Scale world units from banana units (800x600) to something smaller.
Let's just call them meters. Get rid of Viewport and handle world scaling based on screen height: - Keep world height at a constant 10 meters and scale width according to screen dimensions. Add uiSpriteBatch used for rendering UI elements at appropriate scale
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5f846f00b0
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@ -12,8 +12,9 @@ public class Asteroids extends ApplicationAdapter {
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@Override
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public void create() {
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graphics = new Graphics(Constants.WIDTH, Constants.HEIGHT);
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graphics = new Graphics();
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graphics.initialize();
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updateViewport(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
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game = new Game();
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game.setNextScreen(new GameScreen(graphics));
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@ -33,7 +34,12 @@ public class Asteroids extends ApplicationAdapter {
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@Override
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public void resize(int width, int height) {
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graphics.setScreenSize(width, height);
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updateViewport(width, height);
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}
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private void updateViewport(int width, int height) {
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Constants.updateDimensions(width, height);
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graphics.updateViewport(Constants.WIDTH, Constants.HEIGHT, Constants.getUIWidth(), Constants.getUIHeight());
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}
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}
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@ -2,21 +2,50 @@ package com.me.asteroids;
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import com.me.common.Random;
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public class Constants {
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public final class Constants {
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public static final boolean DEBUG = false;
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public static final Random rand = new Random();
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public static final int WIDTH = 800;
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public static final int HEIGHT = 600;
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public static final int HALF_WIDTH = WIDTH / 2;
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public static final int HALF_HEIGHT = HEIGHT / 2;
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public static final float ASTEROID_SPAWN_DELAY = 1f;
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public static final int ASTEROID_SPAWN_COUNT = 4;
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public static final int NEW_LIFE_SCORE = 10000;
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public static int SCREEN_WIDTH;
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public static int SCREEN_HEIGHT;
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public static final float HEIGHT = 10f;
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public static float WIDTH;
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public static final float HALF_HEIGHT = HEIGHT / 2;
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public static float HALF_WIDTH;
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public static float getUIWidth() {
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return SCREEN_WIDTH * getUIScale();
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}
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public static float getUIHeight() {
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return SCREEN_HEIGHT * getUIScale();
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}
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public static float getHalfUIWidth() {
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return getUIWidth() / 2;
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}
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public static float getHalfUIHeight() {
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return getUIHeight() / 2;
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}
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public static float getUIScale() {
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return 1.5f / (Math.min(SCREEN_HEIGHT, SCREEN_WIDTH) / 400f);
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}
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public static void updateDimensions(int screenWidth, int screenHeight) {
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SCREEN_WIDTH = screenWidth;
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SCREEN_HEIGHT = screenHeight;
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WIDTH = (HEIGHT / SCREEN_HEIGHT) * SCREEN_WIDTH;
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HALF_WIDTH = WIDTH / 2;
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}
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}
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@ -47,18 +47,17 @@ public class EntityFactory {
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VelocityComponent velocity = new VelocityComponent();
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velocity.velocity = new Vector2(0f, 0f);
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velocity.maxVelocity = 400f;
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velocity.maxVelocity = 10f;
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ModelComponent model = new ModelComponent();
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model.model = new PolygonModel(Color.WHITE);
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model.model.setVertices(new float[]{
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0f, 4f, // tip
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-2.5f, -4f, // bottom left
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-1f, -2.5f, // indent
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1f, -2.5f, // indent
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2.5f, -4f, // bottom right
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0f, 0.5f, // tip
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-5/16f, -0.5f, // bottom left
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-1/8f, -5/16f, // indent
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1/8f, -5/16f, // indent
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5/16f, -0.5f, // bottom right
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});
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model.model.setScale(5);
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AccelerationComponent accel = new AccelerationComponent();
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accel.acceleration = new Vector2(0, 1f);
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@ -106,7 +105,7 @@ public class EntityFactory {
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Vector2 playerVelocity = entity.getComponent(VelocityComponent.class).velocity;
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PositionComponent playerPosition = entity.getComponent(PositionComponent.class);
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LineModel[] models = getLineModels(entity.getComponent(ModelComponent.class).model);
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Vector2 explosionCenter = tmp.set(playerPosition.position).sub(Utils.setUnitVectorAngle(tmp2, playerPosition.rotation).scl(5));
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Vector2 explosionCenter = tmp.set(playerPosition.position).sub(Utils.setUnitVectorAngle(tmp2, playerPosition.rotation).scl(0.125f));
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Entity[] entities = new Entity[models.length];
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for (int i = 0, n = models.length; i < n; i++) {
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@ -122,7 +121,7 @@ public class EntityFactory {
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.sub(explosionCenter)
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.nor() // Direction from explosion center to center of piece
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.rotate(rand.nextFloat(-15, 15)) // Slightly alter the direction each piece flies off in
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.scl(rand.nextFloat(75, 100)) // Give each piece a slightly different speed
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.scl(rand.nextFloat(2f, 2.5f)) // Give each piece a slightly different speed
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.add(tmp2.set(playerVelocity).scl(0.75f)); // Maintain 75% of the player's velocity at impact
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velocity.angularVelocity = rand.nextFloat(-60, 60); // Make each piece spin at a different rate
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@ -145,19 +144,19 @@ public class EntityFactory {
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Vector2 direction = Utils.setUnitVectorAngle(tmp, rotation);
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VelocityComponent velocity = new VelocityComponent();
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velocity.velocity = new Vector2(direction).scl(500);
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velocity.velocity = new Vector2(direction).scl(12.5f);
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PositionComponent position = new PositionComponent();
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position.position = new Vector2(modelVertices[0], modelVertices[1]).add(direction.scl(4));
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position.position = new Vector2(modelVertices[0], modelVertices[1]);
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position.rotation = rotation;
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ModelComponent model = new ModelComponent();
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model.model = new PolygonModel(Color.YELLOW);
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model.model.setVertices(new float[]{
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1f, 0f,
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-1f, 0f,
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-1f, -4f,
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1f, -4f,
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1/40f, 0f,
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-1/40f, 0f,
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-1/40f, -4/40f,
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1/40f, -4/40f,
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});
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model.model.setRotation(position.rotation);
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model.model.setPosition(position.position);
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@ -180,7 +179,7 @@ public class EntityFactory {
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ModelComponent model = new ModelComponent();
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model.model = new PolygonModel(Color.WHITE);
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int size = rand.nextInt(45, 75);
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float size = rand.nextFloat(1f, 1.75f);
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model.model.setVertices(new AsteroidFactory()
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.setVertexCount(32)
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.setSize(size)
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@ -218,7 +217,7 @@ public class EntityFactory {
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Entity[] entities = new Entity[chunkCount];
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for (int i = 0; i < chunkCount; i++) {
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Vector2 chunkPosition = tmp2.set(asteroidPosition).add(tmp.scl(25));
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Vector2 chunkPosition = tmp2.set(asteroidPosition).add(tmp.scl(0.5f));
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ModelComponent model = new ModelComponent();
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model.model = new PolygonModel(asteroidModel.getColor());
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@ -1,55 +1,41 @@
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package com.me.asteroids;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.graphics.Camera;
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import com.badlogic.gdx.graphics.GL20;
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import com.badlogic.gdx.graphics.OrthographicCamera;
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import com.badlogic.gdx.graphics.g2d.SpriteBatch;
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import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
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import com.badlogic.gdx.utils.viewport.FitViewport;
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import com.badlogic.gdx.utils.viewport.Viewport;
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public class Graphics {
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private int worldWidth, worldHeight;
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private int screenWidth, screenHeight;
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private Camera camera;
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private Viewport viewport;
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private OrthographicCamera camera;
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private OrthographicCamera uiCamera;
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private ShapeRenderer shapeRenderer;
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private SpriteBatch spriteBatch;
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private SpriteBatch uiSpriteBatch;
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public Graphics(int worldWidth, int worldHeight) {
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this.worldWidth = worldWidth;
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this.worldHeight = worldHeight;
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this.screenWidth = Gdx.graphics.getWidth();
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this.screenHeight = Gdx.graphics.getHeight();
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public Graphics() {
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this.camera = new OrthographicCamera();
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this.viewport = new FitViewport(worldWidth, worldHeight, camera);
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this.uiCamera = new OrthographicCamera();
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this.shapeRenderer = new ShapeRenderer();
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this.spriteBatch = new SpriteBatch();
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this.uiSpriteBatch = new SpriteBatch();
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}
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public void initialize() {
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Gdx.gl.glClearColor(0, 0, 0, 1);
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updateDimensions();
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}
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public void reset() {
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
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}
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public void setScreenSize(int width, int height) {
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screenWidth = width;
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screenHeight = height;
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updateDimensions();
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}
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public void dispose() {
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shapeRenderer.dispose();
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spriteBatch.dispose();
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uiSpriteBatch.dispose();
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}
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public ShapeRenderer getShapeRenderer() {
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@ -60,11 +46,17 @@ public class Graphics {
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return spriteBatch;
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}
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private void updateDimensions() {
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viewport.setWorldSize(worldWidth, worldHeight);
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viewport.update(screenWidth, screenHeight, true);
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public SpriteBatch getUISpriteBatch() {
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return uiSpriteBatch;
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}
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public void updateViewport(float worldWidth, float worldHeight, float uiWidth, float uiHeight) {
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camera.setToOrtho(false, worldWidth, worldHeight);
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uiCamera.setToOrtho(false, uiWidth, uiHeight);
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shapeRenderer.setProjectionMatrix(camera.combined);
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spriteBatch.setProjectionMatrix(camera.combined);
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uiSpriteBatch.setProjectionMatrix(uiCamera.combined);
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}
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}
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@ -64,7 +64,7 @@ public class AsteroidSpawningSystem extends BaseSystem {
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model.setPosition(position);
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VelocityComponent velocityComponent = velocityMapper.get(asteroid);
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velocityComponent.velocity = new Vector2().setToRandomDirection().scl(rand.nextFloat(75, 125));
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velocityComponent.velocity = new Vector2().setToRandomDirection().scl(rand.nextFloat(1.875f, 3.125f));
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velocityComponent.angularVelocity = rand.nextFloat(-30, 30);
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asteroid.activate();
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@ -25,7 +25,7 @@ public class GameDataRenderSystem extends EntitySystem {
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public GameDataRenderSystem(Engine engine, Graphics graphics, BitmapFont font) {
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super(engine, GameDataComponent.class);
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gameDataMapper = engine.getComponentMapper(GameDataComponent.class);
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batch = graphics.getSpriteBatch();
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batch = graphics.getUISpriteBatch();
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this.font = font;
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this.gameOverLayout = new GlyphLayout(font, "GAME OVER");
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}
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@ -44,12 +44,12 @@ public class GameDataRenderSystem extends EntitySystem {
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switch (gameData.gameMode) {
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case GAME_OVER:
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font.setColor(Color.RED);
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font.draw(batch, "GAME OVER", Constants.HALF_WIDTH - (gameOverLayout.width / 2), Constants.HALF_HEIGHT);
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font.draw(batch, "GAME OVER", Constants.getHalfUIWidth() - (gameOverLayout.width / 2), Constants.getHalfUIHeight() + (font.getCapHeight() / 2));
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break;
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default:
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font.setColor(Color.CHARTREUSE);
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font.draw(batch, "Score: " + gameData.score, 15, Constants.HEIGHT - 15);
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font.draw(batch, "Lives: " + gameData.lives, 15, Constants.HEIGHT - 30);
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font.draw(batch, "Score: " + gameData.score, 15, Constants.getUIHeight() - 15);
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font.draw(batch, "Lives: " + gameData.lives, 15, Constants.getUIHeight() - font.getCapHeight() - 30);
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break;
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}
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}
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@ -55,10 +55,10 @@ public class PlayerInputSystem extends EntitySystem {
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Vector2 velocity = velocityComponent.velocity;
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if (Gdx.input.isKeyPressed(Input.Keys.W)) {
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acceleration.set(Utils.setUnitVectorAngle(tmp, positionComponent.rotation).scl(500));
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acceleration.set(Utils.setUnitVectorAngle(tmp, positionComponent.rotation).scl(12.5f));
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} else {
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if (!velocity.isZero(1f)) {
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acceleration.set(Utils.setUnitVectorAngleRad(tmp, velocity.angleRad()).scl(-100));
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acceleration.set(Utils.setUnitVectorAngleRad(tmp, velocity.angleRad()).scl(-2.5f));
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} else {
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acceleration.set(0, 0);
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}
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