cleanup and filled gamesettings with life:

TODO viewport, connection to soundengine and keybinding
main
MehdiAyadi 2 years ago
parent 9c5447e3b3
commit 26bdc1e9b5

@ -1,15 +1,28 @@
package com.last.commit.config
import com.badlogic.gdx.Input.Keys
import com.badlogic.gdx.Preferences
import java.util.*
class GameSettings {
val fullscreen: Boolean = false
private val actionKeys: EnumMap<ActionCommand, List<Int>> = EnumMap(ActionCommand::class.java)
private val actionKeysReversed: HashMap<Int, ActionCommand> = hashMapOf()
var musicEnabled: Boolean = true
var sfxEnabled: Boolean = true
var musicVolume: Float = 0.5F
set(newValue: Float) {
field = valueRegulator(newValue, 1F, 0F) as Float
}
var sfxVolume: Float = 0.5F
set(newValue: Float) {
field = valueRegulator(newValue, 1F, 0F) as Float
}
init {
actionKeys[ActionCommand.UP] = listOf(Keys.UP, Keys.W)
actionKeys[ActionCommand.DOWN] = listOf(Keys.DOWN, Keys.S)
@ -19,10 +32,23 @@ class GameSettings {
actionKeys[ActionCommand.TIME_TRAVEL] = listOf(Keys.T)
actionKeys[ActionCommand.INTERACT] = listOf(Keys.E)
musicVolume = 0.5F
setReversed(actionKeys)
}
private fun <T> valueRegulator(newValue: T, maxValue: T, minValue: T): T where T : Number, T : Comparable<T>{
return if (newValue.compareTo(maxValue) > 0) {
maxValue
} else if (newValue.compareTo(minValue) < 0) {
minValue
} else {
newValue
}
}
private fun setReversed(actionKeys: EnumMap<ActionCommand, List<Int>>) {
for (actionCode in actionKeys.keys){
for (key in actionKeys.getValue(actionCode)) {

@ -76,19 +76,11 @@ class FirstScreen(private val parent: Game) : TimeTravelScreen() {
}
}
println(action)
println(gameState.settings.getKeyCode(ActionCommand.OPEN_MENU))
if (action == ActionCommand.OPEN_MENU) {
//Gdx.app.exit()
parent.changeScreen(Screens.MAIN_MENU)
}
}
//TODO
/*
else if (action == Input.Keys.P) {
gameState.inventory.add("compass")
inventoryStage.refresh()
}
*/
}

@ -1,35 +1,128 @@
package com.last.commit.screen
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.Screen
import com.badlogic.gdx.graphics.GL20
import com.badlogic.gdx.scenes.scene2d.Actor
import com.badlogic.gdx.scenes.scene2d.Stage
import com.badlogic.gdx.scenes.scene2d.ui.*
import com.badlogic.gdx.scenes.scene2d.utils.ChangeListener
import com.badlogic.gdx.utils.viewport.ScreenViewport
import com.last.commit.ColorState
import com.last.commit.Game
import com.last.commit.config.ActionCommand
class Settings (val parent: Game) : TimeTravelScreen() {
var open = true
var stage: Stage
val skin: Skin
lateinit var titleLabel: Label
lateinit var volumeMusicLabel: Label
lateinit var volumeSoundLabel: Label
lateinit var musicOnOffLabel: Label
lateinit var soundOnOffLabel: Label
init {
parent.state.assetManager.finishLoading()
stage = Stage(ScreenViewport())
skin = parent.state.assetManager.getUiTexture()
}
override fun handleKeyInput(action: ActionCommand) {
}
override fun handleMouseInput(screenX: Int, screenY: Int, pointer: Int, button: Int) {
stage.touchDown(screenX, screenY, pointer, button)
stage.touchUp(screenX, screenY, pointer, button)
}
override fun show() {
open = true
stage.clear()
// Create a table that fills the screen. Everything else will go inside
// this table.
val table = Table()
table.setFillParent(true)
//table.setDebug(true);
stage.addActor(table)
// music volume
val volumeMusicSlider = Slider(0f, 1f, 0.1f, false, skin)
volumeMusicSlider.value = parent.state.settings.musicVolume
volumeMusicSlider.addListener {
parent.state.settings.musicVolume = volumeMusicSlider.value
// updateVolumeLabel();
false
}
// sound volume
val soundMusicSlider = Slider(0f, 1f, 0.1f, false, skin)
soundMusicSlider.value = parent.state.settings.sfxVolume
soundMusicSlider.addListener {
parent.state.settings.sfxVolume = soundMusicSlider.value
// updateVolumeLabel();
false
}
// music on/off
val musicCheckbox = CheckBox(null, skin)
musicCheckbox.isChecked = parent.state.settings.musicEnabled
musicCheckbox.addListener {
val enabled: Boolean = musicCheckbox.isChecked()
parent.state.settings.musicEnabled = enabled
false
}
// sound on/off
val soundEffectsCheckbox = CheckBox(null, skin)
soundEffectsCheckbox.isChecked = parent.state.settings.sfxEnabled
soundEffectsCheckbox.addListener {
val enabled: Boolean = soundEffectsCheckbox.isChecked()
parent.state.settings.sfxEnabled = enabled
false
}
// return to main screen button
val backButton = TextButton("Back", skin)
backButton.addListener {
parent.changeScreen(Screens.MAIN_MENU)
false
}
titleLabel = Label("Preferences", skin)
volumeMusicLabel = Label("Music Volume", skin)
volumeSoundLabel = Label("Sound Volume", skin)
musicOnOffLabel = Label("Music", skin)
soundOnOffLabel = Label("Sound Effect", skin)
table.add(titleLabel).colspan(2)
table.row().pad(10F, 0F, 0F, 10F)
table.add(volumeMusicLabel).left()
table.add(volumeMusicSlider)
table.row().pad(10F, 0F, 0F, 10F)
table.add(musicOnOffLabel).left()
table.add(musicCheckbox)
table.row().pad(10F, 0F, 0F, 10F)
table.add(volumeSoundLabel).left()
table.add(soundMusicSlider)
table.row().pad(10F, 0F, 0F, 10F)
table.add(soundOnOffLabel).left()
table.add(soundEffectsCheckbox)
table.row().pad(10F, 0F, 0F, 10F)
table.add(backButton).colspan(2)
}
private var delta: Float = 0.0f
val state = ColorState()
override fun render(delta: Float) {
this.delta = delta
state.step((delta * 1000).toLong())
// Draw your screen here. "delta" is the time since last render in seconds.
// clear the screen ready for next set of images to be drawn
Gdx.gl.glClearColor(0f, 0f, 0f, 1f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
Gdx.gl.glClearColor(state.red, state.green, state.blue, 1f)
// tell our stage to do actions and draw itself
stage.act(Math.min(Gdx.graphics.deltaTime, 1 / 30f))
stage.draw()
}
override fun resize(width: Int, height: Int) {
@ -42,7 +135,6 @@ class Settings (val parent: Game) : TimeTravelScreen() {
}
override fun hide() {
open = false
}
override fun dispose() {

Loading…
Cancel
Save