Java tutorial
package com.squidpony.basic.demo; import com.badlogic.gdx.ApplicationAdapter; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.InputAdapter; import com.badlogic.gdx.InputMultiplexer; import com.badlogic.gdx.graphics.Color; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.scenes.scene2d.Stage; import com.badlogic.gdx.utils.viewport.ScreenViewport; import squidpony.squidai.DijkstraMap; import squidpony.squidgrid.gui.gdx.DefaultResources; import squidpony.squidgrid.gui.gdx.SColor; import squidpony.squidgrid.gui.gdx.SquidInput; import squidpony.squidgrid.gui.gdx.SquidLayers; import squidpony.squidgrid.gui.gdx.SquidMouse; import squidpony.squidgrid.mapping.DungeonGenerator; import squidpony.squidgrid.mapping.DungeonUtility; import squidpony.squidmath.Coord; import squidpony.squidmath.CoordPacker; import squidpony.squidmath.LightRNG; import squidpony.squidmath.RNG; import java.util.ArrayList; public class BasicGame extends ApplicationAdapter { SpriteBatch batch; private RNG rng; private SquidLayers display; private DungeonGenerator dungeonGen; private char[][] decoDungeon, bareDungeon, lineDungeon; private int[][] colorIndices, bgColorIndices; /** In number of cells */ private int width; /** In number of cells */ private int height; /** The pixel width of a cell */ private int cellWidth; /** The pixel height of a cell */ private int cellHeight; private SquidInput input; private Color bgColor; private Stage stage; private DijkstraMap playerToCursor; private Coord cursor, player; private ArrayList<Coord> toCursor; private ArrayList<Coord> awaitedMoves; private float secondsWithoutMoves; @Override public void create() { //These variables, corresponding to the screen's width and height in cells and a cell's width and height in //pixels, must match the size you specified in the launcher for input to behave. //This is one of the more common places a mistake can happen. //In our desktop launcher, we gave this arguments to the configuration: // config.width = 80 * 12; // config.height = 25 * 24; //Most games that do not use multiple Panels should probably use the same approach. width = 80; height = 25; cellWidth = 12; cellHeight = 24; // gotta have a random number generator. We seed a LightRNG with any long we want, then pass that to an RNG. rng = new RNG(new LightRNG(0xd00d)); //Some classes in SquidLib need access to a batch to render certain things, so it's a good idea to have one. batch = new SpriteBatch(); //Here we make sure our Stage, which holds any text-based grids we make, uses our Batch. stage = new Stage(new ScreenViewport(), batch); // the font will try to load Inconsolata-LGC as a bitmap font from resources. // this font is covered under the SIL Open Font License (fully free), so there's no reason it can't be used. display = new SquidLayers(width, height, cellWidth, cellHeight, DefaultResources.smoothNameLarge); display.setAnimationDuration(0.03f); //These need to have their positions set before adding any entities if there is an offset involved. //There is no offset used here, but it's still a good practice here to set positions early on. display.setPosition(0, 0); //This uses the seeded RNG we made earlier to build a procedural dungeon using a method that takes rectangular //sections of pre-drawn dungeon and drops them into place in a tiling pattern. It makes good "ruined" dungeons. dungeonGen = new DungeonGenerator(width, height, rng); //uncomment this next line to randomly add water to the dungeon in pools. //dungeonGen.addWater(15); //decoDungeon is given the dungeon with any decorations we specified. (Here, we didn't, unless you chose to add //water to the dungeon. In that case, decoDungeon will have different contents than bareDungeon, next.) decoDungeon = dungeonGen.generate(); //getBareDungeon provides the simplest representation of the generated dungeon -- '#' for walls, '.' for floors. bareDungeon = dungeonGen.getBareDungeon(); //When we draw, we may want to use a nicer representation of walls. DungeonUtility has lots of useful methods //for modifying char[][] dungeon grids, and this one takes each '#' and replaces it with a box-drawing character. lineDungeon = DungeonUtility.hashesToLines(decoDungeon); // it's more efficient to get random floors from a packed set containing only (compressed) floor positions. short[] placement = CoordPacker.pack(bareDungeon, '.'); //Coord is the type we use as a general 2D point, usually in a dungeon. //Because we know dungeons won't be incredibly huge, Coord performs best for x and y values less than 256. cursor = Coord.get(-1, -1); //player is, here, just a Coord that stores his position. In a real game, you would probably have a class for //creatures, and possibly a subclass for the player. player = dungeonGen.utility.randomCell(placement); //This is used to allow clicks or taps to take the player to the desired area. toCursor = new ArrayList<Coord>(100); awaitedMoves = new ArrayList<Coord>(100); //DijkstraMap is the pathfinding swiss-army knife we use here to find a path to the latest cursor position. playerToCursor = new DijkstraMap(decoDungeon, DijkstraMap.Measurement.MANHATTAN); bgColor = SColor.DARK_SLATE_GRAY; colorIndices = DungeonUtility.generatePaletteIndices(decoDungeon); bgColorIndices = DungeonUtility.generateBGPaletteIndices(decoDungeon); // this is a big one. // SquidInput can be constructed with a KeyHandler (which just processes specific keypresses), a SquidMouse // (which is given an InputProcessor implementation and can handle multiple kinds of mouse move), or both. // keyHandler is meant to be able to handle complex, modified key input, typically for games that distinguish // between, say, 'q' and 'Q' for 'quaff' and 'Quip' or whatever obtuse combination you choose. The // implementation here handles hjkl keys (also called vi-keys), numpad, arrow keys, and wasd for 4-way movement. // Shifted letter keys produce capitalized chars when passed to KeyHandler.handle(), but we don't care about // that so we just use two case statements with the same body, i.e. one for 'A' and one for 'a'. // You can also set up a series of future moves by clicking within FOV range, using mouseMoved to determine the // path to the mouse position with a DijkstraMap (called playerToCursor), and using touchUp to actually trigger // the event when someone clicks. input = new SquidInput(new SquidInput.KeyHandler() { @Override public void handle(char key, boolean alt, boolean ctrl, boolean shift) { switch (key) { case SquidInput.UP_ARROW: case 'k': case 'w': case 'K': case 'W': { //-1 is up on the screen move(0, -1); break; } case SquidInput.DOWN_ARROW: case 'j': case 's': case 'J': case 'S': { //+1 is down on the screen move(0, 1); break; } case SquidInput.LEFT_ARROW: case 'h': case 'a': case 'H': case 'A': { move(-1, 0); break; } case SquidInput.RIGHT_ARROW: case 'l': case 'd': case 'L': case 'D': { move(1, 0); break; } case 'Q': case 'q': case SquidInput.ESCAPE: { Gdx.app.exit(); break; } } } }, //The second parameter passed to a SquidInput can be a SquidMouse, which takes mouse or touchscreen //input and converts it to grid coordinates (here, a cell is 12 wide and 24 tall, so clicking at the // pixel position 15,51 will pass screenX as 1 (since if you divide 15 by 12 and round down you get 1), // and screenY as 2 (since 51 divided by 24 rounded down is 2)). new SquidMouse(cellWidth, cellHeight, width, height, 0, 0, new InputAdapter() { // if the user clicks and there are no awaitedMoves queued up, generate toCursor if it // hasn't been generated already by mouseMoved, then copy it over to awaitedMoves. @Override public boolean touchUp(int screenX, int screenY, int pointer, int button) { if (awaitedMoves.isEmpty()) { if (toCursor.isEmpty()) { cursor = Coord.get(screenX, screenY); //This uses DijkstraMap.findPath to get a possibly long path from the current player position //to the position the user clicked on. toCursor = playerToCursor.findPath(100, null, null, player, cursor); } awaitedMoves = new ArrayList<>(toCursor); } return false; } @Override public boolean touchDragged(int screenX, int screenY, int pointer) { return mouseMoved(screenX, screenY); } // causes the path to the mouse position to become highlighted (toCursor contains a list of points that // receive highlighting). Uses DijkstraMap.findPath() to find the path, which is surprisingly fast. @Override public boolean mouseMoved(int screenX, int screenY) { if (!awaitedMoves.isEmpty()) return false; if (cursor.x == screenX && cursor.y == screenY) { return false; } cursor = Coord.get(screenX, screenY); toCursor = playerToCursor.findPath(100, null, null, player, cursor); return false; } })); //Setting the InputProcessor is ABSOLUTELY NEEDED TO HANDLE INPUT Gdx.input.setInputProcessor(new InputMultiplexer(stage, input)); //You might be able to get by with the next line instead of the above line, but the former is preferred. //Gdx.input.setInputProcessor(input); // and then add display, our one visual component, to the list of things that act in Stage. stage.addActor(display); } /** * Move the player if he isn't bumping into a wall or trying to go off the map somehow. * In a fully-fledged game, this would not be organized like this, but this is a one-file demo. * @param xmod * @param ymod */ private void move(int xmod, int ymod) { int newX = player.x + xmod, newY = player.y + ymod; if (newX >= 0 && newY >= 0 && newX < width && newY < height && bareDungeon[newX][newY] != '#') { player = player.translate(xmod, ymod); } } /** * Draws the map, applies any highlighting for the path to the cursor, and then draws the player. */ public void putMap() { for (int i = 0; i < width; i++) { for (int j = 0; j < height; j++) { display.put(i, j, lineDungeon[i][j], colorIndices[i][j], bgColorIndices[i][j], 40); } } for (Coord pt : toCursor) { // use a brighter light to trace the path to the cursor, from 170 max lightness to 0 min. display.highlight(pt.x, pt.y, 100); } //places the player as an '@' at his position in orange (6 is an index into SColor.LIMITED_PALETTE). display.put(player.x, player.y, '@', 6); } @Override public void render() { // standard clear the background routine for libGDX Gdx.gl.glClearColor(bgColor.r / 255.0f, bgColor.g / 255.0f, bgColor.b / 255.0f, 1.0f); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); // need to display the map every frame, since we clear the screen to avoid artifacts. putMap(); // if the user clicked, we have a list of moves to perform. if (!awaitedMoves.isEmpty()) { // this doesn't check for input, but instead processes and removes Points from awaitedMoves. secondsWithoutMoves += Gdx.graphics.getDeltaTime(); if (secondsWithoutMoves >= 0.1) { secondsWithoutMoves = 0; Coord m = awaitedMoves.remove(0); toCursor.remove(0); move(m.x - player.x, m.y - player.y); } } // if we are waiting for the player's input and get input, process it. else if (input.hasNext()) { input.next(); } // stage has its own batch and must be explicitly told to draw(). this also causes it to act(). stage.draw(); } @Override public void resize(int width, int height) { super.resize(width, height); //very important to have the mouse behave correctly if the user fullscreens or resizes the game! input.getMouse().reinitialize((float) width / this.width, height / this.height); } }