@Override public void setUpInterface(Table table) { // Create the actors for this screen. timer = new TimerActor(Constants.SECONDS, game.getSkin()); score = new ScoreActor(game.getSkin()); board = new BoardActor(game.getBallAtlas(), game.getState().getBoard()); // Add the help button. ImageButton help = new ImageButton(game.getSkin(), "blueHelp"); help.addListener( new ChangeListener() { @Override public void changed(ChangeEvent event, Actor actor) { // Don't act if the game hasn't started yet. if (!timer.isRunning() || game.getState().isTimeout()) { event.cancel(); return; } // Don't do anything if there are less than 5 seconds. if (timer.getSeconds() <= 5 && game.getState().getWiggledBounds() == null) { game.player.playSound(SoundCode.FAIL); event.cancel(); return; } // Wiggle a valid combination. if (game.getState().getWiggledBounds() == null) { CombinationFinder finder = CombinationFinder.create(game.getState().getBoard()); game.getState() .setWiggledBounds( finder .getPossibleBounds() .get(MathUtils.random(finder.getPossibleBounds().size() - 1))); } board.addAction(board.shake(game.getState().getWiggledBounds(), 10, 5, 0.1f)); if (!game.getState().isCheatSeen()) { // Subtract some time. float subtractedTime = 5f; final float step = subtractedTime / 10; getStage() .addAction( Actions.repeat( 10, Actions.delay( 0.01f, Actions.run( new Runnable() { @Override public void run() { timer.setSeconds(timer.getSeconds() - step); } })))); game.getState().setCheatSeen(true); } event.cancel(); } }); // Add the pause button. ImageButton pause = new ImageButton(game.getSkin(), "blueCross"); pause.addListener( new ChangeListener() { @Override public void changed(ChangeEvent event, Actor actor) { game.player.playSound(SoundCode.FAIL); pauseGame(); event.cancel(); } }); // Disable game until countdown ends. timer.setRunning(false); board.setTouchable(Touchable.disabled); // Add subscribers. timer.addSubscriber(this); board.addSubscriber(this); score.setScoreListener(this); /* * Fill the HUD, which is the display that appears over the board with * all the information. The HUD is generated differently depending on * the aspect ratio of the device. If the device is 4:3, the HUD is * compressed to avoid making the board small. Otherwise, it's expanded * to the usual size. */ boolean landscape = Gdx.graphics.getWidth() > Gdx.graphics.getHeight(); float aspectRatio = landscape ? (float) Gdx.graphics.getWidth() / Gdx.graphics.getHeight() : (float) Gdx.graphics.getHeight() / Gdx.graphics.getWidth(); hud = new Table(); if (aspectRatio < 1.5f) { // Compact layout: buttons and score in the same line. hud.add(new BorderedContainer(game.getSkin(), help)).size(50).padBottom(10); hud.add(new BorderedContainer(game.getSkin(), score)) .height(50) .width(Constants.VIEWPORT_WIDTH / 2) .space(10) .expandX() .fillX(); hud.add(new BorderedContainer(game.getSkin(), pause)).size(50).padBottom(10).row(); hud.add(new BorderedContainer(game.getSkin(), timer)) .colspan(3) .fillX() .height(40) .padBottom(20) .row(); } else { // Large layout: buttons above timer, score below timer (classic). hud.add(new BorderedContainer(game.getSkin(), help)) .size(50) .spaceLeft(10) .padBottom(10) .align(Align.left); hud.add(new BorderedContainer(game.getSkin(), pause)) .size(50) .spaceRight(10) .padBottom(10) .align(Align.right) .row(); hud.add(new BorderedContainer(game.getSkin(), timer)) .colspan(2) .fillX() .expandX() .height(40) .padBottom(10) .row(); hud.add(new BorderedContainer(game.getSkin(), score)) .colspan(2) .height(60) .width(Constants.VIEWPORT_WIDTH / 2) .align(Align.center) .padBottom(10) .row(); } if (aspectRatio > 1.6) { hud.padBottom(20); } table.add(hud).fillX().expandY().align(Align.top).row(); table.add(board).fill().expand().row(); }