransitionScene.$(inScene, outScene, DURATION_SETTINGS_TRANSITION, Bounce.OUT); director.setScene(transitionScene); } /** * Run transition. * */ private void transitionToGameScene() { GameScene inScene = getGameScene(); Scene outScene = director.getScene(); TransitionScene transitionScene = MoveInBTransitionScene.$(inScene, outScene, DURATION_GAME_TRANSITION, Linear.INOUT); // Reset game scene. inScene.reset(); director.setScene(transitionScene); } /** * Run transition. * */ private void transitionToAboutScene() { Scene inScene = getAboutScene(); Scene outScene = director.getScene(); TransitionScene transitionScene = MoveInRTransitionScene.$(inScene, outScene, DURATION_ABOUT_TRANSITION, Bounce.OUT); director.setScene(transitionScene); } /** * Generate scene. * * @return The target scene. */ public AboutScene getAboutScene() { if (aboutScene == null) { aboutScene = new AboutScene(); } return aboutScene; } /** * Generate scene. * * @return The target scene. */ public SettingsScene getSettingsScene() { if (settingsScene == null) { settingsScene = new SettingsScene(); } return settingsScene; } /** * Generate scene. * * @return The target scene. */ public GameScene getGameScene() { if (gameScene == null) { gameScene = new GameScene(); } return gameScene; } /** * Generate scene. * * @return The target scene. */ public MenuScene getMenuScene() { if (menuScene == null) { menuScene = new MenuScene(); } return menuScene; } /** * Generate scene. * * @return The target scene. */ public SplashScene getSplashScene() { if (splashScene == null) { splashScene = new SplashScene(); } return splashScene; } }