use of com.watabou.noosa.Group in project pixel-dungeon by watabou.
the class GameScene method create.
@Override
public void create() {
Music.INSTANCE.play(Assets.TUNE, true);
Music.INSTANCE.volume(1f);
PixelDungeon.lastClass(Dungeon.hero.heroClass.ordinal());
super.create();
Camera.main.zoom(defaultZoom + PixelDungeon.zoom());
scene = this;
terrain = new Group();
add(terrain);
water = new SkinnedBlock(Level.WIDTH * DungeonTilemap.SIZE, Level.HEIGHT * DungeonTilemap.SIZE, Dungeon.level.waterTex());
terrain.add(water);
ripples = new Group();
terrain.add(ripples);
tiles = new DungeonTilemap();
terrain.add(tiles);
Dungeon.level.addVisuals(this);
plants = new Group();
add(plants);
int size = Dungeon.level.plants.size();
for (int i = 0; i < size; i++) {
addPlantSprite(Dungeon.level.plants.valueAt(i));
}
heaps = new Group();
add(heaps);
size = Dungeon.level.heaps.size();
for (int i = 0; i < size; i++) {
addHeapSprite(Dungeon.level.heaps.valueAt(i));
}
emitters = new Group();
effects = new Group();
emoicons = new Group();
mobs = new Group();
add(mobs);
for (Mob mob : Dungeon.level.mobs) {
addMobSprite(mob);
if (Statistics.amuletObtained) {
mob.beckon(Dungeon.hero.pos);
}
}
add(emitters);
add(effects);
gases = new Group();
add(gases);
for (Blob blob : Dungeon.level.blobs.values()) {
blob.emitter = null;
addBlobSprite(blob);
}
fog = new FogOfWar(Level.WIDTH, Level.HEIGHT);
fog.updateVisibility(Dungeon.visible, Dungeon.level.visited, Dungeon.level.mapped);
add(fog);
brightness(PixelDungeon.brightness());
spells = new Group();
add(spells);
statuses = new Group();
add(statuses);
add(emoicons);
hero = new HeroSprite();
hero.place(Dungeon.hero.pos);
hero.updateArmor();
mobs.add(hero);
add(new HealthIndicator());
add(cellSelector = new CellSelector(tiles));
StatusPane sb = new StatusPane();
sb.camera = uiCamera;
sb.setSize(uiCamera.width, 0);
add(sb);
toolbar = new Toolbar();
toolbar.camera = uiCamera;
toolbar.setRect(0, uiCamera.height - toolbar.height(), uiCamera.width, toolbar.height());
add(toolbar);
AttackIndicator attack = new AttackIndicator();
attack.camera = uiCamera;
attack.setPos(uiCamera.width - attack.width(), toolbar.top() - attack.height());
add(attack);
log = new GameLog();
log.camera = uiCamera;
log.setRect(0, toolbar.top(), attack.left(), 0);
add(log);
busy = new BusyIndicator();
busy.camera = uiCamera;
busy.x = 1;
busy.y = sb.bottom() + 1;
add(busy);
switch(InterlevelScene.mode) {
case RESURRECT:
WandOfBlink.appear(Dungeon.hero, Dungeon.level.entrance);
new Flare(8, 32).color(0xFFFF66, true).show(hero, 2f);
break;
case RETURN:
WandOfBlink.appear(Dungeon.hero, Dungeon.hero.pos);
break;
case FALL:
Chasm.heroLand();
break;
case DESCEND:
switch(Dungeon.depth) {
case 1:
WndStory.showChapter(WndStory.ID_SEWERS);
break;
case 6:
WndStory.showChapter(WndStory.ID_PRISON);
break;
case 11:
WndStory.showChapter(WndStory.ID_CAVES);
break;
case 16:
WndStory.showChapter(WndStory.ID_METROPOLIS);
break;
case 22:
WndStory.showChapter(WndStory.ID_HALLS);
break;
}
if (Dungeon.hero.isAlive() && Dungeon.depth != 22) {
Badges.validateNoKilling();
}
break;
default:
}
ArrayList<Item> dropped = Dungeon.droppedItems.get(Dungeon.depth);
if (dropped != null) {
for (Item item : dropped) {
int pos = Dungeon.level.randomRespawnCell();
if (item instanceof Potion) {
((Potion) item).shatter(pos);
} else if (item instanceof Plant.Seed) {
Dungeon.level.plant((Plant.Seed) item, pos);
} else {
Dungeon.level.drop(item, pos);
}
}
Dungeon.droppedItems.remove(Dungeon.depth);
}
Camera.main.target = hero;
if (InterlevelScene.mode != InterlevelScene.Mode.NONE) {
if (Dungeon.depth < Statistics.deepestFloor) {
GLog.h(TXT_WELCOME_BACK, Dungeon.depth);
} else {
GLog.h(TXT_WELCOME, Dungeon.depth);
Sample.INSTANCE.play(Assets.SND_DESCEND);
}
switch(Dungeon.level.feeling) {
case CHASM:
GLog.w(TXT_CHASM);
break;
case WATER:
GLog.w(TXT_WATER);
break;
case GRASS:
GLog.w(TXT_GRASS);
break;
default:
}
if (Dungeon.level instanceof RegularLevel && ((RegularLevel) Dungeon.level).secretDoors > Random.IntRange(3, 4)) {
GLog.w(TXT_SECRETS);
}
if (Dungeon.nightMode && !Dungeon.bossLevel()) {
GLog.w(TXT_NIGHT_MODE);
}
InterlevelScene.mode = InterlevelScene.Mode.NONE;
fadeIn();
}
}
use of com.watabou.noosa.Group in project pixel-dungeon by watabou.
the class StartScene method create.
@Override
public void create() {
super.create();
Badges.loadGlobal();
uiCamera.visible = false;
int w = Camera.main.width;
int h = Camera.main.height;
float width, height;
if (PixelDungeon.landscape()) {
width = WIDTH_L;
height = HEIGHT_L;
} else {
width = WIDTH_P;
height = HEIGHT_P;
}
float left = (w - width) / 2;
float top = (h - height) / 2;
float bottom = h - top;
Archs archs = new Archs();
archs.setSize(w, h);
add(archs);
Image title = BannerSprites.get(Type.SELECT_YOUR_HERO);
title.x = align((w - title.width()) / 2);
title.y = align(top);
add(title);
buttonX = left;
buttonY = bottom - BUTTON_HEIGHT;
btnNewGame = new GameButton(TXT_NEW) {
@Override
protected void onClick() {
if (GamesInProgress.check(curClass) != null) {
StartScene.this.add(new WndOptions(TXT_REALLY, TXT_WARNING, TXT_YES, TXT_NO) {
@Override
protected void onSelect(int index) {
if (index == 0) {
startNewGame();
}
}
});
} else {
startNewGame();
}
}
};
add(btnNewGame);
btnLoad = new GameButton(TXT_LOAD) {
@Override
protected void onClick() {
InterlevelScene.mode = InterlevelScene.Mode.CONTINUE;
Game.switchScene(InterlevelScene.class);
}
};
add(btnLoad);
float centralHeight = buttonY - title.y - title.height();
HeroClass[] classes = { HeroClass.WARRIOR, HeroClass.MAGE, HeroClass.ROGUE, HeroClass.HUNTRESS };
for (HeroClass cl : classes) {
ClassShield shield = new ClassShield(cl);
shields.put(cl, shield);
add(shield);
}
if (PixelDungeon.landscape()) {
float shieldW = width / 4;
float shieldH = Math.min(centralHeight, shieldW);
top = title.y + title.height + (centralHeight - shieldH) / 2;
for (int i = 0; i < classes.length; i++) {
ClassShield shield = shields.get(classes[i]);
shield.setRect(left + i * shieldW, top, shieldW, shieldH);
}
ChallengeButton challenge = new ChallengeButton();
challenge.setPos(w / 2 - challenge.width() / 2, top + shieldH - challenge.height() / 2);
add(challenge);
} else {
float shieldW = width / 2;
float shieldH = Math.min(centralHeight / 2, shieldW * 1.2f);
top = title.y + title.height() + centralHeight / 2 - shieldH;
for (int i = 0; i < classes.length; i++) {
ClassShield shield = shields.get(classes[i]);
shield.setRect(left + (i % 2) * shieldW, top + (i / 2) * shieldH, shieldW, shieldH);
}
ChallengeButton challenge = new ChallengeButton();
challenge.setPos(w / 2 - challenge.width() / 2, top + shieldH - challenge.height() / 2);
add(challenge);
}
unlock = new Group();
add(unlock);
if (!(huntressUnlocked = Badges.isUnlocked(Badges.Badge.BOSS_SLAIN_3))) {
BitmapTextMultiline text = PixelScene.createMultiline(TXT_UNLOCK, 9);
text.maxWidth = (int) width;
text.measure();
float pos = (bottom - BUTTON_HEIGHT) + (BUTTON_HEIGHT - text.height()) / 2;
for (BitmapText line : text.new LineSplitter().split()) {
line.measure();
line.hardlight(0xFFFF00);
line.x = PixelScene.align(w / 2 - line.width() / 2);
line.y = PixelScene.align(pos);
unlock.add(line);
pos += line.height();
}
}
ExitButton btnExit = new ExitButton();
btnExit.setPos(Camera.main.width - btnExit.width(), 0);
add(btnExit);
curClass = null;
updateClass(HeroClass.values()[PixelDungeon.lastClass()]);
fadeIn();
Badges.loadingListener = new Callback() {
@Override
public void call() {
if (Game.scene() == StartScene.this) {
PixelDungeon.switchNoFade(StartScene.class);
}
}
};
}
use of com.watabou.noosa.Group in project pixel-dungeon by watabou.
the class Wound method hit.
public static void hit(int pos, float angle) {
Group parent = Dungeon.hero.sprite.parent;
Wound w = (Wound) parent.recycle(Wound.class);
parent.bringToFront(w);
w.reset(pos);
w.angle = angle;
}
use of com.watabou.noosa.Group in project pixel-dungeon by watabou.
the class SurfaceScene method create.
@Override
public void create() {
super.create();
Music.INSTANCE.play(Assets.HAPPY, true);
Music.INSTANCE.volume(1f);
uiCamera.visible = false;
int w = Camera.main.width;
int h = Camera.main.height;
Archs archs = new Archs();
archs.reversed = true;
archs.setSize(w, h);
add(archs);
float vx = align((w - SKY_WIDTH) / 2);
float vy = align((h - SKY_HEIGHT - BUTTON_HEIGHT) / 2);
Point s = Camera.main.cameraToScreen(vx, vy);
viewport = new Camera(s.x, s.y, SKY_WIDTH, SKY_HEIGHT, defaultZoom);
Camera.add(viewport);
Group window = new Group();
window.camera = viewport;
add(window);
boolean dayTime = !Dungeon.nightMode;
Sky sky = new Sky(dayTime);
sky.scale.set(SKY_WIDTH, SKY_HEIGHT);
window.add(sky);
if (!dayTime) {
for (int i = 0; i < NSTARS; i++) {
float size = Random.Float();
ColorBlock star = new ColorBlock(size, size, 0xFFFFFFFF);
star.x = Random.Float(SKY_WIDTH) - size / 2;
star.y = Random.Float(SKY_HEIGHT) - size / 2;
star.am = size * (1 - star.y / SKY_HEIGHT);
window.add(star);
}
}
float range = SKY_HEIGHT * 2 / 3;
for (int i = 0; i < NCLOUDS; i++) {
Cloud cloud = new Cloud((NCLOUDS - 1 - i) * (range / NCLOUDS) + Random.Float(range / NCLOUDS), dayTime);
window.add(cloud);
}
int nPatches = (int) (sky.width() / GrassPatch.WIDTH + 1);
for (int i = 0; i < nPatches * 4; i++) {
GrassPatch patch = new GrassPatch((i - 0.75f) * GrassPatch.WIDTH / 4, SKY_HEIGHT + 1, dayTime);
patch.brightness(dayTime ? 0.7f : 0.4f);
window.add(patch);
}
Avatar a = new Avatar(Dungeon.hero.heroClass);
a.x = PixelScene.align((SKY_WIDTH - a.width) / 2);
a.y = SKY_HEIGHT - a.height;
window.add(a);
final Pet pet = new Pet();
pet.rm = pet.gm = pet.bm = 1.2f;
pet.x = SKY_WIDTH / 2 + 2;
pet.y = SKY_HEIGHT - pet.height;
window.add(pet);
window.add(new TouchArea(sky) {
protected void onClick(Touch touch) {
pet.jump();
}
;
});
for (int i = 0; i < nPatches; i++) {
GrassPatch patch = new GrassPatch((i - 0.5f) * GrassPatch.WIDTH, SKY_HEIGHT, dayTime);
patch.brightness(dayTime ? 1.0f : 0.8f);
window.add(patch);
}
Image frame = new Image(Assets.SURFACE);
frame.frame(0, 0, FRAME_WIDTH, FRAME_HEIGHT);
frame.x = vx - FRAME_MARGIN_X;
frame.y = vy - FRAME_MARGIN_TOP;
add(frame);
if (dayTime) {
a.brightness(1.2f);
pet.brightness(1.2f);
} else {
frame.hardlight(0xDDEEFF);
}
RedButton gameOver = new RedButton("Game Over") {
protected void onClick() {
Game.switchScene(TitleScene.class);
}
};
gameOver.setSize(SKY_WIDTH - FRAME_MARGIN_X * 2, BUTTON_HEIGHT);
gameOver.setPos(frame.x + FRAME_MARGIN_X * 2, frame.y + frame.height + 4);
add(gameOver);
Badges.validateHappyEnd();
fadeIn();
}
use of com.watabou.noosa.Group in project pixel-dungeon by watabou.
the class Fireball method createChildren.
@Override
protected void createChildren() {
sparks = new Group();
add(sparks);
bLight = new Image(Assets.FIREBALL);
bLight.frame(BLIGHT);
bLight.origin.set(bLight.width / 2);
bLight.angularSpeed = -90;
add(bLight);
emitter = new Emitter();
emitter.pour(new Emitter.Factory() {
@Override
public void emit(Emitter emitter, int index, float x, float y) {
Flame p = (Flame) emitter.recycle(Flame.class);
p.reset();
p.x = x - p.width / 2;
p.y = y - p.height / 2;
}
}, 0.1f);
add(emitter);
fLight = new Image(Assets.FIREBALL);
fLight.frame(FLIGHT);
fLight.origin.set(fLight.width / 2);
fLight.angularSpeed = 360;
add(fLight);
bLight.texture.filter(Texture.LINEAR, Texture.LINEAR);
}
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