package ch.asynk.rustanddust.menu; import com.badlogic.gdx.graphics.g2d.Batch; import ch.asynk.rustanddust.ui.Label; import ch.asynk.rustanddust.ui.Bg; import ch.asynk.rustanddust.ui.Patch; import ch.asynk.rustanddust.ui.OkCancel; import ch.asynk.rustanddust.RustAndDust; public class PlayMenu extends Patch { public static int PADDING = 50; public static int TITLE_PADDING = 35; public static int VSPACING = 30; private final RustAndDust game; private Label title; private Label gameMode; private Label gameModeValue; private float gameModeWidth; private int battleIdx; private Label battle; private Label battleValue; protected Bg okBtn; protected Bg cancelBtn; private OkCancel okCancel; public boolean launch; public PlayMenu(RustAndDust game) { super(game.ninePatch); this.game = game; this.title = new Label(game.font); this.title.write("- Play"); this.gameMode = new Label(game.font); this.gameMode.write("Game mode : "); this.gameModeValue = new Label(game.font); this.okBtn = new Bg(game.getUiRegion(game.UI_OK)); this.cancelBtn = new Bg(game.getUiRegion(game.UI_CANCEL)); this.battle = new Label(game.font); this.battle.write("Scenario : "); this.battleValue = new Label(game.font); this.okCancel = new OkCancel(game.font, game.ninePatch, game.getUiRegion(game.UI_OK), game.getUiRegion(game.UI_CANCEL)); if (game.config.battle == null) { battleIdx = 0; game.config.battle = game.factory.battles[0]; } else { for (int i = 0; i < game.factory.battles.length; i++) { if (game.config.battle == game.factory.battles[i]) { battleIdx = i; break; } } } battleValue.write(game.config.battle.getName()); float w = 0; for (int i = game.config.gameMode.i; ;) { gameModeValue.write(game.config.gameMode.s); if (w < gameModeValue.getWidth()) w = gameModeValue.getWidth(); game.config.gameMode = game.config.gameMode.next(); if (i == game.config.gameMode.i) break; } this.gameModeValue.write(game.config.gameMode.s); this.gameModeWidth = w + 10 + gameMode.getWidth(); this.visible = false; this.launch = false; } public void setPosition() { float h = (title.getHeight() + TITLE_PADDING + (2 * PADDING)); h += (gameMode.getHeight() + VSPACING); h += (battle.getHeight()); float w = gameModeWidth + (2 * PADDING); float x = position.getX(w); float y = position.getY(h); setPosition(x, y, w, h); setBtnRight(okBtn); setBtnLeft(cancelBtn); y += PADDING; x += PADDING; float dy = (VSPACING + battle.getHeight()); battle.setPosition(x, y); battleValue.setPosition((x + battle.getWidth() + 10), y); y += dy; gameMode.setPosition(x, y); gameModeValue.setPosition((x + gameMode.getWidth() + 10), y); y += dy; y += (TITLE_PADDING - VSPACING); title.setPosition(x, y); } @Override public boolean hit(float x, float y) { if (okCancel.hit(x, y)) { this.visible = true; okCancel.visible = false; return false; } if (!visible) return false; if (okBtn.hit(x, y)) { return apply(); } else if (cancelBtn.hit(x, y)) { return true; } else if (gameMode.hit(x, y) || gameModeValue.hit(x, y)) { cycleGameMode(); } else if (battle.hit(x, y) || battleValue.hit(x, y)) { cycleBattle(); } return false; } private boolean apply() { if (!game.config.gameModeImplemented()) { this.visible = false; okCancel.show(String.format("'%s' Game Mode not implemented yet.", game.config.gameMode.s)); okCancel.noCancel(); return false; } else this.launch = true; return true; } private void cycleGameMode() { game.config.gameMode = game.config.gameMode.next(); float fx = gameModeValue.getX(); float fy = gameModeValue.getY(); gameModeValue.write(game.config.gameMode.s); gameModeValue.setPosition(fx, fy); } private void cycleBattle() { battleIdx += 1; if (battleIdx >= game.factory.battles.length) battleIdx = 0; game.config.battle = game.factory.battles[battleIdx]; float fx = battleValue.getX(); float fy = battleValue.getY(); battleValue.write(game.config.battle.getName()); battleValue.setPosition(fx, fy); } @Override public void dispose() { super.dispose(); title.dispose(); gameMode.dispose(); gameModeValue.dispose(); battle.dispose(); battleValue.dispose(); okBtn.dispose(); cancelBtn.dispose(); okCancel.dispose(); } @Override public void draw(Batch batch) { okCancel.draw(batch); if (!visible) return; super.draw(batch); title.draw(batch); gameMode.draw(batch); gameModeValue.draw(batch); battle.draw(batch); battleValue.draw(batch); okBtn.draw(batch); cancelBtn.draw(batch); } }