示例#1
0
 public static void createTrigger(
     PooledEngine engine,
     PhysixSystem physixSystem,
     float x,
     float y,
     float width,
     float height,
     Consumer<Entity> consumer) {
   Entity entity = engine.createEntity();
   PhysixModifierComponent modifyComponent = engine.createComponent(PhysixModifierComponent.class);
   entity.add(modifyComponent);
   TriggerComponent triggerComponent = engine.createComponent(TriggerComponent.class);
   triggerComponent.consumer = consumer;
   entity.add(triggerComponent);
   modifyComponent.schedule(
       () -> {
         PhysixBodyComponent bodyComponent = engine.createComponent(PhysixBodyComponent.class);
         PhysixBodyDef bodyDef =
             new PhysixBodyDef(BodyDef.BodyType.StaticBody, physixSystem)
                 .position(x + width / 2, y + height / 2);
         bodyComponent.init(bodyDef, physixSystem, entity);
         PhysixFixtureDef fixtureDef =
             new PhysixFixtureDef(physixSystem).sensor(true).shapeBox(width, height);
         bodyComponent.createFixture(fixtureDef);
         entity.add(bodyComponent);
       });
   engine.addEntity(entity);
 }
示例#2
0
  public static Entity makePlayerControlled(Entity entity) {
    entity.add(GameManager.getGame().engine.createComponent(PlayerOwnedComponent.class));
    entity.add(GameManager.getGame().engine.createComponent(PlayerControllerComponent.class));
    entity.add(GameManager.getGame().engine.createComponent(JoystickControllerComponent.class));

    return entity;
  }
  private static Entity createBaseTile(Level level, int x, int y, Color color, boolean isWall) {
    x *= Tiles.SIZE;
    y *= Tiles.SIZE;

    final Entity tile = createWithPosition(level, x, y);
    tile.add(level.createComponent(MiniMapObject.class).setColor(color));

    if (isWall) {
      tile.add(new BoundingBox().set(x, y, Tiles.SIZE));
    }

    return tile;
  }
示例#4
0
  public static Entity createPlayer(float x, float y, float width, float height) {
    Entity entity = createBasicMovingEntity(x, y, width, height);

    makePlayerControlled(entity);
    makeVisual(entity, width, height, "player_ship1.png");

    entity.add(GameManager.getGame().engine.createComponent(ShootingComponent.class));
    entity.add(GameManager.getGame().engine.createComponent(CameraFocusComponent.class));

    GameManager.getGame().engine.addEntity(entity);

    return entity;
  }
  // TODO: Refactor into multiple functions
  @Override
  public Entity buildEntity() {
    Entity player = new Entity();

    // Define the body
    BodyDef playerBody = new BodyDef();
    playerBody.type = BodyDef.BodyType.DynamicBody;
    playerBody.position.set(0, 0);

    // Create the components
    PhysicsComponent p = new PhysicsComponent(physicsWorld.createBody(playerBody), player);
    RenderComponent r = new RenderComponent();
    KeyboardInputComponent i = new KeyboardInputComponent();
    MoveAction m = new MoveAction();

    // Properties for the components
    Polygon sprite =
        new Polygon(
            new float[] {
              0, 5,
              3, -3,
              0, -2,
              -3, -3
            });

    PolygonShape fixShape = new PolygonShape();
    fixShape.set(sprite.getVertices());

    FixtureDef def = new FixtureDef();
    def.shape = fixShape;
    def.density = 1.2f;
    def.friction = 0f;
    def.restitution = 0.1f;

    // Apply properties
    p.physicsBody.createFixture(def);

    r.renderColor = Color.BLUE;
    r.sprite = sprite;

    m.lin_v = 5f;
    m.rot_v = 2f;

    // Add to player
    player.add(p);
    player.add(r);
    player.add(i);
    player.add(m);

    return player;
  }
  public static Entity createPlayer(Level level, TextureRegion[][] spriteSheet) {
    final Entity player = level.createEntity();
    player.add(
        level
            .createComponent(Position.class)
            .set(level.getNextSpawnLocation())); // TODO: This can return null!
    player.add(level.createComponent(Velocity.class).reset());
    player.add(
        level
            .createComponent(Health.class)
            .reset(20)); // TODO change default based on selected character
    player.add(level.createComponent(Sprite.class).set(spriteSheet[0][0]));

    return player;
  }
  public void addContact(float delta, Contact contact) {
    for (Entity e : entities) {

      if (contact.getFixtureA() == bm.get(e).body.getFixtureList().first()) {
        for (Entity player : players) {
          if (contact.getFixtureB() == sensorm.get(player).sensor) {
            e.add(new CollisionComponent(player.getId(), contact.getWorldManifold()));
            player.add(new CollisionComponent(e.getId(), contact.getWorldManifold()));
            System.out.println("hit a player");

            return;
          }
        }
      }
    }
  }
示例#8
0
  public static Entity makeHoming(Entity entity, Entity homingTarget) {
    HomingComponent homing = GameManager.getGame().engine.createComponent(HomingComponent.class);
    homing.target = homingTarget;
    entity.add(homing);

    return entity;
  }
 @Override
 public void run(
     Entity entity, SafeProperties meta, SafeProperties properties, EntityFactoryParam param) {
   PositionComponent component = engine.createComponent(PositionComponent.class);
   component.x = param.x;
   component.y = param.y;
   entity.add(component);
 }
示例#10
0
  public static Entity createMap() {
    Entity map = GameManager.getGame().engine.createEntity();
    MapComponent mapComponent = GameManager.getGame().engine.createComponent(MapComponent.class);
    mapComponent.init(256, 256);
    mapComponent.rectangle.x = -128;
    mapComponent.rectangle.y = -128;
    map.add(mapComponent);
    GameManager.getGame().engine.addEntity(map);

    return map;
  }
示例#11
0
  public static Entity makeVisual(Entity entity, float width, float height, String image) {
    VisualComponent visual = GameManager.getGame().engine.createComponent(VisualComponent.class);
    final Texture texture =
        new Texture(Gdx.files.internal(image != null ? image : images.random()));
    visual.region = new TextureRegion(texture, texture.getWidth(), texture.getHeight());
    visual.width = width;
    visual.height = height;
    entity.add(visual);

    return entity;
  }
示例#12
0
 public static Entity createEntity(PooledEngine engine, String name, float x, float y, Team team) {
   factoryParam.x = x;
   factoryParam.y = y;
   factoryParam.team = team;
   Entity entity = entityFactory.createEntity(name, factoryParam);
   SetupComponent setup = engine.createComponent(SetupComponent.class);
   setup.name = name;
   setup.team = team;
   entity.add(setup);
   engine.addEntity(entity);
   return entity;
 }
示例#13
0
  public static Entity createBullet(float x, float y, float width, float height) {
    Entity bullet = createBasicMovingEntity(x, y, width, height);

    makeVisual(bullet, width, height, null);

    bullet.add(GameManager.getGame().engine.createComponent(DamageOnCollisionComponent.class));
    //
    // bullet.add(GameManager.getGame().engine.createComponent(DestroyOnMapCollisionComponent.class));

    GameManager.getGame().engine.addEntity(bullet);

    return bullet;
  }
 @Override
 public void run(
     Entity entity, SafeProperties meta, SafeProperties properties, EntityFactoryParam param) {
   if (param.game instanceof GameLocal) {
     EatableComponent component = engine.createComponent(EatableComponent.class);
     component.energy = properties.getFloat("energy", 0);
     component.sound = properties.getString("sound");
     String powerupName = properties.getString("powerup");
     if (powerupName != null) {
       component.powerup = powerupSystem.createPowerup(powerupName);
     }
     entity.add(component);
   }
 }
示例#15
0
  public void init(final Area area) {
    /* Dialogues */
    DialogueComponent dc = DialogueComponent.read("scroll");
    dc.events.put(
        "end",
        new Runnable() {
          @Override
          public void run() {
            Event addAttack =
                new Event() {
                  public void run(Context context) {
                    Attack attack = new Attack(Attack.prototypes.get("nmScroll"));
                    Player.addInventory(attack);
                    Player.addAttack(attack);
                    Player.addAttribute("nmScroll");
                    Player.save((Area) context);
                  }
                };
            Event hideScroll = new SetEntityVisibility("scroll", false);

            area.events.add(addAttack);
            area.events.add(hideScroll);
          }
        });

    /* Entities */
    Entity scroll = new Entity();
    scroll.add(new NameComponent("scroll"));
    scroll.add(new AreaComponent(area));
    scroll.add(new ActorComponent(new Image(Main.getTexture("scroll"))));
    scroll.add(new PositionComponent(5 * Constants.TILE_SIZE, 5 * Constants.TILE_SIZE));
    if (!Player.getAttribute("nmScroll")) scroll.add(new VisibleComponent());
    CollisionComponent cc = new CollisionComponent(0, 0, 16, 8);
    cc.events.add(new StartDialogue(dc));
    scroll.add(cc);

    Entity leave = new Entity();
    EnterZoneComponent ec = new EnterZoneComponent(area);
    ec.bounds.set(0, -Constants.TILE_SIZE, mapSize.x * Constants.TILE_SIZE, Constants.TILE_SIZE);
    ec.events.add(
        new ChangeContext(
            "puzzle1",
            new Vector2(17.5f * Constants.TILE_SIZE, 34 * Constants.TILE_SIZE),
            new Vector2(17.5f * Constants.TILE_SIZE, 32 * Constants.TILE_SIZE)));
    leave.add(ec);

    /* Adding things to Area */
    entities = new Entity[] {scroll, leave};

    new ParticleEffectActor.EnvironmentParticleEffect("scroll", area);
  }
示例#16
0
  public static Entity createChainLight(
      PooledEngine engine,
      float x,
      float y,
      Color color,
      float distance,
      int rayDirection,
      ArrayList<Point> points) {
    Entity e = engine.createEntity();
    PositionComponent pc = engine.createComponent(PositionComponent.class);
    pc.x = x;
    pc.y = y;
    ChainLightComponent clc = engine.createComponent(ChainLightComponent.class);
    float chain[] = new float[points.size() * 2];
    int i = 0;
    for (Point point : points) {
      chain[i++] = (x + point.x) / GameConstants.BOX2D_SCALE;
      chain[i++] = (y + point.y) / GameConstants.BOX2D_SCALE;
    }
    final RayHandler rayHandler = engine.getSystem(LightRenderSystem.class).getRayHandler();
    clc.chainLight =
        new ChainLight(
            rayHandler,
            GameConstants.LIGHT_RAYS,
            color,
            distance / GameConstants.BOX2D_SCALE,
            rayDirection,
            chain);
    clc.chainLight.setStaticLight(false);
    e.add(pc);
    e.add(clc);

    engine.addEntity(e);

    return e;
  }
  private Entity buildPuffin(World world) {
    Entity e = engine.createEntity();
    e.add(new PuffinComponent());

    AnimationComponent a = new AnimationComponent();
    a.animations.put(
        "DEFAULT", new Animation(1f / 16f, Assets.getPuffinArray(), Animation.PlayMode.LOOP));
    a.animations.put(
        "RUNNING", new Animation(1f / 16f, Assets.getPuffinRunArray(), Animation.PlayMode.LOOP));
    e.add(a);
    StateComponent state = new StateComponent();
    state.set("DEFAULT");
    e.add(state);
    TextureComponent tc = new TextureComponent();
    e.add(tc);

    TransformComponent tfc = new TransformComponent();
    tfc.position.set(10f, 10f, 1f);
    tfc.rotation = 15f;
    tfc.scale.set(0.25f, 0.25f);
    e.add(tfc);

    BodyComponent bc = new BodyComponent();
    BodyDef bodyDef = new BodyDef();
    // We set our body to dynamic, for something like ground which doesn't move we would set it to
    // StaticBody
    bodyDef.type = BodyDef.BodyType.DynamicBody;

    // Set our body's starting position in the world
    bodyDef.position.set(10f, 23f);

    // Create our body in the world using our body definition
    bc.body = world.createBody(bodyDef);
    bc.body.applyAngularImpulse(50f, true);

    // Create a circle shape and set its radius to 6
    CircleShape circle = new CircleShape();
    circle.setRadius(2f);

    // Create a fixture definition to apply our shape to
    FixtureDef fixtureDef = new FixtureDef();
    fixtureDef.shape = circle;
    fixtureDef.density = 20f;
    fixtureDef.friction = 0.4f;
    fixtureDef.restitution = 0.6f; // Make it bounce a little bit

    // Create our fixture and attach it to the body
    bc.body.createFixture(fixtureDef);

    // Remember to dispose of any shapes after you're done with them!
    // BodyDef and FixtureDef don't need disposing, but shapes do.
    circle.dispose();

    e.add(bc);
    return e;
  }
示例#18
0
  public static Entity createBasicMovingEntity(float x, float y, float width, float height) {
    Entity entity = GameManager.getGame().engine.createEntity();
    PositionComponent position =
        GameManager.getGame().engine.createComponent(PositionComponent.class);
    position.x = x;
    position.y = y;
    entity.add(position);
    CollisionComponent collision =
        GameManager.getGame().engine.createComponent(CollisionComponent.class);
    collision.init(width, height);
    entity.add(collision);
    entity.add(GameManager.getGame().engine.createComponent(AccelerationComponent.class));
    entity.add(GameManager.getGame().engine.createComponent(DragComponent.class));
    entity.add(GameManager.getGame().engine.createComponent(VelocityComponent.class));
    entity.add(GameManager.getGame().engine.createComponent(AngleComponent.class));
    entity.add(GameManager.getGame().engine.createComponent(PropelComponent.class));
    entity.add(
        GameManager.getGame().engine.createComponent(StopMovementOnCollisionComponent.class));

    return entity;
  }
  private void processPlayerBeginCollision(Entity playerEntity, Entity otherEntity) {
    TypeComponent typeComponent = ComponentMappers.TYPE.get(otherEntity);
    CapsuleControlComponent capsuleControlComponent =
        ComponentMappers.CAPSULE_CONTROL.get(playerEntity);
    StateComponent stateComponent = ComponentMappers.STATE.get(otherEntity);
    if (typeComponent.type == GameObjectType.TYPE_SAFE_CAPSULE
        && capsuleControlComponent == null
        && stateComponent.state == States.STATE_FREE) {
      stateComponent.state = States.STATE_BUSY;
      Body playerBody = ComponentMappers.PHYSIC.get(playerEntity).body;
      Body safeCapsuleBody = ComponentMappers.PHYSIC.get(otherEntity).body;
      playerBody.getFixtureList().get(0).setSensor(true);

      Vector2 posDiff = playerBody.getWorldCenter().sub(playerBody.getPosition()).cpy();
      playerBody.setTransform(safeCapsuleBody.getWorldCenter().sub(posDiff), playerBody.getAngle());

      WeldJointDef jointDef = new WeldJointDef();
      jointDef.initialize(playerBody, safeCapsuleBody, safeCapsuleBody.getWorldCenter());
      safeCapsuleBody.getWorld().createJoint(jointDef);

      JetpackControlComponent jetpackControlComponent = ComponentMappers.JETPACK.get(playerEntity);
      jetpackControlComponent.isActive = false;
      TurnControlComponent turnControlComponent = ComponentMappers.CONTROL.get(playerEntity);
      turnControlComponent.isActive = false;
      PooledEngine engine = (PooledEngine) this.getEngine();
      playerEntity.add(
          engine
              .createComponent(CapsuleControlComponent.class)
              .init(jetpackControlComponent.jetpackActivateKey));
    }
    if (typeComponent.type == GameObjectType.TYPE_ASTEROID) {
      Body playerBody = ComponentMappers.PHYSIC.get(playerEntity).body;
      if (!playerBody.getFixtureList().get(0).isSensor()) {
        OxygenComponent oxygenComponent = ComponentMappers.OXYGEN.get(playerEntity);
        if (oxygenComponent != null)
          oxygenComponent.addModificator(OxygenModificator.createInstantAsteroidModificator());
      }
    }
  }
  private Entity buildFloorEntity(World world) {

    Entity e = engine.createEntity();
    Vector2 screenMeters = RenderingSystem.getScreenSizeInMeters();
    Gdx.app.log("Splash Screen", "Screen Meters:" + screenMeters.x + " x " + screenMeters.y);
    Vector2 screenPixels = RenderingSystem.getScreenSizeInPixesl();
    Gdx.app.log("Splash Screen", "Screen Pixels:" + screenPixels.x + " x " + screenPixels.y);
    // Create our body definition
    BodyDef groundBodyDef = new BodyDef();
    groundBodyDef.type = BodyDef.BodyType.StaticBody;

    // Set its world position
    groundBodyDef.position.set(new Vector2(6f, 1f));
    groundBodyDef.angle = 45f;

    BodyComponent bc = new BodyComponent();
    // Create a body from the defintion and add it to the world
    bc.body = world.createBody(groundBodyDef);

    // Create a polygon shape
    PolygonShape groundBox = new PolygonShape();
    // Set the polygon shape as a box which is twice the size of our view port and 20 high
    // (setAsBox takes half-width and half-height as arguments)

    groundBox.setAsBox(5f, 1f);

    // Create a fixture from our polygon shape and add it to our ground body
    bc.body.createFixture(groundBox, 0.0f);

    // Clean up after ourselves
    groundBox.dispose();

    e.add(bc);

    return e;
  }
 public static Entity createTile(
     Level level, int x, int y, Color color, TextureRegion texture, boolean isWall) {
   final Entity tile = createBaseTile(level, x, y, color, isWall);
   tile.add(level.createComponent(Sprite.class).set(texture));
   return tile;
 }
  public static Entity createWithPosition(Level level, int x, int y) {
    final Entity tile = level.createEntity();
    tile.add(level.createComponent(Position.class).set(x, y));

    return tile;
  }