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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()");
}
}
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