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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);
}
}
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