package ch.asynk.tankontank.screens; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Screen; import com.badlogic.gdx.Input; import com.badlogic.gdx.InputAdapter; import com.badlogic.gdx.InputMultiplexer; import com.badlogic.gdx.input.GestureDetector; import com.badlogic.gdx.input.GestureDetector.GestureAdapter; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.Camera; import com.badlogic.gdx.graphics.OrthographicCamera; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.Batch; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.graphics.glutils.ShapeRenderer; import com.badlogic.gdx.math.GridPoint2; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.math.Vector3; import com.badlogic.gdx.math.MathUtils; import com.badlogic.gdx.utils.viewport.FitViewport; import com.badlogic.gdx.utils.viewport.ScreenViewport; import ch.asynk.tankontank.TankOnTank; import ch.asynk.tankontank.game.Hud; import ch.asynk.tankontank.game.Map; import ch.asynk.tankontank.game.GameCtrl; import ch.asynk.tankontank.game.GameFactory; import ch.asynk.tankontank.game.GameFactory.UnitType; // TEST import ch.asynk.tankontank.engine.Pawn; import ch.asynk.tankontank.engine.Board; import ch.asynk.tankontank.engine.Orientation; public class GameScreen implements Screen { private static final boolean DEBUG = false; private static final float ZOOM_IN_MAX = 0.2f; private static final float ZOOM_GESTURE_FACTOR = .01f; private static final float ZOOM_SCROLL_FACTOR = .1f; private static final int DRAGGED_Z_INDEX = 10; private float maxZoomOut; private float virtualWidth; private float virtualHeight; private final OrthographicCamera cam; private final FitViewport mapViewport; private final Batch mapBatch; private final ShapeRenderer debugShapes; private final TankOnTank game; private GameFactory factory; private Map map; private Hud hud; private GameCtrl ctrl; private Vector2 screenToWorld = new Vector2(); // ratio private Vector3 touchPos = new Vector3(); // world coordinates private Vector2 dragPos = new Vector2(); // screen coordinates private GridPoint2 cell = new GridPoint2(-1, -1); // current map cell public GameScreen(final TankOnTank game) { this.game = game; factory = new GameFactory(game.manager); hud = new Hud(game, new ScreenViewport()); map = factory.getMap(game.manager, GameFactory.MapType.MAP_A); virtualWidth = map.getWidth(); virtualHeight = map.getHeight(); mapBatch = new SpriteBatch(); cam = new OrthographicCamera(virtualWidth, virtualHeight); cam.setToOrtho(false); mapViewport = new FitViewport(virtualWidth, virtualHeight, cam); mapViewport.update(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), true); ctrl = new GameCtrl(map); // DEBUG debugShapes = new ShapeRenderer(); // TEST Orientation o = Orientation.NORTH; addUnit(4, 7, o, UnitType.GE_AT_GUN); addUnit(3, 6, o, UnitType.GE_INFANTRY); addUnit(3, 5, o, UnitType.GE_KINGTIGER); addUnit(2, 4, o, UnitType.GE_PANZER_IV); addUnit(2, 3, o, UnitType.GE_PANZER_IV_HQ); addUnit(1, 2, o, UnitType.GE_TIGER); addUnit(1, 1, o, UnitType.GE_WESPE); o = Orientation.SOUTH; addUnit(12, 7, o, UnitType.US_AT_GUN); addUnit(11, 6, o, UnitType.US_INFANTRY); addUnit(11, 5, o, UnitType.US_PERSHING); addUnit(10, 4, o, UnitType.US_PERSHING_HQ); addUnit(10, 3, o, UnitType.US_PRIEST); addUnit(9, 2, o, UnitType.US_SHERMAN); addUnit(9, 1, o, UnitType.US_SHERMAN_HQ); addUnit(8, 0, o, UnitType.US_WOLVERINE); // TEST Gdx.input.setInputProcessor(getMultiplexer()); } private void addUnit(int col, int row, Orientation o, UnitType t) { Pawn p = factory.getUnit(t); GridPoint2 coords = new GridPoint2(col, row); map.setPawnAt(p, coords, o); } private InputMultiplexer getMultiplexer() { final InputMultiplexer multiplexer = new InputMultiplexer(); multiplexer.addProcessor(new GestureDetector(new GestureAdapter() { @Override public boolean zoom(float initialDistance, float distance) { if (initialDistance > distance) cam.zoom += ZOOM_GESTURE_FACTOR; else cam.zoom -= ZOOM_GESTURE_FACTOR; cam.zoom = MathUtils.clamp(cam.zoom, ZOOM_IN_MAX, maxZoomOut); clampCameraPos(); return true; } })); multiplexer.addProcessor(new InputAdapter() { @Override public boolean touchDragged(int x, int y, int pointer) { float deltaX = ((x - dragPos.x) * cam.zoom * screenToWorld.x); float deltaY = ((dragPos.y - y) * cam.zoom * screenToWorld.y); dragPos.set(x, y); cam.translate(-deltaX, -deltaY, 0); clampCameraPos(); return true; } @Override public boolean touchDown(int x, int y, int pointer, int button) { if (button == Input.Buttons.LEFT) { dragPos.set(x, y); unproject(x, y, touchPos); ctrl.touchDown(touchPos.x, touchPos.y); } return true; } @Override public boolean touchUp(int x, int y, int pointer, int button) { if (button == Input.Buttons.LEFT) { unproject(x, y, touchPos); ctrl.touchUp(touchPos.x, touchPos.y); } return true; } @Override public boolean scrolled(int amount) { cam.zoom += amount * ZOOM_SCROLL_FACTOR; cam.zoom = MathUtils.clamp(cam.zoom, ZOOM_IN_MAX, maxZoomOut); clampCameraPos(); return true; } }); return multiplexer; } private void unproject(int x, int y, Vector3 v) { cam.unproject(v.set(x, y, 0), mapViewport.getScreenX(), mapViewport.getScreenY(), mapViewport.getScreenWidth(), mapViewport.getScreenHeight()); } private void clampCameraPos() { float cx = cam.viewportWidth * cam.zoom / 2f; float cy = cam.viewportHeight * cam.zoom / 2f; cam.position.x = MathUtils.clamp(cam.position.x, cx, (virtualWidth - cx)); cam.position.y = MathUtils.clamp(cam.position.y, cy, (virtualHeight - cy)); } @Override public void render(float delta) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); cam.update(); map.animate(delta); mapBatch.setProjectionMatrix(cam.combined); mapBatch.begin(); map.draw(mapBatch); mapBatch.end(); hud.act(delta); hud.draw(); if (DEBUG) { Gdx.gl.glEnable(GL20.GL_BLEND); debugShapes.setAutoShapeType(true); debugShapes.setProjectionMatrix(cam.combined); debugShapes.begin(); map.drawDebug(debugShapes); debugShapes.end(); } } @Override public void resize(int width, int height) { // Gdx.app.debug("GameScreen", "resize (" + width + "," + height + ")"); mapViewport.update(width, height); maxZoomOut = Math.min((map.getWidth() / cam.viewportWidth), (map.getHeight() / cam.viewportHeight)); cam.zoom = MathUtils.clamp(cam.zoom, ZOOM_IN_MAX, maxZoomOut); screenToWorld.set((cam.viewportWidth / width), (cam.viewportHeight / height)); } @Override public void dispose() { // Gdx.app.debug("GameScreen", "dispose()"); hud.dispose(); map.dispose(); factory.dispose(); game.unloadAssets(); mapBatch.dispose(); debugShapes.dispose(); } @Override public void show() { // Gdx.app.debug("GameScreen", "show()"); } @Override public void hide() { // Gdx.app.debug("GameScreen", "hide()"); } @Override public void pause() { // Gdx.app.debug("GameScreen", "pause()"); } @Override public void resume() { // Gdx.app.debug("GameScreen", "resume()"); } }