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359 lines
11 KiB
Kotlin
359 lines
11 KiB
Kotlin
package com.last.commit.screen
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import com.badlogic.gdx.*
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.graphics.GL20
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import com.badlogic.gdx.graphics.OrthographicCamera
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import com.badlogic.gdx.graphics.Texture
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import com.badlogic.gdx.graphics.g2d.TextureRegion
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import com.badlogic.gdx.graphics.glutils.ShapeRenderer
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import com.badlogic.gdx.math.MathUtils
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import com.badlogic.gdx.math.Vector2
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import com.badlogic.gdx.math.Vector3
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import com.badlogic.gdx.scenes.scene2d.ui.Skin
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import com.badlogic.gdx.utils.Json
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import com.badlogic.gdx.utils.viewport.FillViewport
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import com.last.commit.Game
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import com.last.commit.Player
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import com.last.commit.config.GameConfig
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import com.last.commit.map.Interactable
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import com.last.commit.map.TimeMap
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import com.last.commit.stages.DialogStage
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import com.last.commit.stages.PromptStage
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import com.last.commit.stages.UIStage
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import kotlin.math.floor
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/** First screen of the application. Displayed after the application is created. */
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class FirstScreen(private val parent: Game) : Screen, InputProcessor {
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val viewportSize = 1200f
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private var isColliding = false
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val batch = SpriteBatch()
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val viewport = FillViewport(viewportSize, viewportSize)
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val camera = OrthographicCamera(viewportSize, viewportSize)
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lateinit var map: TimeMap
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val playerTexture = Texture("sprites/characters.png")
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val player = Player(TextureRegion(playerTexture, 300, 44, 35, 43))
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var shapeRenderer = ShapeRenderer()
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val highlightColor = Color(0f, 0f, 1f, 0.5f)
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lateinit var uiStage: UIStage
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lateinit var promptStage: PromptStage
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lateinit var dialogStage: DialogStage
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val inputProcessors = InputMultiplexer()
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override fun show() {
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val gameConfig = this.loadGameConfig()
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val randomMap = gameConfig.getRandomMap()
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dialogStage = DialogStage(Skin(Gdx.files.internal("ui/uiskin.json")))
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map = TimeMap(randomMap, dialogStage)
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this.spawnPlayer()
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this.updateCamera()
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uiStage = UIStage("sprites/genericItems_spritesheet_colored", player, map)
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shapeRenderer.setAutoShapeType(true)
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promptStage = PromptStage(Skin(Gdx.files.internal("ui/uiskin.json")))
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promptStage.addText(
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"""
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You are stranded in time.
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The time traveling device you carry with you cannot be controlled anymore.
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""".trimIndent()
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)
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promptStage.addText(
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"""
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You need to find the tools required to fix your time traveling device.
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Look around the map to find them.
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""".trimIndent()
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)
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promptStage.addText(
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"""
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You can use <W>, <A>, <S> and <D> to walk around the map.
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""".trimIndent()
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)
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promptStage.addText(
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"""
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Doors can be opened and items picked up with <E>.
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Some doors require keys to be opened.
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"""
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)
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promptStage.addText(
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"""
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At some locations you can press <T> to travel to a random spot in time.
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The top left indicates where you traveled to.
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""".trimIndent()
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)
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promptStage.addText(
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"""
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Some items can only be collected in certain time locations.
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A collectible item will be highlighted when hovering over it using the mouse
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""".trimIndent()
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)
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promptStage.visible = true
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viewport.camera = camera
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viewport.apply()
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resume()
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inputProcessors.addProcessor(dialogStage)
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inputProcessors.addProcessor(promptStage)
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inputProcessors.addProcessor(this)
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Gdx.input.inputProcessor = inputProcessors
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}
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fun loadGameConfig(): GameConfig {
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val jsonFileHandle = Gdx.files.local("config.json")
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val json = Json()
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return json.fromJson(GameConfig::class.java, jsonFileHandle)
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}
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override fun render(delta: Float) {
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uiStage.act(delta)
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dialogStage.act(delta)
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promptStage.act(delta)
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if (player.inventory.checkVictoryCondition()) {
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promptStage.visible = true
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promptStage.clearText()
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promptStage.addText("You won!")
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} else {
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if (!promptStage.visible) {
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handleInput(delta)
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handleMapBorderCollision()
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}
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val mousePosition: Vector2 = getMousePosition()
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player.lookAt(mousePosition)
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batch.projectionMatrix = camera.combined
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batch.begin()
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this.map.render(batch, camera, delta)
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this.player.render(batch)
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batch.end()
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val interactables = map.getInteractablesAt(player.getAbsoluteDirection())
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renderInteractables(interactables)
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viewport.apply()
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updateCamera()
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}
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promptStage.draw()
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uiStage.draw()
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dialogStage.draw()
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}
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fun renderInteractables(interactables: List<Interactable>) {
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Gdx.gl.glEnable(GL20.GL_BLEND)
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Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)
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shapeRenderer.setProjectionMatrix(this.camera.combined)
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shapeRenderer.setColor(highlightColor)
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shapeRenderer.begin(ShapeRenderer.ShapeType.Filled)
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for (interactable in interactables) {
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shapeRenderer.rect(
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interactable.getCollider().x,
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interactable.getCollider().y,
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interactable.getCollider().width,
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interactable.getCollider().height
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)
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}
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shapeRenderer.end()
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Gdx.gl.glDisable(GL20.GL_BLEND)
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}
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private fun getMousePosition(): Vector2 {
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val unprojectedMousePosition =
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viewport.unproject(Vector3(Gdx.input.x.toFloat(), Gdx.input.y.toFloat(), 0f))
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return Vector2(unprojectedMousePosition.x, unprojectedMousePosition.y)
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}
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private fun handleMapBorderCollision() {
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val mapWidth: Int = map.width
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val mapHeight: Int = map.height
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val playerSize: Float = player.getSize()
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val playerX: Float = MathUtils.clamp(this.player.getX(), 0f, mapWidth - playerSize)
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val playerY: Float = MathUtils.clamp(this.player.getY(), 0f, mapHeight - playerSize)
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this.player.setPosition(playerX, playerY)
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}
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private fun handleInput(delta: Float) {
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val horizontalMovement = Vector2()
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if (Gdx.input.isKeyPressed(Input.Keys.A) || Gdx.input.isKeyPressed(Input.Keys.LEFT)) {
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horizontalMovement.sub(Vector2.X)
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}
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if (Gdx.input.isKeyPressed(Input.Keys.D) || Gdx.input.isKeyPressed(Input.Keys.RIGHT)) {
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horizontalMovement.add(Vector2.X)
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}
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this.player.move(horizontalMovement, delta)
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checkCollision()
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if (this.isColliding) {
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horizontalMovement.rotateDeg(180f)
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this.player.move(horizontalMovement, delta)
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}
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val verticalMovement = Vector2()
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if (Gdx.input.isKeyPressed(Input.Keys.W) || Gdx.input.isKeyPressed(Input.Keys.UP)) {
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verticalMovement.add(Vector2.Y)
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}
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if (Gdx.input.isKeyPressed(Input.Keys.S) || Gdx.input.isKeyPressed(Input.Keys.DOWN)) {
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verticalMovement.sub(Vector2.Y)
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}
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this.player.move(verticalMovement, delta)
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checkCollision()
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if (this.isColliding) {
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verticalMovement.rotateDeg(180f)
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this.player.move(verticalMovement, delta)
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}
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val hasMoved = !horizontalMovement.isZero || !verticalMovement.isZero
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if (hasMoved) {
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updateCamera()
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}
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}
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private fun isKeyPressed(keyCodes: List<Int>): Boolean {
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for (key in keyCodes) {
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if (Gdx.input.isKeyPressed(key)) {
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return true
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}
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}
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return false
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}
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private fun spawnPlayer() {
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val playerSpawn: Vector2 = map.getPlayerSpawn()
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this.player.position = playerSpawn
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}
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private fun checkCollision() {
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this.isColliding = map.isCollidingWith(player)
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}
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private fun updateCamera() {
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val mapSize = Vector2(map.width.toFloat(), map.height.toFloat())
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val scale = viewport.worldHeight / viewport.screenHeight
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camera.position.x = MathUtils.clamp(
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player.position.x,
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(viewport.worldWidth / 2f) + (viewport.leftGutterWidth * scale),
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mapSize.x - (viewport.worldWidth / 2f) - (viewport.rightGutterWidth * scale)
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)
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camera.position.y = MathUtils.clamp(
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player.position.y,
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(viewport.worldHeight / 2f) + (viewport.topGutterHeight * scale),
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mapSize.y - (viewport.worldHeight / 2f) - (viewport.bottomGutterHeight * scale)
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)
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camera.update()
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}
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override fun resize(width: Int, height: Int) {
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// Resize your screen here. The parameters represent the new window size.
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uiStage.resize(width, height)
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promptStage.resize(width, height)
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dialogStage.resize(width, height)
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viewport.update(width, height)
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viewport.apply()
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camera.update()
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}
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override fun pause() {
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}
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override fun resume() {
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this.viewport.apply()
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this.updateCamera()
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// Invoked when your application is resumed after pause.
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}
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override fun hide() {
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//gameState.soundEngine.stop()
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}
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override fun dispose() {
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// Destroy screen's assets here.
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batch.dispose()
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shapeRenderer.dispose()
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}
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fun openDoor() {
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val playerDirection: Vector2 = player.getAbsoluteDirection()
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map.interactWith(playerDirection.x, playerDirection.y, player)
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}
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fun toWorldCoordinates(x: Float, y: Float): Vector2 {
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val mouseInWorldPosition = viewport.unproject(Vector3(x, y, 0f))
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return Vector2(
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floor(mouseInWorldPosition.x.toDouble() / this.map.getTileWidth()).toFloat(),
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floor(mouseInWorldPosition.y.toDouble() / this.map.getTileHeight()).toFloat()
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)
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}
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override fun keyDown(keycode: Int): Boolean {
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return false
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}
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override fun keyUp(keycode: Int): Boolean {
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when (keycode) {
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Input.Keys.E -> {
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openDoor()
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}
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Input.Keys.T -> {
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map.teleport(player)
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}
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Input.Keys.ESCAPE -> {
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parent.changeScreen(Screens.MAIN_MENU)
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}
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}
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return false
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}
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override fun keyTyped(character: Char): Boolean {
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return false
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}
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override fun touchDown(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
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val mouseCoordinates: Vector2 = toWorldCoordinates(screenX.toFloat(), screenY.toFloat())
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val playerDirection: Vector2 = player.getAbsoluteDirection()
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map.interactWith(playerDirection.x, playerDirection.y, player)
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return false
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}
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override fun touchUp(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
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//TODO:("Not yet implemented")
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return false
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}
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override fun touchDragged(screenX: Int, screenY: Int, pointer: Int): Boolean {
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//TODO:("Not yet implemented")
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return false
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}
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override fun mouseMoved(screenX: Int, screenY: Int): Boolean {
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//TODO:("Not yet implemented")
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return false
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}
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override fun scrolled(amountX: Float, amountY: Float): Boolean {
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//TODO:("Not yet implemented")
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return false
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}
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}
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