projet-programmation-orient.../core/src/sagittarius/view/GameScreen.java

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package sagittarius.view;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.scenes.scene2d.Group;
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import sagittarius.model.*;
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public class GameScreen extends BaseScreen {
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// ---------- ATTRIBUTEs ----------
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// Cursors
public static Vector2 screenCursor;
private static Vector3 unprojectedCursor;
public static Vector2 worldCursor;
// Groups // TODO: move this in SagittariusGame ?
public static Group attractors;
public static Group arrows;
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public static Group players;
// Constants
public static float G = 100;
public static int playerTurn;
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// ---------- METHODs ----------
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@Override
public void initialize() {
// planets & moons
attractors = new Group();
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Planet planet1 = new Planet(new Vector2(400, 400), 1000, 50, Color.BLUE);
attractors.addActor(planet1);
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Planet planet2 = new Planet(new Vector2(1400, 700), 1000, 100, Color.ORANGE);
attractors.addActor(planet2);
Moon moon2_1 = new Moon(planet2, 100, 10, 300, Color.MAGENTA);
attractors.addActor(moon2_1);
mainStage.addActor(attractors);
// players
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players = new Group();
Player player1 = new Player(planet1, Color.WHITE);
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players.addActor(player1);
Player player2 = new Player(planet2, Color.WHITE);
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players.addActor(player2);
mainStage.addActor(players);
// arrows
arrows = new Group();
mainStage.addActor(arrows);
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// The one and only Bow
Bow bow = new Bow(true);
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mainStage.addActor(bow);
// others
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FPS fpsCounter = new FPS(uiStage);
uiStage.addActor(fpsCounter);
MouseInfo mouseInfo = new MouseInfo();
uiStage.addActor(mouseInfo);
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mainStage.setDebugAll(true); // TODO: disable later
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uiStage.setDebugAll(true); // TODO: disable later
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// game turns
playerTurn = 0;
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player1.setActive(true);
Bow.changeShooter(player1);
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}
@Override
public void update(float dt) {
screenCursor = new Vector2(Gdx.input.getX(), Gdx.input.getY());
unprojectedCursor = mainStage.getCamera().unproject(new Vector3(screenCursor, 0));
worldCursor = new Vector2(unprojectedCursor.x, unprojectedCursor.y);
// Player actualPlayer = (Player) players.getChild(playerTurn);
// if (actualPlayer.isActive()) {
// actualPlayer.setActive(true);
// playerTurn++;
// playerTurn %= players.getChildren().size;
// actualPlayer = (Player) players.getChild(playerTurn);
// actualPlayer.setActive(false);
// }
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}
public static Player nextTurn() {
((Player) players.getChild(playerTurn++)).setActive(false);
if ( playerTurn % players.getChildren().size == 0 ) {
playerTurn = 0;
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}
Player newPlayer = (Player) players.getChild(playerTurn);
newPlayer.setActive(true);
return newPlayer;
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}
// public void removePlayer(Player player) {
// int index = players.getChildren().indexOf(player, true);
// if (index < playerTurn) {
// players.removeActor(player);
// playerTurn++;
// playerTurn %= players.getChildren().size;
// } else if (index == playerTurn) {
// players.removeActor(player);
// playerTurn %= players.getChildren().size;
// Player actualPlayer = (Player) players.getChild(playerTurn);
// actualPlayer.setActive(true);
// } else {
// players.removeActor(player);
// }
// }
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}