vault.clockwork.screens.StageScreen.java Source code

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Here is the source code for vault.clockwork.screens.StageScreen.java

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/*
 * 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 static com.badlogic.gdx.Gdx.gl;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.audio.Sound;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Texture;
import vault.clockwork.Game;
import vault.clockwork.Vault;
import vault.clockwork.actors.GameLogoActor;
import vault.clockwork.actors.GroundActor;
import vault.clockwork.actors.HandActor;
import vault.clockwork.actors.PaperBallActor;
import vault.clockwork.controllers.CameraController;
import vault.clockwork.controllers.MenuController;
import vault.clockwork.editor.PropHolder;
import vault.clockwork.editor.PropSerialized;
import vault.clockwork.scene.Actor;
import vault.clockwork.system.Scene;

/**
 * Playable stage screen.
 * @author Konrad Nowakowski https://github.com/konrad92
 */
public class StageScreen implements GameScreen {
    /**
     * Sciezka do pliku poziomu.
     */
    private final String filename;

    /**
     * Kontroluje kamere, tj. podazanie za aktorem.
     */
    private final CameraController camera = new CameraController();

    /**
     * Ctor.
     * @param filename 
     */
    public StageScreen(String filename) {
        this.filename = Game.LEVELS_PATH + filename;
    }

    /**
     * Preload all screen resources here.
     * @see GameScreen#prepare() 
     */
    @Override
    public void prepare() {
        Game.assets.load("assets/turret.png", Texture.class);
        Game.assets.load("assets/blueprint.png", Texture.class);
        Game.assets.load("assets/dragonball.png", Texture.class);
        Game.assets.load("assets/dbin.png", Texture.class);
        Game.assets.load("assets/dbinbg.png", Texture.class);
        Game.assets.load("assets/paperball.png", Texture.class);
        Game.assets.load("assets/longtrunk.png", Texture.class);
        Game.assets.load("assets/mediumtrunk.png", Texture.class);
        Game.assets.load("assets/shorttrunk.png", Texture.class);
        Game.assets.load("assets/planet.png", Texture.class);
        Game.assets.load("assets/space.png", Texture.class);
        Game.assets.load(Vault.BGA_DESERT, Texture.class);
        Game.assets.load(Vault.BGB_DESERT, Texture.class);
        Game.assets.load("assets/kamyk.png", Texture.class);
        Game.assets.load("assets/kamyk2.png", Texture.class);
        Game.assets.load("assets/kamyk3.png", Texture.class);
        Game.assets.load("assets/klocek.png", Texture.class);
        Game.assets.load("assets/poducha.png", Texture.class);
        Game.assets.load("assets/hill.png", Texture.class);
        Game.assets.load("assets/face.png", Texture.class);
        Game.assets.load("assets/rock.png", Texture.class);
        Game.assets.load("assets/stone.png", Texture.class);
        Game.assets.load(Vault.SOUND_PAPERHIT, Sound.class);
        Game.assets.load(Vault.SOUND_WOODBOUNCE, Sound.class);
        Game.assets.load(Vault.SOUND_KOSZ1, Sound.class);
        Game.assets.load(Vault.SOUND_KOSZ2, Sound.class);
        Game.assets.load(Vault.SOUND_KOSZ3, Sound.class);
        Game.assets.load(Vault.SOUND_KOSZ4, Sound.class);
        Game.assets.load(Vault.SOUND_KOSZ5, Sound.class);

        Game.assets.load(Vault.MENU_BACK_TO_MENU, Texture.class);

        // preload resources
        GroundActor.preload();
        GameLogoActor.preload();
        HandActor.preload();
        PaperBallActor.preload();
    }

    /**
     * Prepare the scene to show-up.
     */
    @Override
    public void show() {
        reConfigure();

        // add scene controllers
        Game.scene.controllers.add(camera);
        Game.scene.controllers.add(new MenuController());

        // register input processors
        Game.inputMultiplexer.addProcessor(camera);

        // wczytaj scene
        this.load(filename);
    }

    /**
     * Update screen logic and perform the systems.
     * @see Screen#render(float) 
     */
    @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();
        }

        // perform game systems
        Game.performSystems();
    }

    /**
     * Wczytaj scene z pliku.
     * @param filename Sciezka do poziomu.
     */
    public void load(String filename) {
        PropHolder props = PropHolder.load(filename);

        // sortuj aktorow po ID
        props.sort();

        // instance props onto the scene
        for (PropSerialized prop : props) {
            Actor actor = (Actor) prop.instance();

            // place the instanced actor
            if (actor != null) {
                Scene.Layer layer = Game.scene.BACKGROUND;

                // select layer
                switch (prop.layer) {
                case 1:
                    layer = Game.scene.ACTION_1;
                    break;
                case 2:
                    layer = Game.scene.ACTION_2;
                    break;
                case 3:
                    layer = Game.scene.ACTION_3;
                    break;
                case 4:
                    layer = Game.scene.FOREGROUND;
                    break;
                case 5:
                    layer = Game.scene.GUI;
                    break;
                case 6:
                    layer = Game.scene.DEBUG;
                    break;
                }

                // place the actor
                layer.add(actor);
            }
        }
    }
}