Android Open Source - Avoidance Game State






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License

The source code is released under:

GNU General Public License

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Java Source Code

/* 
 * Copyright (c) 2012 Markus Ekstr?m, Florian Minges
 * //from   w w  w  .j av  a  2s.  co m
 * This file is part of Avoidance.
 * 
 * Avoidance is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 *
 * Avoidance is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with Avoidance.  If not, see <http://www.gnu.org/licenses/>. 
 *  
 */

package se.chalmers.avoidance.core.states;

import java.beans.PropertyChangeEvent;
import java.beans.PropertyChangeListener;
import java.beans.PropertyChangeSupport;
import java.util.Map;

import org.andengine.entity.scene.Scene;
import org.andengine.entity.scene.background.SpriteBackground;
import org.andengine.entity.sprite.ButtonSprite;
import org.andengine.entity.sprite.Sprite;
import org.andengine.opengl.font.Font;
import org.andengine.opengl.texture.region.TextureRegion;
import org.andengine.opengl.vbo.VertexBufferObjectManager;

import se.chalmers.avoidance.constants.EventMessageConstants;
import se.chalmers.avoidance.constants.FileConstants;
import se.chalmers.avoidance.constants.FontConstants;
import se.chalmers.avoidance.core.collisionhandlers.GameOverNotifier;
import se.chalmers.avoidance.core.systems.CollisionSystem;
import se.chalmers.avoidance.core.systems.EnemyControlSystem;
import se.chalmers.avoidance.core.systems.HudRenderSystem;
import se.chalmers.avoidance.core.systems.PlayerControlSystem;
import se.chalmers.avoidance.core.systems.SoundSystem;
import se.chalmers.avoidance.core.systems.SpatialRenderSystem;
import se.chalmers.avoidance.core.systems.SpawnSystem;
import se.chalmers.avoidance.input.AccelerometerListener;
import se.chalmers.avoidance.input.TouchListener;
import android.hardware.SensorManager;

import com.artemis.World;
import com.artemis.managers.GroupManager;
import com.artemis.managers.TagManager;

/**
 * The game state.
 * 
 * @author Markus Ekstr?m, Florian Minges
 */
public class GameState implements IState, PropertyChangeListener {

  private Scene scene;
  private World world;
  private PropertyChangeSupport pcs;
  private GameOverScene gameOverScene;
  private boolean process;

  /**
   * Constructs a new <code>GameState</code>.
   * 
   * @param sensorManager
   *            a <code>SensorManager</code>
   * @param regions
   *            a <code>HashMap</code> containing loaded textures/regions
   * @param fonts
   *            a <code>HashMap</code> containing loaded fonts
   * @param vbom
   *            the game engines <code>VertexBufferObjectManager</code>
   */
  public GameState(SensorManager sensorManager,
      Map<String, TextureRegion> regions, Map<String, Font> fonts,
      VertexBufferObjectManager vbom) {
    this.initialize(sensorManager, regions, fonts, vbom);
    this.pcs = new PropertyChangeSupport(this);
    this.gameOverScene = new GameOverScene(vbom, regions, fonts);
    this.gameOverScene
        .setButtonSpriteOnClickListener(getButtonSpriteOnClickListener());
  }

  /**
   * Initializes the <code>GameState</code>.
   * 
   * @param sensorManager
   *            a <code>SensorManager</code>
   * @param regions
   *            a <code>HashMap</code> containing loaded textures/regions
   * @param fonts
   *            a <code>HashMap</code> containing loaded fonts
   * @param vbom
   *            the game engines <code>VertexBufferObjectManager</code>
   */
  private void initialize(SensorManager sensorManager,
      Map<String, TextureRegion> regions, Map<String, Font> fonts,
      VertexBufferObjectManager vbom) {
    scene = new Scene();

    Sprite backgroundSprite = new Sprite(0, 0, 1280, 800,
        regions.get(FileConstants.IMG_GAME_BACKGROUND), vbom);
    scene.setBackground(new SpriteBackground(backgroundSprite));
    world = new World();
    world.setManager(new GroupManager());
    world.setManager(new TagManager());

    // Create and set systems here
    world.setSystem(new SpatialRenderSystem(regions, vbom, scene));
    world.setSystem(new CollisionSystem());
    world.setSystem(new PlayerControlSystem());
    world.setSystem(new EnemyControlSystem());
    world.setSystem(new SpawnSystem());
    world.setSystem(new SoundSystem());
    world.setSystem(new HudRenderSystem(scene, vbom, fonts
        .get(FontConstants.HUD_SCORE)));

    // Initialize world.
    world.initialize();
    enableProcess(true);

    // Add listeners
    AccelerometerListener aL = new AccelerometerListener(sensorManager);
    aL.addPropertyChangeListener(world.getSystem(PlayerControlSystem.class));
    aL.startListening();

    TouchListener touchListener = new TouchListener();
    scene.setOnSceneTouchListener(touchListener);
    touchListener.addListener(world.getSystem(PlayerControlSystem.class));

    // listen to 'Game Over'-events
    GameOverNotifier.getInstance().addPropertyChangeListener(this);
    GameOverNotifier.getInstance().setWorld(world);
  }

  /**
   * Updates the state. Invoked by the StateManager, do not call manually.
   * 
   * @param tpf
   *            Time since last frame.
   */
  public void update(float tpf) {
    if (process && tpf < 1.0f) { // doesn't update if tpf is too big (ie
                    // lags)
      world.setDelta(tpf);
      world.process();
    }
  }

  /**
   * Enables/Disables the ability to update the world/the game.
   * <p>
   * 
   * @param enable
   *            true if you want the game to update; false if you want to stop
   *            the updating.
   */
  private void enableProcess(boolean enable) {
    process = enable;
  }

  /**
   * Returns the scene connected to the state.
   * 
   * @return The state's scene.
   */
  public Scene getScene() {
    return scene;
  }

  /**
   * Adds a listener to this state.
   * 
   * @param pcl
   *            the listener to add
   */
  public void addPropertyChangeListener(PropertyChangeListener pcl) {
    pcs.addPropertyChangeListener(pcl);
  }

  /**
   * Removes a listener from this state.
   * 
   * @param pcl
   *            the listener to remove
   */
  public void removePropertyChangeListener(PropertyChangeListener pcl) {
    pcs.removePropertyChangeListener(pcl);
  }

  /**
   * Shows the game over scene.
   * 
   * @param score
   *            the players score
   * @param event
   *            the <code>PropertyChangeEvent</code> that triggered this
   *            method
   */
  private synchronized void gameOver(int score, PropertyChangeEvent event) {
    if (process) {
      enableProcess(false);
      this.gameOverScene.setScore(score);
      this.gameOverScene.addTo(scene);
      pcs.firePropertyChange(event);
    }
  }

  /**
   * Returns a <code>ButtonSprite.OnClickListener</code>, that removes this
   * scenes child scene, and that changes the applications state to the high
   * score state. Should be used for the game over scene.
   * 
   * @return a <code>ButtonSprite.OnClickListener</code> for the game over
   *         scene
   */
  private ButtonSprite.OnClickListener getButtonSpriteOnClickListener() {
    return new ButtonSprite.OnClickListener() {
      public void onClick(ButtonSprite pButtonSprite,
          float pTouchAreaLocalX, float pTouchAreaLocalY) {
        scene.clearChildScene();
        pcs.firePropertyChange(EventMessageConstants.CHANGE_STATE,
            StateID.Game, StateID.Highscore);
      }
    };
  }

  /**
   * Listens to <code>PropertyChangeEvents</code>.
   * <p>
   * Do NOT call manually.
   * 
   * @param event
   *            an event
   */
  public void propertyChange(PropertyChangeEvent event) {
    if (event != null
        && event.getNewValue() != null
        && EventMessageConstants.GAME_OVER.equals(event
            .getPropertyName())) {
      int score = 0;
      try {
        score = (Integer) event.getNewValue();
      } catch (ClassCastException cce) {
      }
      gameOver(score, event);
    }
  }

}




Java Source Code List

se.chalmers.avoidance.MainActivity.java
se.chalmers.avoidance.constants.EventMessageConstants.java
se.chalmers.avoidance.constants.FileConstants.java
se.chalmers.avoidance.constants.FontConstants.java
se.chalmers.avoidance.constants.GameConstants.java
se.chalmers.avoidance.core.EntityFactory.java
se.chalmers.avoidance.core.collisionhandlers.CollisionHandler.java
se.chalmers.avoidance.core.collisionhandlers.EnemyCollisionHandler.java
se.chalmers.avoidance.core.collisionhandlers.GameOverNotifier.java
se.chalmers.avoidance.core.collisionhandlers.KillplayerobstacleCollisionHandler.java
se.chalmers.avoidance.core.collisionhandlers.PitobstacleCollisionHandler.java
se.chalmers.avoidance.core.collisionhandlers.PowerUpCollisionHandler.java
se.chalmers.avoidance.core.collisionhandlers.WallCollisionHandler.java
se.chalmers.avoidance.core.components.Acceleration.java
se.chalmers.avoidance.core.components.Buff.java
se.chalmers.avoidance.core.components.Friction.java
se.chalmers.avoidance.core.components.Immortal.java
se.chalmers.avoidance.core.components.Jump.java
se.chalmers.avoidance.core.components.Score.java
se.chalmers.avoidance.core.components.Size.java
se.chalmers.avoidance.core.components.Sound.java
se.chalmers.avoidance.core.components.Spatial.java
se.chalmers.avoidance.core.components.Time.java
se.chalmers.avoidance.core.components.Transform.java
se.chalmers.avoidance.core.components.Velocity.java
se.chalmers.avoidance.core.states.GameOverScene.java
se.chalmers.avoidance.core.states.GameState.java
se.chalmers.avoidance.core.states.HighScoreState.java
se.chalmers.avoidance.core.states.IState.java
se.chalmers.avoidance.core.states.MenuState.java
se.chalmers.avoidance.core.states.StateID.java
se.chalmers.avoidance.core.states.StateManager.java
se.chalmers.avoidance.core.systems.CollisionSystem.java
se.chalmers.avoidance.core.systems.EnemyControlSystem.java
se.chalmers.avoidance.core.systems.HudRenderSystem.java
se.chalmers.avoidance.core.systems.PlayerControlSystem.java
se.chalmers.avoidance.core.systems.SoundSystem.java
se.chalmers.avoidance.core.systems.SpatialRenderSystem.java
se.chalmers.avoidance.core.systems.SpawnSystem.java
se.chalmers.avoidance.input.AccelerometerListener.java
se.chalmers.avoidance.input.TouchListener.java
se.chalmers.avoidance.util.AudioManager.java
se.chalmers.avoidance.util.FileUtils.java
se.chalmers.avoidance.util.ScreenResolution.java
se.chalmers.avoidance.util.Utils.java