Java tutorial
/* * The MIT License * * Copyright 2015 Konrad Nowakowski https://github.com/konrad92. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ package vault.clockwork.screens; import com.badlogic.gdx.Gdx; import static com.badlogic.gdx.Gdx.gl; import com.badlogic.gdx.graphics.GL20; import com.badlogic.gdx.graphics.OrthographicCamera; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.math.Vector2; import java.awt.Desktop; import java.io.File; import java.io.IOException; import java.util.logging.Level; import java.util.logging.Logger; import vault.clockwork.Game; import vault.clockwork.Vault; import vault.clockwork.actors.BackgroundActor; import vault.clockwork.actors.ButtonActionListener; import vault.clockwork.actors.ButtonActor; import vault.clockwork.actors.GameLogoActor; import vault.clockwork.actors.GridBackgroundActor; import vault.clockwork.scene.Actor; /** * * @author Agnieszka Makowska https://github.com/Migemiley */ public class MenuScreen implements GameScreen { /** * @see GameScreen#prepare() */ @Override public void prepare() { // preload actor resources Game.assets.load("assets/button.png", Texture.class); Game.assets.load("assets/blueprint.png", Texture.class); Game.assets.load("assets/dustbin-rush.png", Texture.class); // buttony Game.assets.load("assets/menu-start.png", Texture.class); Game.assets.load("assets/menu-opcje.png", Texture.class); Game.assets.load("assets/menu-wyjscie.png", Texture.class); Game.assets.load("assets/menu-wroc.png", Texture.class); // poziomy Game.assets.load("assets/levels/a.png", Texture.class); } private int showNext = 0; /** * Ctor. */ public MenuScreen() { } /** * @see GameScreen#show() */ @Override public void show() { //Game.scene.BACKGROUND.add(new GridBackgroundActor(1)); Game.scene.BACKGROUND.add(new BackgroundActor(-1, "assets/blueprint.png")); Actor logo = Game.scene.FOREGROUND.add(new GameLogoActor()); logo.setPosition(new Vector2(100.f, 100.f)); logo.setRotation(-16.f); Game.mainCamera = new OrthographicCamera(); showMainMenu(); } /** * @see GameScreen#render(float) * @param delta */ @Override public void render(float delta) { // clear target buffer gl.glClearColor(0.1f, 0.2f, 0.1f, 1.f); gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); // update shaders if (Vault.comicShader.isCompiled()) { Vault.comicShader.begin(); Vault.comicShader.setUniformf("u_ticks", (float) (Math.random() * 2 * Math.PI)); Vault.comicShader.setUniformf("u_strength", (float) (Math.random() * 0.0015f)); Vault.comicShader.end(); } Game.mainCamera.setToOrtho(false, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); Game.mainCamera.translate(-Gdx.graphics.getWidth() / 2, -Gdx.graphics.getHeight() / 2); Game.mainCamera.update(); Game.scene.batch.setProjectionMatrix(Game.mainCamera.combined); if (showNext > 0) { if (showNext == 1) { showMainMenu(); } else if (showNext == 2) { showStages(); } showNext = 0; } // perform game systems Game.performSystems(); } public void showMainMenu() { // wyczysc warstwe GUI Game.scene.GUI.dispose(); // stworz obiekty menu na nowo Game.scene.GUI.add(new ButtonActor(1, Game.assets.get("assets/menu-start.png", Texture.class), -200, 30, new ButtonActionListener() { @Override public void clicked(ButtonActor btn) { Game.app.getScreenAs(MenuScreen.class).showNext = 2; } })); Game.scene.GUI.add(new ButtonActor(2, Game.assets.get("assets/menu-opcje.png", Texture.class), -200, -80, new ButtonActionListener() { // otworz plik cfg @Override public void clicked(ButtonActor btn) { ProcessBuilder pb = new ProcessBuilder(Game.config.textEditor, "config.cfg"); try { pb.start().waitFor(); Game.reConfigure(); } catch (IOException | InterruptedException ex) { Logger.getLogger(MenuScreen.class.getName()).log(Level.SEVERE, null, ex); } } })); Game.scene.GUI.add(new ButtonActor(3, Game.assets.get("assets/menu-wyjscie.png", Texture.class), -200, -210, new ButtonActionListener() { // zamknij gre @Override public void clicked(ButtonActor btn) { Gdx.app.exit(); } })); } public void showStages() { // wyczysc warstwe GUI Game.scene.GUI.dispose(); // stworz obiekty menu na nowo Game.scene.GUI.add(new ButtonActor(1, Game.assets.get("assets/levels/a.png", Texture.class), -300, -200, new ButtonActionListener() { @Override public void clicked(ButtonActor btn) { Game.app.setNextScreen(new StageScreen("a")); } })); Game.scene.GUI.add(new ButtonActor(1, Game.assets.get("assets/menu-wroc.png", Texture.class), 300, -200, new ButtonActionListener() { @Override public void clicked(ButtonActor btn) { Game.app.getScreenAs(MenuScreen.class).showNext = 1; } })); } }