org.bladecoder.bladeengine.ui.InitScreen.java Source code

Java tutorial

Introduction

Here is the source code for org.bladecoder.bladeengine.ui.InitScreen.java

Source

/*******************************************************************************
 * Copyright 2014 Rafael Garcia Moreno.
 * 
 * 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 org.bladecoder.bladeengine.ui;

import org.bladecoder.bladeengine.assets.EngineAssetManager;
import org.bladecoder.bladeengine.model.World;
import org.bladecoder.bladeengine.ui.UI.State;
import org.bladecoder.bladeengine.util.EngineLogger;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.Texture.TextureFilter;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.utils.viewport.ScreenViewport;
import com.badlogic.gdx.utils.viewport.Viewport;

public class InitScreen implements Screen {
    private final static String FILENAME = "ui/blade_logo.png";
    private final static float FADE_TIME = 1f;
    private final static float SCREEN_TIME = 1.5f;

    private Texture tex;

    private UI ui;
    private boolean loadingGame = false;
    private boolean restart = false;

    private float time;
    private float fadeTime;
    private float scale = 1f;

    private final Viewport viewport = new ScreenViewport();

    public InitScreen(UI ui, boolean restart) {
        this.ui = ui;
        this.restart = restart;
    }

    @Override
    public void render(float delta) {
        SpriteBatch batch = ui.getBatch();

        Gdx.gl.glClearColor(0, 0, 0, 1);
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

        batch.setProjectionMatrix(viewport.getCamera().combined);
        batch.begin();

        if (fadeTime < FADE_TIME && !loadingGame) { // FADE IN
            batch.setColor(1, 1, 1, fadeTime / FADE_TIME);
        } else if (fadeTime < FADE_TIME && loadingGame) { // FADE_OUT
            batch.setColor(1, 1, 1, 1 - fadeTime / FADE_TIME);
        }
        if (fadeTime >= FADE_TIME && loadingGame) { // EXIT INIT SCREEN
            ui.setScreen(State.SCENE_SCREEN);
        }
        if (time > SCREEN_TIME && !loadingGame) { // LOAD GAME
            loadingGame = true;
            fadeTime = 0;

            try {
                if (restart)
                    World.restart();
                else if (World.getInstance().isDisposed())
                    World.getInstance().load();
            } catch (Exception e) {
                EngineLogger.error("ERROR LOADING GAME", e);
                dispose();
                Gdx.app.exit();
            }
        }

        batch.draw(tex, (viewport.getViewportWidth() - tex.getWidth() * scale) / 2,
                (viewport.getViewportHeight() - tex.getHeight() * scale) / 2, tex.getWidth() * scale,
                tex.getHeight() * scale);
        batch.setColor(1, 1, 1, 1);

        time += delta;
        fadeTime += delta;
        batch.end();
    }

    @Override
    public void resize(int width, int height) {
        viewport.update(width, height, true);
        scale = width / (float) EngineAssetManager.getInstance().getResolution().portraitWidth;
    }

    public void retrieveAssets() {
        tex = new Texture(EngineAssetManager.getInstance().getResAsset(FILENAME));
        tex.setFilter(TextureFilter.Linear, TextureFilter.Linear);
    }

    @Override
    public void dispose() {
        tex.dispose();
    }

    @Override
    public void show() {
        Gdx.input.setInputProcessor(null);
        retrieveAssets();
    }

    @Override
    public void hide() {
        dispose();
    }

    @Override
    public void pause() {
    }

    @Override
    public void resume() {
    }
}