1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
|
package ch.asynk.rustanddust.menu;
import com.badlogic.gdx.graphics.g2d.Batch;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.GlyphLayout;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import ch.asynk.rustanddust.ui.Label;
import ch.asynk.rustanddust.ui.Bg;
import ch.asynk.rustanddust.ui.Patch;
import ch.asynk.rustanddust.RustAndDust;
import ch.asynk.rustanddust.game.Battle;
public class ScenariosMenu extends Patch
{
public static int PADDING = 40;
public static int BTN_PADDING = 10;
public static int TITLE_PADDING = 30;
public static int VSPACING = 5;
public static int HSPACING = 30;
public static String CHECK = "#";
private final RustAndDust game;
private final BitmapFont font;
private float checkDy;
private Label title;
protected Bg okBtn;
protected Bg cancelBtn;
private Label [] battleLabels;
public boolean launch;
public ScenariosMenu(RustAndDust game)
{
super(game.ninePatch);
this.game = game;
this.font = game.font;
this.okBtn = new Bg(game.getUiRegion(game.UI_OK));
this.cancelBtn = new Bg(game.getUiRegion(game.UI_CANCEL));
this.title = new Label(font);
this.title.write("- Scenarios");
this.battleLabels = new Label[game.factory.battles.length];
for (int i = 0; i < battleLabels.length; i++) {
Label l = new Label(font, 8f);
l.write(game.factory.battles[i].getName());
battleLabels[i] = l;
}
GlyphLayout layout = new GlyphLayout();
layout.setText(font, CHECK);
checkDy = layout.height + 9;
this.visible = false;
this.launch = false;
}
public void setPosition()
{
float h = (title.getHeight() + TITLE_PADDING + ((battleLabels.length - 1) * VSPACING) + (2 * PADDING));
for (int i = 0; i < battleLabels.length; i++)
h += battleLabels[i].getHeight();
float w = title.getWidth();
for (int i = 0; i < battleLabels.length; i++) {
float t = battleLabels[i].getWidth();
if (t > w)
w = t;
}
w += (2 * PADDING) + HSPACING;
float x = position.getX(w);
float y = position.getY(h);
setPosition(x, y, w, h);
setBtnRight(okBtn);
setBtnLeft(cancelBtn);
y += PADDING;
x += PADDING + HSPACING;
float dy = (VSPACING + battleLabels[0].getHeight());
for (int i = (battleLabels.length - 1); i > -1; i--) {
battleLabels[i].setPosition(x, y);
y += dy;
}
y += (TITLE_PADDING - VSPACING);
title.setPosition(x, y);
}
@Override
public boolean hit(float x, float y)
{
if (!visible) return false;
if (okBtn.hit(x, y)) {
this.launch = (game.config.battle != null);
return true;
} else if (cancelBtn.hit(x, y)) {
this.launch = false;
return true;
} else {
for (int i = 0; i <battleLabels.length; i++) {
if (battleLabels[i].hit(x, y)) {
if (game.config.battle == game.factory.battles[i])
game.config.battle = null;
else
game.config.battle = game.factory.battles[i];
}
}
}
return false;
}
@Override
public void dispose()
{
super.dispose();
title.dispose();
okBtn.dispose();
cancelBtn.dispose();
for (int i = 0; i < battleLabels.length; i++)
battleLabels[i].dispose();
}
@Override
public void draw(Batch batch)
{
if (!visible) return;
super.draw(batch);
title.draw(batch);
okBtn.draw(batch);
cancelBtn.draw(batch);
for (int i = 0; i < battleLabels.length; i++) {
Label l = battleLabels[i];
l.draw(batch);
if (game.config.battle == game.factory.battles[i])
font.draw(batch, CHECK, (l.getX() - HSPACING) , l.getY() + checkDy);
}
}
}
|