vault.q_bounce.Game.java Source code

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/*
 * The MIT License
 *
 * Copyright 2016 Qiku.
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 */
package vault.q_bounce;

import com.badlogic.gdx.Gdx;
import static com.badlogic.gdx.Gdx.gl;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.InputMultiplexer;
import vault.q_bounce.system.Scene;
import com.badlogic.gdx.assets.AssetManager;
import com.badlogic.gdx.graphics.OrthographicCamera;
import vault.q_bounce.actors.BounceActor;
import vault.q_bounce.screens.EditorScreen;
import vault.q_bounce.screens.GameScreen;
import vault.q_bounce.screens.LoaderScreen;
import vault.q_bounce.screens.StageScreen;
import vault.q_bounce.system.Console;
import vault.q_bounce.system.ConsoleAction;
import vault.q_bounce.system.Debug;
import vault.q_bounce.system.Physics;

/**
 *
 * @author Qiku
 */
public class Game extends com.badlogic.gdx.Game {
    /**
     * Use debug information depolying.
     */
    static public boolean DEBUG_INFO = true;
    static public boolean DEBUG_ADDITIONAL = false;

    /**
     * Game configuration filename.
     */
    static public final String CONFIG_FILENAME = "config.cfg";

    /**
     * Path to the game levels catalogue.
     */
    static public final String LEVELS_PATH = "assets/levels/";

    /**
     * Game instance.
     */
    static public final Game app = new Game();

    /**
     * Multiplexer for input processors.
     */
    static public final InputMultiplexer inputMultiplexer = new InputMultiplexer();

    /**
     * Game configuration object.
     */
    static public Config config;

    /**
     * Game main assets manager.
     * Manage game resources such as textures, sounds, musics etc. globally.
     */
    static public AssetManager assets;

    /**
     * Ingame console.
     */
    static public Console console;

    /**
     * Debugging on-screen system.
     */
    static public Debug debug;

    /**
     * Scene system.
     */
    static public Scene scene;

    /**
     * Physics world system.
     */
    static public Physics physics;

    /**
     * Main camera wrapper.
     */
    static public OrthographicCamera mainCamera;

    /**
     * Perform systems.
     */
    static public void performSystems() {
        Game.physics.perform();
        Game.scene.perform();
        Game.debug.perform();
        Game.console.perform();

        // post performing for rendering process
        Game.physics.postPerform();
        Game.scene.postPerform();
        Game.debug.postPerform();
        Game.console.postPerform();
    }

    /**
     * Reconfigure the game settups from the config.
     */
    static public void reConfigure() {
        Gdx.graphics.setDisplayMode(Game.config.width, Game.config.height, Game.config.fullscreen);

        // game screen reconfigure
        if (Game.app.screen instanceof GameScreen) {
            ((GameScreen) Game.app.screen).reConfigure();
        }
    }

    // Nastepna scena
    private GameScreen nextScreen;

    /**
     * Performed after application succeed creation.
     * Initialize game global resources, loaders and scenes.
     */
    @Override
    public void create() {
        // load configuration file
        Game.config = Config.load(CONFIG_FILENAME, true);
        Game.reConfigure();

        // assign the input multiplexer to the mani input processor
        Gdx.input.setInputProcessor(inputMultiplexer);

        // initialize game resources
        Game.assets = new AssetManager();
        Game.console = new Console();
        Game.debug = new Debug();
        Game.physics = new Physics();
        Game.scene = new Scene();

        // add generic console commands
        Game.console.commands.put("exit", new ConsoleAction() {
            @Override
            public String perform(String[] params) {
                Gdx.app.exit();
                return "Bye";
            }
        });

        Game.console.commands.put("restart", new ConsoleAction() {
            @Override
            public String perform(String[] params) {
                if (screen instanceof GameScreen) {
                    Game.app.setNextScreen((GameScreen) screen);
                    return "Scene restarting...";
                }

                return "Nothing to restart";
            }
        });

        Game.console.commands.put("editor", new ConsoleAction() {
            @Override
            public String perform(String[] params) {
                if (params.length == 2) {
                    Game.app.setNextScreen(new EditorScreen(params[1]));
                    return "Open scene editor for '" + params[1] + "'";
                }
                return "editor filename";
            }
        });

        Game.console.commands.put("play", new ConsoleAction() {
            @Override
            public String perform(String[] params) {
                if (params.length == 2) {
                    Game.app.setNextScreen(new StageScreen(params[1]));
                    return "Open scene for '" + params[1] + "'";
                }
                return "stage filename";
            }
        });
        Game.console.commands.put("re", new ConsoleAction() {
            @Override
            public String perform(String[] params) {
                Game.scene.ACTION_1.add(new BounceActor(0));
                return "respawn";
            }
        });

        // register configuration commands
        Config.registerConfigCommands();

        // vault instances
        Vault.preload();

        // startup screen
        //this.setNextScreen(new StageScreen("a"));
        this.setNextScreen(new EditorScreen("a"));
    }

    /**
     * Perform game screen rendering.
     */
    @Override
    public void render() {
        // allow debug info toggling
        if (Gdx.input.isKeyJustPressed(Input.Keys.F2)) {
            Game.DEBUG_INFO = !Game.DEBUG_INFO;
        } else if (Gdx.input.isKeyJustPressed(Input.Keys.F3)) {
            Game.DEBUG_ADDITIONAL = !Game.DEBUG_ADDITIONAL;
        }

        // allow console access
        if (Gdx.input.isKeyJustPressed(Input.Keys.GRAVE)) {
            Game.console.toggle();
        }

        // change debug lines width
        gl.glLineWidth(1.5f);

        // open-up the 'next' screen loader
        if (nextScreen != null) {
            this.setScreen(new LoaderScreen(nextScreen));
            nextScreen = null;
        }

        // render-up the game screen
        super.render();
    }

    /**
     * Dispose resources.
     * Release all game resources and assets.
     */
    @Override
    public void dispose() {
        // vault unloading
        Vault.unload();

        // clear up input multiplexer
        inputMultiplexer.clear();

        // dispose game resources
        Game.scene.dispose();
        Game.physics.dispose();
        Game.debug.dispose();
        Game.console.dispose();
        Game.assets.dispose();
    }

    /**
     * Prepare new game screen.
     * @param next 
     */
    public void setNextScreen(GameScreen next) {
        // re-assign console input processor
        inputMultiplexer.clear();
        inputMultiplexer.addProcessor(Game.console);

        nextScreen = next;
    }

    /**
     * Cast the current screen as given type.
     * @param <T> Scene type to cast.
     * @param sceneType Type of the screen.
     * @return Screen instance as sceneType, or <b>NULL</b>.
     */
    public <T> T getScreenAs(Class<T> sceneType) {
        return sceneType.cast(screen);
    }
}