/*******************************************************************************
* Copyright 2011 See AUTHORS file.
*
* 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 com.siondream.superjumper;
import com.badlogic.ashley.core.PooledEngine;
import com.badlogic.gdx.Application.ApplicationType;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input.Keys;
import com.badlogic.gdx.ScreenAdapter;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.GlyphLayout;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.math.Vector3;
import com.siondream.superjumper.systems.AnimationSystem;
import com.siondream.superjumper.systems.BackgroundSystem;
import com.siondream.superjumper.systems.BobSystem;
import com.siondream.superjumper.systems.BoundsSystem;
import com.siondream.superjumper.systems.CameraSystem;
import com.siondream.superjumper.systems.CollisionSystem;
import com.siondream.superjumper.systems.CollisionSystem.CollisionListener;
import com.siondream.superjumper.systems.GravitySystem;
import com.siondream.superjumper.systems.MovementSystem;
import com.siondream.superjumper.systems.PlatformSystem;
import com.siondream.superjumper.systems.RenderingSystem;
import com.siondream.superjumper.systems.SquirrelSystem;
import com.siondream.superjumper.systems.StateSystem;
public class GameScreen extends ScreenAdapter {
static final int GAME_READY = 0;
static final int GAME_RUNNING = 1;
static final int GAME_PAUSED = 2;
static final int GAME_LEVEL_END = 3;
static final int GAME_OVER = 4;
SuperJumper game;
OrthographicCamera guiCam;
Vector3 touchPoint;
World world;
CollisionListener collisionListener;
Rectangle pauseBounds;
Rectangle resumeBounds;
Rectangle quitBounds;
int lastScore;
String scoreString;
PooledEngine engine;
private GlyphLayout layout = new GlyphLayout();
private int state;
public GameScreen (SuperJumper game) {
this.game = game;
state = GAME_READY;
guiCam = new OrthographicCamera(320, 480);
guiCam.position.set(320 / 2, 480 / 2, 0);
touchPoint = new Vector3();
collisionListener = new CollisionListener() {
@Override
public void jump () {
Assets.playSound(Assets.jumpSound);
}
@Override
public void highJump () {
Assets.playSound(Assets.highJumpSound);
}
@Override
public void hit () {
Assets.playSound(Assets.hitSound);
}
@Override
public void coin () {
Assets.playSound(Assets.coinSound);
}
};
engine = new PooledEngine();
world = new World(engine);
engine.addSystem(new BobSystem(world));
engine.addSystem(new SquirrelSystem());
engine.addSystem(new PlatformSystem());
engine.addSystem(new CameraSystem());
engine.addSystem(new BackgroundSystem());
engine.addSystem(new GravitySystem());
engine.addSystem(new MovementSystem());
engine.addSystem(new BoundsSystem());
engine.addSystem(new StateSystem());
engine.addSystem(new AnimationSystem());
engine.addSystem(new CollisionSystem(world, collisionListener));
engine.addSystem(new RenderingSystem(game.batcher));
engine.getSystem(BackgroundSystem.class).setCamera(engine.getSystem(RenderingSystem.class).getCamera());
world.create();
pauseBounds = new Rectangle(320 - 64, 480 - 64, 64, 64);
resumeBounds = new Rectangle(160 - 96, 240, 192, 36);
quitBounds = new Rectangle(160 - 96, 240 - 36, 192, 36);
lastScore = 0;
scoreString = "SCORE: 0";
pauseSystems();
}
public void update (float deltaTime) {
if (deltaTime > 0.1f) deltaTime = 0.1f;
engine.update(deltaTime);
switch (state) {
case GAME_READY:
updateReady();
break;
case GAME_RUNNING:
updateRunning(deltaTime);
break;
case GAME_PAUSED:
updatePaused();
break;
case GAME_LEVEL_END:
updateLevelEnd();
break;
case GAME_OVER:
updateGameOver();
break;
}
}
private void updateReady () {
if (Gdx.input.justTouched()) {
state = GAME_RUNNING;
resumeSystems();
}
}
private void updateRunning (float deltaTime) {
if (Gdx.input.justTouched()) {
guiCam.unproject(touchPoint.set(Gdx.input.getX(), Gdx.input.getY(), 0));
if (pauseBounds.contains(touchPoint.x, touchPoint.y)) {
Assets.playSound(Assets.clickSound);
state = GAME_PAUSED;
pauseSystems();
return;
}
}
ApplicationType appType = Gdx.app.getType();
// should work also with Gdx.input.isPeripheralAvailable(Peripheral.Accelerometer)
float accelX = 0.0f;
if (appType == ApplicationType.Android || appType == ApplicationType.iOS) {
accelX = Gdx.input.getAccelerometerX();
} else {
if (Gdx.input.isKeyPressed(Keys.DPAD_LEFT)) accelX = 5f;
if (Gdx.input.isKeyPressed(Keys.DPAD_RIGHT)) accelX = -5f;
}
engine.getSystem(BobSystem.class).setAccelX(accelX);
if (world.score != lastScore) {
lastScore = world.score;
scoreString = "SCORE: " + lastScore;
}
if (world.state == World.WORLD_STATE_NEXT_LEVEL) {
game.setScreen(new WinScreen(game));
}
if (world.state == World.WORLD_STATE_GAME_OVER) {
state = GAME_OVER;
if (lastScore >= Settings.highscores[4])
scoreString = "NEW HIGHSCORE: " + lastScore;
else
scoreString = "SCORE: " + lastScore;
pauseSystems();
Settings.addScore(lastScore);
Settings.save();
}
}
private void updatePaused () {
if (Gdx.input.justTouched()) {
guiCam.unproject(touchPoint.set(Gdx.input.getX(), Gdx.input.getY(), 0));
if (resumeBounds.contains(touchPoint.x, touchPoint.y)) {
Assets.playSound(Assets.clickSound);
state = GAME_RUNNING;
resumeSystems();
return;
}
if (quitBounds.contains(touchPoint.x, touchPoint.y)) {
Assets.playSound(Assets.clickSound);
game.setScreen(new MainMenuScreen(game));
return;
}
}
}
private void updateLevelEnd () {
if (Gdx.input.justTouched()) {
engine.removeAllEntities();
world = new World(engine);
world.score = lastScore;
state = GAME_READY;
}
}
private void updateGameOver () {
if (Gdx.input.justTouched()) {
game.setScreen(new MainMenuScreen(game));
}
}
public void drawUI () {
guiCam.update();
game.batcher.setProjectionMatrix(guiCam.combined);
game.batcher.begin();
switch (state) {
case GAME_READY:
presentReady();
break;
case GAME_RUNNING:
presentRunning();
break;
case GAME_PAUSED:
presentPaused();
break;
case GAME_LEVEL_END:
presentLevelEnd();
break;
case GAME_OVER:
presentGameOver();
break;
}
game.batcher.end();
}
private void presentReady () {
game.batcher.draw(Assets.ready, 160 - 192 / 2, 240 - 32 / 2, 192, 32);
}
private void presentRunning () {
game.batcher.draw(Assets.pause, 320 - 64, 480 - 64, 64, 64);
Assets.font.draw(game.batcher, scoreString, 16, 480 - 20);
}
private void presentPaused () {
game.batcher.draw(Assets.pauseMenu, 160 - 192 / 2, 240 - 96 / 2, 192, 96);
Assets.font.draw(game.batcher, scoreString, 16, 480 - 20);
}
private void presentLevelEnd () {
String topText = "the princess is ...";
String bottomText = "in another castle!";
layout.setText(Assets.font, topText);
float topWidth = layout.width;
layout.setText(Assets.font, bottomText);
float bottomWidth = layout.width;
Assets.font.draw(game.batcher, topText, 160 - topWidth / 2, 480 - 40);
Assets.font.draw(game.batcher, bottomText, 160 - bottomWidth / 2, 40);
}
private void presentGameOver () {
game.batcher.draw(Assets.gameOver, 160 - 160 / 2, 240 - 96 / 2, 160, 96);
layout.setText(Assets.font, scoreString);
float scoreWidth = layout.width;
Assets.font.draw(game.batcher, scoreString, 160 - scoreWidth / 2, 480 - 20);
}
private void pauseSystems() {
engine.getSystem(BobSystem.class).setProcessing(false);
engine.getSystem(SquirrelSystem.class).setProcessing(false);
engine.getSystem(PlatformSystem.class).setProcessing(false);
engine.getSystem(GravitySystem.class).setProcessing(false);
engine.getSystem(MovementSystem.class).setProcessing(false);
engine.getSystem(BoundsSystem.class).setProcessing(false);
engine.getSystem(StateSystem.class).setProcessing(false);
engine.getSystem(AnimationSystem.class).setProcessing(false);
engine.getSystem(CollisionSystem.class).setProcessing(false);
}
private void resumeSystems() {
engine.getSystem(BobSystem.class).setProcessing(true);
engine.getSystem(SquirrelSystem.class).setProcessing(true);
engine.getSystem(PlatformSystem.class).setProcessing(true);
engine.getSystem(GravitySystem.class).setProcessing(true);
engine.getSystem(MovementSystem.class).setProcessing(true);
engine.getSystem(BoundsSystem.class).setProcessing(true);
engine.getSystem(StateSystem.class).setProcessing(true);
engine.getSystem(AnimationSystem.class).setProcessing(true);
engine.getSystem(CollisionSystem.class).setProcessing(true);
}
@Override
public void render (float delta) {
update(delta);
drawUI();
}
@Override
public void pause () {
if (state == GAME_RUNNING) {
state = GAME_PAUSED;
pauseSystems();
}
}
}