large refactor, code management, cleanup

This commit is contained in:
Daniel
2024-10-16 16:45:22 +03:00
parent c064e4c521
commit 615a608c34
11 changed files with 309 additions and 252 deletions

View File

@@ -0,0 +1,184 @@
package org.lumijiez.bugger;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer;
import com.badlogic.gdx.physics.box2d.World;
import com.badlogic.gdx.utils.Array;
import org.lumijiez.bugger.entities.Entity;
import org.lumijiez.bugger.entities.Player;
import org.lumijiez.bugger.entities.enemies.EnemyEntity;
import org.lumijiez.bugger.entities.enemies.Wasp;
import org.lumijiez.bugger.entities.weapons.Arrow;
import org.lumijiez.bugger.handlers.GameContactListener;
import org.lumijiez.bugger.vfx.ParticleManager;
import org.lumijiez.bugger.vfx.SpaceBackground;
import java.util.ArrayList;
import java.util.List;
public class Bugger {
private static Bugger instance;
private final World world;
private final SpaceBackground spaceBackground;
private final Array<Arrow> projectiles;
private final List<EnemyEntity> enemies;
private final Array<Entity> entitiesToDestroy;
private final Player player;
private float enemySpawnTimer = 0f;
private static final float ENEMY_SPAWN_INTERVAL = 0.5f;
private final Box2DDebugRenderer debugRenderer;
public static OrthographicCamera cam;
public static SpriteBatch spriteBatch;
private Bugger() {
world = new World(new Vector2(0, 0), true);
this.projectiles = new Array<>();
this.entitiesToDestroy = new Array<>();
this.enemies = new ArrayList<>();
this.spaceBackground = new SpaceBackground();
this.player = Player.getInstance();
this.player.setPlayer(world, 100, 100);
this.world.setContactListener(new GameContactListener());
this.debugRenderer = new Box2DDebugRenderer();
spriteBatch = new SpriteBatch();
cam = new OrthographicCamera();
cam.setToOrtho(false, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
cam.position.set(Player.getInstance().getPosition().x / 2f, Player.getInstance().getPosition().y / 2f, 0);
cam.update();
}
public static Bugger getInstance() {
if (instance == null) {
instance = new Bugger();
}
return instance;
}
public void cycle(float delta) {
updateCamera(delta);
renderClear();
renderBackground();
step();
handleInput();
cycleProjectiles(delta);
cycleEnemies();
cycleParticles(delta);
clearEntities();
renderPlayer();
renderEnemies(delta);
renderDebug();
}
public void renderBackground() {
spaceBackground.render();
}
public void renderEnemies(float delta) {
enemySpawnTimer += delta;
if (enemySpawnTimer >= ENEMY_SPAWN_INTERVAL) {
enemies.add(new Wasp(world, Player.getInstance().getPosition()));
enemySpawnTimer = 0;
}
for (EnemyEntity enemy : enemies) {
enemy.moveTowards(player.getPosition());
enemy.render();
}
}
public void renderPlayer() {
player.render();
}
public void renderClear() {
Gdx.gl.glClearColor(0.1f, 0.1f, 0.1f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
}
public void renderDebug() {
debugRenderer.render(world, spriteBatch.getProjectionMatrix());
}
public void updateCamera(float delta) {
cam.update();
spriteBatch.setProjectionMatrix(cam.combined);
cam.position.set(Player.getInstance().getPosition().x, Player.getInstance().getPosition().y, 0);
}
public void cycleProjectiles(float delta) {
for (Arrow arrow : projectiles) {
if (!arrow.isMarkedToDestroy()) {
arrow.update(delta);
arrow.render();
} else {
entitiesToDestroy.add(arrow);
}
}
}
public void cycleEnemies() {
for (EnemyEntity enemy : enemies) {
if (enemy.isMarkedToDestroy()) {
entitiesToDestroy.add(enemy);
}
}
}
public void cycleParticles(float delta) {
ParticleManager.getInstance().update(delta);
ParticleManager.getInstance().render(spriteBatch);
}
public void clearEntities() {
for (Entity entity : entitiesToDestroy) {
world.destroyBody(entity.getBody());
if (entity instanceof Arrow) projectiles.removeValue((Arrow) entity, true);
if (entity instanceof EnemyEntity) {
playParticle(entity.getBody().getPosition().x, entity.getBody().getPosition().y);
enemies.remove(entity);
}
}
entitiesToDestroy.clear();
}
public void step() {
world.step(1f, 6, 2);
}
public void playParticle(float x, float y) {
ParticleManager.getInstance().playEffect(x, y);
}
public void shoot() {
Arrow arrow = player.shootArrow();
projectiles.add(arrow);
}
public void handleInput() {
if (Gdx.input.isButtonJustPressed(Input.Buttons.LEFT)) {
shoot();
}
}
public SpriteBatch batch() {
return spriteBatch;
}
public void dispose() {
spriteBatch.dispose();
world.dispose();
spaceBackground.dispose();
}
}

View File

@@ -1,49 +1,15 @@
package org.lumijiez.bugger;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.*;
import com.badlogic.gdx.utils.Array;
import org.lumijiez.bugger.entities.Entity;
import org.lumijiez.bugger.entities.Player;
import org.lumijiez.bugger.entities.enemies.EnemyEntity;
import org.lumijiez.bugger.entities.enemies.Wasp;
import org.lumijiez.bugger.entities.weapons.Arrow;
import java.util.ArrayList;
import java.util.List;
public class GameScreen implements Screen {
public static OrthographicCamera cam;
private SpaceBackground spaceBackground = new SpaceBackground();
private final World world;
private final Player player;
public static final SpriteBatch spriteBatch = new SpriteBatch();
private final List<EnemyEntity> enemies;
private Array<Arrow> arrows;
private Array<Entity> entitiesToDestroy;
private float enemySpawnTimer = 0f;
private static final float ENEMY_SPAWN_INTERVAL = 0.5f;
private final Box2DDebugRenderer debugRenderer = new Box2DDebugRenderer();
public final Bugger bugger = Bugger.getInstance();
public GameScreen() {
world = new World(new Vector2(0, 0), true);
player = Player.getInstance();
player.setPlayer(world, 100, 100);
enemies = new ArrayList<>();
arrows = new Array<>();
entitiesToDestroy = new Array<>();
world.setContactListener(new GameContactListener());
cam = new OrthographicCamera();
cam.setToOrtho(false, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
cam.position.set(Player.getInstance().getPosition().x / 2f, Player.getInstance().getPosition().y / 2f, 0);
cam.update();
}
@Override
@@ -53,66 +19,7 @@ public class GameScreen implements Screen {
@Override
public void render(float delta) {
cam.update();
spriteBatch.setProjectionMatrix(cam.combined);
Gdx.gl.glClearColor(0.1f, 0.1f, 0.1f, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
spaceBackground.render();
world.step(1f, 6, 2);
if (Gdx.input.isButtonJustPressed(Input.Buttons.LEFT)) {
Arrow arrow = player.shootArrow();
arrows.add(arrow);
}
for (Arrow arrow : arrows) {
if (!arrow.isMarkedToDestroy()) {
arrow.update(delta);
arrow.render();
} else {
entitiesToDestroy.add(arrow);
}
}
for (EnemyEntity enemy : enemies) {
if (enemy.isMarkedToDestroy()) {
entitiesToDestroy.add(enemy);
}
}
for (Entity entity : entitiesToDestroy) {
world.destroyBody(entity.getBody());
if (entity instanceof Arrow) arrows.removeValue((Arrow) entity, true);
if (entity instanceof EnemyEntity) {
Gdx.app.log("EFFECT", "PLAYED");
ParticleManager.getInstance().playEffect(entity.getBody().getPosition().x, entity.getBody().getPosition().y);
enemies.remove(entity);
}
}
entitiesToDestroy.clear();
ParticleManager.getInstance().update(delta);
player.render();
ParticleManager.getInstance().render(spriteBatch);
enemySpawnTimer += delta;
if (enemySpawnTimer >= ENEMY_SPAWN_INTERVAL) {
enemies.add(new Wasp(world, Player.getInstance().getPosition()));
enemySpawnTimer = 0;
}
for (EnemyEntity enemy : enemies) {
enemy.moveTowards(player.getPosition());
enemy.render();
}
debugRenderer.render(world, spriteBatch.getProjectionMatrix());
cam.position.set(Player.getInstance().getPosition().x, Player.getInstance().getPosition().y, 0);
bugger.cycle(delta);
}
@@ -138,8 +45,6 @@ public class GameScreen implements Screen {
@Override
public void dispose() {
spriteBatch.dispose();
world.dispose();
spaceBackground.dispose();
bugger.dispose();
}
}

View File

@@ -1,131 +0,0 @@
package org.lumijiez.bugger;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.math.MathUtils;
public class SpaceBackground {
private Texture starTexture;
private Texture galaxyTexture;
private Texture nebulaTexture;
private float[] starPositionsX;
private float[] starPositionsY;
private int numStars = 10000; // Number of stars to generate
// Speeds for different layers
private float galaxyScrollSpeedX = 0.2f; // Galaxy horizontal scroll speed
private float galaxyScrollSpeedY = 0.2f; // Galaxy vertical scroll speed
private float nebulaScrollSpeedX = 0.025f; // Nebula horizontal scroll speed
private float nebulaScrollSpeedY = 0.025f; // Nebula vertical scroll speed
private float starScrollSpeedX = 0.5f; // Star horizontal scroll speed
private float starScrollSpeedY = 0.5f; // Star vertical scroll speed
public SpaceBackground() {
starTexture = new Texture(Gdx.files.internal("images/star.png"));
galaxyTexture = new Texture(Gdx.files.internal("images/galaxy.png"));
nebulaTexture = new Texture(Gdx.files.internal("images/nebula.png"));
starPositionsX = new float[numStars];
starPositionsY = new float[numStars];
// Randomly place stars within a larger range to create dispersion
for (int i = 0; i < numStars; i++) {
// Increase the range to make stars more dispersed
starPositionsX[i] = MathUtils.random(-Gdx.graphics.getWidth() * 10, Gdx.graphics.getWidth() * 10);
starPositionsY[i] = MathUtils.random(-Gdx.graphics.getHeight() * 10, Gdx.graphics.getHeight() * 10);
}
}
public void render() {
GameScreen.spriteBatch.begin();
// Draw galaxies with parallax effect
drawGalaxies();
// Draw nebulae with parallax effect
drawNebulae();
// Draw star particles with parallax effect
drawStars();
GameScreen.spriteBatch.end();
}
private void drawStars() {
float cameraX = GameScreen.cam.position.x;
float cameraY = GameScreen.cam.position.y;
// Adjust the star positions based on the camera's position
for (int i = 0; i < numStars; i++) {
// Calculate new positions based on camera movement
float starX = starPositionsX[i] - cameraX * starScrollSpeedX; // Horizontal parallax
float starY = starPositionsY[i] - cameraY * starScrollSpeedY; // Vertical parallax
// Add a slight random offset to the star's position
float offsetX = MathUtils.random(-2f, 2f); // Change the offset range as needed
float offsetY = MathUtils.random(-2f, 2f); // Change the offset range as needed
// Define a scale factor for the stars
float starScale = 0.1f; // Adjust this value to make stars smaller or larger
// Calculate scaled dimensions
float scaledWidth = starTexture.getWidth() * starScale;
float scaledHeight = starTexture.getHeight() * starScale;
// Draw the star with the correct parameters
GameScreen.spriteBatch.draw(starTexture,
starX + offsetX, // X position
starY + offsetY, // Y position
scaledWidth, // Origin X
scaledHeight, // Origin Y
0, // Scaled Width
0, // Scaled Height
1, // Scale X (since we're already scaling)
1 // Scale Y (since we're already scaling)
);
}
}
private void drawGalaxies() {
float cameraX = GameScreen.cam.position.x;
float cameraY = GameScreen.cam.position.y;
// Determine Y positions for galaxies based on camera position and scroll speed
float galaxyY1 = (cameraY * galaxyScrollSpeedY) % galaxyTexture.getHeight() - galaxyTexture.getHeight();
float galaxyY2 = galaxyY1 + galaxyTexture.getHeight(); // Draw a second galaxy texture for seamless scrolling
// Draw galaxies with horizontal offset
float galaxyX1 = -cameraX * galaxyScrollSpeedX; // Horizontal position based on camera
float galaxyX2 = galaxyX1 + galaxyTexture.getWidth();
// Draw the galaxy texture
GameScreen.spriteBatch.draw(galaxyTexture, galaxyX1, galaxyY1);
GameScreen.spriteBatch.draw(galaxyTexture, galaxyX2, galaxyY1);
}
private void drawNebulae() {
float cameraX = GameScreen.cam.position.x;
float cameraY = GameScreen.cam.position.y;
// Determine Y positions for nebulae based on camera position and scroll speed
float nebulaY1 = (cameraY * nebulaScrollSpeedY) % nebulaTexture.getHeight() - nebulaTexture.getHeight();
float nebulaY2 = nebulaY1 + nebulaTexture.getHeight(); // Draw a second nebula texture for seamless scrolling
// Draw nebulae with horizontal offset
float nebulaX1 = -cameraX * nebulaScrollSpeedX; // Horizontal position based on camera
float nebulaX2 = nebulaX1 + nebulaTexture.getWidth();
// Draw the nebula texture
GameScreen.spriteBatch.draw(nebulaTexture, nebulaX1, nebulaY1);
GameScreen.spriteBatch.draw(nebulaTexture, nebulaX2, nebulaY1);
}
public void dispose() {
starTexture.dispose();
galaxyTexture.dispose();
nebulaTexture.dispose();
}
}

View File

@@ -5,7 +5,7 @@ import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.*;
import org.lumijiez.bugger.GameScreen;
import org.lumijiez.bugger.Bugger;
public abstract class Entity {
protected Body body;
@@ -42,9 +42,9 @@ public abstract class Entity {
sprite.setSize(size, size);
sprite.setPosition(body.getPosition().x - size / 2, body.getPosition().y - size / 2);
sprite.setRotation(body.getAngle() * (180f / (float) Math.PI));
GameScreen.spriteBatch.begin();
sprite.draw(GameScreen.spriteBatch);
GameScreen.spriteBatch.end();
Bugger.spriteBatch.begin();
sprite.draw(Bugger.spriteBatch);
Bugger.spriteBatch.end();
}
public Vector2 getPosition() {

View File

@@ -5,13 +5,11 @@ import com.badlogic.gdx.Input;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.physics.box2d.World;
import com.badlogic.gdx.math.Vector2;
import org.lumijiez.bugger.Bugger;
import org.lumijiez.bugger.entities.weapons.Arrow;
import static org.lumijiez.bugger.GameScreen.cam;
public class Player extends Entity {
private static Player instance;
private final float speed = 5f;
private Player() {
super(null, "images/wasp.png", 50f);
@@ -30,6 +28,7 @@ public class Player extends Entity {
}
public void move(float deltaX, float deltaY) {
float speed = 5f;
body.setLinearVelocity(deltaX * speed, deltaY * speed);
}
@@ -55,7 +54,7 @@ public class Player extends Entity {
float mouseX = Gdx.input.getX();
float mouseY = Gdx.input.getY();
Vector3 mousePosition = cam.unproject(new Vector3(mouseX, mouseY, 0));
Vector3 mousePosition = Bugger.cam.unproject(new Vector3(mouseX, mouseY, 0));
Vector2 direction = new Vector2(mousePosition.x, mousePosition.y).sub(body.getPosition()).nor();
@@ -70,7 +69,7 @@ public class Player extends Entity {
float mouseX = Gdx.input.getX();
float mouseY = Gdx.input.getY();
Vector3 mousePosition = cam.unproject(new Vector3(mouseX, mouseY, 0));
Vector3 mousePosition = Bugger.cam.unproject(new Vector3(mouseX, mouseY, 0));
direction.set(mousePosition.x, mousePosition.y).sub(getPosition()).nor();

View File

@@ -5,14 +5,13 @@ import com.badlogic.gdx.physics.box2d.World;
import org.lumijiez.bugger.entities.Entity;
public class EnemyEntity extends Entity {
private final float speed = 50f;
public EnemyEntity(World world, String texturePath, float size) {
super(world, texturePath, size);
}
public void moveTowards(Vector2 target) {
Vector2 direction = target.cpy().sub(body.getPosition()).nor();
float speed = 50f;
body.setLinearVelocity(direction.scl(speed / 100f));
float angle = direction.angleDeg() + 270f;

View File

@@ -2,8 +2,6 @@ package org.lumijiez.bugger.entities.enemies;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.*;
import org.lumijiez.bugger.ParticleManager;
import org.lumijiez.bugger.entities.Entity;
import java.util.Random;

View File

@@ -5,8 +5,6 @@ import com.badlogic.gdx.physics.box2d.*;
import org.lumijiez.bugger.entities.Entity;
public class Arrow extends Entity {
private final float speed = 4000f;
private final float lifetime = 3f;
private float timeAlive = 0f;
public Arrow(World world, Vector2 position, Vector2 direction) {
@@ -14,6 +12,7 @@ public class Arrow extends Entity {
Vector2 offsetPosition = position.cpy().add(direction.nor().scl(size + 15f));
this.body = createBody(offsetPosition.x, offsetPosition.y);
float speed = 4000f;
this.body.setLinearVelocity(direction.nor().scl(speed));
}
@@ -38,6 +37,7 @@ public class Arrow extends Entity {
public void update(float delta) {
timeAlive += delta;
float lifetime = 3f;
if (timeAlive >= lifetime || isMarkedToDestroy()) {
destroy();
}

View File

@@ -1,7 +1,6 @@
package org.lumijiez.bugger;
package org.lumijiez.bugger.handlers;
import com.badlogic.gdx.physics.box2d.*;
import org.lumijiez.bugger.entities.Entity;
import org.lumijiez.bugger.entities.enemies.EnemyEntity;
import org.lumijiez.bugger.entities.weapons.Arrow;

View File

@@ -1,11 +1,12 @@
package org.lumijiez.bugger;
package org.lumijiez.bugger.vfx;
import com.badlogic.gdx.Game;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.g2d.ParticleEffect;
import com.badlogic.gdx.graphics.g2d.ParticleEffectPool;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.utils.Array;
import org.lumijiez.bugger.Bugger;
import org.lumijiez.bugger.GameScreen;
public class ParticleManager {
private static ParticleManager instance;
@@ -47,9 +48,9 @@ public class ParticleManager {
public void render(SpriteBatch spriteBatch) {
for (ParticleEffectPool.PooledEffect effect : activeEffects) {
GameScreen.spriteBatch.begin();
Bugger.spriteBatch.begin();
effect.draw(spriteBatch);
GameScreen.spriteBatch.end();
Bugger.spriteBatch.end();
}
}

View File

@@ -0,0 +1,103 @@
package org.lumijiez.bugger.vfx;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.math.MathUtils;
import org.lumijiez.bugger.Bugger;
public class SpaceBackground {
private final Texture starTexture;
private final Texture galaxyTexture;
private final Texture nebulaTexture;
private final float[] starPositionsX;
private final float[] starPositionsY;
private final int numStars = 10000;
public SpaceBackground() {
starTexture = new Texture(Gdx.files.internal("images/star.png"));
galaxyTexture = new Texture(Gdx.files.internal("images/galaxy.png"));
nebulaTexture = new Texture(Gdx.files.internal("images/nebula.png"));
starPositionsX = new float[numStars];
starPositionsY = new float[numStars];
for (int i = 0; i < numStars; i++) {
starPositionsX[i] = MathUtils.random(-Gdx.graphics.getWidth() * 10, Gdx.graphics.getWidth() * 10);
starPositionsY[i] = MathUtils.random(-Gdx.graphics.getHeight() * 10, Gdx.graphics.getHeight() * 10);
}
}
public void render() {
Bugger.getInstance().batch().begin();
float cameraX = Bugger.cam.position.x;
float cameraY = Bugger.cam.position.y;
drawGalaxies(cameraX, cameraY);
drawNebulae(cameraX, cameraY);
drawStars(cameraX, cameraY);
Bugger.getInstance().batch().end();
}
private void drawStars(float cameraX, float cameraY) {
for (int i = 0; i < numStars; i++) {
float starScrollSpeedX = 0.5f;
float starX = starPositionsX[i] - cameraX * starScrollSpeedX;
float starScrollSpeedY = 0.5f;
float starY = starPositionsY[i] - cameraY * starScrollSpeedY;
float offsetX = MathUtils.random(-2f, 2f);
float offsetY = MathUtils.random(-2f, 2f);
float starScale = 0.1f;
float scaledWidth = starTexture.getWidth() * starScale;
float scaledHeight = starTexture.getHeight() * starScale;
Bugger.spriteBatch.draw(starTexture,
starX + offsetX,
starY + offsetY,
scaledWidth,
scaledHeight,
0,
0,
1,
1
);
}
}
private void drawGalaxies(float cameraX, float cameraY) {
float galaxyScrollSpeedY = 0.2f;
float galaxyY1 = (cameraY * galaxyScrollSpeedY) % galaxyTexture.getHeight() - galaxyTexture.getHeight();
// float galaxyY2 = galaxyY1 + galaxyTexture.getHeight();
float galaxyScrollSpeedX = 0.2f;
float galaxyX1 = -cameraX * galaxyScrollSpeedX;
float galaxyX2 = galaxyX1 + galaxyTexture.getWidth();
Bugger.spriteBatch.draw(galaxyTexture, galaxyX1, galaxyY1);
Bugger.spriteBatch.draw(galaxyTexture, galaxyX2, galaxyY1);
}
private void drawNebulae(float cameraX, float cameraY) {
float nebulaScrollSpeedY = 0.025f;
float nebulaY1 = (cameraY * nebulaScrollSpeedY) % nebulaTexture.getHeight() - nebulaTexture.getHeight();
// float nebulaY2 = nebulaY1 + nebulaTexture.getHeight();
float nebulaScrollSpeedX = 0.025f;
float nebulaX1 = -cameraX * nebulaScrollSpeedX;
float nebulaX2 = nebulaX1 + nebulaTexture.getWidth();
Bugger.spriteBatch.draw(nebulaTexture, nebulaX1, nebulaY1);
Bugger.spriteBatch.draw(nebulaTexture, nebulaX2, nebulaY1);
}
public void dispose() {
starTexture.dispose();
galaxyTexture.dispose();
nebulaTexture.dispose();
}
}