示例#1
0
 @Override
 public void addedToEngine(Engine engine) {
   super.addedToEngine(engine);
   worldEntities =
       engine.getEntitiesFor(
           Family.getFamilyFor(TextureComponent.class, TransformComponent.class));
   particleEntities = engine.getEntitiesFor(Family.getFamilyFor(ParticleComponent.class));
   mapEntities = engine.getEntitiesFor(Family.getFamilyFor(MapComponent.class));
   spineAnimatedEntities = engine.getEntitiesFor(Family.getFamilyFor(SpineComponent.class));
 }
示例#2
0
  @Test
  public void testVisibility() {
    reset();

    ModelEntity entity = new ModelEntity();
    Visibility visibility = new Visibility();
    visibility.setCondition("(eq $" + variableDef + " i1)");
    entity.getComponents().add(visibility);

    entitiesLoader.toEngineEntity(entity);
    IntMap<Entity> entityIntMap =
        gameLoop.getEntitiesFor(Family.getFamilyFor(VisibilityComponent.class));
    EngineEntity engineEntity = (EngineEntity) entityIntMap.entries().next().value;
    assertTrue(engineEntity.getGroup().isVisible());

    gameLoop.update(1);
    assertFalse(engineEntity.getGroup().isVisible());

    variablesManager.setVarToExpression(variableDef, "i1");
    gameLoop.update(1);
    assertTrue(engineEntity.getGroup().isVisible());

    variablesManager.setVarToExpression(variableDef, "i0");
    gameLoop.update(1);
    assertFalse(engineEntity.getGroup().isVisible());
  }
 public MovementSystem(int priority) {
   super(Family.getFamilyFor(Position.class, Velocity.class), priority);
   fastmo = false;
 }
示例#4
0
  @Override
  public void execute(Entity target, SetCamera effect) {
    // Get camera
    EngineEntity cameraEntity = gameView.getLayer(Layer.CAMERA);
    IntMap<Entity> entitiesWithCameras =
        gameLoop.getEntitiesFor(Family.getFamilyFor(CamerasComponent.class));
    EngineEntity sceneEntity;
    if (entitiesWithCameras == null
        || entitiesWithCameras.size == 0
        || (sceneEntity = (EngineEntity) entitiesWithCameras.values().next()) == null) {
      Gdx.app.log(LOG_TAG, "There are no cameras available. Effect will be skipped.");
      return;
    }

    if (!sceneEntity.hasComponent(CamerasComponent.class)) {
      Gdx.app.log(LOG_TAG, "No cameras in scene. Effect will be skipped.");
      return;
    }

    Camera camera =
        sceneEntity.getComponent(CamerasComponent.class).getCamera(effect.getCameraId());
    if (camera == null) {
      Gdx.app.log(
          LOG_TAG, "No camera with id " + effect.getCameraId() + " is av Effect will be skipped.");
      return;
    }

    // Get old values. Used for additional tweaking if the effect is
    // animated.
    float oldOriginX = cameraEntity.getGroup().getOriginX();
    float oldOriginY = cameraEntity.getGroup().getOriginY();
    float oldX = cameraEntity.getGroup().getX();
    float oldY = cameraEntity.getGroup().getY();
    float oldScaleX = cameraEntity.getGroup().getScaleX();
    float oldScaleY = cameraEntity.getGroup().getScaleY();
    float oldRotation = cameraEntity.getGroup().getRotation();

    // ///////////////////////////
    // Calculate new values
    // ///////////////////////////
    Float viewportWidth =
        (float) (Integer) variablesManager.getValue(VarsContext.RESERVED_VIEWPORT_WIDTH_VAR);
    Float viewportHeight =
        (float) (Integer) variablesManager.getValue(VarsContext.RESERVED_VIEWPORT_HEIGHT_VAR);

    // Camera width and height
    float w = camera.getWidth();
    float h = camera.getHeight();

    // Rotation
    float newRotation = camera.getRotation();

    // X and Y
    /*
     * After the matrix transformation is applied, we want that M * (x y 1)
     * = (0 0 1) The goal is to get the left-bottom vertex of the camera
     * aligned with the left-bottom vertex of the screen.
     */
    float x = camera.getX();
    float y = camera.getY();

    // Calculate the origin.
    /*
     * Must be the center of the camera in scene coordinates. There is no
     * need to adjust it as the origin translation is the first step in
     * Group.computeTransform()
     */
    float newOriginX = x + w / 2.0F;
    float newOriginY = y + h / 2.0F;

    // Calculate scale.
    /*
     * If the camera's width is smaller than the viewport, zoom-in will be
     * performed. Otherwise zoom out will apply.
     */
    float newScaleX = viewportWidth / w;
    float newScaleY = viewportHeight / h;

    /*
     * Calculate the x and y coordinates for the camera entity as to get
     * screen's bottom-left corner aligned with camera's bottom left corner.
     * It's a bit tricky since Group.computeTransform() translates to the
     * origin, then scales and "undoes" the origin translation, but since
     * the matrix is at that point scaled, not all the origin is removed.
     *
     * Calculus is described in class javadoc
     */
    float newX = -x * newScaleX - newOriginX * (1 - newScaleX);
    float newY = -y * newScaleY - newOriginY * (1 - newScaleY);

    // Check there's actually a transformation to apply:
    float t = 0.1F;
    if (MathUtils.isEqual(oldX, newX, t)
        && MathUtils.isEqual(oldY, newY, t)
        && MathUtils.isEqual(oldOriginX, newOriginX, t)
        && MathUtils.isEqual(oldOriginY, newOriginY, t)
        && MathUtils.isEqual(oldScaleX, newScaleX, t)
        && MathUtils.isEqual(oldScaleY, newScaleY, t)
        && MathUtils.isEqual(oldRotation, newRotation, t)) {
      Gdx.app.debug(LOG_TAG, "There's no transformation to apply. Effect skipped.");
      return;
    }

    // Set new origin
    cameraEntity.getGroup().setOrigin(newOriginX, newOriginY);

    // Instantaneous effect: just apply transformation
    if (effect.getAnimationTime() == 0F) {
      // Translate
      cameraEntity.getGroup().setX(newX);
      cameraEntity.getGroup().setY(newY);
      // Scale
      cameraEntity.getGroup().setScaleX(newScaleX);
      cameraEntity.getGroup().setScaleY(newScaleY);

      // Rotate
      cameraEntity.getGroup().setRotation(newRotation);
    } else {
      // Animated effect
      /*
       * New origin has been set but values are not actually transformed
       * until tweens start to run a loop later. This causes an
       * unintentional translational effect all of a sudden. To correct
       * that, x and y has to be adjusted so the entity does not actually
       * move
       */
      float cos = MathUtils.cosDeg(oldRotation);
      float sin = MathUtils.sinDeg(oldRotation);
      float adjX =
          oldScaleX * cos * (newOriginX - oldOriginX)
              + oldScaleY * sin * (oldOriginY - newOriginY)
              + oldOriginX
              - newOriginX;
      float adjY =
          oldScaleX * sin * (newOriginX - oldOriginX)
              + oldScaleY * cos * (newOriginY - oldOriginY)
              + oldOriginY
              - newOriginY;
      cameraEntity.getGroup().setX(oldX + adjX);
      cameraEntity.getGroup().setY(oldY + adjY);

      // Animated effect: create and add tweens
      TweensComponent tweensComponent =
          gameLoop.addAndGetComponent(cameraEntity, TweensComponent.class);
      RotateTween rotateTween = new RotateTween();
      rotateTween.setRotation(camera.getRotation());
      rotateTween.setDuration(effect.getAnimationTime());
      rotateTween.setRelative(false);
      ScaleTween scaleTween = new ScaleTween();
      scaleTween.setScaleX(newScaleX);
      scaleTween.setScaleY(newScaleY);
      scaleTween.setDuration(effect.getAnimationTime());
      MoveTween moveTween = new MoveTween();
      moveTween.setX(newX);
      moveTween.setY(newY);
      moveTween.setDuration(effect.getAnimationTime());
      tweensComponent.addTween(moveTween);
      tweensComponent.addTween(scaleTween);
      tweensComponent.addTween(rotateTween);
    }
  }
示例#5
0
 public TouchBehaviorSystem(GameLoop engine, VariablesManager variablesManager) {
   super(
       engine,
       variablesManager,
       Family.getFamilyFor(TouchedComponent.class, TouchesComponent.class));
 }