show dialog when door is closed

main
Matthias 2 years ago
parent e0ca135712
commit 739cebf937

@ -1,14 +1,15 @@
package com.last.commit
import GameState
import com.badlogic.gdx.Game
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.InputMultiplexer
import com.badlogic.gdx.scenes.scene2d.ui.Skin
import com.last.commit.audio.SoundEngine
import com.last.commit.config.GameSettings
import com.last.commit.config.TimeTravelAssetManager
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. */
@ -55,7 +56,9 @@ class Game : Game() {
Inventory(),
GameSettings(),
SoundEngine(),
TimeTravelAssetManager()
TimeTravelAssetManager(),
null,
DialogStage(Skin(Gdx.files.internal("ui/uiskin.json")))
)
}
}

@ -1,13 +1,17 @@
import com.last.commit.inventory.Inventory
import com.last.commit.config.GameSettings
package com.last.commit
import com.last.commit.audio.SoundEngine
import com.last.commit.config.GameSettings
import com.last.commit.config.TimeTravelAssetManager
import com.last.commit.inventory.Inventory
import com.last.commit.map.MapState
import com.last.commit.stages.DialogStage
data class GameState(
val inventory: Inventory,
val settings: GameSettings,
val soundEngine: SoundEngine,
val assetManager: TimeTravelAssetManager,
var map: MapState? = null
var map: MapState? = null,
val dialogStage: DialogStage
)

@ -4,8 +4,6 @@ import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.graphics.g2d.TextureRegion
import com.badlogic.gdx.math.Rectangle
import com.badlogic.gdx.math.Vector2
import com.last.commit.inventory.Inventory
import GameState
import com.last.commit.audio.GameSoundEffect

@ -1,8 +1,8 @@
package com.last.commit.map
import GameState
import com.badlogic.gdx.math.Rectangle
import com.badlogic.gdx.math.Vector2
import com.last.commit.GameState
import com.last.commit.audio.GameSoundEffect
import com.last.commit.inventory.InventoryItem

@ -1,8 +1,8 @@
package com.last.commit.map
import GameState
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.GameSoundEffect
import com.last.commit.inventory.InventoryItem
@ -17,11 +17,19 @@ class Door(gridX: Int, gridY: Int, wallCollider: Rectangle, cell: Cell) :
val item: InventoryItem? = state.inventory.items.find { it.name == requiredItem }
val result: Boolean
if (item == null) {
return requiredItem == ""
result = requiredItem == ""
} else {
return requiredItem == item.name
result = requiredItem == item.name
}
if (result) {
} else {
state.dialogStage.setTexts("This dor is blocked. You need a key")
state.dialogStage.show()
}
return result
}
override fun interact(otherCollider: Rectangle, state: GameState) {

@ -1,7 +1,7 @@
package com.last.commit.map
import GameState
import com.badlogic.gdx.math.Rectangle
import com.last.commit.GameState
interface Interactable {
fun getCollider(): Rectangle

@ -1,6 +1,5 @@
package com.last.commit.map
import GameState
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.graphics.OrthographicCamera
import com.badlogic.gdx.graphics.g2d.SpriteBatch
@ -11,6 +10,7 @@ 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.GameSoundEffect
import com.last.commit.inventory.InventoryItemTextureLoader
@ -121,7 +121,12 @@ class TimeMap(fileName: String, val state: GameState) {
val interactable: Interactable = this.findInteractableAtPosition(gridX, gridY) ?: return
//else continue
interactable.interact(blockingCollider, state)
if (interactable.canInteract(state)) {
println("Interacting with element at $gridX:$gridY")
interactable.interact(blockingCollider, state)
} else {
println("Cannot interact with $gridX:$gridY")
}
}

@ -12,7 +12,6 @@ import com.badlogic.gdx.graphics.glutils.ShapeRenderer
import com.badlogic.gdx.math.MathUtils
import com.badlogic.gdx.math.Vector2
import com.badlogic.gdx.math.Vector3
import com.badlogic.gdx.scenes.scene2d.ui.Skin
import com.badlogic.gdx.utils.Json
import com.last.commit.Game
import com.last.commit.Player
@ -21,7 +20,6 @@ import com.last.commit.config.ActionCommand
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.UIStage
import kotlin.math.floor
@ -48,7 +46,6 @@ class FirstScreen(private val parent: Game) : TimeTravelScreen() {
var pause = true
var uiStage: UIStage
val dialogStage = DialogStage(Skin(Gdx.files.internal("ui/uiskin.json")))
init {
@ -70,7 +67,7 @@ class FirstScreen(private val parent: Game) : TimeTravelScreen() {
}
override fun getInputProcessors(): Array<InputProcessor> {
return arrayOf(dialogStage)
return arrayOf(gameState.dialogStage)
}
override fun handleKeyInput(action: ActionCommand) {
@ -85,8 +82,8 @@ class FirstScreen(private val parent: Game) : TimeTravelScreen() {
}
ActionCommand.JUMP -> {
dialogStage.setTexts("Hello", "Please read the documentation")
dialogStage.show()
gameState.dialogStage.setTexts("Hello", "Please read the documentation")
gameState.dialogStage.show()
}
else -> {}
@ -125,7 +122,7 @@ class FirstScreen(private val parent: Game) : TimeTravelScreen() {
override fun render(delta: Float) {
if (!pause) {
uiStage.act(delta)
dialogStage.act(delta)
gameState.dialogStage.act(delta)
handleInput(delta)
handleMapBorderCollision()
@ -142,7 +139,7 @@ class FirstScreen(private val parent: Game) : TimeTravelScreen() {
renderInteractables(interactables)
uiStage.draw()
dialogStage.draw()
gameState.dialogStage.draw()
}
}
@ -265,7 +262,7 @@ class FirstScreen(private val parent: Game) : TimeTravelScreen() {
override fun resize(width: Int, height: Int) {
// Resize your screen here. The parameters represent the new window size.
uiStage.resize(width, height)
dialogStage.resize(width, height)
gameState.dialogStage.resize(width, height)
handleRatioChange()
}

@ -127,6 +127,7 @@ class Settings(val parent: Game) : TimeTravelScreen() {
}
override fun resize(width: Int, height: Int) {
stage.viewport.update(width, height)
}
override fun pause() {

@ -1,11 +1,11 @@
package com.last.commit.stages
import GameState
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.g2d.BitmapFont
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.last.commit.GameState
import com.last.commit.inventory.InventoryItemTextureLoader
class UIStage(path: String, val state: GameState) : Stage() {

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