Added input handling, movement and camera now follows the player

This commit is contained in:
Allexit 2015-04-10 17:30:30 +03:00
parent 16c21698b8
commit ef4117672c
15 changed files with 324 additions and 27 deletions

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@ -3,7 +3,6 @@ package com.saltosion.gladiator;
import com.badlogic.ashley.core.Engine;
import com.badlogic.ashley.core.Entity;
import com.badlogic.ashley.core.EntityListener;
import com.badlogic.ashley.core.EntitySystem;
import com.badlogic.ashley.core.Family;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
@ -18,16 +17,21 @@ import com.badlogic.gdx.physics.box2d.PolygonShape;
import com.badlogic.gdx.physics.box2d.World;
import com.saltosion.gladiator.components.CPhysics;
import com.saltosion.gladiator.components.CRenderedObject;
import com.saltosion.gladiator.input.InputHandler;
import com.saltosion.gladiator.systems.MovementSystem;
import com.saltosion.gladiator.systems.RenderingSystem;
import com.saltosion.gladiator.util.Global;
import com.saltosion.gladiator.util.AppUtil;
import com.saltosion.gladiator.util.Name;
import com.saltosion.gladiator.util.SpriteLoader;
import com.saltosion.gladiator.util.SpriteSequence;
public class GladiatorBrawler extends ApplicationAdapter {
private Engine engine;
private World world;
private float physics_accumulator = 0f;
private InputHandler inputHandler;
private float physics_accumulator = 0f;
private Entity player;
@ -42,6 +46,7 @@ public class GladiatorBrawler extends ApplicationAdapter {
engine = new Engine();
engine.addSystem(new RenderingSystem(world));
engine.addSystem(new MovementSystem());
engine.addEntityListener(Family.getFor(),
new EntityListener() {
@ -49,12 +54,16 @@ public class GladiatorBrawler extends ApplicationAdapter {
public void entityRemoved(Entity entity) {
RenderingSystem rs = engine.getSystem(RenderingSystem.class);
rs.updateEntities(engine);
MovementSystem ms = engine.getSystem(MovementSystem.class);
ms.updateEntities(engine);
}
@Override
public void entityAdded(Entity entity) {
RenderingSystem rs = engine.getSystem(RenderingSystem.class);
rs.updateEntities(engine);
MovementSystem ms = engine.getSystem(MovementSystem.class);
ms.updateEntities(engine);
}
});
@ -65,6 +74,10 @@ public class GladiatorBrawler extends ApplicationAdapter {
initializePlayer();
initializeTerrain();
// Initialize input
inputHandler = new InputHandler();
Gdx.input.setInputProcessor(inputHandler);
}
@Override
@ -76,9 +89,9 @@ public class GladiatorBrawler extends ApplicationAdapter {
private void physicsStep(float deltaTime) {
float frameTime = Math.max(deltaTime, 0.25f);
physics_accumulator += frameTime;
if (physics_accumulator >= Global.PHYSICS_TIMESTEP) {
world.step(Global.PHYSICS_TIMESTEP, 6, 2);
physics_accumulator -= Global.PHYSICS_TIMESTEP;
if (physics_accumulator >= AppUtil.PHYSICS_TIMESTEP) {
world.step(AppUtil.PHYSICS_TIMESTEP, 6, 2);
physics_accumulator -= AppUtil.PHYSICS_TIMESTEP;
}
}
@ -86,24 +99,35 @@ public class GladiatorBrawler extends ApplicationAdapter {
BodyDef bodyDef = new BodyDef();
bodyDef.type = BodyType.DynamicBody;
bodyDef.position.set(5, 5);
bodyDef.fixedRotation = true;
Body body = world.createBody(bodyDef);
PolygonShape box = new PolygonShape();
box.setAsBox(2, 2);
PolygonShape bottomBox = new PolygonShape();
bottomBox.setAsBox(1.95f, .5f, new Vector2(0, -1.5f), 0);
FixtureDef fixtureDef = new FixtureDef();
fixtureDef.shape = box;
fixtureDef.density = 0.5f;
fixtureDef.friction = 0.4f;
Fixture fixture = body.createFixture(fixtureDef);
FixtureDef bottomDef = new FixtureDef();
bottomDef.shape = bottomBox;
bottomDef.density = 75f;
bottomDef.friction = 7f;
Fixture bottom = body.createFixture(bottomDef);
box.dispose();
PolygonShape topBox = new PolygonShape();
topBox.setAsBox(2, 1.5f, new Vector2(0, .5f), 0);
FixtureDef topDef = new FixtureDef();
topDef.shape = topBox;
topDef.density = 75f;
topDef.friction = 0f;
Fixture top = body.createFixture(topDef);
bottomBox.dispose();
topBox.dispose();
player = new Entity();
CRenderedObject renderedObject = new CRenderedObject();
Sprite player1 = SpriteLoader.loadSprite(Global.PLAYERIMG, 0, 0, 64, 64);
Sprite player2 = SpriteLoader.loadSprite(Global.PLAYERIMG, 1, 0, 64, 64);
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.setCurrentSequence("Idle");
@ -112,6 +136,8 @@ public class GladiatorBrawler extends ApplicationAdapter {
player.getComponent(CPhysics.class).body = body;
engine.addEntity(player);
AppUtil.player = player;
}
public void initializeTerrain() {
@ -128,6 +154,6 @@ public class GladiatorBrawler extends ApplicationAdapter {
super.resize(width, height);
RenderingSystem rs = engine.getSystem(RenderingSystem.class);
float aspectratio = ((float)width)/((float)height);
rs.setViewport((int)(Global.VPHEIGHT_CONST*aspectratio), Global.VPHEIGHT_CONST);
rs.setViewport((int)(AppUtil.VPHEIGHT_CONST*aspectratio), AppUtil.VPHEIGHT_CONST);
}
}

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@ -7,6 +7,9 @@ import com.badlogic.gdx.physics.box2d.Body;
public class CPhysics extends Component {
public Body body;
public Vector2 velocity = new Vector2(0, 0);
public boolean movingLeft = false;
public boolean movingRight = false;
}

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@ -4,7 +4,7 @@ import java.util.HashMap;
import com.badlogic.ashley.core.Component;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.saltosion.gladiator.SpriteSequence;
import com.saltosion.gladiator.util.SpriteSequence;
public class CRenderedObject extends Component {
private HashMap<String, SpriteSequence> spritesequences = new HashMap<String, SpriteSequence>();

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@ -0,0 +1,23 @@
package com.saltosion.gladiator.input;
import com.badlogic.ashley.core.Family;
import com.badlogic.gdx.math.Vector2;
import com.saltosion.gladiator.components.CPhysics;
import com.saltosion.gladiator.util.AppUtil;
public class IRMoveLeft implements InputReceiver {
@Override
public boolean pressed() {
CPhysics physics = AppUtil.player.getComponent(CPhysics.class);
physics.movingLeft = true;
return true;
}
@Override
public boolean released() {
CPhysics physics = AppUtil.player.getComponent(CPhysics.class);
physics.movingLeft = false;
return false;
}
}

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@ -0,0 +1,23 @@
package com.saltosion.gladiator.input;
import com.badlogic.ashley.core.Family;
import com.badlogic.gdx.math.Vector2;
import com.saltosion.gladiator.components.CPhysics;
import com.saltosion.gladiator.util.AppUtil;
public class IRMoveRight implements InputReceiver {
@Override
public boolean pressed() {
CPhysics physics = AppUtil.player.getComponent(CPhysics.class);
physics.movingRight = true;
return true;
}
@Override
public boolean released() {
CPhysics physics = AppUtil.player.getComponent(CPhysics.class);
physics.movingRight = false;
return false;
}
}

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@ -0,0 +1,66 @@
package com.saltosion.gladiator.input;
import java.util.HashMap;
import com.badlogic.gdx.Input.Keys;
import com.badlogic.gdx.InputProcessor;
import com.saltosion.gladiator.util.Name;
public class InputHandler implements InputProcessor {
public HashMap<Integer, String> keys = new HashMap<Integer, String>();
public InputHandler() {
keys.put(Keys.A, Name.MOVE_LEFT);
keys.put(Keys.D, Name.MOVE_RIGHT);
}
@Override
public boolean keyDown(int keycode) {
if (!keys.containsKey(keycode)) {
return false;
}
String actionName = keys.get(keycode);
return InputReceivers.getReceiver(actionName).pressed();
}
@Override
public boolean keyUp(int keycode) {
if (!keys.containsKey(keycode)) {
return false;
}
String actionName = keys.get(keycode);
return InputReceivers.getReceiver(actionName).released();
}
@Override
public boolean keyTyped(char character) {
return false;
}
@Override
public boolean touchDown(int screenX, int screenY, int pointer, int button) {
return false;
}
@Override
public boolean touchUp(int screenX, int screenY, int pointer, int button) {
return false;
}
@Override
public boolean touchDragged(int screenX, int screenY, int pointer) {
return false;
}
@Override
public boolean mouseMoved(int screenX, int screenY) {
return false;
}
@Override
public boolean scrolled(int amount) {
return false;
}
}

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@ -0,0 +1,6 @@
package com.saltosion.gladiator.input;
public interface InputReceiver {
public boolean pressed();
public boolean released();
}

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@ -0,0 +1,18 @@
package com.saltosion.gladiator.input;
import java.util.HashMap;
import com.saltosion.gladiator.util.Name;
public class InputReceivers {
public static HashMap<String, InputReceiver> inputreceivers = new HashMap<String, InputReceiver>();
static {
inputreceivers.put(Name.MOVE_LEFT, new IRMoveLeft());
inputreceivers.put(Name.MOVE_RIGHT, new IRMoveRight());
}
public static InputReceiver getReceiver(String key) {
return inputreceivers.get(key);
}
}

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@ -0,0 +1,60 @@
package com.saltosion.gladiator.systems;
import com.badlogic.ashley.core.ComponentMapper;
import com.badlogic.ashley.core.Engine;
import com.badlogic.ashley.core.Entity;
import com.badlogic.ashley.core.EntitySystem;
import com.badlogic.ashley.core.Family;
import com.badlogic.ashley.utils.ImmutableArray;
import com.badlogic.gdx.math.Vector2;
import com.saltosion.gladiator.components.CPhysics;
public class MovementSystem extends EntitySystem {
private ComponentMapper<CPhysics> pm = ComponentMapper.getFor(CPhysics.class);
private ImmutableArray<Entity> entities;
private final Vector2 RIGHT = new Vector2(1, 0);
private final float MOVEMENT_SPEED = 850;
private final float MAX_MOVEMENT_SPEED = 10;
private Vector2 newVel = new Vector2(0, 0);
private Vector2 bodyVel = new Vector2(0, 0);
@Override
public void addedToEngine(Engine engine) {
updateEntities(engine);
}
@Override
public void update(float deltaTime) {
for (int i=0; i<entities.size(); i++) {
Entity e = entities.get(i);
CPhysics physics = pm.get(e);
newVel.setZero();
if (physics.movingRight) {
newVel.add(RIGHT);
}
if (physics.movingLeft) {
newVel.add(RIGHT).scl(-1);
}
newVel.scl(MOVEMENT_SPEED);
bodyVel.set(physics.body.getLinearVelocity());
bodyVel.y = 0;
newVel.sub(bodyVel.scl(50));
System.out.println(newVel);
physics.body.applyLinearImpulse(newVel, physics.body.getPosition(), true);
/**
if (Math.abs(bodyVel.x) < MAX_MOVEMENT_SPEED) {
physics.body.applyLinearImpulse(newVel, physics.body.getPosition(), true);
}
*/
}
}
public void updateEntities(Engine engine) {
entities = engine.getEntitiesFor(Family.getFor(CPhysics.class));
}
}

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@ -14,11 +14,11 @@ import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer;
import com.badlogic.gdx.physics.box2d.World;
import com.saltosion.gladiator.SpriteSequence;
import com.saltosion.gladiator.components.CPhysics;
import com.saltosion.gladiator.components.CRenderedObject;
import com.saltosion.gladiator.util.Global;
import com.saltosion.gladiator.util.AppUtil;
import com.saltosion.gladiator.util.SpriteLoader;
import com.saltosion.gladiator.util.SpriteSequence;
public class RenderingSystem extends EntitySystem {
@ -53,6 +53,9 @@ public class RenderingSystem extends EntitySystem {
@Override
public void update(float deltaTime) {
CPhysics phys = pm.get(AppUtil.player);
camera.position.set(phys.body.getPosition().x, phys.body.getPosition().y, 0);
camera.update();
Gdx.gl.glClearColor(0, 0, 0, 0);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

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@ -0,0 +1,12 @@
package com.saltosion.gladiator.util;
import com.badlogic.ashley.core.Entity;
public class AppUtil {
public static Entity player;
public static final int VPHEIGHT_CONST = 14;
public static final float PHYSICS_TIMESTEP = 1/45f;
}

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@ -0,0 +1,13 @@
package com.saltosion.gladiator.util;
public class Name {
public static final String GAME_NAME = "Gladiator Brawl";
public static final String STATICPLAYER = "STATICPLAYER";
public static final String PLAYERIMG = "PLAYERIMG";
public static final String MOVE_LEFT = "MOVE_LEFT";
public static final String MOVE_RIGHT = "MOVE_RIGHT";
}

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@ -12,8 +12,8 @@ public class SpriteLoader {
public static HashMap<String, Texture> textures = new HashMap<String, Texture>();
static {
loadTexture(Global.STATICPLAYER, "sprites/staticplayer.png");
loadTexture(Global.PLAYERIMG, "sprites/player/player.png");
loadTexture(Name.STATICPLAYER, "sprites/staticplayer.png");
loadTexture(Name.PLAYERIMG, "sprites/player/player.png");
}
/**

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@ -0,0 +1,44 @@
package com.saltosion.gladiator.util;
import java.util.ArrayList;
import com.badlogic.gdx.graphics.g2d.Sprite;
public class SpriteSequence {
private ArrayList<Sprite> sprites = new ArrayList<Sprite>();
private float defaultPlayspeed = 1;
/**
* A static single image.
* @param sprite
*/
public SpriteSequence(Sprite sprite) {
sprites.add(sprite);
defaultPlayspeed = 0;
}
public SpriteSequence(float playspeed) {
this.defaultPlayspeed = playspeed;
if (sprites != null) {
this.sprites = sprites;
}
}
public SpriteSequence addSprite(Sprite s) {
sprites.add(s);
return this;
}
public Sprite getSprite(int index) {
return sprites.get(index);
}
public float getPlayspeed() {
return defaultPlayspeed;
}
public int frameCount() {
return sprites.size();
}
}

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@ -3,12 +3,12 @@ package com.saltosion.gladiator.desktop;
import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration;
import com.saltosion.gladiator.GladiatorBrawler;
import com.saltosion.gladiator.util.Global;
import com.saltosion.gladiator.util.Name;
public class DesktopLauncher {
public static void main (String[] arg) {
LwjglApplicationConfiguration config = new LwjglApplicationConfiguration();
config.title = Global.GAME_NAME;
config.title = Name.GAME_NAME;
config.width = 1280;
config.height = 720;
new LwjglApplication(new GladiatorBrawler(), config);