Mudanças entre as edições de "Android Games: Walkers"
De Aulas
Linha 11: | Linha 11: | ||
= Actor.class = | = Actor.class = | ||
− | <syntaxhighlight lang=java | + | <syntaxhighlight lang=java> |
package com.mygdx.game; | package com.mygdx.game; | ||
Edição das 18h23min de 27 de outubro de 2022
Links relacionados: Jogos Digitais
Vídeo Demonstrativo
Recursos
Actor.class
package com.mygdx.game;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.math.Intersector;
class Actor {
static final int DOWN = 0;
static final int RIGHT = 1;
static final int UP = 2;
static final int LEFT = 3;
private static final int counterMax = 10;
private static final int SPEED = 2;
int direction = DOWN;
MyGdxGame game;
Boolean collided = false;
private Sprite sprite;
public int w = 64;
public int h = 64;
private int step = 0;
private int counter;
private boolean moved = false;
Actor(float x, float y, Texture texture, MyGdxGame game) {
this.game = game;
this.sprite = new Sprite(new TextureRegion(texture, 0, 0, w, h));
sprite.setPosition(x, y);
}
void execute() {
}
void run() {
execute();
counter++;
if (counter > counterMax) {
counter = 0;
if (moved) step = (step == 1) ? 0 : 1;
}
moved = false;
}
void move(int dir) {
direction = dir;
if (direction == UP) {
sprite.translateY(SPEED);
moved = true;
} else if (direction == DOWN) {
sprite.translateY(-SPEED);
moved = true;
} else if (direction == RIGHT) {
sprite.translateX(SPEED);
moved = true;
} else if (direction == LEFT) {
sprite.translateX(-SPEED);
moved = true;
}
sprite.setX(sprite.getX(), 0, game.w - w - 1);
sprite.setY(sprite.getY(), 0, game.w - h - 1);
}
public float clamp(float val, float min, float max) {
if (val < min) return min
if (val > max) return max;
return val;
}
Boolean collision(Actor other) {
return (this != other) &&
Intersector.overlaps(
sprite.getBoundingRectangle(),
other.sprite.getBoundingRectangle());
}
void draw() {
sprite.setRegion(step * w, direction * h, w, h);
sprite.draw(game.batch);
}
}
Avatar.class
package com.mygdx.game;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.graphics.Texture;
class Avatar extends Actor {
Avatar(float x, float y, Texture texture, MyGdxGame game) {
super(x, y, texture, game);
}
@Override
public void execute() {
if (Gdx.input.isKeyPressed(Input.Keys.UP)) {
move(UP);
} else if (Gdx.input.isKeyPressed(Input.Keys.DOWN)) {
move(DOWN);
} else if (Gdx.input.isKeyPressed(Input.Keys.RIGHT)) {
move(RIGHT);
} else if (Gdx.input.isKeyPressed(Input.Keys.LEFT)) {
move(LEFT);
}
collided = false;
for (Actor a : game.actors) {
if (collision(a)) {
collided = true;
break;
}
}
}
}
Monster.class
package com.mygdx.game;
import com.badlogic.gdx.graphics.Texture;
class Monster extends Actor {
private int count = 0;
private int max;
Monster(Texture texture, MyGdxGame game) {
super(rand.nextInt(game.w - w - 1), rand.nextInt(game.h - h - 1), texture, game);
direction = game.rand.nextInt(4);
max = game.rand.nextInt(20) + 1;
}
@Override
public void execute() {
count++;
if (count > max) {
count = 0;
max = game.rand.nextInt(20) + 1;
move(game.rand.nextInt(4));
} else {
move(direction);
}
}
}
MyGdxGame.class
package com.mygdx.game;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.utils.TimeUtils;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
public class MyGdxGame extends ApplicationAdapter {
int w, h;
SpriteBatch batch;
Random rand = new Random();
List<Actor> actors = new ArrayList<Actor>();
private Texture avatarTexture;
private Texture monsterTexture;
private Texture industrialTexture;
private BitmapFont font;
private Avatar avatar;
private long lastTimeCounted;
private float sinceChange;
private float frameRate;
@Override
public void create() {
w = Gdx.graphics.getWidth();
h = Gdx.graphics.getHeight();
batch = new SpriteBatch();
avatarTexture = new Texture("avatar.png");
monsterTexture = new Texture("monster.png");
industrialTexture = new Texture("industrial.png");
for (int i = 0; i < 10; i++) {
actors.add(new Monster(monsterTexture, this));
}
avatar = new Avatar(100, 100, avatarTexture, this);
actors.add(avatar);
font = new BitmapFont(
Gdx.files.internal("verdana.fnt"),
Gdx.files.internal("verdana.png"), false);
font.setColor(1, 1, 1, 1);
lastTimeCounted = TimeUtils.millis();
sinceChange = 0;
frameRate = Gdx.graphics.getFramesPerSecond();
}
private void execute() {
if (Gdx.input.isKeyPressed(Input.Keys.ESCAPE)) {
Gdx.app.exit();
}
for (Actor a : actors) a.run();
long delta = TimeUtils.timeSinceMillis(lastTimeCounted);
lastTimeCounted = TimeUtils.millis();
sinceChange += delta;
if (sinceChange >= 1000) {
sinceChange = 0;
frameRate = Gdx.graphics.getFramesPerSecond();
}
}
@Override
public void render() {
execute();
batch.begin();
batch.draw(industrialTexture, 0, 0);
for (Actor a : actors) a.draw();
if (avatar.collided) {
font.draw(batch, "Collided! " + (int) frameRate + " fps", 1, h + 1);
} else {
font.draw(batch, "I'm free... " + (int) frameRate + " fps", 1, h + 1);
}
batch.end();
}
@Override
public void dispose() {
batch.dispose();
avatarTexture.dispose();
monsterTexture.dispose();
industrialTexture.dispose();
}
}