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package com.badlogic.drop; |
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import java.util.Iterator; |
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import com.badlogic.gdx.Gdx; |
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import com.badlogic.gdx.Input.Keys; |
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import com.badlogic.gdx.Screen; |
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import com.badlogic.gdx.audio.Music; |
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import com.badlogic.gdx.audio.Sound; |
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import com.badlogic.gdx.graphics.GL10; |
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import com.badlogic.gdx.graphics.OrthographicCamera; |
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import com.badlogic.gdx.graphics.Texture; |
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import com.badlogic.gdx.math.MathUtils; |
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import com.badlogic.gdx.math.Rectangle; |
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import com.badlogic.gdx.math.Vector3; |
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import com.badlogic.gdx.utils.Array; |
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import com.badlogic.gdx.utils.TimeUtils; |
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public class GameScreen implements Screen { |
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private final Drop game; |
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private Texture dropImage; |
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private Texture bucketImage; |
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private Sound dropSound; |
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private Music rainMusic; |
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private OrthographicCamera camera; |
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private Rectangle bucket; |
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private Array<Rectangle> raindrops; |
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private long lastDropTime; |
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private int dropsGathered; |
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public GameScreen(final Drop gam) { |
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this.game = gam; |
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// load the images for the droplet and the bucket, 64x64 pixels each |
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dropImage = new Texture(Gdx.files.internal("droplet.png")); |
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bucketImage = new Texture(Gdx.files.internal("bucket.png")); |
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// load the drop sound effect and the rain background "music" |
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dropSound = Gdx.audio.newSound(Gdx.files.internal("drop.wav")); |
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rainMusic = Gdx.audio.newMusic(Gdx.files.internal("rain.mp3")); |
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rainMusic.setLooping(true); |
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// create the camera and the SpriteBatch |
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camera = new OrthographicCamera(); |
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camera.setToOrtho(false, 800, 480); |
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// create a Rectangle to logically represent the bucket |
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bucket = new Rectangle(); |
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bucket.x = 800 / 2 - 64 / 2; // center the bucket horizontally |
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bucket.y = 20; // bottom left corner of the bucket is 20 pixels above |
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// the bottom screen edge |
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bucket.width = 64; |
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bucket.height = 64; |
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// create the raindrops array and spawn the first raindrop |
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raindrops = new Array<Rectangle>(); |
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spawnRaindrop(); |
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} |
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private void spawnRaindrop() { |
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Rectangle raindrop = new Rectangle(); |
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raindrop.x = MathUtils.random(0, 800 - 64); |
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raindrop.y = 480; |
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raindrop.width = 64; |
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raindrop.height = 64; |
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raindrops.add(raindrop); |
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lastDropTime = TimeUtils.nanoTime(); |
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} |
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@Override |
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public void render(float delta) { |
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// clear the screen with a dark blue color. The |
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// arguments to glClearColor are the red, green |
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// blue and alpha component in the range [0,1] |
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// of the color to be used to clear the screen. |
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Gdx.gl.glClearColor(0, 0, 0.2f, 1); |
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Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); |
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// tell the camera to update its matrices. |
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camera.update(); |
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// tell the SpriteBatch to render in the |
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// coordinate system specified by the camera. |
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game.batch.setProjectionMatrix(camera.combined); |
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// begin a new batch and draw the bucket and |
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// all drops |
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game.batch.begin(); |
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game.font.draw(game.batch, "Drops Collected: " + dropsGathered, 0, 480); |
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game.batch.draw(bucketImage, bucket.x, bucket.y); |
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for (Rectangle raindrop : raindrops) { |
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game.batch.draw(dropImage, raindrop.x, raindrop.y); |
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} |
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game.batch.end(); |
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// process user input |
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if (Gdx.input.isTouched()) { |
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Vector3 touchPos = new Vector3(); |
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touchPos.set(Gdx.input.getX(), Gdx.input.getY(), 0); |
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camera.unproject(touchPos); |
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bucket.x = touchPos.x - 64 / 2; |
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} |
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if (Gdx.input.isKeyPressed(Keys.LEFT)) |
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bucket.x -= 200 * Gdx.graphics.getDeltaTime(); |
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if (Gdx.input.isKeyPressed(Keys.RIGHT)) |
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bucket.x += 200 * Gdx.graphics.getDeltaTime(); |
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// make sure the bucket stays within the screen bounds |
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if (bucket.x < 0) |
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bucket.x = 0; |
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if (bucket.x > 800 - 64) |
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bucket.x = 800 - 64; |
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// check if we need to create a new raindrop |
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if (TimeUtils.nanoTime() - lastDropTime > 1000000000) |
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spawnRaindrop(); |
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// move the raindrops, remove any that are beneath the bottom edge of |
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// the screen or that hit the bucket. In the later case we play back |
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// a sound effect as well. |
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Iterator<Rectangle> iter = raindrops.iterator(); |
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while (iter.hasNext()) { |
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Rectangle raindrop = iter.next(); |
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raindrop.y -= 200 * Gdx.graphics.getDeltaTime(); |
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if (raindrop.y + 64 < 0) |
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iter.remove(); |
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if (raindrop.overlaps(bucket)) { |
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dropsGathered++; |
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dropSound.play(); |
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iter.remove(); |
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} |
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} |
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} |
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@Override |
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public void resize(int width, int height) { |
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} |
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@Override |
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public void show() { |
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// start the playback of the background music |
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// when the screen is shown |
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rainMusic.play(); |
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} |
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@Override |
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public void hide() { |
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} |
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@Override |
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public void pause() { |
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} |
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@Override |
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public void resume() { |
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} |
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@Override |
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public void dispose() { |
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dropImage.dispose(); |
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bucketImage.dispose(); |
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dropSound.dispose(); |
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rainMusic.dispose(); |
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} |
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} |