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gamejam-22/core/src/main/kotlin/com/last/commit/screen/MainMenu.kt

134 lines
3.7 KiB
Kotlin

package com.last.commit.screen
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.InputProcessor
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.Skin
import com.badlogic.gdx.scenes.scene2d.ui.Table
import com.badlogic.gdx.scenes.scene2d.ui.TextButton
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 MainMenu(val parent: Game) : TimeTravelScreen() {
var stage: Stage
var table = Table()
val uiSkin: Skin
init {
parent.state.assetManager.finishLoading()
stage = Stage(ScreenViewport())
uiSkin = parent.state.assetManager.getUiTexture()
}
override fun handleKeyInput(action: ActionCommand) {
parent.changeScreen(Screens.GAME)
}
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 getInputProcessors(): Array<InputProcessor> {
return emptyArray()
}
override fun show() {
stage.addActor(table);
val y = stage.viewport.screenHeight.toFloat() / 6
val x = stage.viewport.screenWidth.toFloat() / 4
println("x: $x, y: $y")
//add buttons to table
renderTable(x, y);
}
fun renderTable(x: Float, y: Float) {
table.reset()
table.setFillParent(true);
val newGame = TextButton("Play Game", uiSkin)
val preferences = TextButton("Preferences", uiSkin)
preferences.setSize(stage.viewport.screenWidth.toFloat(), stage.viewport.screenHeight.toFloat())
val exit = TextButton("Exit", uiSkin)
table.row().size(x, y);
table.add(newGame).fillX().uniformX()
table.row().pad(10F, 0F, 10F, 0F)
table.row().size(x, y);
table.add(preferences).fillX().uniformX()
table.row().size(x, y);
table.add(exit).fillX().uniformX()
exit.addListener(object : ChangeListener() {
override fun changed(event: ChangeEvent?, actor: Actor?) {
Gdx.app.exit()
}
})
newGame.addListener(object : ChangeListener() {
override fun changed(event: ChangeEvent?, actor: Actor?) {
parent.changeScreen(Screens.GAME)
}
})
preferences.addListener(object : ChangeListener() {
override fun changed(event: ChangeEvent?, actor: Actor?) {
parent.changeScreen(Screens.SETTINGS)
}
})
}
val state = ColorState()
override fun render(delta: Float) {
state.step((delta * 1000).toLong())
// Draw your screen here. "delta" is the time since last render in seconds.
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.getDeltaTime(), 1 / 30f));
stage.draw();
}
override fun resize(width: Int, height: Int) {
println("width $width, height $height")
stage.viewport.update(width, height, true);
val y = stage.viewport.screenHeight.toFloat() / 6
val x = stage.viewport.screenWidth.toFloat() / 4
renderTable(x, y)
}
override fun pause() {
}
override fun resume() {
}
override fun hide() {
}
override fun dispose() {
stage.dispose();
}
}