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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.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 boolean DEBUG = false;
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);
} else if (button == Input.Buttons.RIGHT) {
cam.unproject(touchPos.set(x, y, 0));
map.showMoves(touchPos.x, touchPos.y);
}
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 (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 + ")");
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()");
}
}
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