Mudanças entre as edições de "Android Games: Skyfire"
De Aulas
(6 revisões intermediárias pelo mesmo usuário não estão sendo mostradas) | |||
Linha 123: | Linha 123: | ||
Implementação da colisão de retângulos. | Implementação da colisão de retângulos. | ||
− | <syntaxhighlight lang=java | + | <syntaxhighlight lang=java> |
private boolean spriteCollide(Sprite a, Sprite b) { | private boolean spriteCollide(Sprite a, Sprite b) { | ||
float x = a.getX(); | float x = a.getX(); | ||
Linha 146: | Linha 146: | ||
= Enemy.java = | = Enemy.java = | ||
− | <syntaxhighlight lang=java | + | <syntaxhighlight lang=java> |
package com.mygdx.game; | package com.mygdx.game; | ||
Linha 156: | Linha 156: | ||
int direction; | int direction; | ||
− | Enemy( | + | Enemy(Texture texture, MyGdxGame game) { |
− | super( | + | super(game.rand.nextInt(game.w - texture.getWidth()), game.h + 100, texture, game); |
direction = game.rand.nextInt(2); | direction = game.rand.nextInt(2); | ||
} | } | ||
Linha 184: | Linha 184: | ||
= Ship.java = | = Ship.java = | ||
− | <syntaxhighlight lang=java | + | <syntaxhighlight lang=java> |
package com.mygdx.game; | package com.mygdx.game; | ||
Linha 199: | Linha 199: | ||
void execute() { | void execute() { | ||
if (Gdx.input.isKeyPressed(Input.Keys.LEFT)) { | if (Gdx.input.isKeyPressed(Input.Keys.LEFT)) { | ||
− | sprite. | + | sprite.setX(clamp(sprite.getX() - SPEED, 0, game.w)); |
− | } else if (Gdx.input.isKeyPressed | + | } else if (Gdx.input.isKeyPressed(Input.Keys.RIGHT)) { |
− | sprite. | + | sprite.setX(clamp(sprite.getX() + SPEED, 0, game.w - sprite.getWidth())); |
} | } | ||
if (Gdx.input.isKeyJustPressed(Input.Keys.SPACE)) { | if (Gdx.input.isKeyJustPressed(Input.Keys.SPACE)) { | ||
− | game. | + | game.news.add(new Bomb( |
− | sprite.getX() + (sprite.getWidth() / 2f), | + | sprite.getX() + (sprite.getWidth() / 2f) - (game.textureBomb.getWidth() / 2f), |
− | sprite.getY() + sprite.getHeight() | + | sprite.getY() + sprite.getHeight(), |
+ | game.textureBomb, game)); | ||
+ | game.sndBomb.play(); | ||
} | } | ||
− | for (Actor a : game. | + | for (Actor a : game.actor) { |
− | if (collide(a)) { | + | if (collide(a) && a instanceof Enemy) { |
− | + | a.explode(); | |
− | a. | + | explode(); |
− | + | game.gameOver = true; | |
− | + | break; | |
− | game. | ||
} | } | ||
} | } | ||
Linha 223: | Linha 224: | ||
= Bomb.java = | = Bomb.java = | ||
− | <syntaxhighlight lang=java | + | <syntaxhighlight lang=java> |
package com.mygdx.game; | package com.mygdx.game; | ||
Linha 231: | Linha 232: | ||
Bomb(float x, float y, Texture texture, MyGdxGame game) { | Bomb(float x, float y, Texture texture, MyGdxGame game) { | ||
super(x, y, texture, game); | super(x, y, texture, game); | ||
− | |||
} | } | ||
Linha 238: | Linha 238: | ||
sprite.translateY(5); | sprite.translateY(5); | ||
if (sprite.getY() > game.h) dead = true; | if (sprite.getY() > game.h) dead = true; | ||
− | for (Actor a : game. | + | for (Actor a : game.actor) { |
if (collide(a) && a instanceof Enemy) { | if (collide(a) && a instanceof Enemy) { | ||
+ | a.explode(); | ||
dead = true; | dead = true; | ||
− | |||
− | |||
game.score++; | game.score++; | ||
+ | break; | ||
} | } | ||
} | } | ||
Linha 252: | Linha 252: | ||
= Explosion.java = | = Explosion.java = | ||
− | <syntaxhighlight lang=java | + | <syntaxhighlight lang=java> |
package com.mygdx.game; | package com.mygdx.game; | ||
import com.badlogic.gdx.graphics.Texture; | import com.badlogic.gdx.graphics.Texture; | ||
− | |||
import java.util.List; | import java.util.List; | ||
− | + | class Explosion extends Actor { | |
+ | List<Texture> textures; | ||
+ | int count = 0; | ||
+ | int maxCount = 3; | ||
int position = 0; | int position = 0; | ||
− | |||
− | |||
− | |||
− | |||
Explosion(float x, float y, List<Texture> textures, MyGdxGame game) { | Explosion(float x, float y, List<Texture> textures, MyGdxGame game) { | ||
super(x, y, textures.get(0), game); | super(x, y, textures.get(0), game); | ||
this.textures = textures; | this.textures = textures; | ||
− | |||
− | |||
game.sndExplosion.play(); | game.sndExplosion.play(); | ||
} | } | ||
Linha 277: | Linha 273: | ||
@Override | @Override | ||
void execute() { | void execute() { | ||
− | + | count++; | |
− | if ( | + | if (count > maxCount) { |
+ | count = 0; | ||
position++; | position++; | ||
− | |||
− | |||
− | |||
− | |||
} | } | ||
− | + | if (position >= textures.size()) dead = true; | |
− | + | else sprite.setTexture(textures.get(position)); | |
− | |||
− | |||
− | if (dead | ||
− | sprite.setTexture(textures.get(position) | ||
− | |||
} | } | ||
} | } | ||
Linha 298: | Linha 286: | ||
= MyGdxGame.java = | = MyGdxGame.java = | ||
− | <syntaxhighlight lang=java | + | <syntaxhighlight lang=java> |
package com.mygdx.game; | package com.mygdx.game; | ||
Linha 307: | Linha 295: | ||
import com.badlogic.gdx.audio.Sound; | import com.badlogic.gdx.audio.Sound; | ||
import com.badlogic.gdx.graphics.Color; | import com.badlogic.gdx.graphics.Color; | ||
− | |||
import com.badlogic.gdx.graphics.Texture; | import com.badlogic.gdx.graphics.Texture; | ||
import com.badlogic.gdx.graphics.g2d.BitmapFont; | import com.badlogic.gdx.graphics.g2d.BitmapFont; | ||
Linha 318: | Linha 305: | ||
public class MyGdxGame extends ApplicationAdapter { | public class MyGdxGame extends ApplicationAdapter { | ||
SpriteBatch batch; | SpriteBatch batch; | ||
− | |||
− | |||
− | |||
− | |||
Texture textureShip; | Texture textureShip; | ||
Texture textureEnemy; | Texture textureEnemy; | ||
Texture textureBomb; | Texture textureBomb; | ||
− | |||
Texture textureGameOver; | Texture textureGameOver; | ||
− | List<Texture> | + | List<Texture> texturesExplosion = new ArrayList<>(); |
− | + | int w, h; | |
+ | BackGround background; | ||
BitmapFont font; | BitmapFont font; | ||
− | List<Actor> | + | List<Actor> actor = new ArrayList<>(); |
List<Actor> news = new ArrayList<>(); | List<Actor> news = new ArrayList<>(); | ||
− | |||
Random rand = new Random(); | Random rand = new Random(); | ||
− | + | Sound sndBomb; | |
− | + | Sound sndExplosion; | |
− | + | Music music; | |
− | boolean | + | boolean gameOver = false; |
− | + | int score = 0; | |
− | + | int countEnemy = 0; | |
+ | int maxCountEnemy = 100; | ||
@Override | @Override | ||
Linha 346: | Linha 329: | ||
h = Gdx.graphics.getHeight(); | h = Gdx.graphics.getHeight(); | ||
batch = new SpriteBatch(); | batch = new SpriteBatch(); | ||
− | + | background = new BackGround(new Texture("background.png"), this); | |
− | background = new Texture("background.png"); | ||
textureShip = new Texture("ship.png"); | textureShip = new Texture("ship.png"); | ||
textureEnemy = new Texture("enemy.png"); | textureEnemy = new Texture("enemy.png"); | ||
textureBomb = new Texture("bomb.png"); | textureBomb = new Texture("bomb.png"); | ||
− | |||
textureGameOver = new Texture("gameover.png"); | textureGameOver = new Texture("gameover.png"); | ||
− | + | texturesExplosion.add(new Texture("explosion_0.png")); | |
− | + | texturesExplosion.add(new Texture("explosion_1.png")); | |
− | + | texturesExplosion.add(new Texture("explosion_2.png")); | |
− | + | texturesExplosion.add(new Texture("explosion_1.png")); | |
− | + | texturesExplosion.add(new Texture("explosion_0.png")); | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
sndBomb = Gdx.audio.newSound(Gdx.files.internal("bomb.wav")); | sndBomb = Gdx.audio.newSound(Gdx.files.internal("bomb.wav")); | ||
sndExplosion = Gdx.audio.newSound(Gdx.files.internal("explosion.wav")); | sndExplosion = Gdx.audio.newSound(Gdx.files.internal("explosion.wav")); | ||
music = Gdx.audio.newMusic(Gdx.files.internal("music.ogg")); | music = Gdx.audio.newMusic(Gdx.files.internal("music.ogg")); | ||
music.setLooping(true); | music.setLooping(true); | ||
+ | music.setVolume(0.7f); | ||
music.play(); | music.play(); | ||
+ | font = new BitmapFont( | ||
+ | Gdx.files.internal("verdana.fnt"), | ||
+ | Gdx.files.internal("verdana.png"), false); | ||
+ | font.setColor(Color.BLACK); | ||
+ | start(); | ||
+ | } | ||
+ | |||
+ | private void start() { | ||
+ | gameOver = false; | ||
+ | score = 0; | ||
+ | actor.clear(); | ||
+ | news.clear(); | ||
+ | actor.add(new Ship((w / 2f) - (textureShip.getWidth() / 2f), | ||
+ | 10, textureShip, this)); | ||
} | } | ||
− | + | private void execute() { | |
if (Gdx.input.isKeyPressed(Input.Keys.ESCAPE)) { | if (Gdx.input.isKeyPressed(Input.Keys.ESCAPE)) { | ||
Gdx.app.exit(); | Gdx.app.exit(); | ||
− | } | + | } |
− | + | if (gameOver) { | |
− | + | if (Gdx.input.isKeyJustPressed(Input.Keys.ENTER)) { | |
− | + | start(); | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
} | } | ||
} | } | ||
− | + | for (Actor a : actor) a.execute(); | |
− | + | background.execute(); | |
− | + | stagehandWork(); | |
− | + | } | |
− | + | ||
− | + | private void enemyGenerator() { | |
− | + | countEnemy++; | |
− | + | if (countEnemy > maxCountEnemy) { | |
+ | actor.add(new Enemy(textureEnemy, this)); | ||
+ | countEnemy = 0; | ||
+ | maxCountEnemy = 20 + rand.nextInt(50); | ||
} | } | ||
− | + | } | |
− | for (Actor a : | + | |
− | + | private void stagehandWork() { | |
− | + | enemyGenerator(); | |
+ | List<Actor> aux = actor; | ||
+ | actor = new ArrayList<>(); | ||
+ | for (Actor a : aux) if (!a.dead) actor.add(a); | ||
+ | actor.addAll(news); | ||
+ | news.clear(); | ||
} | } | ||
Linha 410: | Linha 396: | ||
public void render() { | public void render() { | ||
execute(); | execute(); | ||
− | |||
− | |||
batch.begin(); | batch.begin(); | ||
− | + | background.draw(); | |
− | for (Actor a : | + | for (Actor a : actor) a.draw(); |
font.draw(batch, "SCORE: " + score, 1, h); | font.draw(batch, "SCORE: " + score, 1, h); | ||
− | if ( | + | if (gameOver) { |
− | batch.draw( | + | batch.draw(textureGameOver, (w / 2f) - (textureGameOver.getWidth() / 2f), 200); |
− | |||
− | |||
− | |||
− | |||
− | |||
} | } | ||
batch.end(); | batch.end(); | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
} | } | ||
@Override | @Override | ||
public void dispose() { | public void dispose() { | ||
+ | batch.dispose(); | ||
background.dispose(); | background.dispose(); | ||
− | + | textureEnemy.dispose(); | |
+ | textureShip.dispose(); | ||
+ | textureBomb.dispose(); | ||
+ | font.dispose(); | ||
} | } | ||
} | } | ||
</syntaxhighlight> | </syntaxhighlight> |
Edição atual tal como às 18h11min de 3 de novembro de 2022
Links relacionados: Jogos Digitais
Videoaula
Recursos
- skyfire.zip
- background.png
- bomb.png
- bomb.wav
- enemy.png
- explosion.wav
- explosion_0.png
- explosion_1.png
- explosion_2.png
- gameover.png
- music.ogg
- paused.png
- ship.png
- verdana.fnt
- verdana.png
Background.java
package com.mygdx.game;
import com.badlogic.gdx.graphics.Texture;
public class BackGround {
MyGdxGame game;
Texture texture;
int ya, yb;
int SPEED = 2;
BackGround(Texture texture, MyGdxGame game) {
this.game = game;
this.texture = texture;
ya = 0;
yb = texture.getHeight();
}
void execute() {
ya -= SPEED;
yb -= SPEED;
if (ya <= -texture.getHeight()) {
ya = yb + texture.getHeight();
}
if (yb <= -texture.getHeight()) {
yb = ya + texture.getHeight();
}
}
void draw() {
game.batch.draw(texture, 0, ya);
game.batch.draw(texture, 0, yb);
}
void dispose() {
texture.dispose();
}
}
Actor.java
package com.mygdx.game;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.math.Intersector;
public class Actor {
MyGdxGame game;
Sprite sprite;
int SPEED = 10;
boolean dead = false;
Actor(float x, float y, Texture texture, MyGdxGame game) {
this.game = game;
this.sprite = new Sprite(texture);
this.sprite.setPosition(x, y);
}
void execute() {
// To implement
}
float clamp(float value, float min, float max) {
if (value < min) return min;
if (value > max) return max;
return value;
}
boolean collide(Actor other) {
if (this == other) return false;
return Intersector.overlaps(
sprite.getBoundingRectangle(),
other.sprite.getBoundingRectangle()
);
}
void explode() {
dead = true;
game.news.add(new Explosion(
sprite.getX() + (sprite.getWidth() / 2f) - (game.texturesExplosion.get(0).getWidth() / 2f),
sprite.getY() + (sprite.getHeight() / 2f) - (game.texturesExplosion.get(0).getWidth() / 2f),
game.texturesExplosion, game));
}
void draw() {
sprite.draw(game.batch);
}
}
Colisão BoundingBox
Implementação da colisão de retângulos.
private boolean spriteCollide(Sprite a, Sprite b) {
float x = a.getX();
float y = a.getY();
float w = a.getWidth();
float h = a.getHeight();
return pointCollide(x, y, b) ||
pointCollide(x + w, y, b) ||
pointCollide(x, y + h, b) ||
pointCollide(x + w, y + h, b);
}
private boolean pointCollide(float px, float py, Sprite s) {
float x = s.getX();
float y = s.getY();
float w = s.getWidth();
float h = s.getHeight();
return (px > x && px < x + w && py > y && py < y + h);
}
Enemy.java
package com.mygdx.game;
import com.badlogic.gdx.graphics.Texture;
public class Enemy extends Actor {
static final int RIGHT = 0;
static final int LEFT = 1;
int direction;
Enemy(Texture texture, MyGdxGame game) {
super(game.rand.nextInt(game.w - texture.getWidth()), game.h + 100, texture, game);
direction = game.rand.nextInt(2);
}
@Override
void execute() {
sprite.translateY(-5);
if (direction == RIGHT) {
sprite.translateX(5);
if (sprite.getX() + sprite.getWidth() > game.w) {
direction = LEFT;
}
} else {
sprite.translateX(-5);
if (sprite.getX() < 0) {
direction = RIGHT;
}
}
if (sprite.getY() + sprite.getHeight() < 0) {
dead = true;
}
}
}
Ship.java
package com.mygdx.game;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.graphics.Texture;
public class Ship extends Actor {
Ship(float x, float y, Texture texture, MyGdxGame game) {
super(x, y, texture, game);
}
@Override
void execute() {
if (Gdx.input.isKeyPressed(Input.Keys.LEFT)) {
sprite.setX(clamp(sprite.getX() - SPEED, 0, game.w));
} else if (Gdx.input.isKeyPressed(Input.Keys.RIGHT)) {
sprite.setX(clamp(sprite.getX() + SPEED, 0, game.w - sprite.getWidth()));
}
if (Gdx.input.isKeyJustPressed(Input.Keys.SPACE)) {
game.news.add(new Bomb(
sprite.getX() + (sprite.getWidth() / 2f) - (game.textureBomb.getWidth() / 2f),
sprite.getY() + sprite.getHeight(),
game.textureBomb, game));
game.sndBomb.play();
}
for (Actor a : game.actor) {
if (collide(a) && a instanceof Enemy) {
a.explode();
explode();
game.gameOver = true;
break;
}
}
}
}
Bomb.java
package com.mygdx.game;
import com.badlogic.gdx.graphics.Texture;
public class Bomb extends Actor {
Bomb(float x, float y, Texture texture, MyGdxGame game) {
super(x, y, texture, game);
}
@Override
void execute() {
sprite.translateY(5);
if (sprite.getY() > game.h) dead = true;
for (Actor a : game.actor) {
if (collide(a) && a instanceof Enemy) {
a.explode();
dead = true;
game.score++;
break;
}
}
}
}
Explosion.java
package com.mygdx.game;
import com.badlogic.gdx.graphics.Texture;
import java.util.List;
class Explosion extends Actor {
List<Texture> textures;
int count = 0;
int maxCount = 3;
int position = 0;
Explosion(float x, float y, List<Texture> textures, MyGdxGame game) {
super(x, y, textures.get(0), game);
this.textures = textures;
game.sndExplosion.play();
}
@Override
void execute() {
count++;
if (count > maxCount) {
count = 0;
position++;
}
if (position >= textures.size()) dead = true;
else sprite.setTexture(textures.get(position));
}
}
MyGdxGame.java
package com.mygdx.game;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.audio.Music;
import com.badlogic.gdx.audio.Sound;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
public class MyGdxGame extends ApplicationAdapter {
SpriteBatch batch;
Texture textureShip;
Texture textureEnemy;
Texture textureBomb;
Texture textureGameOver;
List<Texture> texturesExplosion = new ArrayList<>();
int w, h;
BackGround background;
BitmapFont font;
List<Actor> actor = new ArrayList<>();
List<Actor> news = new ArrayList<>();
Random rand = new Random();
Sound sndBomb;
Sound sndExplosion;
Music music;
boolean gameOver = false;
int score = 0;
int countEnemy = 0;
int maxCountEnemy = 100;
@Override
public void create() {
w = Gdx.graphics.getWidth();
h = Gdx.graphics.getHeight();
batch = new SpriteBatch();
background = new BackGround(new Texture("background.png"), this);
textureShip = new Texture("ship.png");
textureEnemy = new Texture("enemy.png");
textureBomb = new Texture("bomb.png");
textureGameOver = new Texture("gameover.png");
texturesExplosion.add(new Texture("explosion_0.png"));
texturesExplosion.add(new Texture("explosion_1.png"));
texturesExplosion.add(new Texture("explosion_2.png"));
texturesExplosion.add(new Texture("explosion_1.png"));
texturesExplosion.add(new Texture("explosion_0.png"));
sndBomb = Gdx.audio.newSound(Gdx.files.internal("bomb.wav"));
sndExplosion = Gdx.audio.newSound(Gdx.files.internal("explosion.wav"));
music = Gdx.audio.newMusic(Gdx.files.internal("music.ogg"));
music.setLooping(true);
music.setVolume(0.7f);
music.play();
font = new BitmapFont(
Gdx.files.internal("verdana.fnt"),
Gdx.files.internal("verdana.png"), false);
font.setColor(Color.BLACK);
start();
}
private void start() {
gameOver = false;
score = 0;
actor.clear();
news.clear();
actor.add(new Ship((w / 2f) - (textureShip.getWidth() / 2f),
10, textureShip, this));
}
private void execute() {
if (Gdx.input.isKeyPressed(Input.Keys.ESCAPE)) {
Gdx.app.exit();
}
if (gameOver) {
if (Gdx.input.isKeyJustPressed(Input.Keys.ENTER)) {
start();
}
}
for (Actor a : actor) a.execute();
background.execute();
stagehandWork();
}
private void enemyGenerator() {
countEnemy++;
if (countEnemy > maxCountEnemy) {
actor.add(new Enemy(textureEnemy, this));
countEnemy = 0;
maxCountEnemy = 20 + rand.nextInt(50);
}
}
private void stagehandWork() {
enemyGenerator();
List<Actor> aux = actor;
actor = new ArrayList<>();
for (Actor a : aux) if (!a.dead) actor.add(a);
actor.addAll(news);
news.clear();
}
@Override
public void render() {
execute();
batch.begin();
background.draw();
for (Actor a : actor) a.draw();
font.draw(batch, "SCORE: " + score, 1, h);
if (gameOver) {
batch.draw(textureGameOver, (w / 2f) - (textureGameOver.getWidth() / 2f), 200);
}
batch.end();
}
@Override
public void dispose() {
batch.dispose();
background.dispose();
textureEnemy.dispose();
textureShip.dispose();
textureBomb.dispose();
font.dispose();
}
}