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.SpriteBatch; import com.badlogic.gdx.graphics.glutils.ShapeRenderer; import com.badlogic.gdx.scenes.scene2d.Stage; import com.badlogic.gdx.scenes.scene2d.ui.Label; 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.GameFactory; import ch.asynk.tankontank.game.GameFactory.UnitType; import ch.asynk.tankontank.game.Map; import ch.asynk.tankontank.engine.Board; import ch.asynk.tankontank.engine.Pawn; public class GameScreen implements Screen { private static final float ZOOM_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 final TankOnTank game; private GameFactory factory; private float maxZoomOut; private final SpriteBatch mapBatch; private final OrthographicCamera cam; private final FitViewport mapViewport; private final ShapeRenderer debugShapes; private Map map; private Label fps; private Stage hud; private Vector2 screenToViewport = 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); fps = new Label("FPS: 0", game.skin); fps.setPosition( 10, Gdx.graphics.getHeight() - 40); map = factory.getMap(game.manager, GameFactory.MapType.MAP_A); mapBatch = new SpriteBatch(); cam = new OrthographicCamera(); cam.setToOrtho(false); mapViewport = new FitViewport(map.getWidth(), map.getHeight(), cam); mapViewport.update(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), true); debugShapes = new ShapeRenderer(); Board.Orientation o = Board.Orientation.NORTH; addUnit(0, 7, o, UnitType.GE_AT_GUN); addUnit(0, 6, o, UnitType.GE_INFANTRY); addUnit(0, 5, o, UnitType.GE_KINGTIGER); addUnit(0, 4, o, UnitType.GE_PANZER_IV); addUnit(0, 3, o, UnitType.GE_PANZER_IV_HQ); addUnit(0, 2, o, UnitType.GE_TIGER); addUnit(0, 1, o, UnitType.GE_WESPE); o = Board.Orientation.SOUTH; addUnit(8, 7, o, UnitType.US_AT_GUN); addUnit(8, 6, o, UnitType.US_INFANTRY); addUnit(8, 5, o, UnitType.US_PERSHING); addUnit(8, 4, o, UnitType.US_PERSHING_HQ); addUnit(8, 3, o, UnitType.US_PRIEST); addUnit(8, 2, o, UnitType.US_SHERMAN); addUnit(8, 1, o, UnitType.US_SHERMAN_HQ); addUnit(8, 0, o, UnitType.US_WOLVERINE); hud = new Stage(new ScreenViewport()); hud.addActor(fps); Gdx.input.setInputProcessor(getMultiplexer()); } private void addUnit(int col, int row, Board.Orientation o, UnitType t) { Pawn p = factory.getUnit(t); map.setPawnAt(p, col, row, 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_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 * screenToViewport.x); float deltaY = ((dragPos.y - y) * cam.zoom * screenToViewport.y); dragPos.set(x, y); if(map.drag(deltaX, deltaY)) { cam.unproject(touchPos.set(x, y, 0)); map.getHexAt(cell, touchPos.x, touchPos.y); } else { 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); cam.unproject(touchPos.set(x, y, 0)); map.touchDown(touchPos.x, touchPos.y); // map.setPosition(map.getX()-20, map.getY()-20); } return true; } @Override public boolean touchUp(int x, int y, int pointer, int button) { if (button == Input.Buttons.LEFT) { cam.unproject(touchPos.set(x, y, 0)); map.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_MAX, maxZoomOut); clampCameraPos(); return true; } }); return multiplexer; } 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, (map.getWidth() - cx)); cam.position.y = MathUtils.clamp(cam.position.y, cy, (map.getHeight() - cy)); } @Override public void render(float delta) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); cam.update(); fps.setText("FPS: " + Gdx.graphics.getFramesPerSecond()); map.animate(delta); mapBatch.setProjectionMatrix(cam.combined); mapBatch.begin(); map.draw(mapBatch, 1); mapBatch.end(); hud.act(delta); hud.draw(); if (true) { 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 + ")"); hud.getViewport().update(width, height, true); mapViewport.update(width, height); maxZoomOut = Math.min((map.getWidth() / cam.viewportWidth), (map.getHeight() / cam.viewportHeight)); cam.zoom = MathUtils.clamp(cam.zoom, ZOOM_MAX, maxZoomOut); screenToViewport.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()"); } }