Merge branch 'main' into tunxd
This commit is contained in:
@ -16,12 +16,4 @@ public class Constants {
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public static final int WINDOW_WIDTH = 1280;
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public static final int WINDOW_HEIGHT = 720;
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public static final String WINDOW_TITLE = "Moongazer";
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public static final Texture TEXTURE_WHITE = new Texture(new Pixmap(1, 1, Pixmap.Format.RGBA8888) {{
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setColor(Color.WHITE);
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fill();
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}});
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public static final Texture TEXTURE_BLACK = new Texture(new Pixmap(1, 1, Pixmap.Format.RGBA8888) {{
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setColor(Color.BLACK);
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fill();
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}});
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}
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@ -1,8 +1,13 @@
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package org.vibecoders.moongazer;
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import com.badlogic.gdx.ApplicationAdapter;
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import com.badlogic.gdx.graphics.Texture;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.graphics.g2d.SpriteBatch;
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import com.badlogic.gdx.scenes.scene2d.Stage;
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import com.badlogic.gdx.scenes.scene2d.ui.Table;
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import com.badlogic.gdx.utils.viewport.ScreenViewport;
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import java.util.ArrayList;
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import org.slf4j.Logger;
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import org.slf4j.LoggerFactory;
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@ -11,13 +16,17 @@ import org.vibecoders.moongazer.scenes.*;
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public class Game extends ApplicationAdapter {
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private static final Logger log = LoggerFactory.getLogger(Game.class);
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public static State state = State.INTRO;
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public static Transition transition = null;
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public State state = State.INTRO;
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public Transition transition = null;
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SpriteBatch batch;
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Texture logo;
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// UI stage
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public Stage stage;
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public Table root;
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// Scenes
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Scene currentScene;
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Scene introScene;
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public static Scene mainMenuScene;
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public Scene mainMenuScene;
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public ArrayList<Scene> gameScenes;
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@Override
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public void create() {
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@ -25,7 +34,16 @@ public class Game extends ApplicationAdapter {
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Assets.loadIntroAndWait();
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log.info("Intro assets loaded successfully.");
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batch = new SpriteBatch();
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currentScene = introScene = new Intro();
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// Stage for UI elements
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stage = new Stage(new ScreenViewport(), batch);
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Gdx.input.setInputProcessor(stage);
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root = new Table();
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root.setFillParent(true);
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stage.addActor(root);
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// Scene initialization
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gameScenes = new ArrayList<>();
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currentScene = introScene = new Intro(this);
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gameScenes.add(introScene);
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// By the end of the intro, the main menu scene will be created and assigned to Game.mainMenuScene
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}
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@ -36,9 +54,12 @@ public class Game extends ApplicationAdapter {
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batch.begin();
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transition.render(batch);
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batch.end();
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// Handle stage drawing for UI elements
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stage.act(Gdx.graphics.getDeltaTime());
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stage.draw();
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return;
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}
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switch (Game.state) {
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switch (this.state) {
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case INTRO:
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currentScene = introScene;
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break;
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@ -51,9 +72,26 @@ public class Game extends ApplicationAdapter {
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default:
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log.warn("Unknown state: {}", state);
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}
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for (var scene : gameScenes) {
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// log.trace("Checking scene visibility: {}", scene.getClass().getSimpleName());
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if (scene != currentScene && scene.root.isVisible()) {
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log.trace("Hiding scene: {}", scene.getClass().getSimpleName());
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scene.root.setVisible(false);
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}
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}
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if (!currentScene.root.isVisible()) {
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log.trace("Showing current scene: {}", currentScene.getClass().getSimpleName());
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currentScene.root.setVisible(true);
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}
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batch.begin();
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currentScene.render(batch);
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batch.end();
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// Handle stage drawing for UI elements
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stage.act(Gdx.graphics.getDeltaTime());
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stage.draw();
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}
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@Override
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@ -61,6 +99,8 @@ public class Game extends ApplicationAdapter {
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introScene.dispose();
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mainMenuScene.dispose();
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Assets.dispose();
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batch.dispose();
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stage.dispose();
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log.debug("Resources disposed");
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}
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}
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@ -2,6 +2,8 @@ package org.vibecoders.moongazer;
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import com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application;
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import com.badlogic.gdx.backends.lwjgl3.Lwjgl3ApplicationConfiguration;
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import com.badlogic.gdx.backends.lwjgl3.Lwjgl3ApplicationConfiguration.GLEmulation;
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import org.slf4j.Logger;
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import org.slf4j.LoggerFactory;
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import static org.vibecoders.moongazer.Constants.*;
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@ -20,6 +22,7 @@ public class Main {
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*/
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public static void main(String[] args) {
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Lwjgl3ApplicationConfiguration cfg = new Lwjgl3ApplicationConfiguration();
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cfg.setOpenGLEmulation(GLEmulation.GL32, 3, 2);
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cfg.setTitle(WINDOW_TITLE);
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cfg.setWindowedMode(WINDOW_WIDTH, WINDOW_HEIGHT);
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cfg.useVsync(true);
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@ -5,6 +5,8 @@ import org.slf4j.Logger;
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import com.badlogic.gdx.assets.AssetManager;
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import com.badlogic.gdx.assets.loaders.FileHandleResolver;
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import com.badlogic.gdx.assets.loaders.resolvers.InternalFileHandleResolver;
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import com.badlogic.gdx.graphics.Color;
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import com.badlogic.gdx.graphics.Pixmap;
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import com.badlogic.gdx.graphics.Texture;
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import com.badlogic.gdx.graphics.g2d.BitmapFont;
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import com.badlogic.gdx.graphics.g2d.freetype.FreeTypeFontGeneratorLoader;
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@ -19,9 +21,21 @@ public class Assets {
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private static final ArrayList<String> loadedFonts = new ArrayList<>();
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private static boolean startLoadAll = false;
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private static boolean loadedAll = false;
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private static Texture textureWhite;
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private static Texture textureBlack;
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public static <T> T getAsset(String fileName, Class<T> type) {
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return assetManager.get(fileName, type);
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try {
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if (!assetManager.isLoaded(fileName, type)) {
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log.warn("Asset not loaded: {}", fileName);
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assetManager.load(fileName, type);
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assetManager.finishLoadingAsset(fileName);
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}
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return assetManager.get(fileName, type);
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} catch (Exception e) {
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log.error("Failed to load asset: {}", fileName, e);
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throw new RuntimeException("Asset loading failed: " + fileName, e);
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}
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}
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/**
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@ -85,8 +99,7 @@ public class Assets {
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public static void waitUntilLoaded() {
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assetManager.finishLoading();
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if (startLoadAll) {
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log.info("All assets loaded.");
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if (startLoadAll) {;
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loadedAll = true;
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}
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}
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@ -95,7 +108,37 @@ public class Assets {
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return assetManager;
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}
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public static Texture getWhiteTexture() {
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if (textureWhite == null) {
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Pixmap pixmap = new Pixmap(1, 1, Pixmap.Format.RGBA8888);
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pixmap.setColor(Color.WHITE);
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pixmap.fill();
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textureWhite = new Texture(pixmap);
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pixmap.dispose(); // Important: dispose pixmap after creating texture
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}
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return textureWhite;
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}
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public static Texture getBlackTexture() {
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if (textureBlack == null) {
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Pixmap pixmap = new Pixmap(1, 1, Pixmap.Format.RGBA8888);
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pixmap.setColor(Color.BLACK);
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pixmap.fill();
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textureBlack = new Texture(pixmap);
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pixmap.dispose();
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}
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return textureBlack;
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}
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public static void dispose() {
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assetManager.dispose();
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if (textureWhite != null) {
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textureWhite.dispose();
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textureWhite = null;
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}
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if (textureBlack != null) {
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textureBlack.dispose();
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textureBlack = null;
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}
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}
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}
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@ -16,17 +16,21 @@ import com.badlogic.gdx.utils.ScreenUtils;
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*/
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public class Intro extends Scene {
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private Texture logo;
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private Game game;
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private long startTime;
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private long endTime = 0;
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/**
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* Initializes the intro scene, starts loading assets.
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*/
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public Intro() {
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public Intro(Game game) {
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this.game = game;
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logo = Assets.getAsset("icons/logo.png", Texture.class);
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startTime = System.currentTimeMillis() + 500;
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log.info("Starting to load all remaining assets...");
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Assets.loadAll();
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game.mainMenuScene = new MainMenu(game);
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game.gameScenes.add(game.mainMenuScene);
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}
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/**
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@ -36,12 +40,12 @@ public class Intro extends Scene {
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@Override
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public void render(SpriteBatch batch) {
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if (System.currentTimeMillis() > endTime + 2000 && endTime != 0) {
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if (Game.transition == null) {
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if (game.transition == null) {
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Assets.waitUntilLoaded();
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Game.mainMenuScene = new MainMenu();
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Game.transition = new Transition(this, Game.mainMenuScene, State.MAIN_MENU, 1000);
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log.info("All assets loaded successfully.");
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game.transition = new Transition(game, this, game.mainMenuScene, State.MAIN_MENU, 1000);
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}
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batch.draw(TEXTURE_BLACK, 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
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batch.draw(Assets.getBlackTexture(), 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
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return;
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}
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ScreenUtils.clear(Color.BLACK);
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@ -3,6 +3,7 @@ package org.vibecoders.moongazer.scenes;
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import static org.vibecoders.moongazer.Constants.*;
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import org.vibecoders.moongazer.managers.Assets;
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import org.vibecoders.moongazer.Game;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.graphics.Color;
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@ -1,13 +1,20 @@
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package org.vibecoders.moongazer.scenes;
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import org.slf4j.Logger;
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import org.vibecoders.moongazer.Game;
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import org.vibecoders.moongazer.managers.Assets;
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import com.badlogic.gdx.graphics.g2d.SpriteBatch;
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import com.badlogic.gdx.scenes.scene2d.ui.Table;
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public abstract class Scene {
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protected final Logger log = org.slf4j.LoggerFactory.getLogger(getClass());
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public Table root;
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public Scene(Game game) {
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this();
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}
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public Scene() {
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root = new Table();
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if (!Assets.isLoadedAll() && Assets.isStartLoadAll()) {
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Assets.waitUntilLoaded();
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}
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@ -9,6 +9,7 @@ import com.badlogic.gdx.graphics.g2d.SpriteBatch;
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* Handles transitions between scenes with a linear transition effect.
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*/
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public class Transition extends Scene {
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private Game game;
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private Scene from;
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private Scene to;
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private State targetState;
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@ -22,7 +23,10 @@ public class Transition extends Scene {
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* @param targetState The target state of the game after the transition.
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* @param duration The duration of the transition in milliseconds.
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*/
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public Transition(Scene from, Scene to, State targetState, long duration) {
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public Transition(Game game, Scene from, Scene to, State targetState, long duration) {
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// Transition does not need to render UI elements
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this.root = null;
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this.game = game;
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this.from = from;
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this.to = to;
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this.targetState = targetState;
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@ -39,15 +43,17 @@ public class Transition extends Scene {
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var toOpacity = ((float) (System.currentTimeMillis() - startTime)) / duration;
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if (toOpacity >= 0.99) {
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log.trace("Transition complete to state: {}", targetState);
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Game.state = targetState;
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Game.transition = null;
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game.state = targetState;
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game.transition = null;
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return;
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}
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var fromOpacity = 1 - toOpacity;
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log.trace("Transition opacities - from: {}, to: {}", fromOpacity, toOpacity);
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batch.setColor(1, 1, 1, fromOpacity);
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from.root.setVisible(true);
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from.render(batch);
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batch.setColor(1, 1, 1, toOpacity);
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to.root.setVisible(true);
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to.render(batch);
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}
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}
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Reference in New Issue
Block a user