Merge branch 'main' into button
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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@ -7,6 +7,8 @@ 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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import org.vibecoders.moongazer.managers.Assets;
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@ -14,8 +16,8 @@ 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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// UI stage
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public Stage stage;
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@ -23,7 +25,8 @@ public class Game extends ApplicationAdapter {
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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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@ -38,7 +41,9 @@ public class Game extends ApplicationAdapter {
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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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@ -54,7 +59,7 @@ public class Game extends ApplicationAdapter {
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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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@ -67,6 +72,20 @@ 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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@ -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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@ -71,6 +85,9 @@ public class Assets {
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assetManager.setLoader(com.badlogic.gdx.graphics.g2d.freetype.FreeTypeFontGenerator.class,
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new FreeTypeFontGeneratorLoader(resolver));
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assetManager.setLoader(BitmapFont.class, ".ttf", new FreetypeFontLoader(resolver));
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// Load all assets here
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assetManager.load("textures/main_menu/background.png", Texture.class);
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assetManager.load("textures/main_menu/title.png", Texture.class);
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}
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public static boolean isLoadedAll() {
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@ -83,8 +100,7 @@ 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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@ -93,7 +109,37 @@ 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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@ -29,6 +29,8 @@ public class Intro extends Scene {
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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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@ -38,12 +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(game);
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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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@ -11,15 +11,19 @@ import org.vibecoders.moongazer.managers.Assets;
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import org.vibecoders.moongazer.Game;
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import com.badlogic.gdx.graphics.Color;
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import com.badlogic.gdx.graphics.Texture;
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import com.badlogic.gdx.graphics.g2d.SpriteBatch;
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import com.badlogic.gdx.scenes.scene2d.ui.Label;
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import com.badlogic.gdx.scenes.scene2d.ui.Label.LabelStyle;
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/**
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* Main menu scene.
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*/
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public class MainMenu extends Scene {
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Label textLabel;
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private Label newGameLabel;
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private Label loadGameLabel;
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private Label settingsLabel;
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private Label quitGameLabel;
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private Texture backgroundTexture;
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private Texture titleTexture;
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public MainMenu(Game game) {
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super(game);
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@ -82,14 +86,24 @@ public class MainMenu extends Scene {
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game.root.addActor(settingsButton.getActor());
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game.root.addActor(exitButton.getActor());
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}
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/**
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* Renders the main menu scene.
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* @param batch The SpriteBatch to draw with.
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*/
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@Override
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public void render(SpriteBatch batch) {
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batch.draw(TEXTURE_WHITE, 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
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// Unneeded as using Scene2D Stage to render the label
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// textLabel.draw(batch, 1.0f);
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batch.draw(backgroundTexture, 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
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float targetTitleWidth = 300f;
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float originalWidth = titleTexture.getWidth();
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float originalHeight = titleTexture.getHeight();
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float scale = targetTitleWidth / originalWidth;
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float titleWidth = originalWidth * scale;
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float titleHeight = originalHeight * scale;
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float titleX = (WINDOW_WIDTH - titleWidth) / 2f;
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float titleY = WINDOW_HEIGHT * 0.58f;
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batch.draw(titleTexture, titleX, titleY, titleWidth, titleHeight);
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newGameLabel.draw(batch, 1.0f);
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loadGameLabel.draw(batch, 1.0f);
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settingsLabel.draw(batch, 1.0f);
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quitGameLabel.draw(batch, 1.0f);
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}
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}
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}
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@ -5,13 +5,16 @@ 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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BIN
app/src/main/resources/textures/main_menu/background.png
Normal file
BIN
app/src/main/resources/textures/main_menu/background.png
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Binary file not shown.
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After Width: | Height: | Size: 574 KiB |
BIN
app/src/main/resources/textures/main_menu/title.png
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BIN
app/src/main/resources/textures/main_menu/title.png
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Binary file not shown.
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After Width: | Height: | Size: 1.4 MiB |
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Block a user