LibGDX: Урок 4. Добавляем в игру экран меню и счетчик прогресса | Делаем android игры

Как добавить экран меню Screen и счетчик прогресса в игру для андроид с LibGDX – мультиплатформенным фреймворком для создания игр, мы покажем в этом уроке на примере усовершенствования простой игры.
Полный код игры под видео:

Drop.java

package info.fandroid.drop;

import com.badlogic.gdx.Game;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;

/**
 * Created by Vitaly on 13.10.2015.
 */
public class Drop extends Game {

    SpriteBatch batch;
    BitmapFont font;

    @Override
    public void create() {
        batch = new SpriteBatch();
        font = new BitmapFont();
        this.setScreen(new MainMenuScreen(this));

    }

    @Override
    public void render() {
        super.render();
    }

    @Override
    public void dispose() {
        super.dispose();
        batch.dispose();
        font.dispose();
    }
}

GameScreen.java

package info.fandroid.drop;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.audio.Music;
import com.badlogic.gdx.audio.Sound;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.TimeUtils;

import java.util.Iterator;

public class GameScreen implements Screen {

  final Drop game;
  OrthographicCamera camera;
  Texture dropImage;
  Texture bucketImage;
  Sound dropSound;
  Music rainMusic;
  Rectangle bucket;
  Vector3 touchPos;
  Array<Rectangle> raindrops;
  long lastDropTime;
  int dropsGatchered;
  String dropString;



  public GameScreen (final Drop gam) {
    this.game = gam;

    camera = new OrthographicCamera();
    camera.setToOrtho(false, 800, 480);

    touchPos = new Vector3();

    dropImage = new Texture("droplet.png");
    bucketImage = new Texture("bucket.png");

    dropSound = Gdx.audio.newSound(Gdx.files.internal("waterdrop.wav"));
    rainMusic = Gdx.audio.newMusic(Gdx.files.internal("undertreeinrain.mp3"));

    rainMusic.setLooping(true);
    rainMusic.play();

    bucket = new Rectangle();
    bucket.x = 800 / 2 - 64 / 2;
    bucket.y = 20;
    bucket.width = 64;
    bucket.height = 64;

    raindrops = new Array<Rectangle>();
    spawnRaindrop();

  }

  private void spawnRaindrop(){
    Rectangle raindrop = new Rectangle();
    raindrop.x = MathUtils.random(0, 800-64);
    raindrop.y = 480;
    raindrop.width = 64;
    raindrop.height = 64;
    raindrops.add(raindrop);
    lastDropTime = TimeUtils.nanoTime();
  }

  @Override
  public void render (float delta) {
    Gdx.gl.glClearColor(0, 0, 0.2f, 1);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

    camera.update();

    game.batch.setProjectionMatrix(camera.combined);
    game.batch.begin();
    game.font.draw(game.batch, "Drops Collected: " + dropsGatchered, 0, 480);
    game.batch.draw(bucketImage, bucket.x, bucket.y);
    for (Rectangle raindrop: raindrops){
      game.batch.draw(dropImage, raindrop.x, raindrop.y);
    }
    game.batch.end();

    if(Gdx.input.isTouched()){
      touchPos.set(Gdx.input.getX(), Gdx.input.getY(), 0);
      camera.unproject(touchPos);
      bucket.x = (int) (touchPos.x -64 / 2);
    }

    if(Gdx.input.isKeyPressed(Input.Keys.LEFT)) bucket.x -= 200 * Gdx.graphics.getDeltaTime();
    if(Gdx.input.isKeyPressed(Input.Keys.RIGHT)) bucket.x += 200 * Gdx.graphics.getDeltaTime();

    if (bucket.x < 0) bucket.x = 0;
    if (bucket.x > 800 - 64) bucket.x = 800 - 64;

    if (TimeUtils.nanoTime() - lastDropTime > 1000000000) spawnRaindrop();

    Iterator<Rectangle> iter = raindrops.iterator();
    while (iter.hasNext()){
      Rectangle raindrop = iter.next();
      raindrop.y -= 200 * Gdx.graphics.getDeltaTime();
      if (raindrop.y + 64 < 0) iter.remove();
      if (raindrop.overlaps(bucket)){
        dropsGatchered++;
        dropSound.play();
        iter.remove();
      }
    }
  }

  @Override
  public void resize(int width, int height) {

  }

  @Override
  public void pause() {

  }

  @Override
  public void resume() {

  }

  @Override
  public void hide() {

  }

  @Override
  public void dispose() {
    dropImage.dispose();
    bucketImage.dispose();
    dropSound.dispose();
    rainMusic.dispose();
  }

  @Override
  public void show() {
    rainMusic.play();
  }
}

MainMenuScreen.java

package info.fandroid.drop;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;

/**
 * Created by Vitaly on 13.10.2015.
 */
public class MainMenuScreen implements Screen {

    final Drop game;
    OrthographicCamera camera;


    public MainMenuScreen(final Drop gam) {
        game = gam;

        camera = new OrthographicCamera();
        camera.setToOrtho(false, 800, 480);
    }

    @Override
    public void show() {

    }

    @Override
    public void render(float delta) {
        Gdx.gl.glClearColor(0, 0, 0.2f, 1);
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

        camera.update();

        game.batch.setProjectionMatrix(camera.combined);
        game.batch.begin();
        game.font.draw(game.batch, "Welcome to Drop!", 100, 150);
        game.font.draw(game.batch, "Tap anywhere to begin!", 100, 100);
        game.batch.end();

        if (Gdx.input.isTouched()){
            game.setScreen(new GameScreen(game));
            dispose();
        }

    }

    @Override
    public void resize(int width, int height) {

    }

    @Override
    public void pause() {

    }

    @Override
    public void resume() {

    }

    @Override
    public void hide() {

    }

    @Override
    public void dispose() {

    }
}

Больше уроков:

Уроки Android Studio: тут
Инструменты android разработчика: тут
Дизайн android приложений: тут
Уроки создания игр для android: тут
Основы программирования на JAVA: тут

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