Mudanças entre as edições de "Android Games: Walkers"

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Linha 58: Linha 58:
 
         direction = dir;
 
         direction = dir;
 
         if (direction == UP) {
 
         if (direction == UP) {
             sprite.setY(sprite.getY() + SPEED);
+
             sprite.translateY(SPEED);
 
             moved = true;
 
             moved = true;
 
         } else if (direction == DOWN) {
 
         } else if (direction == DOWN) {
             sprite.setY(sprite.getY() - SPEED);
+
             sprite.translateY(-SPEED);
 
             moved = true;
 
             moved = true;
 
         } else if (direction == RIGHT) {
 
         } else if (direction == RIGHT) {
             sprite.setX(sprite.getX() + SPEED);
+
             sprite.translateX(SPEED);
 
             moved = true;
 
             moved = true;
 
         } else if (direction == LEFT) {
 
         } else if (direction == LEFT) {
             sprite.setX(sprite.getX() - SPEED);
+
             sprite.translateX(-SPEED);
 
             moved = true;
 
             moved = true;
 
         }
 
         }
         if (sprite.getX() < 0) {
+
         sprite.setX(sprite.getX(), 0, game.w - w - 1);
            sprite.setX(0);
+
         sprite.setY(sprite.getY(), 0, game.w - h - 1);
         }
+
    }
        if (sprite.getX() + w > game.w) {
+
 
            sprite.setX(game.w - w - 1);
+
    public float clamp(float val, float min, float max) {
        }
+
        if (val < min) return min
        if (sprite.getY() < 0) {
+
         if (val > max) return max;
            sprite.setY(0);
+
         return val;
        }
 
         if (sprite.getY() + h > game.h) {
 
            sprite.setY(game.h - h - 1);
 
         }
 
 
     }
 
     }
  

Edição das 18h19min de 27 de outubro de 2022

Links relacionados: Jogos Digitais

Vídeo Demonstrativo

Recursos

Actor.class

 1package com.mygdx.game;
 2
 3import com.badlogic.gdx.graphics.Texture;
 4import com.badlogic.gdx.graphics.g2d.Sprite;
 5import com.badlogic.gdx.graphics.g2d.TextureRegion;
 6import com.badlogic.gdx.math.Intersector;
 7
 8class Actor {
 9    static final int DOWN = 0;
10    static final int RIGHT = 1;
11    static final int UP = 2;
12    static final int LEFT = 3;
13    private static final int counterMax = 10;
14    private static final int SPEED = 2;
15    int direction = DOWN;
16    MyGdxGame game;
17    Boolean collided = false;
18    private Sprite sprite;
19    private int w = 64;
20    private int h = 64;
21    private int step = 0;
22    private int counter;
23    private boolean moved = false;
24
25    Actor(float x, float y, Texture texture, MyGdxGame game) {
26        this.game = game;
27        this.sprite = new Sprite(new TextureRegion(texture, 0, 0, w, h));
28        sprite.setPosition(x, y);
29    }
30
31    void execute() {
32    }
33
34    void run() {
35        execute();
36        counter++;
37        if (counter > counterMax) {
38            counter = 0;
39            if (moved) step = (step == 1) ? 0 : 1;
40        }
41        moved = false;
42    }
43
44    void move(int dir) {
45        direction = dir;
46        if (direction == UP) {
47            sprite.translateY(SPEED);
48            moved = true;
49        } else if (direction == DOWN) {
50            sprite.translateY(-SPEED);
51            moved = true;
52        } else if (direction == RIGHT) {
53            sprite.translateX(SPEED);
54            moved = true;
55        } else if (direction == LEFT) {
56            sprite.translateX(-SPEED);
57            moved = true;
58        }
59        sprite.setX(sprite.getX(), 0, game.w - w - 1);
60        sprite.setY(sprite.getY(), 0, game.w - h - 1);
61    }
62
63    public float clamp(float val, float min, float max) {
64        if (val < min) return min
65        if (val > max) return max;
66        return val;
67    }
68
69    Boolean collision(Actor other) {
70        return (this != other) &&
71                Intersector.overlaps(
72                        sprite.getBoundingRectangle(),
73                        other.sprite.getBoundingRectangle());
74    }
75
76    void draw() {
77        sprite.setRegion(step * w, direction * h, w, h);
78        sprite.draw(game.batch);
79    }
80}

Avatar.class

 1package com.mygdx.game;
 2
 3import com.badlogic.gdx.Gdx;
 4import com.badlogic.gdx.Input;
 5import com.badlogic.gdx.graphics.Texture;
 6
 7class Avatar extends Actor {
 8    Avatar(float x, float y, Texture texture, MyGdxGame game) {
 9        super(x, y, texture, game);
10    }
11
12    @Override
13    public void execute() {
14        if (Gdx.input.isKeyPressed(Input.Keys.UP)) {
15            move(UP);
16        } else if (Gdx.input.isKeyPressed(Input.Keys.DOWN)) {
17            move(DOWN);
18        } else if (Gdx.input.isKeyPressed(Input.Keys.RIGHT)) {
19            move(RIGHT);
20        } else if (Gdx.input.isKeyPressed(Input.Keys.LEFT)) {
21            move(LEFT);
22        }
23        collided = false;
24        for (Actor a : game.actors) {
25            if (collision(a)) {
26                collided = true;
27                break;
28            }
29        }
30    }
31}

Monster.class

 1package com.mygdx.game;
 2
 3import com.badlogic.gdx.graphics.Texture;
 4
 5class Monster extends Actor {
 6    private int count = 0;
 7    private int max;
 8
 9    Monster(float x, float y, Texture texture, MyGdxGame game) {
10        super(x, y, texture, game);
11        direction = game.rand.nextInt(4);
12        max = game.rand.nextInt(20) + 1;
13    }
14
15    @Override
16    public void execute() {
17        count++;
18        if (count > max) {
19            count = 0;
20            max = game.rand.nextInt(20) + 1;
21            move(game.rand.nextInt(4));
22        } else {
23            move(direction);
24        }
25    }
26}

MyGdxGame.class

 1package com.mygdx.game;
 2
 3import com.badlogic.gdx.ApplicationAdapter;
 4import com.badlogic.gdx.Gdx;
 5import com.badlogic.gdx.Input;
 6import com.badlogic.gdx.graphics.Texture;
 7import com.badlogic.gdx.graphics.g2d.BitmapFont;
 8import com.badlogic.gdx.graphics.g2d.SpriteBatch;
 9import com.badlogic.gdx.utils.TimeUtils;
10
11import java.util.ArrayList;
12import java.util.List;
13import java.util.Random;
14
15public class MyGdxGame extends ApplicationAdapter {
16    int w, h;
17    SpriteBatch batch;
18    Random rand = new Random();
19    List<Actor> actors = new ArrayList<Actor>();
20    private Texture avatarTexture;
21    private Texture monsterTexture;
22    private Texture industrialTexture;
23    private BitmapFont font;
24    private Avatar avatar;
25    private long lastTimeCounted;
26    private float sinceChange;
27    private float frameRate;
28
29    @Override
30    public void create() {
31        w = Gdx.graphics.getWidth();
32        h = Gdx.graphics.getHeight();
33        batch = new SpriteBatch();
34        avatarTexture = new Texture("avatar.png");
35        monsterTexture = new Texture("monster.png");
36        industrialTexture = new Texture("industrial.png");
37        for (int i = 0; i < 10; i++) {
38            actors.add(new Monster(rand.nextInt(700), rand.nextInt(500), monsterTexture, this));
39        }
40        avatar = new Avatar(100, 100, avatarTexture, this);
41        actors.add(avatar);
42        font = new BitmapFont(
43                Gdx.files.internal("verdana.fnt"),
44                Gdx.files.internal("verdana.png"), false);
45        font.setColor(1, 1, 1, 1);
46        lastTimeCounted = TimeUtils.millis();
47        sinceChange = 0;
48        frameRate = Gdx.graphics.getFramesPerSecond();
49    }
50
51    private void execute() {
52        if (Gdx.input.isKeyPressed(Input.Keys.ESCAPE)) {
53            Gdx.app.exit();
54        }
55        for (Actor a : actors) a.run();
56        long delta = TimeUtils.timeSinceMillis(lastTimeCounted);
57        lastTimeCounted = TimeUtils.millis();
58        sinceChange += delta;
59        if (sinceChange >= 1000) {
60            sinceChange = 0;
61            frameRate = Gdx.graphics.getFramesPerSecond();
62        }
63    }
64
65    @Override
66    public void render() {
67        execute();
68        batch.begin();
69        batch.draw(industrialTexture, 0, 0);
70        for (Actor a : actors) a.draw();
71        if (avatar.collided) {
72            font.draw(batch, "Collided!   " + (int) frameRate + " fps", 1, h + 1);
73        } else {
74            font.draw(batch, "I'm free... " + (int) frameRate + " fps", 1, h + 1);
75        }
76        batch.end();
77    }
78
79    @Override
80    public void dispose() {
81        batch.dispose();
82        avatarTexture.dispose();
83        monsterTexture.dispose();
84        industrialTexture.dispose();
85    }
86}