com.siondream.superjumper.GameScreen.java Source code

Java tutorial

Introduction

Here is the source code for com.siondream.superjumper.GameScreen.java

Source

/*******************************************************************************
 * 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();
        }
    }
}