コード例 #1
0
ファイル: GameState.java プロジェクト: kosomoN/Specular
  private void saveStats() {
    Specular.prefs.putInteger(
        "Time Played Ticks", Specular.prefs.getInteger("Time Played Ticks") + ticks);
    Specular.prefs.putInteger(
        "Bullets Fired", Specular.prefs.getInteger("Bullets Fired") + Bullet.bulletsFired);
    Bullet.bulletsFired = 0;

    Specular.prefs.putInteger(
        "Bullets Missed", Specular.prefs.getInteger("Bullets Missed") + Bullet.bulletsMissed);
    Bullet.bulletsMissed = 0;

    Specular.prefs.putInteger(
        "Enemies Killed", Specular.prefs.getInteger("Enemies Killed") + enemiesKilled);
    Specular.prefs.putInteger("Games Played", Specular.prefs.getInteger("Games Played") + 1);

    Specular.prefs.putFloat("Freeze Time", SlowdownEnemies.getFreezeTime());
    // Specular.prefs.putFloat("Boardshock Efficiency", BoardShock.getEfficiency());
    Specular.prefs.putFloat("Burst Max Time", BulletBurst.getMaxActiveTime());
    Specular.prefs.putFloat("Firerate Boost", FireRateBoost.getBoost());
    Specular.prefs.putFloat("Swarm Effect", Swarm.getEffect());
    Specular.prefs.putFloat("Repulsor Max Time", Repulsor.getMaxActiveTime());
    Specular.prefs.putFloat("PDS Damage", PDS.getDamage());
    Specular.prefs.putFloat("Laser Aiming Arc", getPlayer().getLaserArc());
    Specular.prefs.putFloat("Upgrade Points", getPlayer().getUpgradePoints());

    if (player.getScore() > Specular.prefs.getInteger("Highscore"))
      Specular.prefs.putInteger("Highscore", player.getScore());

    Specular.prefs.flush();
  }
コード例 #2
0
ファイル: GameState.java プロジェクト: kosomoN/Specular
  protected void renderGame() {

    Gdx.gl.glClearDepthf(1f);
    Gdx.gl.glClear(GL20.GL_DEPTH_BUFFER_BIT);

    // Clearing screen, positioning camera, rendering map and entities
    // Positioning camera to the player
    Specular.camera.zoom = 1;
    Camera.setPosition();
    Specular.camera.update();

    // Rendering map and entities
    game.batch.setProjectionMatrix(Specular.camera.combined);
    game.batch.begin();

    game.batch.setColor(1, 1, 1, 1);
    game.batch.draw(
        currentMap.getParallax(),
        -1024 + Camera.getCameraX() / 2,
        -1024 + Camera.getCameraY() / 2,
        4096,
        4096);
    game.batch.setColor(1, 1, 1, 1);

    Camera.setZoom();
    BoardShock.setZoom();

    Specular.camera.update();
    game.batch.setProjectionMatrix(Specular.camera.combined);

    currentMap.render(game.batch, true);

    ScissorStack.calculateScissors(
        Specular.camera, game.batch.getTransformMatrix(), clipBounds, scissors);
    ScissorStack.pushScissors(scissors);

    if (tutorialOnGoing && tutorial.getCurrentWave().getEvent() == TutorialEvent.POWER_UPS_SHOWN) {
      if (!tutorial.enemiesHasSpawned()) {
        Util.writeCentered(
            game.batch,
            tutorial.getFont(),
            "these are power-ups",
            tutorial.getTextX(),
            tutorial.getTextY() + 200);

        if (tutorial.allPowerUpsActivated())
          Util.writeCentered(
              game.batch,
              tutorial.getFont(),
              "some can be combined",
              tutorial.getTextX(),
              tutorial.getTextY());
      }
    }

    for (Entity ent : entities) {
      if (!(ent instanceof Enemy)) ent.render(game.batch);
    }

    game.batch.setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_ONE);

    for (UpgradeOrb orb : orbs) orb.render(game.batch);

    for (Particle p : particles) p.render(game.batch);

    game.batch.setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);

    for (Entity ent : enemies) {
      ent.render(game.batch);
    }

    if (!gameMode.isGameOver()) player.render(game.batch);

    game.batch.flush();
    ScissorStack.popScissors();

    // Re-positioning camera for HUD
    Specular.camera.position.set(0, 0, 0);
    Specular.camera.zoom = 1;
    Specular.camera.update();
    game.batch.setProjectionMatrix(Specular.camera.combined);

    if (isPaused) { // Pause menu
      game.batch.draw(
          greyPixel,
          -Specular.camera.viewportWidth / 2,
          -Specular.camera.viewportHeight / 2,
          Specular.camera.viewportWidth,
          Specular.camera.viewportHeight);
      game.batch.draw(pauseTex, -pauseTex.getWidth() / 2, 100);
      pauseInputProcessor.getResumeButton().render();
      pauseInputProcessor.getToMenuButton().render();
    } else {
      if (!gameMode.isGameOver()) {
        // Drawing HUD
        hud.render(game.batch, scoreMultiplierTimer);
        gameInputProcessor.getShootStick().render(game.batch);
        gameInputProcessor.getMoveStick().render(game.batch);

        // Tutorial
        if (tutorialOnGoing && !showTutorialEnd) tutorial.render(game.batch);

        // Drawing SCORE in the middle top of the screen
        Util.writeCentered(
            game.batch,
            scoreFont,
            player.getFormattedScore(),
            0,
            Specular.camera.viewportHeight / 2 - 36);
        // Drawing MULTIPLIER on screen
        Util.writeCentered(
            game.batch,
            multiplierFont,
            "x" + Math.round(scoreMultiplier),
            0,
            Specular.camera.viewportHeight / 2 - 98);

        // Tutorial end
        if (showTutorialEnd) {
          tutorialTicks++;

          if (tutorialTicks > 120) {
            scoreFontAlpha = (tutorialTicks - 120) / 180f;
            scoreFontAlpha = scoreFontAlpha > 1 ? 1 : scoreFontAlpha;

            game.batch.setColor(1, 1, 1, scoreFontAlpha);
            game.batch.draw(
                greyPixel,
                -Specular.camera.viewportWidth / 2,
                -Specular.camera.viewportHeight / 2,
                Specular.camera.viewportWidth,
                Specular.camera.viewportHeight);
            game.batch.setColor(Color.WHITE);

            scoreFont.setColor(1, 0, 0, scoreFontAlpha);
            Util.writeCentered(game.batch, scoreFont, "tap to continue", 0, -100);
          }
        }

        gameMode.render(game.batch);
      } else if (gameMode.isGameOver()) { // Game over screen
        // Manual camera shake
        Specular.camera.position.set(0, 0, 0);
        Specular.camera.position.add(
            rand.nextFloat() * 100 * Camera.getShakeIntensity(),
            rand.nextFloat() * 100 * Camera.getShakeIntensity(),
            0);
        Specular.camera.update();
        game.batch.setProjectionMatrix(Specular.camera.combined);

        game.batch.draw(
            greyPixel,
            -Specular.camera.viewportWidth / 2,
            -Specular.camera.viewportHeight / 2,
            Specular.camera.viewportWidth,
            Specular.camera.viewportHeight);
        game.batch.draw(gameOverTex, -gameOverTex.getWidth() / 2, -gameOverTex.getHeight() / 2);

        // Game Over effects [fade in, camera shake]
        if (gameOverScoreFont.getScaleX() > 1f) {
          gameOverScoreFont.scale(-0.1f);
          gameOverScoreFont.setColor(
              1, 0, 0, Math.max((10 - gameOverScoreFont.getScaleX()) / 10f, 0));
        } else {
          gameOverScoreFont.setScale(1);
          if (!shaken) {
            Camera.shake(0.5f, 0.02f);
            shaken = true;
          }

          if (player.getScore() >= lastHighscore) {
            Util.drawCentered(game.batch, newHighscore, 0, 0, 0);
            lastHighscore = player.getScore();
          }
        }

        // Drawing final score and buttons
        if (music != null) music.setVolume(0.25f);
        if (gameOverTicks == GAMEOVERSOUND_TIMER && isSoundEnabled()) {
          gameOverSound.play(1f, 1, 0);
        }
        Util.writeCentered(game.batch, gameOverScoreFont, player.getFormattedScore(), 0, 100);

        game.batch.setColor(Color.WHITE);
        ggInputProcessor.getRetryBtn().render();
        ggInputProcessor.getMenuBtn().render();
        ggInputProcessor.getHighscoreBtn().render();

        if (player.getUpgradePoints() >= 1) {
          if (!ggInputProcessor.isTouchingUpgradeBtn()) {
            if (gameOverTicks % 90 < 40) {
              ggInputProcessor.getUpgradeBtn().setScale(1.00f);
              ggInputProcessor.getUpgradeBtn().setTouch(true);
            } else {
              ggInputProcessor.getUpgradeBtn().setScale(1.0f);
              ggInputProcessor.getUpgradeBtn().setTouch(false);
            }
          }
        }

        ggInputProcessor.getUpgradeBtn().render();
      }
    }

    game.batch.end();
  }
コード例 #3
0
ファイル: GameState.java プロジェクト: kosomoN/Specular
  protected void update() {
    if (!isPaused) {

      if (tutorialOnGoing) tutorial.update();

      // Remove random particles if there are too many
      while (particles.size >= PARTICLE_LIMIT) particles.removeIndex(rand.nextInt(particles.size));

      // Remove random orbs if there are too many
      while (orbs.size >= ORB_LIMIT) orbs.removeIndex(rand.nextInt(orbs.size));

      // Adding played time
      if (!gameMode.isGameOver()) ticks++;

      // Updating combos
      cs.update();

      BoardShock.update();

      if (scoreMultiplier > 1) {
        if (scoreMultiplierTimer < MULTIPLIER_COOLDOWN_TIME) {
          float decreaseRate = (float) scoreMultiplier / 3;

          scoreMultiplierTimer += decreaseRate;
        } else {
          if (isSoundEnabled())
            multiplierDownSound.play(1f, (float) Math.sqrt(scoreMultiplier / 3), 0);

          scoreMultiplierTimer = 0;
          scoreMultiplier--;
        }
      }

      if (cs.getCombo() > 7) {
        if (isSoundEnabled()) multiplierUpSound.play(1f, (float) Math.sqrt(scoreMultiplier / 3), 0);

        setScoreMultiplier(scoreMultiplier + 1);
        if (getScoreMultiplier() % 10 == 0) {
          multiplierFont.scale(2);
        }

        cs.resetCombo();
      }

      if (multiplierFont.getScaleX() > 1) {
        multiplierFont.scale(-0.05f);
        if (multiplierFont.getScaleX() <= 1) {
          multiplierFont.setScale(1);
        }
      }

      boolean playerKilled = false; // A variable to keep track of player status
      if (!gameMode.isGameOver()) {
        // Update game mode, enemy spawning and player hit detection
        gameMode.update(TICK_LENGTH / 1000000);

        if (!tutorialOnGoing) {
          // Update power-ups
          powerUpSpawnTime--;
          if (powerUpSpawnTime < 0) {
            if (enablePowerUps) {
              puss.spawn();
              powerUpSpawnTime = 300;
            }
          }
        }

        updateHitDetections();

        // So that they don't spawn while death animation is playing
        if (!player.isDying() && !player.isSpawning()) {
          if (player.isDead() && !tutorialOnGoing) {
            pss.spawn(true);
            waveNumber++;
            currentWave = waveManager.getWave(waveNumber);
          } else {
            player.updateHitDetection();
            if (!tutorialOnGoing) {
              if (currentWave.update()) {
                waveNumber++;
                currentWave = waveManager.getWave(waveNumber);
              }
            }
          }
        }

        if (player.update() && !player.isDying()) {
          if (!tutorialOnGoing) {
            gameMode.playerKilled();
            playerKilled = true;
          }
        }
      } else {
        clearLists();
        gameOverTicks++;
      }

      // Removing destroyed entities
      for (Iterator<Entity> it = entities.iterator(); it.hasNext(); ) {
        Entity ent = it.next();
        if (ent.update()) {
          if (ent instanceof Particle) pass.getPool().free((Particle) ent);
          else if (ent instanceof UpgradeOrb) oss.getPool().free((UpgradeOrb) ent);
          else if (ent instanceof Enemy) enemies.removeIndex(enemies.indexOf((Enemy) ent, true));
          else if (ent instanceof PowerUp)
            powerups.removeIndex(powerups.indexOf((PowerUp) ent, true));
          else if (ent instanceof Bullet) {
            bullets.removeIndex(bullets.indexOf((Bullet) ent, true));
            Bullet.free((Bullet) ent);
          }

          it.remove();
        }
      }

      for (Iterator<UpgradeOrb> it = orbs.iterator(); it.hasNext(); ) {
        if (it.next().update()) it.remove();
      }

      for (Iterator<Particle> it = particles.iterator(); it.hasNext(); ) {
        if (it.next().update()) it.remove();
      }
      // Enemy Slowdown
      SlowdownEnemies.setUpdatedSlowdown(false);

      if (playerKilled && tutorialHasEnded()) {
        if (!gameMode.isGameOver()) {
          clearLists();
          resetGameTime();
          pss.spawn(false);
        } else {
          saveStats();
          input.setInputProcessor(ggInputProcessor);
          gameOverScoreFont.scale(14);

          if (Specular.nativeAndroid.isLoggedIn()) {
            Specular.nativeAndroid.postHighscore(player.getScore(), true);
          }
        }
      }

      Camera.update(this);
    }
  }
コード例 #4
0
ファイル: GameState.java プロジェクト: kosomoN/Specular
  public GameState(Specular game) {
    super(game);

    // Loading map texture from a internal directory
    Texture mapTexture = new Texture(Gdx.files.internal("graphics/game/packed/Level.png"));
    Texture shockLight = new Texture(Gdx.files.internal("graphics/game/packed/ShockLight.png"));
    Texture parallax = new Texture(Gdx.files.internal("graphics/game/packed/Parallax.png"));

    // Loading gameover textures
    gameOverTex = new Texture(Gdx.files.internal("graphics/game/packed/Background.png"));
    newHighscore = new Texture(Gdx.files.internal("graphics/menu/gameover/New Highscore.png"));

    // Loading pause menu textures
    pauseTex = new Texture(Gdx.files.internal("graphics/menu/pausemenu/Pause.png"));
    greyPixel = new Texture(Gdx.files.internal("graphics/menu/pausemenu/Grey Pixel.png"));

    textureAtlas = new TextureAtlas(Gdx.files.internal("graphics/game/packed/Specular.atlas"));

    // Loading HUD
    hud = new HUD(this);

    // Initializing map handler for handling many maps
    mapHandler = new MapHandler();
    mapHandler.addMap(
        "Map",
        mapTexture,
        shockLight,
        parallax,
        mapTexture.getWidth(),
        mapTexture.getHeight(),
        this);
    currentMap = mapHandler.getMap("Map");

    clipBounds = new Rectangle(0, 0, currentMap.getWidth(), currentMap.getHeight());

    // Initializing font
    FreeTypeFontGenerator fontGen =
        new FreeTypeFontGenerator(Gdx.files.internal("fonts/Battlev2l.ttf"));
    FreeTypeFontParameter ftfp = new FreeTypeFontParameter();
    ftfp.size = 96; // MAX SIZE
    ftfp.characters = "1234567890,";
    gameOverScoreFont = fontGen.generateFont(ftfp);
    gameOverScoreFont.setColor(Color.RED);

    ftfp.characters = "1234567890,tapocniue"; // Characters for "Tap to continue"
    ftfp.size = 64;
    scoreFont = fontGen.generateFont(ftfp);
    scoreFont.setColor(Color.RED);

    ftfp.characters = "1234567890,x";
    ftfp.size = 40;
    multiplierFont = fontGen.generateFont(ftfp);
    multiplierFont.setColor(Color.RED);

    // Tutorial (Must be initialized before fontGen.dispose())
    tutorial = new Tutorial(this, fontGen);

    fontGen.dispose();
    // Graphics Settings
    GfxSettings.init();

    // Tutorial
    Tutorial.init(textureAtlas);

    // Initializing entities and analogstick statically
    Player.init(textureAtlas);
    Bullet.init(this);
    Particle.init(textureAtlas);
    UpgradeOrb.init(textureAtlas);
    EnemyWanderer.init(textureAtlas);
    EnemyCircler.init(textureAtlas);
    EnemyStriver.init(textureAtlas);
    EnemyBooster.init(textureAtlas);
    EnemyWorm.init(textureAtlas);
    EnemyVirus.init(textureAtlas);
    EnemyShielder.init(textureAtlas);
    EnemyExploder.init(textureAtlas);
    EnemyDasher.init(textureAtlas);
    EnemyTanker.init(textureAtlas);
    AnalogStick.init(hud);

    // Initializing power-ups
    AddLife.init(textureAtlas);
    BulletBurst.init(textureAtlas);
    FireRateBoost.init(textureAtlas);
    ScoreMultiplier.init(textureAtlas);
    ShieldPowerUp.init(textureAtlas);
    SlowdownEnemies.init(textureAtlas);
    BoardshockPowerUp.init(textureAtlas);
    Ricochet.init(textureAtlas);
    Repulsor.init(textureAtlas);
    LaserPowerup.init(textureAtlas);
    ShockWaveRenderer.init(textureAtlas);
    Laser.init(this);
    Swarm.init(textureAtlas);
    PDSPowerUp.init(textureAtlas);

    pss = new PlayerSpawnSystem(this);
    puss = new PowerUpSpawnSystem(this);
    pass = new ParticleSpawnSystem(this);
    oss = new OrbSpawnSystem(this);
    cs = new ComboSystem();
    waveManager = new WaveManager(this);

    input = Gdx.input;
  }
コード例 #5
0
ファイル: GameState.java プロジェクト: kosomoN/Specular
 public void boardshock() {
   if (boardshockCharge >= 1 && !player.isDying() && !player.isSpawning()) {
     BoardShock.activate(this);
     boardshockCharge = 0;
   }
 }