Through stage 2

This commit is contained in:
Matt Soucy 2019-11-05 22:49:24 -05:00
parent 81583baa87
commit d1700f186b
4 changed files with 58 additions and 147 deletions

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@ -104,5 +104,7 @@ project(":core") {
api "com.badlogicgames.ashley:ashley:$ashleyVersion"
api "org.jetbrains.kotlin:kotlin-stdlib:$kotlinVersion"
api "io.github.libktx:ktx-app:$ktxVersion"
api "io.github.libktx:ktx-collections:$ktxVersion"
api "io.github.libktx:ktx-graphics:$ktxVersion"
}
}

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@ -1,34 +1,25 @@
package me.msoucy.ptures
import com.badlogic.gdx.Game
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.graphics.GL20
import com.badlogic.gdx.graphics.Texture
import com.badlogic.gdx.graphics.g2d.BitmapFont
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import ktx.app.KtxGame
import ktx.app.KtxScreen
import me.msoucy.ptures.screens.MainMenuScreen
class PTures : Game() {
public lateinit var batch: SpriteBatch
public lateinit var font: BitmapFont
class PTures : KtxGame<KtxScreen>() {
val batch by lazy { SpriteBatch() }
// use LibGDX's default Arial font
val font by lazy { BitmapFont() }
override fun create() {
batch = SpriteBatch()
// use LibGDX's default Arial font
font = BitmapFont()
this.setScreen(MainMenuScreen(this))
}
override fun render() {
super.render() // important!
addScreen(MainMenuScreen(this))
setScreen<MainMenuScreen>()
super.create()
}
override fun dispose() {
this.getScreen().dispose()
batch.dispose()
font.dispose()
super.dispose()
}
}

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@ -1,12 +1,7 @@
package me.msoucy.ptures.screens
import com.badlogic.gdx.Game
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.Input
import com.badlogic.gdx.Screen
import com.badlogic.gdx.audio.Music
import com.badlogic.gdx.audio.Sound
import com.badlogic.gdx.graphics.GL20
import com.badlogic.gdx.graphics.OrthographicCamera
import com.badlogic.gdx.graphics.Texture
import com.badlogic.gdx.math.MathUtils
@ -14,142 +9,87 @@ import com.badlogic.gdx.math.Rectangle
import com.badlogic.gdx.math.Vector3
import com.badlogic.gdx.utils.Array
import com.badlogic.gdx.utils.TimeUtils
import ktx.app.KtxScreen
import ktx.collections.iterate
import ktx.graphics.use
import me.msoucy.ptures.PTures
class GameScreen(val game: PTures) : Screen {
class GameScreen(val game: PTures) : KtxScreen {
private var dropImage: Texture
private var bucketImage: Texture
private var dropSound: Sound
private var rainMusic: Music
private val dropImage = Texture(Gdx.files.internal("images/drop.png"))
private val bucketImage = Texture(Gdx.files.internal("images/bucket.png"))
private val dropSound = Gdx.audio.newSound(Gdx.files.internal("sounds/drop.wav"))
private val rainMusic = Gdx.audio.newMusic(Gdx.files.internal("music/rain.mp3")).apply { isLooping = true }
// The camera ensures we can render using our target resolution of 800x480
// pixels no matter what the screen resolution is.
private var camera: OrthographicCamera
private var bucket: Rectangle
private var touchPos: Vector3
private var raindrops: Array<Rectangle> // gdx, not Kotlin Array
private var lastDropTime: Long = 0L
private var dropsGathered: Int = 0
private val camera = OrthographicCamera().apply { setToOrtho(false, 800f, 480f) }
private val bucket = Rectangle(800f / 2f - 64f / 2f, 20f, 64f, 64f)
private val touchPos = Vector3()
private val raindrops = Array<Rectangle>() // gdx, not Kotlin Array
private var lastDropTime = 0L
private var dropsGathered = 0
private fun spawnRaindrop() {
var raindrop = Rectangle()
raindrop.x = MathUtils.random(0f, 800f - 64f)
raindrop.y = 480f
raindrop.width = 64f
raindrop.height = 64f
raindrops.add(raindrop)
raindrops.add(Rectangle(MathUtils.random(0f, 800f - 64f), 480f, 64f, 64f))
lastDropTime = TimeUtils.nanoTime()
}
// initializer block
init {
// load the images for the droplet & bucket, 64x64 pixels each
dropImage = Texture(Gdx.files.internal("images/drop.png"))
bucketImage = Texture(Gdx.files.internal("images/bucket.png"))
// load the drop sound effect and the rain background music
dropSound = Gdx.audio.newSound(Gdx.files.internal("sounds/drop.wav"))
rainMusic = Gdx.audio.newMusic(Gdx.files.internal("music/rain.mp3"))
rainMusic.setLooping(true)
// create the camera
camera = OrthographicCamera()
camera.setToOrtho(false, 800f, 480f)
// create a Rectangle to logically represent the bucket
bucket = Rectangle()
bucket.x = 800f / 2f - 64f / 2f // center the bucket horizontally
bucket.y = 20f // bottom left bucket corner is 20px above
// bottom screen edge
bucket.width = 64f
bucket.height = 64f
// create the touchPos to store mouse click position
touchPos = Vector3()
// create the raindrops array and spawn the first raindrop
raindrops = Array<Rectangle>()
spawnRaindrop()
}
override fun render(delta: Float) {
// clear the screen with a dark blue color. The arguments to glClearColor
// are the RGB and alpha component in the range [0,1] of the color to
// be used to clear the screen.
Gdx.gl.glClearColor(0f, 0f, 0.2f, 1f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
// generally good practice to update the camera's matrices once per frame
camera.update()
// tell the SpriteBatch to render in the coordinate system specified by the camera.
game.batch.setProjectionMatrix(camera.combined)
game.batch.projectionMatrix = camera.combined
// begin a new batch and draw the bucket and all drops
game.batch.begin()
game.font.draw(game.batch, "Drops Collected: " + dropsGathered, 0f, 480f)
game.batch.draw(bucketImage, bucket.x, bucket.y,
bucket.width, bucket.height)
for (raindrop in raindrops) {
game.batch.draw(dropImage, raindrop.x, raindrop.y)
game.batch.use { batch ->
game.font.draw(batch, "Drops Collected: " + dropsGathered, 0f, 480f)
batch.draw(bucketImage, bucket.x, bucket.y, bucket.width, bucket.height)
raindrops.forEach { r -> batch.draw(dropImage, r.x, r.y) }
}
game.batch.end()
// process user input
if (Gdx.input.isTouched()) {
touchPos.set(Gdx.input.getX().toFloat(),
Gdx.input.getY().toFloat(),
0f)
if (Gdx.input.isTouched) {
touchPos.set(Gdx.input.x.toFloat(), Gdx.input.y.toFloat(),0f)
camera.unproject(touchPos)
bucket.x = touchPos.x - 64f / 2f
}
if (Gdx.input.isKeyPressed(Input.Keys.LEFT)) {
// getDeltaTime returns the time passed between the last and the current frame in seconds
bucket.x -= 200 * Gdx.graphics.getDeltaTime()
bucket.x -= 200 * delta
}
if (Gdx.input.isKeyPressed(Input.Keys.RIGHT)) {
bucket.x += 200 * Gdx.graphics.getDeltaTime()
bucket.x += 200 * delta
}
// make sure the bucket stays within the screen bounds
if (bucket.x < 0f)
bucket.x = 0f
if (bucket.x > 800f - 64f)
bucket.x = 800f - 64f
bucket.x = MathUtils.clamp(bucket.x, 0f, 800f - 64f)
// check if we need to create a new raindrop
if (TimeUtils.nanoTime() - lastDropTime > 1_000_000_000L)
if (TimeUtils.nanoTime() - lastDropTime > 1_000_000_000L) {
spawnRaindrop()
}
// move the raindrops, remove any that are beneath the bottom edge of the
// screen or that hit the bucket. In the latter case, play back a sound
// effect also
var iter = raindrops.iterator()
while (iter.hasNext()) {
var raindrop = iter.next()
raindrop.y -= 200 * Gdx.graphics.getDeltaTime()
raindrops.iterate { raindrop, iterator ->
raindrop.y -= 200 * delta
if (raindrop.y + 64 < 0)
iter.remove()
iterator.remove()
if (raindrop.overlaps(bucket)) {
dropsGathered++
dropSound.play()
iter.remove()
iterator.remove()
}
}
}
// the following overrides are no-ops, unused in tutorial, but needed in
// order to compile a class that implements Screen
override fun resize(width: Int, height: Int) {}
override fun hide() {}
override fun pause() {}
override fun resume() {}
override fun show() {
// start the playback of the background music when the screen is shown
rainMusic.play()
spawnRaindrop()
}
override fun dispose() {

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@ -1,52 +1,30 @@
package me.msoucy.ptures.screens
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.Screen
import com.badlogic.gdx.graphics.GL20
import com.badlogic.gdx.graphics.OrthographicCamera
import ktx.app.KtxScreen
import ktx.graphics.use
import me.msoucy.ptures.PTures
class MainMenuScreen(val game: PTures) : Screen {
private var camera: OrthographicCamera
init {
camera = OrthographicCamera();
camera.setToOrtho(false, 800f, 480f);
class MainMenuScreen(val game: PTures) : KtxScreen {
private val camera = OrthographicCamera().apply {
setToOrtho(false, 800f, 480f)
}
override fun render(delta: Float) {
Gdx.gl.glClearColor(0f, 0f, 0.2f, 1f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update()
game.batch.projectionMatrix = camera.combined
camera.update();
game.batch.setProjectionMatrix(camera.combined);
game.batch.begin();
game.font.draw(game.batch, "Welcome to Drop!!! ", 100f, 150f);
game.font.draw(game.batch, "Tap anywhere to begin!", 100f, 100f);
game.batch.end();
if (Gdx.input.isTouched()) {
game.setScreen(GameScreen(game));
dispose();
}
game.batch.use {
game.font.draw(it, "Welcome to Drop!!! ", 100f, 150f)
game.font.draw(it, "Tap anywhere to begin!", 100f, 100f)
}
override fun hide() {
if (Gdx.input.isTouched) {
game.addScreen(GameScreen(game))
game.setScreen<GameScreen>()
game.removeScreen<MainMenuScreen>()
dispose()
}
override fun show() {
}
override fun pause() {
}
override fun resume() {
}
override fun resize(width: Int, height: Int) {
}
override fun dispose() {
}
}