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.siondream.superjumper; import com.badlogic.ashley.core.Engine; import com.badlogic.gdx.Application.ApplicationType; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Input.Keys; import com.badlogic.gdx.ScreenAdapter; import com.badlogic.gdx.graphics.OrthographicCamera; import com.badlogic.gdx.math.Rectangle; import com.badlogic.gdx.math.Vector3; import com.siondream.superjumper.systems.AnimationSystem; import com.siondream.superjumper.systems.BackgroundSystem; import com.siondream.superjumper.systems.BobSystem; import com.siondream.superjumper.systems.BoundsSystem; import com.siondream.superjumper.systems.CameraSystem; import com.siondream.superjumper.systems.CollisionSystem; import com.siondream.superjumper.systems.CollisionSystem.CollisionListener; import com.siondream.superjumper.systems.GravitySystem; import com.siondream.superjumper.systems.MovementSystem; import com.siondream.superjumper.systems.PlatformSystem; import com.siondream.superjumper.systems.RenderingSystem; import com.siondream.superjumper.systems.SquirrelSystem; import com.siondream.superjumper.systems.StateSystem; public class GameScreen extends ScreenAdapter { 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; SuperJumper game; OrthographicCamera guiCam; Vector3 touchPoint; World world; CollisionListener collisionListener; Rectangle pauseBounds; Rectangle resumeBounds; Rectangle quitBounds; int lastScore; String scoreString; Engine engine; private int state; public GameScreen(SuperJumper game) { this.game = game; state = GAME_READY; guiCam = new OrthographicCamera(320, 480); guiCam.position.set(320 / 2, 480 / 2, 0); touchPoint = new Vector3(); collisionListener = new CollisionListener() { @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); } }; engine = new Engine(); world = new World(engine); engine.addSystem(new BobSystem(world)); engine.addSystem(new SquirrelSystem()); engine.addSystem(new PlatformSystem()); engine.addSystem(new CameraSystem()); engine.addSystem(new BackgroundSystem()); engine.addSystem(new GravitySystem()); engine.addSystem(new MovementSystem()); engine.addSystem(new BoundsSystem()); engine.addSystem(new StateSystem()); engine.addSystem(new AnimationSystem()); engine.addSystem(new CollisionSystem(world, collisionListener)); engine.addSystem(new RenderingSystem(game.batcher)); engine.getSystem(BackgroundSystem.class).setCamera(engine.getSystem(RenderingSystem.class).getCamera()); world.create(); 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"; pauseSystems(); } public void update(float deltaTime) { if (deltaTime > 0.1f) deltaTime = 0.1f; engine.update(deltaTime); 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; resumeSystems(); } } private void updateRunning(float deltaTime) { if (Gdx.input.justTouched()) { guiCam.unproject(touchPoint.set(Gdx.input.getX(), Gdx.input.getY(), 0)); if (pauseBounds.contains(touchPoint.x, touchPoint.y)) { Assets.playSound(Assets.clickSound); state = GAME_PAUSED; pauseSystems(); return; } } ApplicationType appType = Gdx.app.getType(); // should work also with Gdx.input.isPeripheralAvailable(Peripheral.Accelerometer) float accelX = 0.0f; if (appType == ApplicationType.Android || appType == ApplicationType.iOS) { accelX = Gdx.input.getAccelerometerX(); } else { if (Gdx.input.isKeyPressed(Keys.DPAD_LEFT)) accelX = 5f; if (Gdx.input.isKeyPressed(Keys.DPAD_RIGHT)) accelX = -5f; } engine.getSystem(BobSystem.class).setAccelX(accelX); if (world.score != lastScore) { lastScore = world.score; scoreString = "SCORE: " + lastScore; } if (world.state == World.WORLD_STATE_NEXT_LEVEL) { game.setScreen(new WinScreen(game)); } if (world.state == World.WORLD_STATE_GAME_OVER) { state = GAME_OVER; if (lastScore >= Settings.highscores[4]) scoreString = "NEW HIGHSCORE: " + lastScore; else scoreString = "SCORE: " + lastScore; pauseSystems(); Settings.addScore(lastScore); Settings.save(); } } private void updatePaused() { if (Gdx.input.justTouched()) { guiCam.unproject(touchPoint.set(Gdx.input.getX(), Gdx.input.getY(), 0)); if (resumeBounds.contains(touchPoint.x, touchPoint.y)) { Assets.playSound(Assets.clickSound); state = GAME_RUNNING; resumeSystems(); return; } if (quitBounds.contains(touchPoint.x, touchPoint.y)) { Assets.playSound(Assets.clickSound); game.setScreen(new MainMenuScreen(game)); return; } } } private void updateLevelEnd() { if (Gdx.input.justTouched()) { engine.removeAllEntities(); world = new World(engine); world.score = lastScore; state = GAME_READY; } } private void updateGameOver() { if (Gdx.input.justTouched()) { game.setScreen(new MainMenuScreen(game)); } } public void drawUI() { guiCam.update(); game.batcher.setProjectionMatrix(guiCam.combined); game.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; } game.batcher.end(); } private void presentReady() { game.batcher.draw(Assets.ready, 160 - 192 / 2, 240 - 32 / 2, 192, 32); } private void presentRunning() { game.batcher.draw(Assets.pause, 320 - 64, 480 - 64, 64, 64); Assets.font.draw(game.batcher, scoreString, 16, 480 - 20); } private void presentPaused() { game.batcher.draw(Assets.pauseMenu, 160 - 192 / 2, 240 - 96 / 2, 192, 96); Assets.font.draw(game.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(game.batcher, topText, 160 - topWidth / 2, 480 - 40); //Assets.font.draw(game.batcher, bottomText, 160 - bottomWidth / 2, 40); } private void presentGameOver() { game.batcher.draw(Assets.gameOver, 160 - 160 / 2, 240 - 96 / 2, 160, 96); //float scoreWidth = Assets.font.getBounds(scoreString).width; //Assets.font.draw(game.batcher, scoreString, 160 - scoreWidth / 2, 480 - 20); } private void pauseSystems() { engine.getSystem(BobSystem.class).setProcessing(false); engine.getSystem(SquirrelSystem.class).setProcessing(false); engine.getSystem(PlatformSystem.class).setProcessing(false); engine.getSystem(GravitySystem.class).setProcessing(false); engine.getSystem(MovementSystem.class).setProcessing(false); engine.getSystem(BoundsSystem.class).setProcessing(false); engine.getSystem(StateSystem.class).setProcessing(false); engine.getSystem(AnimationSystem.class).setProcessing(false); engine.getSystem(CollisionSystem.class).setProcessing(false); } private void resumeSystems() { engine.getSystem(BobSystem.class).setProcessing(true); engine.getSystem(SquirrelSystem.class).setProcessing(true); engine.getSystem(PlatformSystem.class).setProcessing(true); engine.getSystem(GravitySystem.class).setProcessing(true); engine.getSystem(MovementSystem.class).setProcessing(true); engine.getSystem(BoundsSystem.class).setProcessing(true); engine.getSystem(StateSystem.class).setProcessing(true); engine.getSystem(AnimationSystem.class).setProcessing(true); engine.getSystem(CollisionSystem.class).setProcessing(true); } @Override public void render(float delta) { update(delta); drawUI(); } @Override public void pause() { if (state == GAME_RUNNING) { state = GAME_PAUSED; pauseSystems(); } } }