Removed GameState

main
Matthias 2 years ago
parent e7dfc8fa78
commit 3eab0e3730

@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.9" tiledversion="1.9.1" orientation="orthogonal" renderorder="right-down" width="64" height="64" tilewidth="64" tileheight="64" infinite="0" nextlayerid="13" nextobjectid="55">
<map version="1.9" tiledversion="1.9.1" orientation="orthogonal" renderorder="right-down" width="64" height="64" tilewidth="64" tileheight="64" infinite="0" nextlayerid="13" nextobjectid="57">
<properties>
<property name="description" value="01.10.2001"/>
<property name="id" type="int" value="1"/>
@ -709,6 +709,16 @@
<property name="item" value="screwdriver"/>
</properties>
</object>
<object id="55" x="1600" y="2304" width="64" height="64">
<properties>
<property name="item" value="compass"/>
</properties>
</object>
<object id="56" x="1664" y="2368" width="64" height="64">
<properties>
<property name="item" value="compass"/>
</properties>
</object>
</objectgroup>
<objectgroup id="8" name="Spawnpoints">
<object id="1" x="2081" y="2330">

@ -1,20 +1,14 @@
package com.last.commit
import com.badlogic.gdx.Game
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.Screen
import com.badlogic.gdx.graphics.g2d.BitmapFont
import com.badlogic.gdx.scenes.scene2d.ui.Skin
import com.last.commit.inventory.Inventory
import com.last.commit.screen.*
import com.last.commit.stages.DialogStage
/** [com.badlogic.gdx.ApplicationListener] implementation shared by all platforms. */
class Game : Game() {
lateinit var state: GameState
lateinit var loading: Screen
lateinit var menu: Screen
lateinit var gameplay: Screen
@ -24,7 +18,6 @@ class Game : Game() {
override fun create() {
font = BitmapFont()
createState()
createScreens()
changeScreen(Screens.LOADING)
@ -46,12 +39,4 @@ class Game : Game() {
Screens.GAME -> setScreen(gameplay)
}
}
fun createState() {
state = GameState(
Inventory(),
null,
DialogStage(Skin(Gdx.files.internal("ui/uiskin.json")))
)
}
}

@ -1,12 +0,0 @@
package com.last.commit
import com.last.commit.inventory.Inventory
import com.last.commit.map.MapState
import com.last.commit.stages.DialogStage
data class GameState(
val inventory: Inventory,
var map: MapState? = null,
val dialogStage: DialogStage
) {
}

@ -5,9 +5,14 @@ import com.badlogic.gdx.graphics.g2d.TextureRegion
import com.badlogic.gdx.math.Rectangle
import com.badlogic.gdx.math.Vector2
import com.last.commit.audio.SoundEngine
import com.last.commit.inventory.Inventory
import com.last.commit.inventory.InventoryItem
import com.last.commit.map.Collectible
import com.last.commit.map.Door
import com.last.commit.map.Interactable
class Player(private val textureRegion: TextureRegion, private val gameState: GameState) : Collidable {
class Player(private val textureRegion: TextureRegion) : Collidable {
private var collider: Rectangle = Rectangle(0f, 0f, 0f, 0f)
var position: Vector2 = Vector2.Zero
@ -16,10 +21,13 @@ class Player(private val textureRegion: TextureRegion, private val gameState: Ga
private val interactionRange = 60f
private var lastStep = 0L
val inventory: Inventory;
init {
val size = Math.max(textureRegion.regionWidth, textureRegion.regionHeight).toFloat()
collider = Rectangle(0f, 0f, size, size)
position = Vector2()
inventory = Inventory()
}
fun getX(): Float {
@ -125,4 +133,48 @@ class Player(private val textureRegion: TextureRegion, private val gameState: Ga
getRotation()
)
}
fun canInteractWith(interactable: Interactable): Boolean {
if (interactable is Door) {
val requiredItem: String =
interactable.cell.getTile().getProperties().get("requiredItem", "", String::class.java)
val item: InventoryItem? = inventory.items.find { it.name == requiredItem }
val result: Boolean
if (item == null) {
result = requiredItem == ""
} else {
result = requiredItem == item.name
}
return result
} else if (interactable is Collectible) {
if (interactable.requiredItem == "") {
return true
}
inventory.items.find { it.name == interactable.requiredItem } ?: return false
return true
}
return false;
}
fun interactWith(interactable: Interactable): Boolean {
if (interactable is Door) {
//check Collision
if (getCollider().overlaps(interactable.getCollider())) {
return false;
}
interactable.interact()
} else if (interactable is Collectible) {
if (inventory.hasItem(interactable.name) || inventory.isFull()) {
return false
} else {
inventory.add(interactable.name)
return true
}
}
return false
}
}

@ -3,7 +3,6 @@ package com.last.commit.map
import com.badlogic.gdx.math.Rectangle
import com.badlogic.gdx.math.Vector2
import com.badlogic.gdx.scenes.scene2d.ui.Image
import com.last.commit.GameState
import com.last.commit.audio.SoundEngine
class Collectible(
@ -22,29 +21,9 @@ class Collectible(
this.collider = Rectangle(pos.x, pos.y, size.x, size.y)
}
override fun interact(otherCollider: Rectangle, state: GameState): Boolean {
override fun interact() {
println("Interacting with item $name")
SoundEngine.play("GRAB")
if (state.inventory.hasItem(this.name)) {
state.dialogStage.setTexts("You already have this item.")
state.dialogStage.show()
} else if (state.inventory.isFull()) {
state.dialogStage.setTexts("You can't carry anymore items.")
} else {
state.inventory.add(this.name)
return true
}
return false
}
override fun canInteract(state: GameState): Boolean {
if (requiredItem == "") {
return true
}
state.inventory.items.find { it.name == requiredItem } ?: return false
return true
}
override fun getCollider(): Rectangle {

@ -2,51 +2,27 @@ package com.last.commit.map
import com.badlogic.gdx.maps.tiled.TiledMapTileLayer.Cell
import com.badlogic.gdx.math.Rectangle
import com.last.commit.GameState
import com.last.commit.Wall
import com.last.commit.audio.SoundEngine
import com.last.commit.inventory.InventoryItem
class Door(gridX: Int, gridY: Int, wallCollider: Rectangle, cell: Cell) :
Wall(gridX, gridY, wallCollider, cell), Interactable {
fun getRequiredItem() {
override fun canInteract(state: GameState): Boolean {
val requiredItem: String = cell.getTile().getProperties().get("requiredItem", "", String::class.java)
val item: InventoryItem? = state.inventory.items.find { it.name == requiredItem }
val result: Boolean
if (item == null) {
result = requiredItem == ""
} else {
result = requiredItem == item.name
}
if (!result) {
state.dialogStage.setTexts("This dor is blocked. You need a key")
state.dialogStage.show()
}
return result
}
override fun interact(otherCollider: Rectangle, state: GameState): Boolean {
override fun interact() {
println("interacting with door $this")
if (isClosed) {
SoundEngine.play("DOOR_OPEN")
isOpen = true
} else if (isOpen) {
if (getCollider().overlaps(otherCollider)) {
// can't close the door cause it is colliding with given collider
} else {
SoundEngine.play("DOOR_CLOSE")
isOpen = false
}
SoundEngine.play("DOOR_CLOSE")
isOpen = false
}
println("Door is now open = $isOpen")
return false
}
var isOpen: Boolean

@ -1,12 +1,10 @@
package com.last.commit.map
import com.badlogic.gdx.math.Rectangle
import com.last.commit.GameState
interface Interactable {
fun getCollider(): Rectangle
fun interact(otherCollider: Rectangle, state: GameState): Boolean
fun interact()
fun canInteract(state: GameState): Boolean
}

@ -6,17 +6,16 @@ import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.maps.tiled.TiledMap
import com.badlogic.gdx.maps.tiled.TmxMapLoader
import com.badlogic.gdx.maps.tiled.renderers.OrthogonalTiledMapRenderer
import com.badlogic.gdx.math.Rectangle
import com.badlogic.gdx.math.Vector2
import com.badlogic.gdx.scenes.scene2d.ui.Image
import com.last.commit.Collidable
import com.last.commit.GameState
import com.last.commit.Player
import com.last.commit.audio.SoundEngine
import com.last.commit.inventory.SpritesheetTextureLoader
import com.last.commit.stages.DialogStage
class TimeMap(fileName: String, val state: GameState) {
class TimeMap(fileName: String, val dialogStage: DialogStage) {
private val CELL_SIZE = 64
val textureLoader = SpritesheetTextureLoader("sprites/genericItems_spritesheet_colored")
@ -47,7 +46,6 @@ class TimeMap(fileName: String, val state: GameState) {
init {
map = mapLoader.load(fileName)
mapState = MapState(map, textureLoader)
state.map = mapState
mapStates[fileName] = mapState
mapRenderer = OrthogonalTiledMapRenderer(map)
}
@ -63,8 +61,8 @@ class TimeMap(fileName: String, val state: GameState) {
System.out.println("Teleporting to targetMap $targetMap")
loadMap("tiled/$targetMap")
val mapDescription = mapState.description
state.dialogStage.setTexts(4000L, "You teleported to $mapDescription")
state.dialogStage.show()
dialogStage.setTexts(4000L, "You teleported to $mapDescription")
dialogStage.show()
}
}
@ -79,7 +77,6 @@ class TimeMap(fileName: String, val state: GameState) {
mapState = MapState(map, textureLoader)
mapStates[name] = mapState
}
state.map = mapState
}
fun getPlayerSpawn(): Vector2 {
@ -115,7 +112,7 @@ class TimeMap(fileName: String, val state: GameState) {
return null
}
fun interactWith(x: Float, y: Float, blockingCollider: Rectangle) {
fun interactWith(x: Float, y: Float, player: Player) {
val gridX = x.toInt() / CELL_SIZE
val gridY = y.toInt() / CELL_SIZE
@ -123,13 +120,18 @@ class TimeMap(fileName: String, val state: GameState) {
val interactable: Interactable = this.findInteractableAtPosition(gridX, gridY) ?: return
//else continue
if (interactable.canInteract(state)) {
if (player.canInteractWith(interactable)) {
println("Interacting with element at $gridX:$gridY")
val collected = interactable.interact(blockingCollider, state)
if (collected && interactable is Collectible) {
state.map?.collectibles?.remove(interactable)
val interacted = player.interactWith(interactable);
if (interacted && interactable is Collectible) {
mapState.collectibles.remove(interactable)
} else if (!interacted && interactable is Collectible) {
dialogStage.setTexts("You cannot use this at the moment.")
dialogStage.show()
}
} else {
dialogStage.setTexts("You cannot interact with this now.")
dialogStage.show()
println("Cannot interact with $gridX:$gridY")
}
}

@ -19,6 +19,7 @@ import com.last.commit.Player
import com.last.commit.config.GameConfig
import com.last.commit.map.Interactable
import com.last.commit.map.TimeMap
import com.last.commit.stages.DialogStage
import com.last.commit.stages.PromptStage
import com.last.commit.stages.UIStage
import kotlin.math.floor
@ -26,8 +27,6 @@ import kotlin.math.floor
/** First screen of the application. Displayed after the application is created. */
class FirstScreen(private val parent: Game) : Screen, InputProcessor {
val gameState = parent.state
val viewportSize = 1200f
private var isColliding = false
@ -39,30 +38,28 @@ class FirstScreen(private val parent: Game) : Screen, InputProcessor {
lateinit var map: TimeMap
val playerTexture = Texture("sprites/characters.png")
val player = Player(TextureRegion(playerTexture, 300, 44, 35, 43), gameState)
val player = Player(TextureRegion(playerTexture, 300, 44, 35, 43))
var shapeRenderer = ShapeRenderer()
val highlightColor = Color(0f, 0f, 1f, 0.5f)
lateinit var uiStage: UIStage
lateinit var promptStage: PromptStage
lateinit var dialogStage: DialogStage
val inputProcessors = InputMultiplexer()
init {
}
override fun show() {
val gameConfig = this.loadGameConfig()
val randomMap = gameConfig.getRandomMap()
map = TimeMap(randomMap, gameState)
dialogStage = DialogStage(Skin(Gdx.files.internal("ui/uiskin.json")))
map = TimeMap(randomMap, dialogStage)
this.spawnPlayer()
this.updateCamera()
uiStage = UIStage("sprites/genericItems_spritesheet_colored", gameState)
uiStage = UIStage("sprites/genericItems_spritesheet_colored", player, map)
shapeRenderer.setAutoShapeType(true)
promptStage = PromptStage(Skin(Gdx.files.internal("ui/uiskin.json")))
@ -107,7 +104,7 @@ class FirstScreen(private val parent: Game) : Screen, InputProcessor {
viewport.apply()
resume()
inputProcessors.addProcessor(gameState.dialogStage)
inputProcessors.addProcessor(dialogStage)
inputProcessors.addProcessor(promptStage)
inputProcessors.addProcessor(this)
Gdx.input.inputProcessor = inputProcessors
@ -122,9 +119,9 @@ class FirstScreen(private val parent: Game) : Screen, InputProcessor {
override fun render(delta: Float) {
uiStage.act(delta)
gameState.dialogStage.act(delta)
dialogStage.act(delta)
promptStage.act(delta)
if (gameState.inventory.checkVictoryCondition()) {
if (player.inventory.checkVictoryCondition()) {
promptStage.visible = true
promptStage.clearText()
promptStage.addText("You won!")
@ -153,7 +150,7 @@ class FirstScreen(private val parent: Game) : Screen, InputProcessor {
}
promptStage.draw()
uiStage.draw()
gameState.dialogStage.draw()
dialogStage.draw()
}
fun renderInteractables(interactables: List<Interactable>) {
@ -262,7 +259,7 @@ class FirstScreen(private val parent: Game) : Screen, InputProcessor {
// Resize your screen here. The parameters represent the new window size.
uiStage.resize(width, height)
promptStage.resize(width, height)
gameState.dialogStage.resize(width, height)
dialogStage.resize(width, height)
viewport.update(width, height)
viewport.apply()
camera.update()
@ -292,7 +289,7 @@ class FirstScreen(private val parent: Game) : Screen, InputProcessor {
fun openDoor() {
val playerDirection: Vector2 = player.getAbsoluteDirection()
map.interactWith(playerDirection.x, playerDirection.y, player.getCollider())
map.interactWith(playerDirection.x, playerDirection.y, player)
}
fun toWorldCoordinates(x: Float, y: Float): Vector2 {
@ -333,7 +330,7 @@ class FirstScreen(private val parent: Game) : Screen, InputProcessor {
val mouseCoordinates: Vector2 = toWorldCoordinates(screenX.toFloat(), screenY.toFloat())
val playerDirection: Vector2 = player.getAbsoluteDirection()
map.interactWith(playerDirection.x, playerDirection.y, player.getCollider())
map.interactWith(playerDirection.x, playerDirection.y, player)
return false
}

@ -6,10 +6,11 @@ import com.badlogic.gdx.scenes.scene2d.Stage
import com.badlogic.gdx.scenes.scene2d.ui.Image
import com.badlogic.gdx.scenes.scene2d.ui.Label
import com.badlogic.gdx.utils.viewport.ExtendViewport
import com.last.commit.GameState
import com.last.commit.Player
import com.last.commit.inventory.SpritesheetTextureLoader
import com.last.commit.map.TimeMap
class UIStage(path: String, val state: GameState) : Stage(ExtendViewport(512f, 512f)) {
class UIStage(path: String, val player: Player, val map: TimeMap) : Stage(ExtendViewport(512f, 512f)) {
val textureLoader = SpritesheetTextureLoader(path)
private val labelStyle = Label.LabelStyle(BitmapFont(), Color.BLACK)
var mapLabel = Label("unknown time", labelStyle)
@ -18,7 +19,7 @@ class UIStage(path: String, val state: GameState) : Stage(ExtendViewport(512f, 5
fun refresh() {
super.clear()
state.inventory.items.forEachIndexed { index, inventoryItem ->
player.inventory.items.forEachIndexed { index, inventoryItem ->
val image = Image(textureLoader.getTexture(inventoryItem.name))
image.x = index * 32f
image.width = 32f
@ -33,9 +34,9 @@ class UIStage(path: String, val state: GameState) : Stage(ExtendViewport(512f, 5
}
override fun act(delta: Float) {
if (state.inventory.updated) {
if (player.inventory.updated) {
this.refresh()
state.inventory.updated = false
player.inventory.updated = false
}
this.addFpsLabel(delta)
this.addMapDescriptionLabel()
@ -58,9 +59,9 @@ class UIStage(path: String, val state: GameState) : Stage(ExtendViewport(512f, 5
}
private fun addMapDescriptionLabel() {
if (state.map != null) {
if (map.mapState != null) {
this.actors.removeValue(this.mapLabel, true)
this.mapLabel = Label(state.map!!.description, labelStyle)
this.mapLabel = Label(map.mapState!!.description, labelStyle)
mapLabel.x = 0f
mapLabel.y = this.viewport.worldHeight - mapLabel.height
addActor(mapLabel)

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