This commit is contained in:
Matt Low 2020-01-05 23:48:39 +04:00
parent 13d1948d48
commit 02a4c7d5ed
4 changed files with 60 additions and 62 deletions

View File

@ -1,6 +1,5 @@
package com.me.pacman.entity; package com.me.pacman.entity;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureRegion; import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.math.Vector2;
import com.me.pacman.PacDude; import com.me.pacman.PacDude;
@ -26,7 +25,7 @@ public abstract class Entity {
return; return;
} }
state.renderSprite(texture, pos.x, pos.y); state.drawSprite(texture, pos.x, pos.y);
if (PacDude.DEBUG) { if (PacDude.DEBUG) {
state.level.renderTile(LevelTile.DEBUG, (int) pos.x, (int) pos.y, LevelState.LEVEL_OFFSET_X, LevelState.LEVEL_OFFSET_Y); state.level.renderTile(LevelTile.DEBUG, (int) pos.x, (int) pos.y, LevelState.LEVEL_OFFSET_X, LevelState.LEVEL_OFFSET_Y);

View File

@ -1,6 +1,5 @@
package com.me.pacman.entity; package com.me.pacman.entity;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureRegion; import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.math.Vector2;
import com.me.pacman.entity.ai.Behaviour; import com.me.pacman.entity.ai.Behaviour;
@ -79,7 +78,7 @@ public class Ghost extends MovableEntity {
// draw eyes so the ghost can see // draw eyes so the ghost can see
if (state.frightTimer <= 0 || caught) { if (state.frightTimer <= 0 || caught) {
state.renderSprite(sprite[1][currDirection.ordinal()], pos.x, pos.y); state.drawSprite(sprite[1][currDirection.ordinal()], pos.x, pos.y);
} }
} }

View File

@ -15,7 +15,7 @@ public abstract class LevelState extends State {
super(game); super(game);
} }
public void renderSprite(TextureRegion sprite, float x, float y) { public void drawSprite(TextureRegion sprite, float x, float y) {
game.batch.draw(sprite, (int) (x * 8) + (LEVEL_OFFSET_X - 8), (int) (y * 8) + (LEVEL_OFFSET_Y - 8)); game.batch.draw(sprite, (int) (x * 8) + (LEVEL_OFFSET_X - 8), (int) (y * 8) + (LEVEL_OFFSET_Y - 8));
} }

View File

@ -235,6 +235,63 @@ public class PlayState extends LevelState {
} }
} }
@Override
public void render() {
game.assets.getFont().setColor(Color.WHITE);
game.assets.getFont().draw(game.batch, "" + score, 40, 279);
for (int i = 0; i < lives; i++) {
game.batch.draw(lifeSprite, i * 16, 0);
}
level.render(LEVEL_OFFSET_X, LEVEL_OFFSET_Y);
if (state == GameState.ROUND_WON) {
// draw flashing level background
game.batch.draw((int) (stateTimer * 4) % 2 == 0? levelBackground : winBackground, LEVEL_OFFSET_X, LEVEL_OFFSET_Y);
return;
} else {
game.batch.draw(levelBackground, LEVEL_OFFSET_X, LEVEL_OFFSET_Y);
}
if (state != GameState.GHOST_CAUGHT_POINTS_WAIT) {
pacman.render();
}
switch (state) {
case PRE_NEW_GAME:
case PACMAN_CAUGHT:
case GAME_OVER:
break;
case GHOST_CAUGHT_POINTS_WAIT:
drawSprite(game.assets.points[0][ghostsCaught-1], lastGhostCaptured.pos.x, lastGhostCaptured.pos.y);
default:
for (Ghost ghost : ghosts) {
if (state == GameState.GHOST_CAUGHT_POINTS_WAIT && ghost == lastGhostCaptured) {
continue;
}
ghost.render();
}
}
if (paused) {
game.assets.getFont().setColor(Color.YELLOW);
game.assets.getFont().draw(game.batch, "paused", 90, 151);
} else {
switch (state) {
case PRE_NEW_GAME:
case NEW_ROUND_WAIT:
case START_ROUND_WAIT:
game.assets.getFont().setColor(Color.YELLOW);
game.assets.getFont().draw(game.batch, "ready!", 92, 127);
break;
case GAME_OVER:
game.assets.getFont().setColor(Color.RED);
game.assets.getFont().draw(game.batch, "game over", 78, 127);
break;
}
}
}
private void pelletEaten(float x, float y) { private void pelletEaten(float x, float y) {
level.setTile(x, y, LevelTile.EMPTY); level.setTile(x, y, LevelTile.EMPTY);
@ -305,63 +362,6 @@ public class PlayState extends LevelState {
setGameState(GameState.GHOST_CAUGHT_POINTS_WAIT); setGameState(GameState.GHOST_CAUGHT_POINTS_WAIT);
} }
@Override
public void render() {
game.assets.getFont().setColor(Color.WHITE);
game.assets.getFont().draw(game.batch, "" + score, 40, 279);
for (int i = 0; i < lives; i++) {
game.batch.draw(lifeSprite, i * 16, 0);
}
level.render(LEVEL_OFFSET_X, LEVEL_OFFSET_Y);
if (state == GameState.ROUND_WON) {
// draw flashing level background
game.batch.draw((int) (stateTimer * 4) % 2 == 0? levelBackground : winBackground, LEVEL_OFFSET_X, LEVEL_OFFSET_Y);
return;
} else {
game.batch.draw(levelBackground, LEVEL_OFFSET_X, LEVEL_OFFSET_Y);
}
if (state != GameState.GHOST_CAUGHT_POINTS_WAIT) {
pacman.render();
}
switch (state) {
case PRE_NEW_GAME:
case PACMAN_CAUGHT:
case GAME_OVER:
break;
case GHOST_CAUGHT_POINTS_WAIT:
renderSprite(game.assets.points[0][ghostsCaught-1], lastGhostCaptured.pos.x, lastGhostCaptured.pos.y);
default:
for (Ghost ghost : ghosts) {
if (state == GameState.GHOST_CAUGHT_POINTS_WAIT && ghost == lastGhostCaptured) {
continue;
}
ghost.render();
}
}
if (paused) {
game.assets.getFont().setColor(Color.YELLOW);
game.assets.getFont().draw(game.batch, "paused", 90, 151);
} else {
switch (state) {
case PRE_NEW_GAME:
case NEW_ROUND_WAIT:
case START_ROUND_WAIT:
game.assets.getFont().setColor(Color.YELLOW);
game.assets.getFont().draw(game.batch, "ready!", 92, 127);
break;
case GAME_OVER:
game.assets.getFont().setColor(Color.RED);
game.assets.getFont().draw(game.batch, "game over", 78, 127);
break;
}
}
}
private void updateScatterTimer(float dt) { private void updateScatterTimer(float dt) {
if (scatterChaseTransition < 6) { if (scatterChaseTransition < 6) {
scatterChaseTimer -= dt; scatterChaseTimer -= dt;