SimplyGladiators/core/src/com/saltosion/gladiator/GladiatorBrawler.java

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package com.saltosion.gladiator;
import com.badlogic.ashley.core.Engine;
import com.badlogic.ashley.core.Entity;
import com.badlogic.ashley.core.EntityListener;
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import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.math.Vector2;
import com.saltosion.gladiator.components.CPhysics;
import com.saltosion.gladiator.components.CRenderedObject;
import com.saltosion.gladiator.input.InputHandler;
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import com.saltosion.gladiator.systems.PhysicsSystem;
import com.saltosion.gladiator.systems.RenderingSystem;
import com.saltosion.gladiator.util.AppUtil;
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import com.saltosion.gladiator.util.Global;
import com.saltosion.gladiator.util.Name;
import com.saltosion.gladiator.util.SpriteLoader;
import com.saltosion.gladiator.util.SpriteSequence;
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public class GladiatorBrawler extends ApplicationAdapter {
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private Engine engine;
private InputHandler inputHandler;
private Entity player;
@Override
public void create() {
// Initialize the Engine
engine = new Engine();
engine.addSystem(new PhysicsSystem());
engine.addEntityListener(new EntityListener() {
@Override
public void entityAdded(Entity entity) {
PhysicsSystem ps = engine.getSystem(PhysicsSystem.class);
ps.updateEntities(engine);
}
@Override
public void entityRemoved(Entity entity) {
PhysicsSystem ps = engine.getSystem(PhysicsSystem.class);
ps.updateEntities(engine);
}
});
engine.addSystem(new RenderingSystem());
engine.addEntityListener(new EntityListener() {
@Override
public void entityRemoved(Entity entity) {
RenderingSystem rs = engine.getSystem(RenderingSystem.class);
rs.updateEntities(engine);
}
@Override
public void entityAdded(Entity entity) {
RenderingSystem rs = engine.getSystem(RenderingSystem.class);
rs.updateEntities(engine);
}
});
// Initialize stuff in the world
initializePlayer();
initializeLevel();
// Initialize input
inputHandler = new InputHandler();
Gdx.input.setInputProcessor(inputHandler);
}
@Override
public void render() {
engine.update(Gdx.graphics.getDeltaTime());
}
public void initializePlayer() {
player = new Entity();
CRenderedObject renderedObject = new CRenderedObject();
Sprite player1 = SpriteLoader.loadSprite(Name.PLAYERIMG, 0, 0, 64, 64);
Sprite player2 = SpriteLoader.loadSprite(Name.PLAYERIMG, 1, 0, 64, 64);
SpriteSequence sequence = new SpriteSequence(1).addSprite(player1).addSprite(player2);
renderedObject.addSequence("Idle", sequence);
renderedObject.playAnimation("Idle");
player.add(renderedObject);
player.add(new CPhysics().setSize(player1.getRegionWidth() * Global.SPRITE_SCALE,
player1.getRegionHeight() * Global.SPRITE_SCALE).setPosition(0, 5));
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engine.addEntity(player);
AppUtil.player = player;
}
public void initializeLevel() {
Entity ground = new Entity();
Sprite groundSprite = SpriteLoader.loadSprite(Name.GROUNDIMG, 0, 0, 256, 64);
CRenderedObject renderedObject = new CRenderedObject(groundSprite);
ground.add(renderedObject);
CPhysics physics = new CPhysics().setMovable(false).setGravityApplied(false).setDynamic(false)
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.setSize(groundSprite.getRegionWidth() * Global.SPRITE_SCALE,
groundSprite.getRegionHeight() * Global.SPRITE_SCALE);
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physics.position.set(new Vector2(0, -4));
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ground.add(physics);
Sprite wallSprite = SpriteLoader.loadSprite(Name.WALLIMG, 0, 0, 64, 64);
Entity wall0 = new Entity();
CRenderedObject wall0RenderedObject = new CRenderedObject(wallSprite);
CPhysics wall0Physics = new CPhysics().setMovable(false).setGravityApplied(false).setDynamic(false)
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.setSize(wallSprite.getRegionWidth() * Global.SPRITE_SCALE,
wallSprite.getRegionHeight() * Global.SPRITE_SCALE);
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wall0Physics.position.set(new Vector2(6, 0));
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wall0.add(wall0RenderedObject);
wall0.add(wall0Physics);
Entity wall1 = new Entity();
CRenderedObject wall1RenderedObject = new CRenderedObject(wallSprite);
CPhysics wall1Physics = new CPhysics().setMovable(false).setGravityApplied(false).setDynamic(false)
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.setSize(wallSprite.getRegionWidth() * Global.SPRITE_SCALE,
wallSprite.getRegionHeight() * Global.SPRITE_SCALE);
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wall1Physics.position.set(new Vector2(-6, 0));
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wall1.add(wall1RenderedObject);
wall1.add(wall1Physics);
engine.addEntity(ground);
engine.addEntity(wall0);
engine.addEntity(wall1);
}
@Override
public void resize(int width, int height) {
super.resize(width, height);
RenderingSystem rs = engine.getSystem(RenderingSystem.class);
float aspectratio = ((float) width) / ((float) height);
rs.setViewport((int) (AppUtil.VPHEIGHT_CONST * aspectratio), AppUtil.VPHEIGHT_CONST);
}
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}