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Team6 #156
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Merged
Team6 #156
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5b0c487
Added the mainmenu Background
rahulsagar500 4ab200f
Added Background to MainMenu
rahulsagar500 92d7ca1
After changing MainMenu
rahulsagar500 2313336
Changing the background of Mainmenu2
rahulsagar500 ba09eac
After Adding Drag and Dro-1
214efbc
After adding Drag and Drop-1
30b2008
Drag and Drop-2
JigyasuMittal 883735a
Drag and Drop-2
JigyasuMittal 1711763
After adding drag and drop - 3
b118725
Added PopUp display for the Drag and Drop feature
rahulsagar500 44b6afc
Added GameOver Screen after health becomes 0
rahulsagar500 9197017
Merge branch 'main' into Team6
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282 changes: 277 additions & 5 deletions
282
source/core/src/main/com/csse3200/game/components/gamearea/GameAreaDisplay.java
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package com.csse3200.game.components.gamearea; | ||
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import com.badlogic.gdx.Gdx; | ||
import com.badlogic.gdx.graphics.Color; | ||
import com.badlogic.gdx.graphics.Texture; | ||
import com.badlogic.gdx.graphics.g2d.BitmapFont; | ||
import com.badlogic.gdx.graphics.g2d.SpriteBatch; | ||
import com.badlogic.gdx.scenes.scene2d.ui.Label; | ||
import com.badlogic.gdx.math.Vector2; | ||
import com.badlogic.gdx.scenes.scene2d.Actor; | ||
import com.badlogic.gdx.scenes.scene2d.InputEvent; | ||
import com.badlogic.gdx.scenes.scene2d.InputListener; | ||
import com.badlogic.gdx.scenes.scene2d.Stage; | ||
import com.badlogic.gdx.scenes.scene2d.ui.*; | ||
import com.badlogic.gdx.scenes.scene2d.utils.ChangeListener; | ||
import com.badlogic.gdx.scenes.scene2d.utils.DragAndDrop; | ||
import com.badlogic.gdx.scenes.scene2d.utils.Drawable; | ||
import com.badlogic.gdx.scenes.scene2d.utils.TextureRegionDrawable; | ||
import com.badlogic.gdx.utils.Null; | ||
import com.csse3200.game.components.maingame.MainGameExitDisplay; | ||
import com.csse3200.game.ui.UIComponent; | ||
import org.slf4j.Logger; | ||
import org.slf4j.LoggerFactory; | ||
import com.badlogic.gdx.scenes.scene2d.ui.Dialog; | ||
import com.badlogic.gdx.scenes.scene2d.ui.Table; | ||
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import java.util.concurrent.TimeUnit; | ||
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/** | ||
* Displays the name of the current game area. | ||
*/ | ||
public class GameAreaDisplay extends UIComponent { | ||
private static final Logger logger = LoggerFactory.getLogger(GameAreaDisplay.class); | ||
private static final float Z_INDEX = 2f; | ||
// Dialog for displaying tower details | ||
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private Vector2[] towerPositions1; | ||
private Vector2[] towerPositions2; // Store the positions of the towers | ||
private Vector2[] towerPositions3; // Store the positions of the towers | ||
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private Dialog towerDetailsDialog1; | ||
private Dialog towerDetailsDialog2; | ||
private Dialog towerDetailsDialog3;// Dialog for displaying tower details | ||
private String gameAreaName = ""; | ||
private Label title; | ||
private int numTowers1 = 2; // Total number of towers | ||
private int numTowers2 = 2; // Total number of towers | ||
private int numTowers3 = 2; // Total number of towers | ||
private Label numTowersLabel1; | ||
private Label numTowersLabel2; | ||
private Label numTowersLabel3; | ||
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private boolean[] towerMoved1; | ||
private boolean[] towerMoved2;// Array of flags to track if each tower has been moved | ||
private boolean[] towerMoved3;// Array of flags to track if each tower has been moved | ||
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public GameAreaDisplay(String gameAreaName) { | ||
this.gameAreaName = gameAreaName; | ||
towerPositions1 = new Vector2[2]; // Initialize for two towers | ||
towerMoved1 = new boolean[2]; // Initialize for two towers | ||
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towerPositions2 = new Vector2[2]; // Initialize for two towers | ||
towerMoved2 = new boolean[2]; // Initialize for two towers | ||
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towerPositions3 = new Vector2[2]; // Initialize for two towers | ||
towerMoved3 = new boolean[2]; // Initialize for two towers | ||
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towerDetailsDialog1 = createTowerDetailsDialog(); // Create the tower details dialog | ||
towerDetailsDialog2 = createTowerDetailsDialog(); // Create the tower details dialog | ||
towerDetailsDialog3 = createTowerDetailsDialog(); // Create the tower details dialog | ||
} | ||
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@Override | ||
public void create() { | ||
super.create(); | ||
addActors(); | ||
final Skin skin = new Skin(); | ||
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Image[] towers1 = new Image[2]; // Create an array for two towers | ||
Image[] towers2 = new Image[2]; // Create an array for two towers | ||
Image[] towers3 = new Image[3]; // Create an array for two towers | ||
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for (int i = 0; i < 2; i++) { | ||
// Use "building1" for the first tower and "building2" for the second tower | ||
skin.add("default", new Label.LabelStyle(new BitmapFont(), Color.WHITE)); | ||
skin.add("building1", new Texture("images/towers/WallTower.png")); | ||
// Load textures for building1 and building2 | ||
towers1[i] = new Image(skin, "building1"); | ||
towers1[i].setBounds(Gdx.graphics.getWidth() * 40f / 100f, Gdx.graphics.getHeight() * 80f / 100f, 100, 100); | ||
stage.addActor(towers1[i]); | ||
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final int towerIndex1 = i; // Capture the index in a final variable for the listener | ||
towerPositions1[towerIndex1] = new Vector2(towers1[towerIndex1].getX(), towers1[towerIndex1].getY()); | ||
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towers1[i].addListener(new InputListener() { | ||
private float startX, startY; | ||
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public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) { | ||
startX = towers1[towerIndex1].getX(); | ||
startY = towers1[towerIndex1].getY(); | ||
Gdx.app.log("GameAreaDisplay", "Touch Down on Tower " + towerIndex1); | ||
towerDetailsDialog1.setVisible(true); | ||
towerDetailsDialog1.show(stage); | ||
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return true; // Return true to indicate that the event was handled | ||
} | ||
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public void touchDragged(InputEvent event, float x, float y, int pointer) { | ||
float deltaX = towers1[towerIndex1].getX() - startX; | ||
float deltaY = towers1[towerIndex1].getY() - startY; | ||
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// Calculate the distance moved | ||
float distanceMoved = (float) Math.sqrt(deltaX * deltaX + deltaY * deltaY); | ||
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// Check if the tower has been moved for a significant distance | ||
if (!towerMoved1[towerIndex1] && distanceMoved >= 100f) { | ||
// Decrement the number of towers and set the flag for this tower | ||
numTowers1--; | ||
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towerMoved1[towerIndex1] = true; // Set the flag to indicate tower movement | ||
} | ||
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// Implement dragging logic here | ||
towers1[towerIndex1].moveBy(x - towers1[towerIndex1].getWidth() / 2, | ||
y - towers1[towerIndex1].getHeight() / 2); | ||
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towerPositions1[towerIndex1] = new Vector2(towers1[towerIndex1].getX(), towers1[towerIndex1].getY()); | ||
towerDetailsDialog1.setPosition( | ||
towerPositions1[towerIndex1].x + towers1[towerIndex1].getWidth(), | ||
towerPositions1[towerIndex1].y); | ||
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} | ||
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public void touchUp(InputEvent event, float x, float y, int pointer, int button) { | ||
towerDetailsDialog1.hide(); | ||
} | ||
}); | ||
} | ||
for (int i = 0; i < 2; i++) { | ||
// Use "building1" for the first tower and "building2" for the second tower | ||
skin.add("default", new Label.LabelStyle(new BitmapFont(), Color.WHITE)); | ||
skin.add("building2", new Texture("images/towers/turret_deployed.png")); | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. this "turret_deployed.png" image is no longer being used for anything in game There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. sorry for that, We worked in our remote rep, changing that now |
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towers2[i] = new Image(skin, "building2"); | ||
towers2[i].setBounds(Gdx.graphics.getWidth() * 50f / 100f, Gdx.graphics.getHeight() * 80f / 100f, 100, 100); | ||
stage.addActor(towers2[i]); | ||
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final int towerIndex2 = i; // Capture the index in a final variable for the listener | ||
towerPositions2[towerIndex2] = new Vector2(towers2[towerIndex2].getX(), towers2[towerIndex2].getY()); | ||
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towers2[i].addListener(new InputListener() { | ||
private float startX, startY; | ||
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public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) { | ||
startX = towers2[towerIndex2].getX(); | ||
startY = towers2[towerIndex2].getY(); | ||
Gdx.app.log("GameAreaDisplay", "Touch Down on Tower " + towerIndex2); | ||
towerDetailsDialog2.setVisible(true); | ||
towerDetailsDialog2.show(stage); | ||
return true; // Return true to indicate that the event was handled | ||
} | ||
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public void touchDragged(InputEvent event, float x, float y, int pointer) { | ||
float deltaX = towers2[towerIndex2].getX() - startX; | ||
float deltaY = towers2[towerIndex2].getY() - startY; | ||
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// Calculate the distance moved | ||
float distanceMoved = (float) Math.sqrt(deltaX * deltaX + deltaY * deltaY); | ||
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// Check if the tower has been moved for a significant distance | ||
if (!towerMoved2[towerIndex2] && distanceMoved >= 100f) { | ||
// Decrement the number of towers and set the flag for this tower | ||
numTowers2--; | ||
numTowersLabel2.setText("Towers: " + numTowers2); | ||
towerMoved2[towerIndex2] = true; // Set the flag to indicate tower movement | ||
} | ||
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// Implement dragging logic here | ||
towers2[towerIndex2].moveBy(x - towers2[towerIndex2].getWidth() / 2, | ||
y - towers2[towerIndex2].getHeight() / 2); | ||
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towerPositions2[towerIndex2] = new Vector2(towers2[towerIndex2].getX(), towers2[towerIndex2].getY()); | ||
towerDetailsDialog2.setPosition( | ||
towerPositions2[towerIndex2].x + towers2[towerIndex2].getWidth(), | ||
towerPositions2[towerIndex2].y | ||
); | ||
} | ||
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public void touchUp(InputEvent event, float x, float y, int pointer, int button) { | ||
towerDetailsDialog2.hide(); | ||
} | ||
}); | ||
} | ||
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for (int i = 0; i < 2; i++) { | ||
// Use "building1" for the first tower and "building2" for the second tower | ||
skin.add("default", new Label.LabelStyle(new BitmapFont(), Color.WHITE)); | ||
skin.add("building3", new Texture("images/towers/mine_tower.png")); | ||
// Load textures for building1 and building2 | ||
towers3[i] = new Image(skin, "building3"); | ||
towers3[i].setBounds(Gdx.graphics.getWidth() * 60f / 100f, Gdx.graphics.getHeight() * 80f / 100f, 100, 100); | ||
stage.addActor(towers3[i]); | ||
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final int towerIndex3 = i; // Capture the index in a final variable for the listener | ||
towerPositions3[towerIndex3] = new Vector2(towers3[towerIndex3].getX(), towers3[towerIndex3].getY()); | ||
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towers3[i].addListener(new InputListener() { | ||
private float startX, startY; | ||
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public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) { | ||
startX = towers3[towerIndex3].getX(); | ||
startY = towers3[towerIndex3].getY(); | ||
Gdx.app.log("GameAreaDisplay", "Touch Down on Tower " + towerIndex3); | ||
towerDetailsDialog3.setVisible(true); | ||
towerDetailsDialog3.show(stage); | ||
return true; // Return true to indicate that the event was handled | ||
} | ||
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public void touchDragged(InputEvent event, float x, float y, int pointer) { | ||
float deltaX = towers3[towerIndex3].getX() - startX; | ||
float deltaY = towers3[towerIndex3].getY() - startY; | ||
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// Calculate the distance moved | ||
float distanceMoved = (float) Math.sqrt(deltaX * deltaX + deltaY * deltaY); | ||
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// Check if the tower has been moved for a significant distance | ||
if (!towerMoved3[towerIndex3] && distanceMoved >= 100f) { | ||
// Decrement the number of towers and set the flag for this tower | ||
numTowers3--; | ||
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towerMoved3[towerIndex3] = true; // Set the flag to indicate tower movement | ||
} | ||
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// Implement dragging logic here | ||
towers3[towerIndex3].moveBy(x - towers3[towerIndex3].getWidth() / 2, | ||
y - towers3[towerIndex3].getHeight() / 2); | ||
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towerPositions3[towerIndex3] = new Vector2(towers3[towerIndex3].getX(), towers3[towerIndex3].getY()); | ||
towerDetailsDialog3.setPosition( | ||
towerPositions3[towerIndex3].x + towers3[towerIndex3].getWidth(), | ||
towerPositions3[towerIndex3].y | ||
); | ||
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} | ||
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public void touchUp(InputEvent event, float x, float y, int pointer, int button) { | ||
towerDetailsDialog3.hide(); | ||
} | ||
}); | ||
} | ||
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// Create and add the label for the number of towers | ||
numTowersLabel1 = new Label("TowersA: " + numTowers1, skin); | ||
numTowersLabel1.setPosition(Gdx.graphics.getWidth() * 41f / 100f, Gdx.graphics.getHeight() * 75f / 100f); // Adjust the position as needed | ||
stage.addActor(numTowersLabel1); | ||
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numTowersLabel2 = new Label("TowersB: " + numTowers2, skin); | ||
numTowersLabel2.setPosition(Gdx.graphics.getWidth() * 51f / 100f, Gdx.graphics.getHeight() * 75f / 100f); // Adjust the position as needed | ||
stage.addActor(numTowersLabel2); | ||
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numTowersLabel3 = new Label("TowersC: " + numTowers3, skin); | ||
numTowersLabel3.setPosition(Gdx.graphics.getWidth() * 61f / 100f, Gdx.graphics.getHeight() * 75f / 100f); // Adjust the position as needed | ||
stage.addActor(numTowersLabel3); | ||
} | ||
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public void render(float delta) { | ||
// ... other rendering logic ... | ||
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// Update the stage | ||
stage.act(delta); | ||
stage.draw(); | ||
} | ||
private Dialog createTowerDetailsDialog() { | ||
Skin skin = new Skin(Gdx.files.internal("flat-earth/skin/flat-earth-ui.json")); | ||
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// Register a label style named "default" with the skin | ||
Label.LabelStyle labelStyle = new Label.LabelStyle(); | ||
labelStyle.font = new BitmapFont(); | ||
labelStyle.fontColor = Color.WHITE; | ||
skin.add("default", labelStyle); | ||
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// Create the dialog using the registered label style | ||
Dialog dialog = new Dialog("Tower Details", skin,"default"); | ||
dialog.text("Health: 100"); // Set tower health here | ||
dialog.getContentTable().row(); | ||
dialog.text("Attack: 50"); // Set tower attack here | ||
dialog.button("Close"); | ||
dialog.setVisible(false); // Hide the dialog initially | ||
return dialog; | ||
} | ||
private void addActors() { | ||
title = new Label(this.gameAreaName, skin, "large"); | ||
stage.addActor(title); | ||
} | ||
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@Override | ||
public void draw(SpriteBatch batch) { | ||
public void draw(SpriteBatch batch) { | ||
int screenHeight = Gdx.graphics.getHeight(); | ||
float offsetX = 0f; | ||
float offsetY = 0f; | ||
float offsetX = 10f; | ||
float offsetY = 30f; | ||
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title.setPosition(offsetX, screenHeight - offsetY); | ||
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} | ||
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@Override | ||
public void dispose() { | ||
super.dispose(); | ||
title.remove(); | ||
} | ||
} | ||
} |
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It's not clear what is happening in this method. What are all the tower variables here for?
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this is just a structural design for our functionality of drag and drop, we will integrate it with the real entities for the upcoming sprint