Search in sources :

Example 1 with Bounds

use of com.indignado.games.states.game.data.Bounds in project Entitas-Java by Rubentxu.

the class GameSceneState method initialize.

@Override
public void initialize() {
    atlas = assetsManager.getTextureAtlas(SPRITE_ATLAS);
    Array<TextureAtlas.AtlasRegion> heroWalking = atlas.findRegions("Andando");
    Array<TextureAtlas.AtlasRegion> heroJump = atlas.findRegions("Saltando");
    Array<TextureAtlas.AtlasRegion> heroFall = atlas.findRegions("Cayendo");
    Array<TextureAtlas.AtlasRegion> heroIdle = atlas.findRegions("Parado");
    Animation walking = new Animation(RUNNING_FRAME_DURATION, heroWalking, Animation.PlayMode.LOOP);
    Animation jump = new Animation(RUNNING_FRAME_DURATION * 7, heroJump, Animation.PlayMode.NORMAL);
    Animation fall = new Animation(RUNNING_FRAME_DURATION * 5, heroFall, Animation.PlayMode.NORMAL);
    Animation idle = new Animation(RUNNING_FRAME_DURATION * 4, heroIdle, Animation.PlayMode.LOOP);
    Map animationHero = Collections.createMap(String.class, Animation.class);
    animationHero.put("WALKING", walking);
    animationHero.put("JUMPING", jump);
    animationHero.put("FALL", fall);
    animationHero.put("HURT", fall);
    animationHero.put("IDLE", idle);
    animationHero.put("HIT", fall);
    Body body = bodyBuilder.fixture(new FixtureDefBuilder().boxShape(0.5f, 0.5f)).type(BodyDef.BodyType.KinematicBody).build();
    systems.add(new InputsControllerSystem(entitas.input, guiFactory)).add(new AnimationSystem(entitas)).add(new TextureRendererSystem(entitas, engine.batch));
    entitas.game.getPlayerEntity().addTextureView(null, new Bounds(0.8f, 1.2f), false, false, 1, 1, Color.WHITE).addAnimations(animationHero, walking, 0.02f).addRigidBody(body);
}
Also used : FixtureDefBuilder(ilargia.egdx.util.FixtureDefBuilder) AnimationSystem(com.indignado.games.states.game.system.AnimationSystem) Bounds(com.indignado.games.states.game.data.Bounds) Animation(com.badlogic.gdx.graphics.g2d.Animation) Map(java.util.Map) Body(com.badlogic.gdx.physics.box2d.Body) TextureRendererSystem(com.indignado.games.states.game.system.render.TextureRendererSystem) InputsControllerSystem(com.indignado.games.states.game.system.InputsControllerSystem)

Example 2 with Bounds

use of com.indignado.games.states.game.data.Bounds in project Entitas-Java by Rubentxu.

the class Mariano method create.

@Override
public GameEntity create(Engine engine, Context<GameEntity> context) {
    BasePhysicsManager physics = engine.getManager(BasePhysicsManager.class);
    BodyBuilder bodyBuilder = physics.getBodyBuilder();
    TextureAtlas textureAtlas = assetsManager.getTextureAtlas(atlas);
    Array<TextureAtlas.AtlasRegion> heroWalking = textureAtlas.findRegions("Andando");
    Array<TextureAtlas.AtlasRegion> heroJump = textureAtlas.findRegions("Saltando");
    Array<TextureAtlas.AtlasRegion> heroFall = textureAtlas.findRegions("Cayendo");
    Array<TextureAtlas.AtlasRegion> heroIdle = textureAtlas.findRegions("Parado");
    Map<String, Animation<TextureRegion>> animationStates = Collections.createMap(String.class, Animation.class);
    animationStates.put("walking", new Animation(0.02f, heroWalking, Animation.PlayMode.LOOP));
    animationStates.put("jump", new Animation(0.02f * 7, heroJump, Animation.PlayMode.NORMAL));
    animationStates.put("fall", new Animation(0.02f * 5, heroFall, Animation.PlayMode.NORMAL));
    animationStates.put("idle", new Animation(0.02f * 4, heroIdle, Animation.PlayMode.LOOP));
    Body bodyPlayer = bodyBuilder.fixture(bodyBuilder.fixtureDefBuilder().boxShape(0.35f, 1).density(1)).type(BodyDef.BodyType.DynamicBody).fixedRotation().position(0, 5).mass(1).build();
    GameEntity entity = ((GameContext) context).getPlayerEntity().addRigidBody(bodyPlayer).addAnimations(animationStates, animationStates.get("idle"), 0).addCharacter("Mariano", StateCharacter.IDLE, false).addMovable(7, 8).addTextureView(null, new Bounds(0.9f, 1.15f), false, false, 1, 1, Color.WHITE);
    return entity;
}
Also used : GameEntity(com.indignado.games.states.game.gen.GameEntity) Bounds(com.indignado.games.states.game.data.Bounds) BasePhysicsManager(com.ilargia.games.entitas.egdx.base.managers.BasePhysicsManager) BodyBuilder(ilargia.egdx.util.BodyBuilder) Body(com.badlogic.gdx.physics.box2d.Body)

Aggregations

Body (com.badlogic.gdx.physics.box2d.Body)2 Bounds (com.indignado.games.states.game.data.Bounds)2 Animation (com.badlogic.gdx.graphics.g2d.Animation)1 BasePhysicsManager (com.ilargia.games.entitas.egdx.base.managers.BasePhysicsManager)1 GameEntity (com.indignado.games.states.game.gen.GameEntity)1 AnimationSystem (com.indignado.games.states.game.system.AnimationSystem)1 InputsControllerSystem (com.indignado.games.states.game.system.InputsControllerSystem)1 TextureRendererSystem (com.indignado.games.states.game.system.render.TextureRendererSystem)1 BodyBuilder (ilargia.egdx.util.BodyBuilder)1 FixtureDefBuilder (ilargia.egdx.util.FixtureDefBuilder)1 Map (java.util.Map)1