Java tutorial
/** * eAdventure (formerly <e-Adventure> and <e-Game>) is a research project of the * <e-UCM> research group. * * Copyright 2005-2010 <e-UCM> research group. * * You can access a list of all the contributors to eAdventure at: * http://e-adventure.e-ucm.es/contributors * * <e-UCM> is a research group of the Department of Software Engineering * and Artificial Intelligence at the Complutense University of Madrid * (School of Computer Science). * * C Profesor Jose Garcia Santesmases sn, * 28040 Madrid (Madrid), Spain. * * For more info please visit: <http://e-adventure.e-ucm.es> or * <http://www.e-ucm.es> * * **************************************************************************** * * This file is part of eAdventure, version 2.0 * * eAdventure is free software: you can redistribute it and/or modify * it under the terms of the GNU Lesser General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * eAdventure is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with eAdventure. If not, see <http://www.gnu.org/licenses/>. */ package es.eucm.ead.engine; import com.badlogic.gdx.ApplicationListener; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.glutils.ShaderProgram; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.scenes.scene2d.Stage; import com.badlogic.gdx.utils.Array; import com.google.inject.Inject; import com.google.inject.Singleton; import es.eucm.ead.engine.canvas.GdxCanvas; import es.eucm.ead.engine.debugger.SimpleDebugger; import es.eucm.ead.engine.game.Game; import es.eucm.ead.engine.game.GameLoader; import es.eucm.ead.engine.game.GameState; import es.eucm.ead.engine.game.interfaces.GUI; import es.eucm.ead.engine.gameobjects.sceneelements.SceneElementGO; import es.eucm.ead.engine.utils.InvOrtographicCamera; import es.eucm.ead.model.elements.operations.SystemFields; import org.slf4j.Logger; import org.slf4j.LoggerFactory; @Singleton public class EAdEngine implements ApplicationListener { static private Logger logger = LoggerFactory.getLogger(EAdEngine.class); private Game game; private GameState gameState; private GUI gui; private GameLoader gameLoader; private Stage stage; private Vector2 sceneMouseCoordinates; /** * Reference width for the game. This width is independent from the window size. It's in stage relative units */ private float gameWidth; /** * Reference height for the game. This height is independent from the window size. It's in stage relative units */ private float gameHeight; private boolean debug; private float lastX, lastY; private Array<ApplicationListener> applicationListeners; @Inject public EAdEngine(GameLoader gameLoader, GameState gameState, GUI gui) { ShaderProgram.pedantic = false; this.gameLoader = gameLoader; this.game = gameLoader.getGame(); this.gameState = gameState; this.gui = gui; this.sceneMouseCoordinates = new Vector2(); this.gameWidth = gameHeight = -1; this.applicationListeners = new Array<ApplicationListener>(); } public void addApplicationListener(ApplicationListener applicationListener) { applicationListeners.add(applicationListener); } public void setGameWidth(float gameWidth) { this.gameWidth = gameWidth; gameState.setValue(SystemFields.GAME_WIDTH, (int) gameWidth); } public void setGameHeight(float gameHeight) { this.gameHeight = gameHeight; gameState.setValue(SystemFields.GAME_HEIGHT, (int) gameHeight); } @Override public void create() { logger.debug("Creating graphic context"); Gdx.gl.glClearColor(1.0f, 1.0f, 1.0f, 1.0f); int width = 800; int height = 600; GdxCanvas spriteBatch = new GdxCanvas(); stage = new Stage(width, height, true, spriteBatch); spriteBatch.enableBlending(); InvOrtographicCamera c = new InvOrtographicCamera(); float centerX = width / 2; float centerY = height / 2; c.position.set(centerX, centerY, 0); c.viewportWidth = width; c.viewportHeight = height; stage.setCamera(c); gui.setStage(stage); Gdx.input.setInputProcessor(stage); gameLoader.loadGame(this); addDebug(); for (ApplicationListener a : applicationListeners) { a.create(); } } public void addDebug() { if (debug) { SceneElementGO debuggerHud = gui.getHUD(GUI.DEBBUGERS_HUD_ID); debuggerHud.addActor(new SimpleDebugger(game, gameLoader)); } } @Override public void dispose() { game.dispose(); stage.dispose(); for (ApplicationListener a : applicationListeners) { a.dispose(); } } @Override public void render() { Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); stage.act(game.getSkippedMilliseconds()); game.act(game.getSkippedMilliseconds()); float x = Gdx.input.getX(); float y = Gdx.input.getY(); if (Math.abs(x - lastX) > 0.001f || Math.abs(y - lastY) > 0.001f) { lastX = x; lastY = y; sceneMouseCoordinates.set(lastX, lastY); stage.getRoot().parentToLocalCoordinates(sceneMouseCoordinates); gameState.setValue(SystemFields.MOUSE_X, sceneMouseCoordinates.x); gameState.setValue(SystemFields.MOUSE_Y, sceneMouseCoordinates.y); gui.getScene().parentToLocalCoordinates(sceneMouseCoordinates); gameState.setValue(SystemFields.MOUSE_SCENE_X, sceneMouseCoordinates.x); gameState.setValue(SystemFields.MOUSE_SCENE_Y, sceneMouseCoordinates.y); } stage.draw(); game.doHook(Game.HOOK_AFTER_RENDER); for (ApplicationListener a : applicationListeners) { a.render(); } } @Override public void resize(int width, int height) { stage.setViewport(width, height, false); if (gameWidth > 0) { float scaleX = (float) width / gameWidth; float scaleY = (float) height / gameHeight; stage.getRoot().setScale(scaleX, scaleY); } for (ApplicationListener a : applicationListeners) { a.resize(width, height); } } /** * @return the stage of the engine */ public Stage getStage() { return stage; } /** * @return the game */ public Game getGame() { return game; } @Override public void pause() { for (ApplicationListener a : applicationListeners) { a.pause(); } } @Override public void resume() { for (ApplicationListener a : applicationListeners) { a.resume(); } } public void setDebug(boolean debug) { this.debug = debug; } }