Merge branch 'main' into button

This commit is contained in:
Nguyễn Thế Hưng
2025-09-30 17:21:30 +07:00
committed by GitHub
10 changed files with 119 additions and 34 deletions

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@ -16,12 +16,4 @@ public class Constants {
public static final int WINDOW_WIDTH = 1280;
public static final int WINDOW_HEIGHT = 720;
public static final String WINDOW_TITLE = "Moongazer";
public static final Texture TEXTURE_WHITE = new Texture(new Pixmap(1, 1, Pixmap.Format.RGBA8888) {{
setColor(Color.WHITE);
fill();
}});
public static final Texture TEXTURE_BLACK = new Texture(new Pixmap(1, 1, Pixmap.Format.RGBA8888) {{
setColor(Color.BLACK);
fill();
}});
}

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@ -7,6 +7,8 @@ import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.Table;
import com.badlogic.gdx.utils.viewport.ScreenViewport;
import java.util.ArrayList;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
import org.vibecoders.moongazer.managers.Assets;
@ -14,8 +16,8 @@ import org.vibecoders.moongazer.scenes.*;
public class Game extends ApplicationAdapter {
private static final Logger log = LoggerFactory.getLogger(Game.class);
public static State state = State.INTRO;
public static Transition transition = null;
public State state = State.INTRO;
public Transition transition = null;
SpriteBatch batch;
// UI stage
public Stage stage;
@ -23,7 +25,8 @@ public class Game extends ApplicationAdapter {
// Scenes
Scene currentScene;
Scene introScene;
public static Scene mainMenuScene;
public Scene mainMenuScene;
public ArrayList<Scene> gameScenes;
@Override
public void create() {
@ -38,7 +41,9 @@ public class Game extends ApplicationAdapter {
root.setFillParent(true);
stage.addActor(root);
// Scene initialization
gameScenes = new ArrayList<>();
currentScene = introScene = new Intro(this);
gameScenes.add(introScene);
// By the end of the intro, the main menu scene will be created and assigned to Game.mainMenuScene
}
@ -54,7 +59,7 @@ public class Game extends ApplicationAdapter {
stage.draw();
return;
}
switch (Game.state) {
switch (this.state) {
case INTRO:
currentScene = introScene;
break;
@ -67,6 +72,20 @@ public class Game extends ApplicationAdapter {
default:
log.warn("Unknown state: {}", state);
}
for (var scene : gameScenes) {
// log.trace("Checking scene visibility: {}", scene.getClass().getSimpleName());
if (scene != currentScene && scene.root.isVisible()) {
log.trace("Hiding scene: {}", scene.getClass().getSimpleName());
scene.root.setVisible(false);
}
}
if (!currentScene.root.isVisible()) {
log.trace("Showing current scene: {}", currentScene.getClass().getSimpleName());
currentScene.root.setVisible(true);
}
batch.begin();
currentScene.render(batch);
batch.end();

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@ -2,6 +2,8 @@ package org.vibecoders.moongazer;
import com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application;
import com.badlogic.gdx.backends.lwjgl3.Lwjgl3ApplicationConfiguration;
import com.badlogic.gdx.backends.lwjgl3.Lwjgl3ApplicationConfiguration.GLEmulation;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
import static org.vibecoders.moongazer.Constants.*;
@ -20,6 +22,7 @@ public class Main {
*/
public static void main(String[] args) {
Lwjgl3ApplicationConfiguration cfg = new Lwjgl3ApplicationConfiguration();
cfg.setOpenGLEmulation(GLEmulation.GL32, 3, 2);
cfg.setTitle(WINDOW_TITLE);
cfg.setWindowedMode(WINDOW_WIDTH, WINDOW_HEIGHT);
cfg.useVsync(true);

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@ -5,6 +5,8 @@ import org.slf4j.Logger;
import com.badlogic.gdx.assets.AssetManager;
import com.badlogic.gdx.assets.loaders.FileHandleResolver;
import com.badlogic.gdx.assets.loaders.resolvers.InternalFileHandleResolver;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.Pixmap;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.freetype.FreeTypeFontGeneratorLoader;
@ -19,9 +21,21 @@ public class Assets {
private static final ArrayList<String> loadedFonts = new ArrayList<>();
private static boolean startLoadAll = false;
private static boolean loadedAll = false;
private static Texture textureWhite;
private static Texture textureBlack;
public static <T> T getAsset(String fileName, Class<T> type) {
return assetManager.get(fileName, type);
try {
if (!assetManager.isLoaded(fileName, type)) {
log.warn("Asset not loaded: {}", fileName);
assetManager.load(fileName, type);
assetManager.finishLoadingAsset(fileName);
}
return assetManager.get(fileName, type);
} catch (Exception e) {
log.error("Failed to load asset: {}", fileName, e);
throw new RuntimeException("Asset loading failed: " + fileName, e);
}
}
/**
@ -71,6 +85,9 @@ public class Assets {
assetManager.setLoader(com.badlogic.gdx.graphics.g2d.freetype.FreeTypeFontGenerator.class,
new FreeTypeFontGeneratorLoader(resolver));
assetManager.setLoader(BitmapFont.class, ".ttf", new FreetypeFontLoader(resolver));
// Load all assets here
assetManager.load("textures/main_menu/background.png", Texture.class);
assetManager.load("textures/main_menu/title.png", Texture.class);
}
public static boolean isLoadedAll() {
@ -83,8 +100,7 @@ public class Assets {
public static void waitUntilLoaded() {
assetManager.finishLoading();
if (startLoadAll) {
log.info("All assets loaded.");
if (startLoadAll) {;
loadedAll = true;
}
}
@ -93,7 +109,37 @@ public class Assets {
return assetManager;
}
public static Texture getWhiteTexture() {
if (textureWhite == null) {
Pixmap pixmap = new Pixmap(1, 1, Pixmap.Format.RGBA8888);
pixmap.setColor(Color.WHITE);
pixmap.fill();
textureWhite = new Texture(pixmap);
pixmap.dispose(); // Important: dispose pixmap after creating texture
}
return textureWhite;
}
public static Texture getBlackTexture() {
if (textureBlack == null) {
Pixmap pixmap = new Pixmap(1, 1, Pixmap.Format.RGBA8888);
pixmap.setColor(Color.BLACK);
pixmap.fill();
textureBlack = new Texture(pixmap);
pixmap.dispose();
}
return textureBlack;
}
public static void dispose() {
assetManager.dispose();
if (textureWhite != null) {
textureWhite.dispose();
textureWhite = null;
}
if (textureBlack != null) {
textureBlack.dispose();
textureBlack = null;
}
}
}

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@ -29,6 +29,8 @@ public class Intro extends Scene {
startTime = System.currentTimeMillis() + 500;
log.info("Starting to load all remaining assets...");
Assets.loadAll();
game.mainMenuScene = new MainMenu(game);
game.gameScenes.add(game.mainMenuScene);
}
/**
@ -38,12 +40,12 @@ public class Intro extends Scene {
@Override
public void render(SpriteBatch batch) {
if (System.currentTimeMillis() > endTime + 2000 && endTime != 0) {
if (Game.transition == null) {
if (game.transition == null) {
Assets.waitUntilLoaded();
Game.mainMenuScene = new MainMenu(game);
Game.transition = new Transition(this, Game.mainMenuScene, State.MAIN_MENU, 1000);
log.info("All assets loaded successfully.");
game.transition = new Transition(game, this, game.mainMenuScene, State.MAIN_MENU, 1000);
}
batch.draw(TEXTURE_BLACK, 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
batch.draw(Assets.getBlackTexture(), 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
return;
}
ScreenUtils.clear(Color.BLACK);

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@ -11,15 +11,19 @@ import org.vibecoders.moongazer.managers.Assets;
import org.vibecoders.moongazer.Game;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.scenes.scene2d.ui.Label;
import com.badlogic.gdx.scenes.scene2d.ui.Label.LabelStyle;
/**
* Main menu scene.
*/
public class MainMenu extends Scene {
Label textLabel;
private Label newGameLabel;
private Label loadGameLabel;
private Label settingsLabel;
private Label quitGameLabel;
private Texture backgroundTexture;
private Texture titleTexture;
public MainMenu(Game game) {
super(game);
@ -82,14 +86,24 @@ public class MainMenu extends Scene {
game.root.addActor(settingsButton.getActor());
game.root.addActor(exitButton.getActor());
}
/**
* Renders the main menu scene.
* @param batch The SpriteBatch to draw with.
*/
@Override
public void render(SpriteBatch batch) {
batch.draw(TEXTURE_WHITE, 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
// Unneeded as using Scene2D Stage to render the label
// textLabel.draw(batch, 1.0f);
batch.draw(backgroundTexture, 0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
float targetTitleWidth = 300f;
float originalWidth = titleTexture.getWidth();
float originalHeight = titleTexture.getHeight();
float scale = targetTitleWidth / originalWidth;
float titleWidth = originalWidth * scale;
float titleHeight = originalHeight * scale;
float titleX = (WINDOW_WIDTH - titleWidth) / 2f;
float titleY = WINDOW_HEIGHT * 0.58f;
batch.draw(titleTexture, titleX, titleY, titleWidth, titleHeight);
newGameLabel.draw(batch, 1.0f);
loadGameLabel.draw(batch, 1.0f);
settingsLabel.draw(batch, 1.0f);
quitGameLabel.draw(batch, 1.0f);
}
}
}

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@ -5,13 +5,16 @@ import org.vibecoders.moongazer.Game;
import org.vibecoders.moongazer.managers.Assets;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.scenes.scene2d.ui.Table;
public abstract class Scene {
protected final Logger log = org.slf4j.LoggerFactory.getLogger(getClass());
public Table root;
public Scene(Game game) {
this();
}
public Scene() {
root = new Table();
if (!Assets.isLoadedAll() && Assets.isStartLoadAll()) {
Assets.waitUntilLoaded();
}

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@ -9,6 +9,7 @@ import com.badlogic.gdx.graphics.g2d.SpriteBatch;
* Handles transitions between scenes with a linear transition effect.
*/
public class Transition extends Scene {
private Game game;
private Scene from;
private Scene to;
private State targetState;
@ -22,7 +23,10 @@ public class Transition extends Scene {
* @param targetState The target state of the game after the transition.
* @param duration The duration of the transition in milliseconds.
*/
public Transition(Scene from, Scene to, State targetState, long duration) {
public Transition(Game game, Scene from, Scene to, State targetState, long duration) {
// Transition does not need to render UI elements
this.root = null;
this.game = game;
this.from = from;
this.to = to;
this.targetState = targetState;
@ -39,15 +43,17 @@ public class Transition extends Scene {
var toOpacity = ((float) (System.currentTimeMillis() - startTime)) / duration;
if (toOpacity >= 0.99) {
log.trace("Transition complete to state: {}", targetState);
Game.state = targetState;
Game.transition = null;
game.state = targetState;
game.transition = null;
return;
}
var fromOpacity = 1 - toOpacity;
log.trace("Transition opacities - from: {}, to: {}", fromOpacity, toOpacity);
batch.setColor(1, 1, 1, fromOpacity);
from.root.setVisible(true);
from.render(batch);
batch.setColor(1, 1, 1, toOpacity);
to.root.setVisible(true);
to.render(batch);
}
}

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