use of com.agorria.shootandmove.entities.Player in project ShootAndRun by IonAgorria.
the class GameThread method run.
/**
* Called from thread when starts
*/
@Override
public void run() {
// Initializes stuff
lastTime = System.currentTimeMillis();
world = new World(gameView);
// Main loop
while (running.get()) {
long sleep = Constants.THREAD_SLEEP;
// Check if we are not in pause
if (!paused) {
// Calculate delta and store last time
long time = System.currentTimeMillis();
float delta = (time - lastTime) / 1000.0f;
lastTime = time;
// Checks if UI requests a game state
GameState requestedState = gameUI.getRequestedGameState();
if (requestedState != null) {
setGameState(requestedState);
}
// Get player
Player player = null;
if (gameState != GameState.Menu && world != null) {
player = world.getPlayer();
}
// Check active state
float gyroscope = gameUI.getGyroscope();
if (gameState == GameState.Active) {
// Check if player is dead
if (player == null || player.isDestroyed()) {
setGameState(GameState.Lost);
}
// Check if level is requested
Integer requestedLevel = world.getRequestedLevel();
if (requestedLevel != null) {
world.setRequestedLevel(null);
// Check if is ending or normal level
if (requestedLevel > Constants.LEVEL_COUNT) {
setGameState(GameState.Menu);
gameUI.setCurrentMenu(MenuEnding.class);
} else {
SharedPreferences preferences = gameView.getPreferences();
SharedPreferences.Editor editor = preferences.edit();
editor.putInt(Constants.PREFERENCES_KEY_LEVEL, requestedLevel);
editor.apply();
setLevel(requestedLevel, false);
}
}
// Check if we are still active
if (requestedLevel == null && gameState == GameState.Active) {
// Update just the player
if (player != null) {
player.update(Constants.GAME_DELTA, gameUI.getButtons(), gameUI.getJoystick(), gameUI.isGyroscopeEnabled() ? gyroscope : 0f);
}
// Update and draw world
world.update(Constants.GAME_DELTA);
// Show any message
String message = world.getMessage();
if (message != null) {
gameUI.showText(message);
}
}
}
// Game UI update and draw
gameUI.update(delta);
gameUI.draw(gameView, player);
// Debug draw
if (Constants.DEBUG_MODE) {
// Draw FPS
List<Drawable> drawables = new ArrayList<>();
String text = String.format(Locale.getDefault(), "U %.1f", 1f / delta);
if (player != null) {
Vector3f pos = player.getPosition();
text += String.format(Locale.getDefault(), " X %.1f", pos.x);
text += String.format(Locale.getDefault(), " Z %.1f", pos.z);
text += String.format(Locale.getDefault(), " D %.1f", player.getDirection());
text += String.format(Locale.getDefault(), " G %.1f", gyroscope);
}
if (world != null) {
text += String.format(Locale.getDefault(), " R %d", world.getRobots());
}
gameView.drawText(drawables, 0, 0, 0, 0.05f, text);
gameView.submitBatch(gameView.createBatchOrthographic(DrawableBatch.SLOT.DebugUI, drawables, Color.WHITE));
}
// Check if view should be rendered
gameView.checkShouldRender();
// Calculate how much to sleep
sleep = Constants.GAME_SLEEP;
sleep -= System.currentTimeMillis() - time;
}
// Sleep thread
if (0 < sleep) {
try {
Thread.sleep(sleep);
} catch (InterruptedException e) {
Log.d(TAG, "Game loop sleep interrupted");
}
}
}
}
use of com.agorria.shootandmove.entities.Player in project ShootAndRun by IonAgorria.
the class World method load.
/**
* Loads level as current world
*
* @param level to load
* @param clear state
*/
void load(Integer level, boolean clear) {
// Store player relative data if any
float playerDirection = Constants.HALF_PI;
Vector3f playerPreviousPosition = null;
if (clear) {
playerPosition = null;
walked = 0;
}
if (!clear && player != null) {
playerDirection = player.getDirection();
playerPreviousPosition = player.getPreviousPosition().sub(player.getPosition(), new Vector3f());
}
// Reset stuff
cameraPosition = new Vector3f(0, 0, 0);
cameraRotation = new Vector3f(0, 0, 0);
batches.clear();
entities.clear();
entitiesNext.clear();
collisions.clear();
doors.clear();
player = null;
requestedLevel = null;
robots = 0;
// Use loader if none or different name
if (level == null) {
throw new RuntimeException("No level to load");
}
if (loader == null || !level.equals(loader.level)) {
loader = new WorldLoader(level, view);
}
// Load the world collisions
collisions.addAll(loader.collisions);
// Load world entities from spawns
entities.clear();
for (WorldLoader.EntitySpawn spawn : loader.entities) {
Vector3f position = new Vector3f(spawn.position);
Vector3f size = spawn.size == null ? null : new Vector3f(spawn.size);
switch(spawn.name) {
case "Player":
// Restore old player position
if (playerPosition != null) {
position.add(playerPosition);
}
player = new Player(this, position, playerDirection);
// Restore old previous position
if (playerPreviousPosition != null) {
player.getPosition().add(playerPreviousPosition, player.getPreviousPosition());
}
entities.add(player);
break;
case "Robot":
entities.add(new Robot(this, position, spawn.type));
robots++;
break;
case "Pistol":
entities.add(new Item(this, position, Item.ItemType.Pistol));
break;
case "Plasma":
entities.add(new Item(this, position, Item.ItemType.Plasma));
break;
case "Missile":
entities.add(new Item(this, position, Item.ItemType.Missile));
break;
case "Health":
entities.add(new Item(this, position, Item.ItemType.Health));
break;
case "Door":
Door door = new Door(this, position, size, spawn.type);
entities.add(door);
doors.add(door);
break;
case "LockedDoor":
LockedDoor lockedDoor = new LockedDoor(this, position, size, spawn.type);
entities.add(lockedDoor);
doors.add(lockedDoor);
break;
case "Warp":
entities.add(new Warp(this, position, spawn.type));
break;
default:
throw new IllegalArgumentException("Unknown object name");
}
}
// Update camera before batch
updateCamera();
// Create the batch, use depth as world has no transparency
DrawableBatch batch = view.createBatch(DrawableBatch.SLOT.World, DrawableBatch.MODE.PerspectiveDepth, loader.planes, cameraPosition, cameraRotation, Color.WHITE);
view.submitBatch(batch);
batches.add(batch);
}
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