Multiplayer: added mobile devies support

master
EmaMaker 2020-05-15 12:29:31 +02:00
commit 8469572f2b
118 changed files with 5828 additions and 0 deletions

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.gitignore vendored Normal file
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## Java
*.class
*.war
*.ear
hs_err_pid*
## Robovm
/ios/robovm-build/
## GWT
/html/war/
/html/gwt-unitCache/
.apt_generated/
.gwt/
gwt-unitCache/
www-test/
.gwt-tmp/
## Android Studio and Intellij and Android in general
/android/libs/armeabi/
/android/libs/armeabi-v7a/
/android/libs/arm64-v8a/
/android/libs/x86/
/android/libs/x86_64/
/android/gen/
.idea/
*.ipr
*.iws
*.iml
/android/out/
com_crashlytics_export_strings.xml
## Eclipse
.classpath
.project
.metadata/
/android/bin/
/core/bin/
/desktop/bin/
/html/bin/
/ios/bin/
/ios-moe/bin/
*.tmp
*.bak
*.swp
*~.nib
.settings/
.loadpath
.externalToolBuilders/
*.launch
## NetBeans
/nbproject/private/
/android/nbproject/private/
/core/nbproject/private/
/desktop/nbproject/private/
/html/nbproject/private/
/ios/nbproject/private/
/ios-moe/nbproject/private/
/build/
/android/build/
/core/build/
/desktop/build/
/html/build/
/ios/build/
/ios-moe/build/
/nbbuild/
/android/nbbuild/
/core/nbbuild/
/desktop/nbbuild/
/html/nbbuild/
/ios/nbbuild/
/ios-moe/nbbuild/
/dist/
/android/dist/
/core/dist/
/desktop/dist/
/html/dist/
/ios/dist/
/ios-moe/dist/
/nbdist/
/android/nbdist/
/core/nbdist/
/desktop/nbdist/
/html/nbdist/
/ios/nbdist/
/ios-moe/nbdist/
nbactions.xml
nb-configuration.xml
## Gradle
/local.properties
.gradle/
gradle-app.setting
/build/
/android/build/
/core/build/
/desktop/build/
/html/build/
/ios/build/
/ios-moe/build/
## OS Specific
.DS_Store
Thumbs.db
## iOS
/ios/xcode/*.xcodeproj/*
!/ios/xcode/*.xcodeproj/xcshareddata
!/ios/xcode/*.xcodeproj/project.pbxproj
/ios/xcode/native/
/ios/IOSLauncher.app
/ios/IOSLauncher.app.dSYM
/ios-moe/xcode/*.xcodeproj/*
!/ios-moe/xcode/*.xcodeproj/xcshareddata
!/ios-moe/xcode/*.xcodeproj/project.pbxproj
/ios-moe/xcode/native/

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<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.emamaker.amazeing" >
<uses-permission android:name="android.permission.INTERNET" />
<application
android:allowBackup="true"
android:icon="@drawable/ic_launcher"
android:isGame="true"
android:appCategory="game"
android:label="@string/app_name"
android:theme="@style/GdxTheme" >
<activity
android:name="com.emamaker.amazeing.AndroidLauncher"
android:label="@string/app_name"
android:screenOrientation="landscape"
android:configChanges="keyboard|keyboardHidden|navigation|orientation|screenSize|screenLayout">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
</manifest>

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android/assets/data/default.fnt Executable file
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kernings count=-1

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#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_texCoord0;
void main() {
gl_FragColor = vec4(v_texCoord0, 0.0, 1.0);
}

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attribute vec3 a_position;
attribute vec3 a_normal;
attribute vec2 a_texCoord0;
uniform mat4 u_worldTrans;
uniform mat4 u_projViewTrans;
varying vec2 v_texCoord0;
void main() {
v_texCoord0 = a_texCoord0;
gl_Position = u_projViewTrans * u_worldTrans * vec4(a_position, 1.0);
}

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android/assets/data/uiskin.atlas Executable file
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uiskin.png
size: 256,128
format: RGBA8888
filter: Linear,Linear
repeat: none
check-off
rotate: false
xy: 11, 5
size: 14, 14
orig: 14, 14
offset: 0, 0
index: -1
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rotate: false
xy: 11, 5
size: 14, 14
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offset: 0, 0
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size: 1, 1
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pad: 4, 4, 1, 1
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split: 5, 5, 5, 4
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split: 4, 14, 4, 4
orig: 27, 20
offset: 0, 0
index: -1
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rotate: false
xy: 26, 16
size: 3, 3
split: 1, 1, 1, 1
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offset: 0, 0
index: -1
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rotate: false
xy: 29, 20
size: 8, 8
split: 2, 2, 2, 2
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offset: 0, 0
index: -1
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android/assets/data/uiskin.json Executable file
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{
BitmapFont: { default-font: { file: default.fnt } },
Color: {
green: { a: 1, b: 0, g: 1, r: 0 },
white: { a: 1, b: 1, g: 1, r: 1 },
red: { a: 1, b: 0, g: 0, r: 1 },
black: { a: 1, b: 0, g: 0, r: 0 },
},
TintedDrawable: {
dialogDim: { name: white, color: { r: 0, g: 0, b: 0, a: 0.45 } },
},
ButtonStyle: {
default: { down: default-round-down, up: default-round },
toggle: { parent: default, checked: default-round-down }
},
TextButtonStyle: {
default: { parent: default, font: default-font, fontColor: white },
toggle: { parent: default, checked: default-round-down, downFontColor: red }
},
ScrollPaneStyle: {
default: { vScroll: default-scroll, hScrollKnob: default-round-large, background: default-rect, hScroll: default-scroll, vScrollKnob: default-round-large }
},
SelectBoxStyle: {
default: {
font: default-font, fontColor: white, background: default-select,
scrollStyle: default,
listStyle: { font: default-font, selection: default-select-selection }
}
},
SplitPaneStyle: {
default-vertical: { handle: default-splitpane-vertical },
default-horizontal: { handle: default-splitpane }
},
WindowStyle: {
default: { titleFont: default-font, background: default-window, titleFontColor: white },
dialog: { parent: default, stageBackground: dialogDim }
},
ProgressBarStyle: {
default-horizontal: { background: default-slider, knob: default-slider-knob },
default-vertical: { background: default-slider, knob: default-round-large }
},
SliderStyle: {
default-horizontal: { parent: default-horizontal },
default-vertical: { parent: default-vertical }
},
LabelStyle: {
default: { font: default-font, fontColor: white }
},
TextFieldStyle: {
default: { selection: selection, background: textfield, font: default-font, fontColor: white, cursor: cursor }
},
CheckBoxStyle: {
default: { checkboxOn: check-on, checkboxOff: check-off, font: default-font, fontColor: white }
},
ListStyle: {
default: { fontColorUnselected: white, selection: selection, fontColorSelected: white, font: default-font }
},
TouchpadStyle: {
default: { background: default-pane, knob: default-round-large }
},
TreeStyle: {
default: { minus: tree-minus, plus: tree-plus, selection: default-select-selection }
},
TextTooltipStyle: {
default: {
label: { font: default-font, fontColor: white },
background: default-pane, wrapWidth: 150
}
},
}

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android/build.gradle Normal file
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android {
buildToolsVersion "29.0.2"
compileSdkVersion 29
sourceSets {
main {
manifest.srcFile 'AndroidManifest.xml'
java.srcDirs = ['src']
aidl.srcDirs = ['src']
renderscript.srcDirs = ['src']
res.srcDirs = ['res']
assets.srcDirs = ['assets']
jniLibs.srcDirs = ['libs']
}
}
packagingOptions {
exclude 'META-INF/robovm/ios/robovm.xml'
}
defaultConfig {
applicationId "com.emamaker.amazeing"
minSdkVersion 14
targetSdkVersion 29
versionCode 1
versionName "1.0"
}
buildTypes {
release {
minifyEnabled false
proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro'
}
}
}
// called every time gradle gets executed, takes the native dependencies of
// the natives configuration, and extracts them to the proper libs/ folders
// so they get packed with the APK.
task copyAndroidNatives {
doFirst {
file("libs/armeabi/").mkdirs()
file("libs/armeabi-v7a/").mkdirs()
file("libs/arm64-v8a/").mkdirs()
file("libs/x86_64/").mkdirs()
file("libs/x86/").mkdirs()
configurations.natives.files.each { jar ->
def outputDir = null
if (jar.name.endsWith("natives-arm64-v8a.jar")) outputDir = file("libs/arm64-v8a")
if (jar.name.endsWith("natives-armeabi-v7a.jar")) outputDir = file("libs/armeabi-v7a")
if(jar.name.endsWith("natives-armeabi.jar")) outputDir = file("libs/armeabi")
if(jar.name.endsWith("natives-x86_64.jar")) outputDir = file("libs/x86_64")
if(jar.name.endsWith("natives-x86.jar")) outputDir = file("libs/x86")
if(outputDir != null) {
copy {
from zipTree(jar)
into outputDir
include "*.so"
}
}
}
}
}
tasks.whenTaskAdded { packageTask ->
if (packageTask.name.contains("package")) {
packageTask.dependsOn 'copyAndroidNatives'
}
}
task run(type: Exec) {
def path
def localProperties = project.file("../local.properties")
if (localProperties.exists()) {
Properties properties = new Properties()
localProperties.withInputStream { instr ->
properties.load(instr)
}
def sdkDir = properties.getProperty('sdk.dir')
if (sdkDir) {
path = sdkDir
} else {
path = "$System.env.ANDROID_HOME"
}
} else {
path = "$System.env.ANDROID_HOME"
}
def adb = path + "/platform-tools/adb"
commandLine "$adb", 'shell', 'am', 'start', '-n', 'com.emamaker.amazeing/com.emamaker.amazeing.AndroidLauncher'
}
dependencies {
implementation files('/home/emamaker/github/amazeing/gdx/lib/kryonet-2.21-all.jar')
}
eclipse.project.name = appName + "-android"

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android/proguard-rules.pro vendored Normal file
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# To enable ProGuard in your project, edit project.properties
# to define the proguard.config property as described in that file.
#
# Add project specific ProGuard rules here.
# By default, the flags in this file are appended to flags specified
# in ${sdk.dir}/tools/proguard/proguard-android.txt
# You can edit the include path and order by changing the ProGuard
# include property in project.properties.
#
# For more details, see
# http://developer.android.com/guide/developing/tools/proguard.html
# Add any project specific keep options here:
# If your project uses WebView with JS, uncomment the following
# and specify the fully qualified class name to the JavaScript interface
# class:
#-keepclassmembers class fqcn.of.javascript.interface.for.webview {
# public *;
#}
-verbose
-dontwarn android.support.**
-dontwarn com.badlogic.gdx.backends.android.AndroidFragmentApplication
-dontwarn com.badlogic.gdx.utils.GdxBuild
-dontwarn com.badlogic.gdx.physics.box2d.utils.Box2DBuild
-dontwarn com.badlogic.gdx.jnigen.BuildTarget*
-dontwarn com.badlogic.gdx.graphics.g2d.freetype.FreetypeBuild
-keep class com.badlogic.gdx.controllers.android.AndroidControllers
-keepclassmembers class com.badlogic.gdx.backends.android.AndroidInput* {
<init>(com.badlogic.gdx.Application, android.content.Context, java.lang.Object, com.badlogic.gdx.backends.android.AndroidApplicationConfiguration);
}
-keepclassmembers class com.badlogic.gdx.physics.box2d.World {
boolean contactFilter(long, long);
void beginContact(long);
void endContact(long);
void preSolve(long, long);
void postSolve(long, long);
boolean reportFixture(long);
float reportRayFixture(long, float, float, float, float, float);
}

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# This file is used by the Eclipse ADT plugin. It is unnecessary for IDEA and Android Studio projects, which
# configure Proguard and the Android target via the build.gradle file.
# To enable ProGuard to work with Eclipse ADT, uncomment this (available properties: sdk.dir, user.home)
# and ensure proguard.jar in the Android SDK is up to date (or alternately reduce the android target to 23 or lower):
# proguard.config=${sdk.dir}/tools/proguard/proguard-android.txt:proguard-rules.pro
# Project target.
target=android-19

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<?xml version="1.0" encoding="utf-8"?>
<adaptive-icon
xmlns:android="http://schemas.android.com/apk/res/android">
<background android:drawable="@color/ic_background_color"/>
<foreground android:drawable="@drawable/ic_launcher_foreground"/>
</adaptive-icon>

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<vector xmlns:android="http://schemas.android.com/apk/res/android"
android:width="108dp"
android:height="108dp"
android:viewportWidth="108"
android:viewportHeight="108">
<path
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android:fillAlpha="1"/>
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android:fillColor="#000000"
android:strokeColor="#00000000"
android:fillAlpha="1"/>
<path
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android:fillColor="#000000"
android:strokeColor="#00000000"
android:fillAlpha="1"/>
<path
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android:strokeColor="#00000000"
android:fillAlpha="1"/>
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android:strokeColor="#00000000"
android:fillAlpha="1"/>
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android:strokeColor="#00000000"
android:fillAlpha="1"/>
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<?xml version="1.0" encoding="utf-8"?>
<resources>
<color name="ic_background_color">#FFFFFFFF</color>
</resources>

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<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_name">AMazeIng</string>
</resources>

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<resources>
<style name="GdxTheme" parent="android:Theme">
<item name="android:windowBackground">@android:color/transparent</item>
<item name="android:colorBackgroundCacheHint">@null</item>
<item name="android:windowAnimationStyle">@android:style/Animation</item>
<item name="android:windowNoTitle">true</item>
<item name="android:windowContentOverlay">@null</item>
<item name="android:windowFullscreen">true</item>
</style>
</resources>

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package com.emamaker.amazeing;
import android.os.Bundle;
import com.badlogic.gdx.backends.android.AndroidApplication;
import com.badlogic.gdx.backends.android.AndroidApplicationConfiguration;
import com.emamaker.amazeing.AMazeIng;
public class AndroidLauncher extends AndroidApplication {
@Override
protected void onCreate (Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
AndroidApplicationConfiguration config = new AndroidApplicationConfiguration();
config.useImmersiveMode = true;
initialize(new AMazeIng(AMazeIng.Platform.ANDROID), config);
}
}

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buildscript {
repositories {
mavenLocal()
mavenCentral()
maven { url "https://plugins.gradle.org/m2/" }
maven { url "https://oss.sonatype.org/content/repositories/snapshots/" }
jcenter()
google()
}
dependencies {
classpath 'com.android.tools.build:gradle:3.4.1'
classpath 'com.mobidevelop.robovm:robovm-gradle-plugin:2.3.8'
}
}
allprojects {
apply plugin: "eclipse"
version = '1.0'
ext {
appName = "AMazeIng"
gdxVersion = '1.9.10'
roboVMVersion = '2.3.8'
box2DLightsVersion = '1.4'
ashleyVersion = '1.7.0'
aiVersion = '1.8.0'
}
repositories {
mavenLocal()
mavenCentral()
jcenter()
google()
maven { url "https://oss.sonatype.org/content/repositories/snapshots/" }
maven { url "https://oss.sonatype.org/content/repositories/releases/" }
}
}
project(":desktop") {
apply plugin: "java-library"
dependencies {
implementation project(":core")
api "com.badlogicgames.gdx:gdx-backend-lwjgl:$gdxVersion"
api "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-desktop"
api "com.badlogicgames.gdx:gdx-bullet-platform:$gdxVersion:natives-desktop"
api "com.badlogicgames.gdx:gdx-freetype-platform:$gdxVersion:natives-desktop"
api "com.badlogicgames.gdx:gdx-tools:$gdxVersion"
api "com.badlogicgames.gdx:gdx-controllers-desktop:$gdxVersion"
api "com.badlogicgames.gdx:gdx-controllers-platform:$gdxVersion:natives-desktop"
api "de.tomgrill.gdxdialogs:gdx-dialogs-desktop:1.2.5"
}
}
project(":android") {
apply plugin: "android"
configurations { natives }
dependencies {
implementation project(":core")
api "com.badlogicgames.gdx:gdx-backend-android:$gdxVersion"
natives "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-armeabi"
natives "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-armeabi-v7a"
natives "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-arm64-v8a"
natives "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-x86"
natives "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-x86_64"
api "com.badlogicgames.gdx:gdx-bullet:$gdxVersion"
natives "com.badlogicgames.gdx:gdx-bullet-platform:$gdxVersion:natives-armeabi"
natives "com.badlogicgames.gdx:gdx-bullet-platform:$gdxVersion:natives-armeabi-v7a"
natives "com.badlogicgames.gdx:gdx-bullet-platform:$gdxVersion:natives-arm64-v8a"
natives "com.badlogicgames.gdx:gdx-bullet-platform:$gdxVersion:natives-x86"
natives "com.badlogicgames.gdx:gdx-bullet-platform:$gdxVersion:natives-x86_64"
api "com.badlogicgames.gdx:gdx-freetype:$gdxVersion"
natives "com.badlogicgames.gdx:gdx-freetype-platform:$gdxVersion:natives-armeabi"
natives "com.badlogicgames.gdx:gdx-freetype-platform:$gdxVersion:natives-armeabi-v7a"
natives "com.badlogicgames.gdx:gdx-freetype-platform:$gdxVersion:natives-arm64-v8a"
natives "com.badlogicgames.gdx:gdx-freetype-platform:$gdxVersion:natives-x86"
natives "com.badlogicgames.gdx:gdx-freetype-platform:$gdxVersion:natives-x86_64"
api "com.badlogicgames.gdx:gdx-controllers:$gdxVersion"
api "com.badlogicgames.gdx:gdx-controllers-android:$gdxVersion"
api "com.badlogicgames.gdx:gdx-ai:$aiVersion"
api "com.badlogicgames.ashley:ashley:$ashleyVersion"
api "de.tomgrill.gdxdialogs:gdx-dialogs-android:1.2.5"
}
}
project(":ios") {
apply plugin: "java-library"
apply plugin: "robovm"
dependencies {
implementation project(":core")
api "com.mobidevelop.robovm:robovm-rt:$roboVMVersion"
api "com.mobidevelop.robovm:robovm-cocoatouch:$roboVMVersion"
api "com.badlogicgames.gdx:gdx-backend-robovm:$gdxVersion"
api "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-ios"
api "com.badlogicgames.gdx:gdx-bullet-platform:$gdxVersion:natives-ios"
api "com.badlogicgames.gdx:gdx-freetype-platform:$gdxVersion:natives-ios"
api "de.tomgrill.gdxdialogs:gdx-dialogs-ios:1.2.5"
}
}
project(":core") {
apply plugin: "java-library"
dependencies {
api "com.badlogicgames.gdx:gdx:$gdxVersion"
api "com.badlogicgames.gdx:gdx-bullet:$gdxVersion"
api "com.badlogicgames.gdx:gdx-freetype:$gdxVersion"
api "com.badlogicgames.gdx:gdx-controllers:$gdxVersion"
api "com.badlogicgames.gdx:gdx-ai:$aiVersion"
api "com.badlogicgames.ashley:ashley:$ashleyVersion"
api "net.dermetfan.libgdx-utils:libgdx-utils:0.13.4"
api "de.tomgrill.gdxdialogs:gdx-dialogs-core:1.2.5"
}
}

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kernings count=-1

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#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_texCoord0;
void main() {
gl_FragColor = vec4(v_texCoord0, 0.0, 1.0);
}

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attribute vec3 a_position;
attribute vec3 a_normal;
attribute vec2 a_texCoord0;
uniform mat4 u_worldTrans;
uniform mat4 u_projViewTrans;
varying vec2 v_texCoord0;
void main() {
v_texCoord0 = a_texCoord0;
gl_Position = u_projViewTrans * u_worldTrans * vec4(a_position, 1.0);
}

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core/assets/data/uiskin.atlas Executable file
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uiskin.png
size: 256,128
format: RGBA8888
filter: Linear,Linear
repeat: none
check-off
rotate: false
xy: 11, 5
size: 14, 14
orig: 14, 14
offset: 0, 0
index: -1
textfield
rotate: false
xy: 11, 5
size: 14, 14
split: 3, 3, 3, 3
orig: 14, 14
offset: 0, 0
index: -1
check-on
rotate: false
xy: 125, 35
size: 14, 14
orig: 14, 14
offset: 0, 0
index: -1
cursor
rotate: false
xy: 23, 1
size: 3, 3
split: 1, 1, 1, 1
orig: 3, 3
offset: 0, 0
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default
rotate: false
xy: 1, 50
size: 254, 77
orig: 254, 77
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default-pane
rotate: false
xy: 11, 1
size: 5, 3
split: 1, 1, 1, 1
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xy: 170, 44
size: 1, 1
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offset: 0, 0
index: -1
default-rect
rotate: false
xy: 38, 25
size: 3, 3
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size: 20, 20
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size: 27, 20
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70
core/assets/data/uiskin.json Executable file
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{
BitmapFont: { default-font: { file: default.fnt } },
Color: {
green: { a: 1, b: 0, g: 1, r: 0 },
white: { a: 1, b: 1, g: 1, r: 1 },
red: { a: 1, b: 0, g: 0, r: 1 },
black: { a: 1, b: 0, g: 0, r: 0 },
},
TintedDrawable: {
dialogDim: { name: white, color: { r: 0, g: 0, b: 0, a: 0.45 } },
},
ButtonStyle: {
default: { down: default-round-down, up: default-round },
toggle: { parent: default, checked: default-round-down }
},
TextButtonStyle: {
default: { parent: default, font: default-font, fontColor: white },
toggle: { parent: default, checked: default-round-down, downFontColor: red }
},
ScrollPaneStyle: {
default: { vScroll: default-scroll, hScrollKnob: default-round-large, background: default-rect, hScroll: default-scroll, vScrollKnob: default-round-large }
},
SelectBoxStyle: {
default: {
font: default-font, fontColor: white, background: default-select,
scrollStyle: default,
listStyle: { font: default-font, selection: default-select-selection }
}
},
SplitPaneStyle: {
default-vertical: { handle: default-splitpane-vertical },
default-horizontal: { handle: default-splitpane }
},
WindowStyle: {
default: { titleFont: default-font, background: default-window, titleFontColor: white },
dialog: { parent: default, stageBackground: dialogDim }
},
ProgressBarStyle: {
default-horizontal: { background: default-slider, knob: default-slider-knob },
default-vertical: { background: default-slider, knob: default-round-large }
},
SliderStyle: {
default-horizontal: { parent: default-horizontal },
default-vertical: { parent: default-vertical }
},
LabelStyle: {
default: { font: default-font, fontColor: white }
},
TextFieldStyle: {
default: { selection: selection, background: textfield, font: default-font, fontColor: white, cursor: cursor }
},
CheckBoxStyle: {
default: { checkboxOn: check-on, checkboxOff: check-off, font: default-font, fontColor: white }
},
ListStyle: {
default: { fontColorUnselected: white, selection: selection, fontColorSelected: white, font: default-font }
},
TouchpadStyle: {
default: { background: default-pane, knob: default-round-large }
},
TreeStyle: {
default: { minus: tree-minus, plus: tree-plus, selection: default-select-selection }
},
TextTooltipStyle: {
default: {
label: { font: default-font, fontColor: white },
background: default-pane, wrapWidth: 150
}
},
}

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core/assets/data/uiskin.png Executable file

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11
core/build.gradle Normal file
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apply plugin: "java"
sourceCompatibility = 1.7
dependencies {
implementation files('/home/emamaker/github/amazeing/gdx/lib/kryonet-2.21-all.jar')
}
[compileJava, compileTestJava]*.options*.encoding = 'UTF-8'
sourceSets.main.java.srcDirs = [ "src/" ]
eclipse.project.name = appName + "-core"

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package com.emamaker.amazeing;
import java.util.Random;
import com.badlogic.gdx.Game;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.InputMultiplexer;
import com.badlogic.gdx.graphics.FPSLogger;
import com.badlogic.gdx.physics.bullet.Bullet;
import com.emamaker.amazeing.manager.GameManager;
import com.emamaker.amazeing.manager.GameType;
import com.emamaker.amazeing.manager.network.GameClient;
import com.emamaker.amazeing.manager.network.GameServer;
import com.emamaker.amazeing.maze.settings.MazeSettings;
import com.emamaker.amazeing.ui.UIManager;
import com.emamaker.voxelengine.VoxelWorld;
public class AMazeIng extends Game {
public VoxelWorld world = new VoxelWorld();
FPSLogger fps = new FPSLogger();
boolean generated = false;
boolean gui = false;
Random rand = new Random();
public UIManager uiManager;
public GameManager gameManager;
public MazeSettings settings;
public InputMultiplexer multiplexer = new InputMultiplexer();
/* Local manager for local games and server host in multiplayer games */
public GameServer server;
public GameClient client;
static AMazeIng game;
public static Platform PLATFORM;
public AMazeIng(Platform p) {
PLATFORM = p;
}
@Override
public void create() {
game = this;
// Bullet init for physics
Bullet.init();
// Set windowed resolution
Gdx.graphics.setWindowedMode(1280, 720);
// Enable on-screen keyboard for mobile devices
// Gdx.input.setOnscreenKeyboardVisible(true);
// Voxel engine init. Call everything after this
world.init(this);
world.worldManager.generateChunks = false;
world.worldManager.updateChunks = true;
// Disable VoxelEngines's integrated camera input processor and enable our own
Gdx.input.setInputProcessor(multiplexer);
generated = false;
setupGUI();
setupGameManager();
}
public void setupGUI() {
System.out.println("Setup UI Manager");
uiManager = new UIManager(this);
settings = new MazeSettings();
uiManager.setupScreens();
}
public void setupGameManager() {
System.out.println("Setup Game Managers");
gameManager = new GameManager(this, GameType.LOCAL);
server = new GameServer(this);
client = new GameClient(this);
}
float delta;
@Override
public void render() {
super.render();
server.update();
client.update();
if (gameManager != null)
gameManager.update();
}
@Override
public void dispose() {
world.dispose();
gameManager.dispose();
client.stop();
server.stop();
}
@Override
public void resize(int width, int height) {
world.resize(width, height);
if (this.getScreen() != null)
this.getScreen().resize(width, height);
}
@Override
public void pause() {
world.pause();
}
@Override
public void resume() {
world.resume();
}
public static AMazeIng getMain() {
return game;
}
public static boolean isDesktop(){
return PLATFORM == Platform.DESKTOP;
}
public static boolean isMobile(){
return PLATFORM == Platform.ANDROID || PLATFORM == Platform.IOS;
}
public static boolean isIOS(){
return PLATFORM == Platform.IOS;
}
public static enum Platform {
DESKTOP, ANDROID, IOS
}
}

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package com.emamaker.amazeing.manager;
import java.util.ArrayList;
import java.util.Random;
import java.util.Set;
import com.badlogic.gdx.Game;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.utils.viewport.ScreenViewport;
import com.emamaker.amazeing.AMazeIng;
import com.emamaker.amazeing.AMazeIng.Platform;
import com.emamaker.amazeing.maze.MazeGenerator;
import com.emamaker.amazeing.maze.settings.MazeSettings;
import com.emamaker.amazeing.player.MazePlayer;
import com.emamaker.amazeing.player.MazePlayerLocal;
import com.emamaker.amazeing.ui.screens.PreGameScreen;
import com.emamaker.voxelengine.block.CellId;
import com.emamaker.voxelengine.player.Player;
public class GameManager {
AMazeIng main;
public MazeGenerator mazeGen;
public boolean gameStarted = false;
public boolean showGame = true;
public boolean anyoneWon = false;
public Stage stage;
Random rand = new Random();
GameType type = GameType.LOCAL;
public ArrayList<MazePlayer> players = new ArrayList<MazePlayer>();
public GameManager(Game main_, GameType t) {
main = (AMazeIng) main_;
gameStarted = false;
type = t;
setShowGame(type != GameType.SERVER);
mazeGen = new MazeGenerator(main, MazeSettings.MAZEX, MazeSettings.MAZEZ);
stage = new Stage(new ScreenViewport());
}
ArrayList<MazePlayer> toDelete = new ArrayList<MazePlayer>();
public void generateMaze(Set<MazePlayer> pl, int todraw[][]) {
main.setScreen(null);
AMazeIng.getMain().multiplexer.removeProcessor(stage);
anyoneWon = false;
if(AMazeIng.PLATFORM == Platform.DESKTOP) {
if (pl != null) {
for (MazePlayer p : players)
if (!pl.contains(p))
toDelete.add(p);
// Check if new players have to be added
for (MazePlayer p : pl)
if (!players.contains(p))
players.add(p);
// Fianlly delete players. A separated step is needed to remove the risk of a
// ConcurrentModificationException
for (MazePlayer p : toDelete) {
p.dispose();
players.remove(p);
}
toDelete.clear();
}
}else{
for (MazePlayer p : players) {
p.dispose();
}
players.clear();
players.addAll(pl);
}
for (int i = 0; i < MazeSettings.MAZEX; i++) {
for (int j = 0; j < 2; j++) {
for (int k = 0; k < MazeSettings.MAZEZ; k++) {
main.world.worldManager.setCell(i, j, k, CellId.ID_AIR);
}
}
}
mazeGen.setMazeSize(MazeSettings.MAZEX, MazeSettings.MAZEZ);
mazeGen.generateMaze();
if (type != GameType.CLIENT) {
mazeGen.setupEndPoint();
spreadPlayers();
}
if (todraw != null && showGame == true) {
mazeGen.show(todraw);
}
resetCamera();
gameStarted = true;
stage.clear();
if (AMazeIng.PLATFORM == Platform.ANDROID)
for (MazePlayer p : players) {
if (p instanceof MazePlayerLocal)
stage.addActor(((MazePlayerLocal) p).tctrl);
}
AMazeIng.getMain().multiplexer.addProcessor(stage);
}
public void update() {
if (gameStarted && !anyoneWon) {
if (getShowGame()) {
main.world.render();
resetCamera();
setCamera(new Vector3(mazeGen.w / 2, (MazeSettings.MAZEX + MazeSettings.MAZEZ) * 0.45f, mazeGen.h / 2),
new Vector3(0, -90, 0));
stage.act();
stage.draw();
}
main.world.modelBatch.begin(main.world.cam);
if (players != null) {
for (MazePlayer p : players) {
if (getShowGame() && !p.isDisposed())
p.render(main.world.modelBatch, main.world.environment);
anyoneWon = false;
if (type != GameType.CLIENT) {
if (checkWin(p)) {
anyoneWon = true;
gameStarted = false;
break;
}
}
}
}
if (anyoneWon) {
System.out.println("Game Finished! " + type);
if (type == GameType.LOCAL) {
main.setScreen(main.uiManager.playersScreen);
} else if (type == GameType.SERVER) {
((PreGameScreen) main.uiManager.preGameScreen).setGameType(GameType.SERVER);
main.setScreen(main.uiManager.preGameScreen);
}
}
main.world.modelBatch.end();
}
}
public void spreadPlayers() {
for (MazePlayer p : players) {
int x = 1, z = 1;
do {
x = (Math.abs(rand.nextInt() - 1) % (mazeGen.w));
z = (Math.abs(rand.nextInt() - 1) % (mazeGen.h));
// System.out.println(
// thereIsPlayerInPos(x, z) + " - " + mazeGen.occupiedSpot(x, z) + " --- " + x + ", " + z);
} while (thereIsPlayerInPos(x, z) || mazeGen.occupiedSpot(x, z));
p.setPlaying();
p.setPos(x + 0.5f, 2f, z + 0.5f);
}
}
Player generateNewPlayer(int kup, int kdown, int ksx, int kdx) {
return generateNewPlayer(kup, kdown, ksx, kdx, "");
}
Player generateNewPlayer(int kup, int kdown, int ksx, int kdx, String name) {
int x, z;
do {
x = (Math.abs(rand.nextInt() - 1) % (mazeGen.w));
z = (Math.abs(rand.nextInt() - 1) % (mazeGen.h));
} while (thereIsPlayerInPos(x, z) || mazeGen.occupiedSpot(x, z));
if (name.equalsIgnoreCase(""))
return new Player(kup, kdown, ksx, kdx, x + 0.5f, 4f, z + 0.5f);
else
return new Player(kup, kdown, ksx, kdx, x + 0.5f, 4f, z + 0.5f, name);
}
public boolean checkWin(MazePlayer p) {
if ((int) p.getPos().x == mazeGen.WINX && (int) p.getPos().z == mazeGen.WINZ) {
System.out.println(p.getName() + " won");
return true;
}
return false;
}
public boolean thereIsPlayerInPos(int x, int z) {
for (MazePlayer p : players) {
if ((int) p.getPos().x == x || (int) p.getPos().z == z)
return true;
}
return false;
}
public boolean areTherePlayersNearby(int x, int z, int range) {
int i, k;
for (MazePlayer p : players) {
i = (int) p.getPos().x;
k = (int) p.getPos().z;
if ((x - i) * (x - i) + (k - z) * (k - z) <= range * range)
return true;
}
return false;
}
public void resetCamera() {
main.world.cam.position.set(0f, 0f, 0.5f); // Set cam position at origin
main.world.cam.lookAt(0, 0, 0); // Direction to look at, for setting direction (perhaps better to set manually)
// main.world.cam.near = 1f; // Minimum distance visible
// main.world.cam.far = 300f; // Maximum distance visible
main.world.cam.up.set(0f, 1f, 0f); // Up is in y positive direction
main.world.cam.view.idt(); // Reset rotation matrix
main.world.cam.update();
}
public void setCamera(Vector3 position, Vector3 rotation) {
main.world.cam.translate(position); // set cam absolute position
main.world.cam.rotate(rotation.x, 0f, 1f, 0f); // set cam absolute rotation on axis X
main.world.cam.rotate(rotation.y, 1f, 0f, 0f); // set cam absolute rotation on axis Y
main.world.cam.rotate(rotation.z, 0f, 0f, 1f); // set cam absolute rotation on axis Z
main.world.cam.update();
}
boolean getShowGame() {
return showGame;
}
void setShowGame(boolean g) {
showGame = g;
}
public void generateMaze() {
generateMaze(null, null);
}
public void generateMaze(int todraw[][]) {
generateMaze(null, todraw);
}
public void generateMaze(Set<MazePlayer> pl) {
generateMaze(pl, null);
}
public void dispose() {
for (MazePlayer p : players)
if (!p.isDisposed())
p.dispose();
players.clear();
}
}

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package com.emamaker.amazeing.manager;
public enum GameType {
LOCAL, CLIENT, SERVER
}

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package com.emamaker.amazeing.manager.network;
import java.io.IOException;
import java.util.ArrayList;
import java.util.HashSet;
import java.util.Hashtable;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.Input.Keys;
import com.badlogic.gdx.math.Quaternion;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.scenes.scene2d.ui.Touchpad;
import com.emamaker.amazeing.AMazeIng;
import com.emamaker.amazeing.manager.GameManager;
import com.emamaker.amazeing.manager.GameType;
import com.emamaker.amazeing.manager.network.NetworkCommon.AddNewPlayer;
import com.emamaker.amazeing.manager.network.NetworkCommon.EndGame;
import com.emamaker.amazeing.manager.network.NetworkCommon.JustConnected;
import com.emamaker.amazeing.manager.network.NetworkCommon.LoginAO;
import com.emamaker.amazeing.manager.network.NetworkCommon.LoginAO2;
import com.emamaker.amazeing.manager.network.NetworkCommon.RemovePlayer;
import com.emamaker.amazeing.manager.network.NetworkCommon.StartGame;
import com.emamaker.amazeing.manager.network.NetworkCommon.UpdateMap;
import com.emamaker.amazeing.manager.network.NetworkCommon.UpdatePlayerTransform;
import com.emamaker.amazeing.manager.network.NetworkCommon.UpdateSettings;
import com.emamaker.amazeing.maze.settings.MazeSettings;
import com.emamaker.amazeing.player.MazePlayer;
import com.emamaker.amazeing.player.MazePlayerLocal;
import com.emamaker.amazeing.player.MazePlayerRemote;
import com.emamaker.amazeing.player.PlayerUtils;
import com.emamaker.amazeing.ui.screens.PreGameScreen;
import com.esotericsoftware.kryonet.Client;
import com.esotericsoftware.kryonet.Connection;
import com.esotericsoftware.kryonet.Listener;
public class GameClient {
public AMazeIng main;
volatile boolean clientRunning = false;
public String addr;
public int port;
boolean startGame = false;
boolean showPreGame = false;
boolean updateMobilePlayers = false;
String map = "";
// Hashtable of players present in the match
public Hashtable<String, MazePlayer> players = new Hashtable<>();
ArrayList<MazePlayer> localPlrQueue = new ArrayList<MazePlayer>();
volatile HashSet<String> toAdd = new HashSet<>();
volatile HashSet<String> toRemove = new HashSet<>();
public GameManager gameManager;
Client client;
public GameClient(AMazeIng main_) {
main = main_;
}
public boolean start(String addr_, int port_) {
port = port_;
addr = addr_;
clientRunning = true;
startGame = false;
client = new Client();
client.start();
NetworkCommon.register(client);
client.addListener(new Listener() {
public void connected(Connection connection) {
}
public void received(Connection connection, Object object) {
if (object instanceof LoginAO2) {
localPlrQueue.get(0).uuid = ((LoginAO2) object).uuid;
toAdd.add("Local" + localPlrQueue.get(0).uuid);
client.sendTCP(object);
System.out.println("Received UUID " + localPlrQueue.get(0).uuid + " for player "
+ localPlrQueue.get(0) + " giving confirmation");
// When we receive the connection accept from the server, we can show the
// pre-game screen listing the players' names, setting this flag to let the main
// thread to it
showPreGame = true;
} else if (object instanceof AddNewPlayer) {
AddNewPlayer msg = (AddNewPlayer) object;
if (!players.containsKey(msg.uuid) && !toAdd.contains("Local" + msg.uuid)) {
toAdd.add("Remote" + msg.uuid);
System.out
.println("Remote player with uuid " + msg.uuid.toString() + " has joined the game :)");
}
} else if (object instanceof RemovePlayer) {
RemovePlayer msg = (RemovePlayer) object;
if (players.containsKey(msg.uuid)) {
toRemove.add(msg.uuid);
System.out.println("Player with uuid " + msg.uuid.toString() + " is leaving the game :(");
} else {
System.out.println("Player remove received, but I don't know that player :/");
}
} else if (object instanceof NetworkCommon.UpdatePlayerTransformServer) {
NetworkCommon.UpdatePlayerTransformServer s = (NetworkCommon.UpdatePlayerTransformServer) object;
System.out.println("Received a forced position update for self!");
if (players.containsKey(s.uuid)) {
players.get(s.uuid).setPlaying();
players.get(s.uuid).setTransform(s.tx, s.ty, s.tz, s.rx, s.ry, s.rz, s.rw);
}
} else if (object instanceof UpdatePlayerTransform) {
UpdatePlayerTransform msg = (UpdatePlayerTransform) object;
if (players.containsKey(msg.uuid) && players.get(msg.uuid) instanceof MazePlayerRemote) {
players.get(msg.uuid).setPlaying();
players.get(msg.uuid).setTransform(msg.tx, msg.ty, msg.tz, msg.rx, msg.ry, msg.rz, msg.rw);
}
} else if (object instanceof UpdateMap) {
map = ((UpdateMap) object).map;
System.out.println("Map update!");
} else if (object instanceof StartGame) {
startGame = true;
map = ((StartGame) object).map;
System.out.println("Starting the online game!");
} else if (object instanceof EndGame) {
System.out.println("EndGame Received!");
if (gameManager != null) {
gameManager.gameStarted = false;
gameManager.anyoneWon = true;
showPreGame = true;
}
} else if (object instanceof UpdateSettings) {
System.out.println("Update received for setting n." + ((UpdateSettings) object).index);
if (!main.server.isRunning()) {
MazeSettings.settings.get(((UpdateSettings) object).index)
.parseOptionString(((UpdateSettings) object).value);
}else {
System.out.println("Ignoring settings update since we are running on a server");
}
//We don't mind if we are client or server, just set the flag to update pregamescreen
showPreGame = true;
}
}
public void disconnected(Connection connection) {
toRemove.addAll(players.keySet());
}
});
try {
client.connect(5000, addr, port);
System.out.println("Connecting to server...");
// Tell the server you just connected, but still no players have to be add
client.sendTCP(new JustConnected());
return true;
// Server communication after connection can go here, or in
// Listener#connected().
} catch (
IOException ex) {
ex.printStackTrace();
}
return false;
}
// Update must be called from Main thread and used for applications on main
// thread
MazePlayerLocal p;
public void update() {
if (clientRunning) {
try {
for (String s : toAdd) {
if (!(players.containsKey(s.replace("Local", ""))
|| players.containsKey(s.replace("Remote", "")))) {
if (s.startsWith("Local")) {
// System.out.println(s + " | " + s.replace("Local", "") + " | " + localPlrQueue.get(0).uuid);
if (localPlrQueue.get(0) != null) {
players.put(s.replace("Local", ""), localPlrQueue.get(0));
System.out.println("Added local player " + localPlrQueue.get(0));
localPlrQueue.remove(0);
}
} else if (s.startsWith("Remote")) {
players.put(s.replace("Remote", ""), new MazePlayerRemote(s.replace("Remote", "")));
}
}
}
toAdd.clear();
for (String s : toRemove) {
if (players.containsKey(s)) {
players.get(s).dispose();
players.remove(s);
}
}
toRemove.clear();
} catch (Exception e) {
}
if (showPreGame) {
// We are taking care of specifying what type of game we are running. Server is
// the server is running in the same instance, client if not
// In this way server host is shown the start game button.
if (!main.server.isRunning())
((PreGameScreen) main.uiManager.preGameScreen).setGameType(GameType.CLIENT);
main.setScreen(main.uiManager.preGameScreen);
showPreGame = false;
}
if (startGame) {
gameManager = new GameManager(main, GameType.CLIENT);
if (main.getScreen() != null) {
main.getScreen().hide();
main.setScreen(null);
}
for (MazePlayer p : players.values())
p.setPlaying();
gameManager.generateMaze(new HashSet<MazePlayer>(players.values()));
startGame = false;
}
if (gameManager != null) {
gameManager.update();
if (gameManager.gameStarted) {
if (!map.equals("")) {
System.out.println("Setting map");
gameManager.mazeGen.show(gameManager.mazeGen.runLenghtDecode(map));
map = "";
}
}
}
if (gameManager == null || (gameManager != null && !gameManager.gameStarted)) {
// Consantly search for new players to be added
if(AMazeIng.PLATFORM == AMazeIng.Platform.DESKTOP) {
// Search for keyboard players (WASD and ARROWS) on Desktop
if (Gdx.input.isKeyJustPressed(Keys.W) || Gdx.input.isKeyJustPressed(Keys.A)
|| Gdx.input.isKeyJustPressed(Keys.S) || Gdx.input.isKeyJustPressed(Keys.D)) {
p = PlayerUtils.getPlayerWithKeys(new HashSet<>(players.values()), Keys.W, Keys.S, Keys.A, Keys.D);
if (p != null) {
RemovePlayer msg = new RemovePlayer();
msg.uuid = p.uuid;
client.sendTCP(msg);
} else {
localPlrQueue.add(new MazePlayerLocal(Keys.W, Keys.S, Keys.A, Keys.D));
client.sendTCP(new LoginAO());
}
}
if (Gdx.input.isKeyJustPressed(Keys.UP) || Gdx.input.isKeyJustPressed(Keys.LEFT)
|| Gdx.input.isKeyJustPressed(Keys.DOWN) || Gdx.input.isKeyJustPressed(Keys.RIGHT)) {
p = PlayerUtils.getPlayerWithKeys(new HashSet<>(players.values()), Keys.UP, Keys.DOWN, Keys.LEFT,
Keys.RIGHT);
if (p != null) {
RemovePlayer msg = new RemovePlayer();
msg.uuid = p.uuid;
client.sendTCP(msg);
} else {
localPlrQueue.add(new MazePlayerLocal(Keys.UP, Keys.DOWN, Keys.LEFT, Keys.RIGHT));
client.sendTCP(new LoginAO());
}
}
}else{
if(updateMobilePlayers){
for(int i = 0; i < MazeSettings.MAXPLAYERS; i++) {
p = PlayerUtils.getPlayerWithTouchCtrl(i, new HashSet<>(players.values()));
if(i < MazeSettings.MAXPLAYERS_MOBILE){
//if yhe player wasn't there before, but wants to join: add it
if(p == null) {
localPlrQueue.add(new MazePlayerLocal(new Touchpad(0f, main.uiManager.skin), i));
client.sendTCP(new NetworkCommon.LoginAO());
}
}else {
//The player was there before, but has left: remove it
if (p != null && players.containsValue(p)) {
NetworkCommon.RemovePlayer msg = new NetworkCommon.RemovePlayer();
msg.uuid = p.uuid;
client.sendTCP(msg);
}
//Otherwise just do nothing
}
}
updateMobilePlayers = false;
}
}
//Search for mobile players
}
}
}
public void updateLocalPlayer(MazePlayerLocal p) {
if (this.gameManager != null && this.gameManager.gameStarted && clientRunning && p.isPlaying()) {
UpdatePlayerTransform pu = new UpdatePlayerTransform();
Vector3 pos = p.ghostObject.getWorldTransform().getTranslation(new Vector3());
Quaternion rot = p.ghostObject.getWorldTransform().getRotation(new Quaternion());
pu.tx = pos.x;
pu.ty = pos.y;
pu.tz = pos.z;
pu.rx = rot.x;
pu.ry = rot.y;
pu.rz = rot.z;
pu.rw = rot.w;
pu.uuid = p.uuid;
client.sendTCP(pu);
}
}
public void setUpdateMobilePlayers(){
updateMobilePlayers = true;
}
public boolean isRunning() {
return clientRunning;
}
public void stop() {
if (clientRunning) {
for (String s : players.keySet()) {
if (players.get(s) instanceof MazePlayerLocal) {
RemovePlayer request = new RemovePlayer();
request.uuid = s;
client.sendTCP(request);
}
players.get(s).dispose();
}
players.clear();
client.stop();
clientRunning = false;
}
}
}

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package com.emamaker.amazeing.manager.network;
import java.io.IOException;
import java.util.HashSet;
import java.util.Hashtable;
import java.util.UUID;
import com.badlogic.gdx.math.Quaternion;
import com.badlogic.gdx.math.Vector3;
import com.emamaker.amazeing.AMazeIng;
import com.emamaker.amazeing.manager.GameManager;
import com.emamaker.amazeing.manager.GameType;
import com.emamaker.amazeing.manager.network.NetworkCommon.AddNewPlayer;
import com.emamaker.amazeing.manager.network.NetworkCommon.ConnectionRefused;
import com.emamaker.amazeing.manager.network.NetworkCommon.EndGame;
import com.emamaker.amazeing.manager.network.NetworkCommon.JustConnected;
import com.emamaker.amazeing.manager.network.NetworkCommon.LoginAO;
import com.emamaker.amazeing.manager.network.NetworkCommon.LoginAO2;
import com.emamaker.amazeing.manager.network.NetworkCommon.RemovePlayer;
import com.emamaker.amazeing.manager.network.NetworkCommon.StartGame;
import com.emamaker.amazeing.manager.network.NetworkCommon.UpdatePlayerTransform;
import com.emamaker.amazeing.manager.network.NetworkCommon.UpdateSettings;
import com.emamaker.amazeing.maze.settings.MazeSettings;
import com.emamaker.amazeing.player.MazePlayer;
import com.emamaker.amazeing.player.MazePlayerRemote;
import com.esotericsoftware.kryonet.Connection;
import com.esotericsoftware.kryonet.Listener;
import com.esotericsoftware.kryonet.Server;
public class GameServer {
public AMazeIng main;
volatile boolean serverRunning = false;
boolean endGameCalled = false;
public int port;
UUID uuid;
public GameManager gameManager;
Server server;
// Hashtable of remote players present in the match. This will be used to update
// other players' transform when server reports about it
public Hashtable<String, MazePlayerRemote> remotePlayers = new Hashtable<>();
public GameServer(AMazeIng main_) {
main = main_;
uuid = UUID.randomUUID();
}
// Returns true if the server started successfully
public boolean startServer(int port_) {
port = port_;
serverRunning = true;
try {
server = new Server() {
protected Connection newConnection() {
// Notify connection about previously connected clients
AddNewPlayer response = new AddNewPlayer();
for (String s : remotePlayers.keySet()) {
response.uuid = s;
server.sendToAllTCP(response);
}
// By providing our own connection implementation, we can store per
// connection state without a connection ID to state look up.
return new ConnectionPlayer();
}
};
// For consistency, the classes to be sent over the network are
// registered by the same method for both the client and server.
NetworkCommon.register(server);
server.addListener(new Listener() {
public void received(Connection c, Object object) {
ConnectionPlayer connection = (ConnectionPlayer) c;
if (object instanceof JustConnected) {
// Notify the newly connected client about all other clients already present
// here
System.out.println("New client just connected, updating it with info about other clients!");
AddNewPlayer response = new AddNewPlayer();
for (String s : remotePlayers.keySet()) {
response.uuid = s;
c.sendTCP(response);
System.out.println("Updated about: " + s);
}
} else if (object instanceof LoginAO) {
// Give player its UUID and wait for response. Once the LoginAO2 response is
// received, move the
// UUID to the list of players, create a new one and notify clients about it
connection.uuid = UUID.randomUUID().toString();
LoginAO2 response = new LoginAO2();
response.uuid = connection.uuid;
System.out.println("Server received connection request! Giving client UUID " + connection.uuid);
c.sendTCP(response);
} else if (object instanceof LoginAO2) {
// Ignore is there's no uuid or it's different from the login message one
// If there's still space left for players to join
if (remotePlayers.values().size() < MazeSettings.MAXPLAYERS) {
remotePlayers.put(((LoginAO2) object).uuid,
new MazePlayerRemote(((LoginAO2) object).uuid, false));
updateSettingForClient(c);
System.out.println("Client with UUID " + ((LoginAO2) object).uuid
+ " is connected and ready to play :)");
AddNewPlayer response = new AddNewPlayer();
response.uuid = ((LoginAO2) object).uuid;
server.sendToAllTCP(response);
} else {
// Send connection refused
c.sendTCP(new ConnectionRefused());
}
} else if (object instanceof RemovePlayer) {
// Otherwise remove the player and notify all clients about it
if (remotePlayers.containsKey(((RemovePlayer) object).uuid.toString())) {
remotePlayers.get(((RemovePlayer) object).uuid).dispose();
remotePlayers.remove(((RemovePlayer) object).uuid);
System.out.println("Client with UUID " + connection.uuid + " is leaving the server :(");
server.sendToAllTCP(object);
} else {
System.out.println("Server received delete message for player with UUID " + connection.uuid
+ " but player wasn't playing");
}
} else if (object instanceof UpdatePlayerTransform) {
UpdatePlayerTransform transform = (UpdatePlayerTransform) object;
if (gameManager.gameStarted) {
// Otherwise Update the transport and notify clients about it
MazePlayerRemote player = remotePlayers.get((transform.uuid));
player.setTransform(transform.tx, transform.ty, transform.tz, transform.rx, transform.ry,
transform.rz, transform.rw);
updatePlayer(transform.uuid, remotePlayers.get(transform.uuid), false);
System.out.println("Updating client " + connection.uuid + " position!");
}
}
}
public void disconnected(Connection c) {
ConnectionPlayer connection = (ConnectionPlayer) c;
if (connection.uuid != null) {
if (remotePlayers.get(connection.uuid) != null) {
remotePlayers.get(connection.uuid).dispose();
}
remotePlayers.remove(connection.uuid);
RemovePlayer remove = new RemovePlayer();
remove.uuid = connection.uuid;
server.sendToAllTCP(remove);
}
}
});
server.bind(port);
server.start();
System.out.println("Server registered and running on port " + port);
// Also launch the client to have a player play on host. We return the result of
// starting, so server doesn't start if local client has problems
if (main.client.start("localhost", port))
return true;
else {
server.stop();
return false;
}
} catch (IOException e) {
e.printStackTrace();
}
return false;
}
// Update must be called from Main thread and used for applications on main
// thread, such as spawning new players
public void update() {
if (serverRunning) {
if (gameManager != null) {
gameManager.update();
if (gameManager.anyoneWon && !endGameCalled) {
server.sendToAllTCP(new EndGame());
endGameCalled = true;
}
}
}
}
// Once the server has started accepting connections from other players, the
// host should decide when to start the gmae
// A proper ui should be added, but for now we can just start the game without
// showing any players and just show the map across all the clients
public boolean startGame() {
if (serverRunning) {
update();
if (!remotePlayers.isEmpty()) {
// Start game stuff
this.gameManager = new GameManager(main, GameType.SERVER);
this.gameManager.generateMaze(new HashSet<MazePlayer>(remotePlayers.values()));
endGameCalled = false;
StartGame request = new StartGame();
request.map = this.gameManager.mazeGen.runLenghtEncode();
server.sendToAllTCP(request);
if (gameManager.gameStarted)
for (String p : remotePlayers.keySet())
updatePlayer(p, remotePlayers.get(p), true);
if (main.getScreen() != null) {
main.getScreen().hide();
main.setScreen(null);
}
return true;
} else System.out.println("No players have joined yet");
} else {
System.out.println("Server not started yet, game cannot start");
}
return false;
}
public void updatePlayer(String uuid, MazePlayerRemote p, boolean force) {
if (serverRunning && this.gameManager != null && this.gameManager.gameStarted) {
if (force) {
NetworkCommon.UpdatePlayerTransformServer pu = new NetworkCommon.UpdatePlayerTransformServer();
Vector3 pos = p.getPos();
Quaternion rot = p.getRotation();
pu.tx = pos.x;
pu.ty = pos.y;
pu.tz = pos.z;
pu.rx = rot.x;
pu.ry = rot.y;
pu.rz = rot.z;
pu.rw = rot.w;
pu.uuid = uuid;
System.out.println("Forcing position update to all clients for player " + uuid);
server.sendToAllTCP(pu);
} else {
UpdatePlayerTransform pu = new UpdatePlayerTransform();
Vector3 pos = p.getPos();
Quaternion rot = p.getRotation();
pu.tx = pos.x;
pu.ty = pos.y;
pu.tz = pos.z;
pu.rx = rot.x;
pu.ry = rot.y;
pu.rz = rot.z;
pu.rw = rot.w;
pu.uuid = uuid;
System.out.println("Sending position update to all clients for player " + uuid);
server.sendToAllTCP(pu);
}
}
}
public void stop() {
for (MazePlayerRemote p : remotePlayers.values())
if (!p.isDisposed())
p.dispose();
remotePlayers.clear();
if (serverRunning) {
main.client.stop();
server.stop();
serverRunning = false;
}
}
public boolean isRunning() {
return serverRunning;
}
UpdateSettings s = new UpdateSettings();
// Send updates about settings to the clients
public void updateSettingForAll() {
if (isRunning())
for (int i = 0; i < MazeSettings.settings.size(); i++) {
s.index = i;
s.value = MazeSettings.settings.get(i).getOptionString();
server.sendToAllTCP(s);
}
}
public void updateSettingForClient(Connection c) {
if (isRunning())
for (int i = 0; i < MazeSettings.settings.size(); i++) {
s.index = i;
s.value = MazeSettings.settings.get(i).getOptionString();
c.sendTCP(s);
}
}
}
class ConnectionPlayer extends Connection {
public String uuid;
}

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package com.emamaker.amazeing.manager.network;
import com.esotericsoftware.kryo.Kryo;
import com.esotericsoftware.kryonet.EndPoint;
public class NetworkCommon {
// This registers objects that are going to be sent over the network.
public static void register(EndPoint endPoint) {
Kryo kryo = endPoint.getKryo();
kryo.register(JustConnected.class);
kryo.register(LoginAO.class);
kryo.register(LoginAO2.class);
kryo.register(ConnectionRefused.class);
kryo.register(LoginUUID.class);
kryo.register(AddNewPlayer.class);
kryo.register(RemovePlayer.class);
kryo.register(UpdatePlayerTransform.class);
kryo.register(UpdatePlayerTransformServer.class);
kryo.register(StartGame.class);
kryo.register(EndGame.class);
kryo.register(UpdateMap.class);
kryo.register(UpdateSettings.class);
}
//Login stuff
public static class JustConnected {
}
public static class LoginAO {
}
public static class LoginAO2 {
String uuid;
}
public static class ConnectionRefused {
String uuid;
}
public static class LoginUUID {
String uuid;
}
//Player stuff
public static class AddNewPlayer {
String uuid;
}
public static class RemovePlayer {
String uuid;
}
public static class UpdatePlayerTransform {
String uuid;
float tx, ty, tz, rx, ry, rz, rw;
}
public static class UpdatePlayerTransformServer {
String uuid;
float tx, ty, tz, rx, ry, rz, rw;
}
public static class StartGame{
//Use this to notify clients of a newly started game
//A Run-lenght-encoded representation of the map can be appended, this can be avoided but it's not recommended
String map;
}
public static class EndGame{
//Use this to notify clients when a game ends
}
public static class UpdateMap{
//Use this to notify clients of a modification of the map
//Run-lenght-encoded representation of the map
String map;
}
public static class UpdateSettings {
int index;
String value;
}
}

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package com.emamaker.amazeing.maze;
import java.util.ArrayList;
import java.util.Random;
import com.emamaker.amazeing.AMazeIng;
import com.emamaker.amazeing.maze.settings.MazeSetting;
import com.emamaker.amazeing.maze.settings.MazeSettings;
import com.emamaker.voxelengine.block.CellId;
public class MazeGenerator {
AMazeIng main;
Random rand = new Random();
Cell currentCell;
Cell[][] cellsGrid;
ArrayList<Cell> stack = new ArrayList<Cell>();
public int[][] todraw;
public int w, h, W, H;
public int WINX = Integer.MAX_VALUE, WINZ = Integer.MAX_VALUE;
public int OLDMAZEX, OLDMAZEZ;
public MazeGenerator(AMazeIng game) {
this(game, 20, 20);
}
public MazeGenerator(AMazeIng game, int dimx, int dimy) {
main = game;
setMazeSize(dimx, dimy);
}
public void setMazeSize(int w_, int h_) {
w = w_ - 1;
h = h_ - 1;
W = w / 2;
H = h / 2;
cellsGrid = new Cell[W][H];
todraw = new int[w][h];
// System.out.println(W + "*" + H + " --- " + w + "*" + h);
}
/*
* Implementation of a recursive backtracker to generated the maze. Mazes
* generated in this way can always be solved.
* https://en.wikipedia.org/wiki/Maze_generation_algorithm#Recursive_backtracker
*/
public void generateMaze() {
// init cells
for (int i = 0; i < W; i++) {
for (int j = 0; j < H; j++) {
cellsGrid[i][j] = new Cell(i, j, this);
}
}
currentCell = cellsGrid[0][0];
// while there are unvisited cells
while (!allCellsVisited()) {
// mark current as visisted
currentCell.visited = true;
// check for unvisited neighbours
Cell[] neighbours = currentCell.unvisitedNeighbours();
// if the cell has unvisited neighbours
if (neighbours.length > 0) {
// Randomly choose one
Cell n = neighbours[rand.nextInt(neighbours.length)];
// Push current cell to the stack
stack.add(currentCell);
// Delete the walls
if (n.x == currentCell.x + 1) {
// right
currentCell.walls[1] = false;
n.walls[3] = false;
}
if (n.x == currentCell.x - 1) {
// left
currentCell.walls[3] = false;
n.walls[1] = false;
}
if (n.y == currentCell.y + 1) {
// up
currentCell.walls[2] = false;
n.walls[0] = false;
}
if (n.y == currentCell.y - 1) {
// down
currentCell.walls[0] = false;
n.walls[2] = false;
}
currentCell.current = false;
currentCell = n;
currentCell.current = true;
} else if (!stack.isEmpty()) {
currentCell.current = false;
// pop a cell from the custom and make it the current one
currentCell = stack.get(stack.size() - 1);
stack.remove(stack.size() - 1);
currentCell.current = true;
}
}
prepareShow();
}
/*
* Setup end point in a random location. At a distance of EP_DIST from every
* player
*/
public void setupEndPoint() {
// Randomly places the end point
int x = 0, y = 0;
do {
x = (Math.abs(rand.nextInt()) % (w));
y = (Math.abs(rand.nextInt()) % (h));
// while there's a wall in current location pick new location
} while (main.gameManager.areTherePlayersNearby(x, y, MazeSettings.EPDIST) || occupiedSpot(x, y));
WINX = x;
WINZ = y;
todraw[x][y] = 2;
show(todraw);
}
/*
* Run-lenght encodes ( https://en.wikipedia.org/wiki/Run-length_encoding) the
* maze todraw configuration, so it can be easily passed to server clients. This
* should be done once the game is been set up and the end point has been
* placed. We'll normally use a number for the count of equal blocks next to
* each other We'll use letters instead for the todraw[][] numbers to represent
* the different block, starting from A (Ascii 65) and adding the todraw[x][y]
* index to the ascii value of A. To even simplify decoding, the count number is
* encoded in a letter too, starting from a (Ascii 97), so that every count
* takes up just to characters.
*
*/
public String runLenghtEncode() {
// todraw[x][y], where row number is x and the index of the block in that row is
// y
int count = 0;
String s = "";
for (int i = 0; i < w; i++) {
for (int j = 0; j < h; j++) {
// https://www.geeksforgeeks.org/run-length-encoding/
count = 1;
while (j < h - 1 && todraw[i][j] == todraw[i][j + 1]) {
count++;
j++;
}
s += String.valueOf((char) (count + 97));
s += String.valueOf((char) (todraw[i][j] + 65));
}
s += "-";
}
System.out.println(s);
return s;
}
/*
* Run length decodes the maze received from the server. We know that the block
* types start from A (Ascii 65), so we can simply subtract 65 We know that the
* block count start from a (Ascii 97), so we can simply subtract 97 from the
* current index and get the block type, repeated for how many times the count
* number says
*/
public int[][] runLenghtDecode(String s) {
int[][] todraw_ = null;
int count, type, totalcount = 0, width = 0;
// Split the various rows
String[] rows = s.split("-");
count = ((int) (rows[0].charAt(0))) - 97;
width += count;
// Mazes are always squares
setMazeSize(width + 1, rows.length + 1);
// Temporarely patch to the calculation errors in setMazeSize
todraw_ = new int[w][h];
for (int i = 0; i < width; i++) {
totalcount = 0;
for (int j = 0; j < rows[i].length(); j += 2) {
count = ((int) (rows[i].charAt(j))) - 97;
type = ((int) (rows[i].charAt(j + 1))) - 65;
for (int k = totalcount; k < totalcount + count; k++) {
todraw_[i][k] = type;
}
totalcount += count;
}
}
return todraw_;
}
public void prepareShow() {
for (int i = 0; i < w; i++) {
for (int j = 0; j < h; j++) {
todraw[i][j] = 1;
}
}
// constructs an array so that the walls of the cells are black tiles and the
// free cells are white tiles
for (int i = 0; i < W; i++) {
for (int j = 0; j < H; j++) {
int x = 2 * i + 1;
int y = 2 * j + 1;
// current cell
todraw[x][y] = 0;
// up wall
if (!cellsGrid[i][j].walls[0])
todraw[x][y - 1] = 0;
// down wall
if (!cellsGrid[i][j].walls[2])
todraw[x][y + 1] = 0;
// left wall
if (!cellsGrid[i][j].walls[3])
todraw[x - 1][y] = 0;
// right all
if (!cellsGrid[i][j].walls[1])
todraw[x + 1][y] = 0;
}
}
show(todraw);
}
public void show(int[][] todraw_) {
for (int j = 0; j < OLDMAZEX+2; j++) {
for (int i = 0; i < OLDMAZEZ+2; i++) {
main.world.worldManager.setCell(i, 0, j, CellId.ID_AIR);
main.world.worldManager.setCell(i, 1, j, CellId.ID_AIR);
}
}
OLDMAZEX = MazeSettings.MAZEX;
OLDMAZEZ = MazeSettings.MAZEZ;
for (int j = 0; j < h; j++) {
for (int i = 0; i < w; i++) {
todraw[i][j] = todraw_[i][j];
main.world.worldManager.setCell(i, 0, j, CellId.ID_GRASS);
if (todraw[i][j] == 1)
main.world.worldManager.setCell(i, 1, j, CellId.ID_LEAVES);
if (todraw[i][j] == 2) {
WINX = i;
WINZ = j;
System.out.println("Win position in: " + i + ", " + j);
main.world.worldManager.setCell(i, 0, j, CellId.ID_WOOD);
}
}
}
}
boolean allCellsVisited() {
for (int i = 0; i < W; i++) {
for (int j = 0; j < H; j++) {
if (!cellsGrid[i][j].visited)
return false;
}
}
return true;
}
int cellAt(int x, int y) {
if (x < w && y < h)
return todraw[x][y];
else
return 1;
}
public boolean occupiedSpot(int x, int y) {
return cellAt(x, y) != 0;
}
}
class Cell {
public boolean visited = false;
public boolean current = false;
public boolean[] walls = { true, true, true, true };
// top, right, bottom, left,
// true means wall present
int x, y;
MazeGenerator gen;
public Cell(int x_, int y_, MazeGenerator generator_) {
this.x = x_;
this.y = y_;
gen = generator_;
}
// returning an array of unvisited neighbours, so that they can be easily
// choosed later on
Cell[] unvisitedNeighbours() {
int un = 0;
if (x - 1 >= 0 && !gen.cellsGrid[x - 1][y].visited)
un++;
if (x + 1 < gen.W && !gen.cellsGrid[x + 1][y].visited)
un++;
if (y - 1 >= 0 && !gen.cellsGrid[x][y - 1].visited)
un++;
if (y + 1 < gen.H && !gen.cellsGrid[x][y + 1].visited)
un++;
Cell[] c = new Cell[un];
int tun = 0;
if (x - 1 >= 0 && !gen.cellsGrid[x - 1][y].visited) {
c[tun] = gen.cellsGrid[x - 1][y];
tun++;
}
if (x + 1 < gen.W && !gen.cellsGrid[x + 1][y].visited) {
c[tun] = gen.cellsGrid[x + 1][y];
tun++;
}
if (y - 1 >= 0 && !gen.cellsGrid[x][y - 1].visited) {
c[tun] = gen.cellsGrid[x][y - 1];
tun++;
}
if (y + 1 < gen.H && !gen.cellsGrid[x][y + 1].visited) {
c[tun] = gen.cellsGrid[x][y + 1];
tun++;
}
return c;
}
}

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package com.emamaker.amazeing.maze.settings;
import java.util.Arrays;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.scenes.scene2d.InputEvent;
import com.badlogic.gdx.scenes.scene2d.InputListener;
import com.badlogic.gdx.scenes.scene2d.ui.Label;
import com.badlogic.gdx.scenes.scene2d.ui.Table;
import com.badlogic.gdx.scenes.scene2d.ui.TextButton;
import com.emamaker.amazeing.ui.UIManager;
public class MazeSetting {
/*This object holds whatever is needed for a single setting to be changed, this includes:
* A set of possible options
* Thread buttons to go back and forth between the options and reset them
* A label with the current option
* A label with the name of the option
* Methods to set the correct variables, this should be overwritten by every single class
*/
protected UIManager uiManager;
protected int currentOption = 0;
protected String[] options;
protected String name;
protected Table table;
private int defaultOption;
private int prevState;
Label nameLabel, currentOptLabel;
TextButton backBtn, forthBtn, resetBtn;
public MazeSetting(String name_, String[] options_, UIManager uiManager_) {
this(name_, options_, 0, uiManager_);
}
public MazeSetting(String name_, String[] options_, int defaultOption, UIManager uiManager_) {
this.defaultOption = defaultOption;
this.currentOption = defaultOption;
this.name = name_;
this.uiManager = uiManager_;
setOptions(options_, defaultOption);
//Build the Table which will be later used to add this to the screen
table = new Table();
nameLabel = new Label(this.name, uiManager.skin);
currentOptLabel = new Label(this.options[currentOption], uiManager.skin);
backBtn = new TextButton("<", uiManager.skin);
forthBtn = new TextButton(">", uiManager.skin);
resetBtn = new TextButton("R", uiManager.skin);
update();
// Add actions to the buttons
backBtn.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
currentOption--;
update();
return true;
}
});
forthBtn.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
currentOption++;
update();
return true;
}
});
resetBtn.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
reset();
return true;
}
});
buildTable();
}
public Table getTable() {
return table;
}
public void reset() {
currentOption = defaultOption;
update();
}
public void update() {
currentOption = (currentOption+options.length)%options.length;
if(currentOptLabel != null) currentOptLabel.setText(options[currentOption]);
parseOptionString(options[currentOption]);
}
public void saveState() {
prevState = currentOption;
}
public void restoreState() {
currentOption = prevState;
}
public void buildTable() {
table.clear();
float width = Gdx.graphics.getWidth();
float height = Gdx.graphics.getHeight();
float d = (float) Math.sqrt(width*width + height*height);
float labScale = d * .00080f;
float buttonDim = d * 0.025f;
float space = buttonDim * 0.5f;
nameLabel.setFontScale(labScale);
currentOptLabel.setFontScale(labScale);
backBtn.getLabel().setFontScale(labScale);
forthBtn.getLabel().setFontScale(labScale);
resetBtn.getLabel().setFontScale(labScale);
table.row().colspan(2);
table.add(nameLabel);
table.add(backBtn).width(buttonDim).height(buttonDim).space(space);
table.add(currentOptLabel);
table.add(forthBtn).width(buttonDim).height(buttonDim).space(space);
table.add(resetBtn).width(buttonDim).height(buttonDim).space(space);
}
public void setOptions(String[] opts){
this.setOptions(opts, 0);
}
public void setOptions(String[] opts, int defaultOption){
this.options = Arrays.copyOf(opts, opts.length);
this.defaultOption = defaultOption;
reset();
}
public void parseOptionString(String opt) {}
public String getOptionString() {
return options[currentOption];
}
}

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package com.emamaker.amazeing.maze.settings;
import com.emamaker.amazeing.ui.UIManager;
public class MazeSettingDimension extends MazeSetting{
/* Maze dimension settings
* Provide Options in the x*z format
*/
public MazeSettingDimension(String name_, String[] options_, int defaultOption, UIManager uiManager_) {
super(name_, options_, defaultOption, uiManager_);
}
public MazeSettingDimension(String name_, String[] options_, UIManager uiManager_) {
super(name_, options_, uiManager_);
}
@Override
public void parseOptionString(String opt) {
super.parseOptionString(opt);
String[] split = opt.split("x");
MazeSettings.MAZEX = Integer.valueOf(split[0]);
MazeSettings.MAZEZ = Integer.valueOf(split[1]);
}
}

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package com.emamaker.amazeing.maze.settings;
import com.emamaker.amazeing.ui.UIManager;
public class MazeSettingEPDIST extends MazeSetting{
/* Game max. number of players settings*/
public MazeSettingEPDIST(String name_, String[] options_, UIManager uiManager_) {
super(name_, options_, uiManager_);
}
public MazeSettingEPDIST(String name_, String[] options_, int defaultOption, UIManager uiManager_) {
super(name_, options_, defaultOption, uiManager_);
}
@Override
public void parseOptionString(String opt) {
if(Integer.valueOf(opt) <= MazeSettings.MAZEX * 0.75) {
MazeSettings.EPDIST = Integer.valueOf(opt);
}else{
MazeSettings.EPDIST = 5;
}
}
}

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package com.emamaker.amazeing.maze.settings;
import com.emamaker.amazeing.ui.UIManager;
public class MazeSettingMaxPlayers extends MazeSetting{
/* Game max. number of players settings*/
public MazeSettingMaxPlayers(String name_, String[] options_, UIManager uiManager_) {
super(name_, options_, uiManager_);
}
public MazeSettingMaxPlayers(String name_, String[] options_, int defaultOption, UIManager uiManager_) {
super(name_, options_, defaultOption, uiManager_);
}
@Override
public void parseOptionString(String opt) {
MazeSettings.MAXPLAYERS = Integer.valueOf(opt);
}
}

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package com.emamaker.amazeing.maze.settings;
import com.emamaker.amazeing.AMazeIng;
import com.emamaker.amazeing.ui.UIManager;
public class MazeSettingMaxPlayersMobile extends MazeSetting{
/* Game max. number of players settings*/
public MazeSettingMaxPlayersMobile(String name_, String[] options_, UIManager uiManager_) {
super(name_, options_, uiManager_);
}
public MazeSettingMaxPlayersMobile(String name_, String[] options_, int defaultOption, UIManager uiManager_) {
super(name_, options_, defaultOption, uiManager_);
}
@Override
public void parseOptionString(String opt) {
MazeSettings.MAXPLAYERS_MOBILE = Integer.valueOf(opt);
//AMazeIng.getMain().uiManager.preGameScreen.buildTable();
}
}

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package com.emamaker.amazeing.maze.settings;
import java.util.ArrayList;
import com.emamaker.amazeing.AMazeIng;
public class MazeSettings {
//This must only hold public static variables to eventually their getters and setters
public static int MAZEX = 20;
public static int MAZEZ = 20;
public static int MAXPLAYERS = 8;
public static int MAXPLAYERS_MOBILE = 1;
public static int EPDIST = 5;
public static ArrayList<MazeSetting> settings = new ArrayList<MazeSetting>();
public static MazeSetting setDim;
public static MazeSetting setPlayers;
public static MazeSetting setPlayers_Mobile;
public static MazeSetting setEpDist;
public static String[] maxPlayersDesktop = new String[] {
"2", "4", "6", "8", "10", "15", "20"
};
public static String[] maxPlayersMobile = new String[] {
"1", "2", "3", "4"
};
public MazeSettings() {
//Add various settings here
setDim = new MazeSettingDimension("MAZE DIMENSIONS:", new String[] {
"10x10", "20x20", "30x30"
}, 1, AMazeIng.getMain().uiManager);
setPlayers = new MazeSettingMaxPlayers("MAX NUMBER OF PLAYERS: ", maxPlayersDesktop, AMazeIng.getMain().uiManager);
setPlayers_Mobile = new MazeSettingMaxPlayersMobile("PLAYERS JOINING FROM THIS DEVICE: ", maxPlayersMobile, 0, AMazeIng.getMain().uiManager);
setEpDist = new MazeSettingEPDIST("END POINT DISTANCE:", new String[] {
"1", "2", "5", "10", "20"
}, 2, AMazeIng.getMain().uiManager);
settings.add(setDim);
settings.add(setPlayers);
settings.add(setEpDist);
}
public static void saveStates() {
for(MazeSetting m : settings) m.saveState();
}
public static void restoreStates() {
for(MazeSetting m : settings) m.saveState();
}
public static void resetAll() {
for(MazeSetting m : settings) m.reset();
}
}

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package com.emamaker.amazeing.player;
import java.util.Random;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.VertexAttributes;
import com.badlogic.gdx.graphics.g3d.Environment;
import com.badlogic.gdx.graphics.g3d.Material;
import com.badlogic.gdx.graphics.g3d.Model;
import com.badlogic.gdx.graphics.g3d.ModelBatch;
import com.badlogic.gdx.graphics.g3d.ModelInstance;
import com.badlogic.gdx.graphics.g3d.model.Node;
import com.badlogic.gdx.graphics.g3d.utils.MeshPartBuilder;
import com.badlogic.gdx.graphics.g3d.utils.ModelBuilder;
import com.badlogic.gdx.math.Quaternion;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.utils.Disposable;
import com.emamaker.amazeing.AMazeIng;
import com.emamaker.voxelengine.physics.GameObject;
public abstract class MazePlayer implements Disposable {
AMazeIng main;
static Random rand = new Random();
// MazePlayer model building stuff
public Model mazePlayerModel;
public ModelInstance instance;
ModelBuilder modelBuilder = new ModelBuilder();
MeshPartBuilder meshBuilder;
static int meshAttr = VertexAttributes.Usage.Position | VertexAttributes.Usage.Normal;
public GameObject obj;
String name = "";
boolean disposing = false;
boolean disposed = false;
boolean playing = false;
boolean show = true;
public String uuid;
Vector3 pos = new Vector3();
Quaternion rot = new Quaternion();
MazePlayer(boolean s) {
this(String.valueOf((char) (65 + rand.nextInt(26))), s);
disposing = false;
disposed = false;
playing = false;
}
MazePlayer(String name, boolean s) {
main = AMazeIng.getMain();
show = s;
setName(name);
if (show)
buildModel();
}
public Vector3 getPos() {
return pos;
}
public Quaternion getRotation() {
return rot;
}
public void setPlaying() {
disposing = false;
playing = true;
}
public void setPos(Vector3 v) {
if (!disposing)
setPos(v.x, v.y, v.z);
}
public void setPos(float x, float y, float z) {
if (!disposing)
setTransform(x, y, z, 0, 0, 0, 0);
}
public void setTransform(float x, float y, float z, float i, float j, float k, float l) {
if (!disposing && !disposed) {
pos.set(x, y, z);
rot.set(i, j, k, l);
if (show)
instance.transform.set(x, y, z, i, j, k, l);
}
}
public void setName(String name_) {
this.name = name_;
}
public String getName() {
return name;
}
public void render(ModelBatch b, Environment e) {
if (!disposing && ! disposed && playing) {
update();
if (show)
b.render(instance, e);
}
}
@SuppressWarnings("deprecation")
public void buildModel() {
modelBuilder.begin();
Node n = modelBuilder.node();
n.id = "MazePlayer";
modelBuilder.part("MazePlayer", GL20.GL_TRIANGLES, meshAttr, new Material()).box(0.6f, 0.6f, 0.6f);
mazePlayerModel = modelBuilder.end();
instance = new ModelInstance(mazePlayerModel);
}
public void update() {
}
@Override
public void dispose() {
playing = false;
if (!disposed) {
disposing = true;
if (show)
mazePlayerModel.dispose();
disposing = false;
}
disposed = true;
}
public boolean isDisposed() {
return disposed;
}
public boolean isPlaying() {
return playing;
}
}

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package com.emamaker.amazeing.player;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.controllers.Controller;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Matrix4;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.physics.bullet.collision.btBoxShape;
import com.badlogic.gdx.physics.bullet.collision.btBroadphaseProxy;
import com.badlogic.gdx.physics.bullet.collision.btCollisionObject;
import com.badlogic.gdx.physics.bullet.collision.btConvexShape;
import com.badlogic.gdx.physics.bullet.collision.btPairCachingGhostObject;
import com.badlogic.gdx.physics.bullet.dynamics.btDiscreteDynamicsWorld;
import com.badlogic.gdx.physics.bullet.dynamics.btKinematicCharacterController;
import com.badlogic.gdx.scenes.scene2d.InputEvent;
import com.badlogic.gdx.scenes.scene2d.InputListener;
import com.badlogic.gdx.scenes.scene2d.ui.Touchpad;
import com.emamaker.amazeing.AMazeIng;
public class MazePlayerLocal extends MazePlayer {
/*
* Player controlled on local machine with mouse and kbd, touch or controller
* (in a remote future=
*/
btConvexShape ghostShape;
public btPairCachingGhostObject ghostObject;
public btKinematicCharacterController characterController;
Matrix4 characterTransform;
Vector3 characterDirection = new Vector3();
Vector3 walkDirection = new Vector3();
public Controller ctrl;
public Touchpad tctrl;
public int tctrlPosition;
boolean touchpadPressed = false;
float oldAngle = 0, angle;
// Physics using LibGDX's bullet wrapper
public int kup, kdown, ksx, kdx;
float startx, starty, startz;
// Give keys in up, down, left, right order
public MazePlayerLocal(int... keys) {
this(keys[0], keys[1], keys[2], keys[3]);
}
public MazePlayerLocal(int up_, int down_, int sx_, int dx_) {
this(up_, down_, sx_, dx_, 0, 0, 0);
}
public MazePlayerLocal(int up_, int down_, int sx_, int dx_, String name) {
this(up_, down_, sx_, dx_, 0, 0, 0, name);
}
public MazePlayerLocal(int up_, int down_, int sx_, int dx_, float startx, float starty, float startz) {
this(up_, down_, sx_, dx_, startx, starty, startz, String.valueOf((char) (65 + rand.nextInt(26))));
}
public MazePlayerLocal(int up_, int down_, int sx_, int dx_, float startx, float starty, float startz,
String name) {
super(name, true);
this.kup = up_;
this.kdown = down_;
this.ksx = sx_;
this.kdx = dx_;
this.startx = startx;
this.starty = starty;
this.startz = startz;
initPhysics();
}
public MazePlayerLocal(Controller ctrl_) {
this(ctrl_, 0, 0, 0);
}
public MazePlayerLocal(Controller ctrl_, String name) {
this(ctrl_, 0, 0, 0, name);
}
public MazePlayerLocal(Controller crtl_, float startx, float starty, float startz) {
this(crtl_, startx, starty, startz, String.valueOf((char) (65 + rand.nextInt(26))));
}
public MazePlayerLocal(Controller ctrl_, float startx, float starty, float startz, String name) {
super(true);
this.ctrl = ctrl_;
this.startx = startx;
this.starty = starty;
this.startz = startz;
initPhysics();
}
public MazePlayerLocal(Touchpad ctrl_, int p) {
this(ctrl_, p, 0, 0, 0);
}
public MazePlayerLocal(Touchpad ctrl_, int p, String name) {
this(ctrl_, p, 0, 0, 0, name);
}
public MazePlayerLocal(Touchpad crtl_, int p, float startx, float starty, float startz) {
this(crtl_, p, startx, starty, startz, String.valueOf((char) (65 + rand.nextInt(26))));
}
public MazePlayerLocal(Touchpad ctrl_, int p, float startx, float starty, float startz, String name) {
super(true);
this.tctrl = ctrl_;
this.startx = startx;
this.starty = starty;
this.startz = startz;
this.tctrlPosition = p;
tctrl.setResetOnTouchUp(true);
oldAngle = 0;
angle = 0;
touchpadPressed = false;
tctrl.setSize(Gdx.graphics.getHeight() / 6f, Gdx.graphics.getHeight() / 6f);
tctrl.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
return true;
}
@Override
public void touchDragged(InputEvent event, float x, float y, int pointer) {
oldAngle = angle;
angle = MathUtils.atan2(-tctrl.getKnobPercentY(), -tctrl.getKnobPercentX()) * 180f / MathUtils.PI;
touchpadPressed = true;
//System.out.println(angle);
}
@Override
public void touchUp(InputEvent event, float x, float y, int pointer, int button) {
touchpadPressed = false;
}
});
if (tctrlPosition == 0)
tctrl.setPosition(tctrl.getWidth() / 2, tctrl.getHeight() / 2);
else if (tctrlPosition == 1)
tctrl.setPosition(Gdx.graphics.getWidth() - tctrl.getWidth() * 1.5f, tctrl.getHeight() / 2);
else if (tctrlPosition == 2)
tctrl.setPosition(Gdx.graphics.getWidth() - tctrl.getWidth() * 1.5f, Gdx.graphics.getHeight() - tctrl.getHeight() * 1.5f);
else if (tctrlPosition == 3)
tctrl.setPosition(tctrl.getWidth() / 2, Gdx.graphics.getHeight() - tctrl.getHeight() * 1.5f);
initPhysics();
}
public void initPhysics() {
characterTransform = instance.transform; // Set by reference
characterTransform.set(startx, starty, startz, 0, 0, 0, 0);
// Create the physics representation of the character
ghostObject = new btPairCachingGhostObject();
ghostObject.setWorldTransform(characterTransform);
ghostShape = new btBoxShape(new Vector3(0.3f, 0.3f, 0.3f));
ghostObject.setCollisionShape(ghostShape);
ghostObject.setCollisionFlags(btCollisionObject.CollisionFlags.CF_CHARACTER_OBJECT);
characterController = new btKinematicCharacterController(ghostObject, ghostShape, .05f, Vector3.Y);
// And add it to the physics world
main.world.dynamicsWorld.addCollisionObject(ghostObject,
(short) btBroadphaseProxy.CollisionFilterGroups.CharacterFilter,
(short) (btBroadphaseProxy.CollisionFilterGroups.StaticFilter
| btBroadphaseProxy.CollisionFilterGroups.DefaultFilter));
((btDiscreteDynamicsWorld) (main.world.dynamicsWorld)).addAction(characterController);
}
boolean pressed = false;
public void inputs() {
//Update for touchscreen controller is done in touchpad listener
if(AMazeIng.PLATFORM == AMazeIng.Platform.DESKTOP){
if (ctrl != null) {
}else{
pressed = false;
// If the left or right key is pressed, rotate the character and update its
// physics update accordingly.
if (Gdx.input.isKeyPressed(ksx)) {
pressed = true;
characterTransform.rotate(0, 1, 0, 2.5f);
ghostObject.setWorldTransform(characterTransform);
}
if (Gdx.input.isKeyPressed(kdx)) {
pressed = true;
characterTransform.rotate(0, 1, 0, -2.5f);
ghostObject.setWorldTransform(characterTransform);
}
// Fetch which direction the character is facing now
characterDirection.set(-1, 0, 0).rot(characterTransform).nor();
// Set the walking direction accordingly (either forward or backward)
walkDirection.set(0, 0, 0);
if (Gdx.input.isKeyPressed(kup)) {
pressed = true;
walkDirection.add(characterDirection);
}
if (Gdx.input.isKeyPressed(kdown)) {
pressed = false;
walkDirection.add(-characterDirection.x, -characterDirection.y, -characterDirection.z);
}
walkDirection.scl(3f * Gdx.graphics.getDeltaTime());
// And update the character controller
characterController.setWalkDirection(walkDirection);
// Now we can update the world as normally
// And fetch the new transformation of the character (this will make the model
// be rendered correctly)
ghostObject.getWorldTransform(characterTransform);
}
}else{
if(touchpadPressed) {
//characterTransform.rotate(0, 1, 0, angle-oldAngle);
//ghostObject.setWorldTransform(characterTransform);
// Fetch which direction the character is facing now
characterDirection.set(-1, 0, 0).rotate(angle, 0, 1, 0).nor();
// characterDirection.set(-1, 0, 0).rot(characterTransform).nor();
// Set the walking direction accordingly (either forward or backward)
walkDirection.set(0, 0, 0);
walkDirection.add(characterDirection);
walkDirection.scl(3f * Gdx.graphics.getDeltaTime());
// And update the character controller
characterController.setWalkDirection(walkDirection);
// Now we can update the world as normally
// And fetch the new transformation of the character (this will make the model
// be rendered correctly)
ghostObject.getWorldTransform(characterTransform);
oldAngle = angle;
pressed = true;
}
}
if (pressed)
main.client.updateLocalPlayer(this);
}
@Override
public void update() {
inputs();
}
@Override
public Vector3 getPos() {
if (!disposing) {
return ghostObject.getWorldTransform().getTranslation(new Vector3());
}
return null;
}
@Override
public void setPos(Vector3 v) {
this.setPos(v.x, v.y, v.z);
}
@Override
public void setPos(float x, float y, float z) {
if (!disposing)
setTransform(x, y, z, 0, 0, 0, 0);
}
@Override
public void setTransform(float x, float y, float z, float i, float j, float k, float l) {
if (!disposing) {
characterTransform.set(x, y, z, i, j, k, l);
ghostObject.setWorldTransform(characterTransform);
}
}
@Override
public void dispose() {
super.dispose();
disposing = true;
if (!isDisposed()) {
main.world.dynamicsWorld.removeAction(characterController);
main.world.dynamicsWorld.removeCollisionObject(ghostObject);
characterController.dispose();
ghostObject.dispose();
ghostShape.dispose();
disposed = true;
}
disposing = false;
}
}

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package com.emamaker.amazeing.player;
import java.util.Random;
import com.emamaker.amazeing.AMazeIng;
public class MazePlayerRemote extends MazePlayer{
/*Remote controlled player to show other players on the server*/
static Random rand = new Random();
AMazeIng main;
//UUID is stored a string, for kryonet ease of use
boolean disposing = false;
public MazePlayerRemote(String u) {
this(u, true);
}
public MazePlayerRemote( String u, boolean b) {
super(b);
uuid = u;
}
@Override
public void update() {
}
}

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package com.emamaker.amazeing.player;
import java.util.ArrayList;
import java.util.HashSet;
import java.util.Set;
import com.badlogic.gdx.controllers.Controller;
import com.emamaker.amazeing.maze.settings.MazeSettings;
public class PlayerUtils {
/*Utility function to add and remove players from arrays when organizing as game*/
public static boolean togglePlayer(MazePlayerLocal p, Set<MazePlayer> players) {
if (alreadyAddedPlayer(p, players)) {
p.dispose();
players.remove(p);
return false;
}
if(players.size() < MazeSettings.MAXPLAYERS) {
players.add(p);
return true;
}
return false;
}
public static boolean togglePlayer(MazePlayerLocal p, ArrayList<MazePlayer> players) {
HashSet<MazePlayer> players2 = new HashSet<>(players);
if (alreadyAddedPlayer(p, players2)) {
p.dispose();
players.remove(p);
return false;
}
if(players.size() < MazeSettings.MAXPLAYERS) {
players.add(p);
return true;
}
return false;
}
public static boolean togglePlayerWithKeys(Set<MazePlayer> players, int... keys) {
if (alreadyAddedPlayerWithKeys(players, keys)) {
getPlayerWithKeys(players, keys).dispose();
players.remove(getPlayerWithKeys(players, keys));
return false;
}
if (players.size() < MazeSettings.MAXPLAYERS) {
players.add(new MazePlayerLocal(keys));
return true;
}
return false;
}
public static boolean togglePlayerWithKeys(ArrayList<MazePlayer> players, int... keys) {
HashSet<MazePlayer> players2 = new HashSet<>(players);
if (alreadyAddedPlayerWithKeys(players2, keys)) {
getPlayerWithKeys(players2, keys).dispose();
players.remove(getPlayerWithKeys(players2, keys));
return false;
}
if (players.size() < MazeSettings.MAXPLAYERS) {
players.add(new MazePlayerLocal(keys));
return true;
}
return false;
}
public static boolean alreadyAddedPlayerWithKeys(Set<MazePlayer> players, int... keys) {
return getPlayerWithKeys(players, keys) != null;
}
public static boolean alreadyAddedPlayer(MazePlayerLocal p, Set<MazePlayer> players) {
return players.contains(p);
}
public static MazePlayerLocal getPlayerWithKeys(Set<MazePlayer> players, int... keys) {
for (MazePlayer p : players) {
if (p instanceof MazePlayerLocal) {
for (int k : keys) {
if (((MazePlayerLocal) p).kup == k || ((MazePlayerLocal) p).kdown == k
|| ((MazePlayerLocal) p).ksx == k || ((MazePlayerLocal) p).kdx == k)
return (MazePlayerLocal) p;
}
}
}
return null;
}
public static boolean alreadyAddedPlayerWithCtrl(Controller ctrl, Set<MazePlayer> players) {
return getPlayerWithCtrl(ctrl, players) != null;
}
public static MazePlayerLocal getPlayerWithCtrl(Controller ctrl, Set<MazePlayer> players) {
for (MazePlayer p : players) {
if (p instanceof MazePlayerLocal) {
if (((MazePlayerLocal) p).ctrl == ctrl)
return (MazePlayerLocal) p;
}
}
return null;
}
//We're not referring as an actual touch ctrl, but just the position (0,1,2,3) it is into
public static MazePlayerLocal getPlayerWithTouchCtrl(int pos, Set<MazePlayer> players) {
for (MazePlayer p : players) {
if (p instanceof MazePlayerLocal) {
if (((MazePlayerLocal) p).tctrlPosition == pos)
return (MazePlayerLocal) p;
}
}
return null;
}
}

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package com.emamaker.amazeing.ui;
import com.badlogic.gdx.Game;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.freetype.FreeTypeFontGenerator;
import com.badlogic.gdx.scenes.scene2d.ui.Skin;
import com.emamaker.amazeing.AMazeIng;
import com.emamaker.amazeing.ui.screens.PlayerChooseScreen;
import com.emamaker.amazeing.ui.screens.PreGameScreen;
import com.emamaker.amazeing.ui.screens.ServerJoinScreen;
import com.emamaker.amazeing.ui.screens.ServerLaunchScreen;
import com.emamaker.amazeing.ui.screens.SettingsScreen;
import com.emamaker.amazeing.ui.screens.TitleScreen;
public class UIManager {
public Skin skin;
public AMazeIng main;
float delta;
public TitleScreen titleScreen;
public PlayerChooseScreen playersScreen;
public SettingsScreen setScreen;
public ServerJoinScreen srvJoinScreen;
public ServerLaunchScreen srvLaunchScreen;
public PreGameScreen preGameScreen;
public UIManager(Game main_) {
main = (AMazeIng)main_;
//Load the sinks
skin = new Skin(Gdx.files.internal("data/uiskin.json"));
}
public void setupScreens() {
//Load all the screens after loading the skin
titleScreen = new TitleScreen(this);
setScreen = new SettingsScreen(this);
playersScreen = new PlayerChooseScreen(this);
srvJoinScreen = new ServerJoinScreen(this);
srvLaunchScreen = new ServerLaunchScreen(this);
preGameScreen = new PreGameScreen(this);
main.setScreen(titleScreen);
}
public void dispose() {
titleScreen.dispose();
}
public BitmapFont generatefont(int size) {
FreeTypeFontGenerator generator = new FreeTypeFontGenerator(Gdx.files.internal("data/default.fnt"));
FreeTypeFontGenerator.FreeTypeFontParameter parameter = new FreeTypeFontGenerator.FreeTypeFontParameter();
parameter.size = size;
parameter.magFilter = Texture.TextureFilter.Linear;
parameter.minFilter = Texture.TextureFilter.Linear;
BitmapFont font32 = generator.generateFont(parameter); // font size 32 pixels
font32.getData().setScale(0.15f);
generator.dispose();
return font32;
}
}

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package com.emamaker.amazeing.ui.screens;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.Container;
import com.badlogic.gdx.scenes.scene2d.ui.Dialog;
import com.badlogic.gdx.scenes.scene2d.ui.Table;
import com.badlogic.gdx.utils.viewport.ScreenViewport;
import com.emamaker.amazeing.ui.UIManager;
public class MyScreen implements Screen {
// This method makes the UI super easy to scale and resize with just a little
// effort in code
// Main stage. Must only contain tableContainer
Stage stage;
// Container for main stage table. This must only contain table
Container<Table> tableContainer = new Container<Table>();
// Table that contains all the stage. Must be cleared any time the window is
// resize. Look at buildTable1()
Table table = new Table();
Container<Dialog> dialogContainer = new Container<Dialog>();
UIManager uiManager;
MyScreen prevScreen;
float width = Gdx.graphics.getWidth(), height = Gdx.graphics.getHeight();
static float sw, sh;
float cw, ch;
float cwmult = 0.8f, chmult = 1f;
public MyScreen(UIManager uiManager_) {
this.uiManager = uiManager_;
stage = new Stage(new ScreenViewport());
stage = new Stage(new ScreenViewport());
tableContainer.setActor(table);
stage.addActor(tableContainer);
// table.setDebug(true);
sw = width;
sh = height;
cw = sw * cwmult;
ch = sh * chmult;
createTable();
buildTable();
}
// Classes that inherit from this must use createTable to prepare the stage
// (create actors and listeners) and buildTable() to layout them
// buildTable1 make sure the table is cleared before it's layout, since position
// and sizes have to recalculated each time the window is resized
public void createTable() {
}
public void buildTable() {
table.clear();
sw = width;
sh = height;
cw = sw * cwmult;
ch = sh * chmult;
tableContainer.setSize(cw, ch);
tableContainer.setPosition((sw - cw) / 2.0f, (sh - ch) / 2.0f);
tableContainer.fill();
}
public void update() {
}
@Override
public void show() {
uiManager.main.multiplexer.addProcessor(stage);
buildTable();
}
@Override
public void hide() {
uiManager.main.multiplexer.removeProcessor(stage);
}
@Override
public void render(float delta) {
Gdx.gl.glClearColor(0, 0, 0, 0);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
update();
stage.act();
stage.draw();
}
@Override
public void resize(int width, int height) {
stage.getViewport().update(width, height, true);
this.width = width;
this.height = height;
buildTable();
}
@Override
public void pause() {
}
@Override
public void resume() {
}
@Override
public void dispose() {
stage.dispose();
}
public float containerDiagonal() {
return (float) Math.sqrt(cw * cw + ch * ch);
}
public static float screenDiagonal() {
return (float) Math.sqrt(sw * sw + sh * sh);
}
public void setPrevScreen(MyScreen s) {
this.prevScreen = s;
}
public void showDialog(Dialog d) {
dialogContainer.setActor(d);
d.setScale(containerDiagonal() * 0.0005f);
dialogContainer.setSize(cw, ch);
dialogContainer.setPosition((sw - dialogContainer.getWidth()) / 2.0f, (sh - dialogContainer.getHeight()) / 2.0f);
dialogContainer.fill();
// d.show(s);
stage.addActor(dialogContainer);
}
public void hideDialog() {
}
}

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package com.emamaker.amazeing.ui.screens;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input.Keys;
import com.badlogic.gdx.scenes.scene2d.InputEvent;
import com.badlogic.gdx.scenes.scene2d.InputListener;
import com.badlogic.gdx.scenes.scene2d.ui.CheckBox;
import com.badlogic.gdx.scenes.scene2d.ui.Container;
import com.badlogic.gdx.scenes.scene2d.ui.Dialog;
import com.badlogic.gdx.scenes.scene2d.ui.Label;
import com.badlogic.gdx.scenes.scene2d.ui.Table;
import com.badlogic.gdx.scenes.scene2d.ui.TextButton;
import com.badlogic.gdx.scenes.scene2d.ui.Touchpad;
import com.emamaker.amazeing.AMazeIng;
import com.emamaker.amazeing.AMazeIng.Platform;
import com.emamaker.amazeing.maze.settings.MazeSetting;
import com.emamaker.amazeing.maze.settings.MazeSettings;
import com.emamaker.amazeing.player.MazePlayer;
import com.emamaker.amazeing.player.MazePlayerLocal;
import com.emamaker.amazeing.player.PlayerUtils;
import com.emamaker.amazeing.ui.UIManager;
import java.util.ArrayList;
import java.util.HashSet;
public class PlayerChooseScreen extends MyScreen {
Label[] labels;
CheckBox[] buttons;
int currentLabel = 0;
ArrayList<MazePlayer> players = new ArrayList<MazePlayer>();
MyScreen thisScreen;
Container<Table> firstRowContainer;
Table firstRowTable;
Label instLab, helpDlgText;
TextButton backBtn, setBtn, helpBtn, playBtn, helpDlgOkBtn;
Dialog helpDlg;
int totalPlayers = 0;
public PlayerChooseScreen(UIManager uiManager_) {
super(uiManager_);
chmult = 0.8f;
}
@Override
public void createTable() {
super.createTable();
thisScreen = this;
firstRowContainer = new Container<Table>();
firstRowTable = new Table();
firstRowContainer.setActor(firstRowTable);
instLab = new Label(
AMazeIng.PLATFORM == Platform.DESKTOP ? "Use WASD, ARROWS, or button on controller to join the match"
: "Tap the buttons below to join the match",
uiManager.skin);
backBtn = new TextButton("<", uiManager.skin);
setBtn = new TextButton("Settings", uiManager.skin);
helpBtn = new TextButton("?", uiManager.skin);
playBtn = new TextButton("Play!", uiManager.skin);
/* HELP DIALOG */
helpDlg = new Dialog("Help", uiManager.skin);
// helpDlg.setResizable(true);
helpDlgText = new Label("Here you can start a singleplayer or multiplayer game on the local machine:\n"
+ "For keyboard players, pressing W,A,S,D or the directional arrows will toggle two different players.\n"
+ "Pressing a button on a controller will toggle a player.\n"
+ "Mobile players can tap the buttons below to join the game.\n"
+ "You can edit game settings from the \"Settings\" menu or use the \"<\" button to go back to the main menu\n"
+ "Press the \"Play!\" button to start the game with the players that have currently joined.\n"
+ "Once a game is finished you will go back to this menu", uiManager.skin);
helpDlg.text(helpDlgText);
helpDlgOkBtn = new TextButton("OK", uiManager.skin);
helpDlg.button(helpDlgOkBtn);
helpDlgOkBtn.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
helpDlg.hide();
// hideDialog();
return true;
}
});
// Add actions to the buttons
backBtn.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
hide();
uiManager.main.setScreen(uiManager.titleScreen);
return true;
}
});
playBtn.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
if (AMazeIng.PLATFORM != Platform.DESKTOP) {
for (MazePlayer p : players)
p.dispose();
players.clear();
for (int i = 0; i < buttons.length; i++)
if (buttons[i].isChecked())
players.add(new MazePlayerLocal(new Touchpad(0f, uiManager.skin), i));
}
if (!players.isEmpty()) {
uiManager.main.gameManager.generateMaze(new HashSet<>(players));
}
return true;
}
});
setBtn.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
hide();
uiManager.setScreen.setPrevScreen(thisScreen);
uiManager.main.setScreen(uiManager.setScreen);
return true;
}
});
helpBtn.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
helpDlg.show(stage);
buildTable();
return true;
}
});
}
@Override
public void buildTable() {
super.buildTable();
firstRowTable.clear();
totalPlayers = 0;
if (AMazeIng.PLATFORM == Platform.DESKTOP) {
labels = new Label[MazeSettings.MAXPLAYERS];
// Labels to know if players joined
for (int i = 0; i < labels.length; i++) {
labels[i] = new Label("-- empty slot --", uiManager.skin);
}
} else {
buttons = new CheckBox[MazeSettings.MAXPLAYERS];
// Labels to know if players joined
for (int i = 0; i < buttons.length; i++) {
buttons[i] = new CheckBox("-- empty slot --", uiManager.skin);
}
}
float d = containerDiagonal();
float labScale = d * .00090f;
float buttonDim = d * 0.05f;
firstRowContainer.setSize(cw, ch * 0.2f);
firstRowContainer.setPosition(tableContainer.getX(), ch * 0.1f);
firstRowContainer.fill();
helpDlg.setSize(cw * 0.7f, ch * 0.3f);
helpDlg.setPosition((sw - helpDlg.getWidth()) / 2, (sh - helpDlg.getHeight()) / 2);
helpDlgText.setFontScale(labScale * 0.8f);
helpDlgOkBtn.getLabel().setFontScale(labScale * 0.8f);
instLab.setFontScale(labScale);
backBtn.getLabel().setFontScale(labScale);
setBtn.getLabel().setFontScale(labScale);
helpBtn.getLabel().setFontScale(labScale);
playBtn.getLabel().setFontScale(labScale);
firstRowTable.add(backBtn).fillX().expandX().space(cw * 0.005f).width(buttonDim).height(buttonDim);
firstRowTable.add(instLab).space(cw * 0.25f).width(cw / 2);
firstRowTable.add(setBtn).fillX().expandX().space(cw * 0.005f).height(buttonDim);
firstRowTable.add(helpBtn).fillX().expandX().space(cw * 0.005f).width(buttonDim).height(buttonDim);
table.row().colspan(MazeSettings.MAXPLAYERS == 2 ? 2 : 4);
table.add(firstRowContainer);
if (AMazeIng.PLATFORM == Platform.DESKTOP) {
for (int i = 0; i < labels.length; i++) {
labels[i].setFontScale(labScale);
if (i % 4 == 0)
table.row().expandY().fillY();
table.add(labels[i]).space(1);
}
} else {
for (int i = 0; i < buttons.length; i++) {
buttons[i].getLabel().setFontScale(labScale);
if (i % 4 == 0)
table.row().expandY().fillY();
table.add(buttons[i]).space(1);
}
}
table.row().colspan(MazeSettings.MAXPLAYERS == 2 ? 2 : 4);
// table.add(playBtn).fillX().width(buttonDim*2f).height(buttonDim);
table.add(playBtn).fillX().expandX().height(buttonDim);
}
MazePlayerLocal p;
@Override
public void update() {
// Consantly search for new players to be added
// First search for keyboard players (WASD and ARROWS)
if (Gdx.input.isKeyJustPressed(Keys.W) || Gdx.input.isKeyJustPressed(Keys.A)
|| Gdx.input.isKeyJustPressed(Keys.S) || Gdx.input.isKeyJustPressed(Keys.D))
PlayerUtils.togglePlayerWithKeys(players, Keys.W, Keys.S, Keys.A, Keys.D);
if (Gdx.input.isKeyJustPressed(Keys.UP) || Gdx.input.isKeyJustPressed(Keys.LEFT)
|| Gdx.input.isKeyJustPressed(Keys.DOWN) || Gdx.input.isKeyJustPressed(Keys.RIGHT))
PlayerUtils.togglePlayerWithKeys(players, Keys.UP, Keys.DOWN, Keys.LEFT, Keys.RIGHT);
// for (Controller c : Controllers.getControllers()) {
// System.out.println(c.getButton(Xbox.A));
// if (c.getButton(Xbox.Y)) {
// p = getPlayerWithCtrl(c);
// if (p == null)
// p = new MazePlayerLocal(uiManager.main, c);
// togglePlayer(p);
// }
// }
// Update labels
if (AMazeIng.PLATFORM == Platform.DESKTOP) {
for (int i = 0; i < labels.length; i++) {
labels[i].setText(i < players.size() ? "-- Player Ready! --" : "-- empty slot --");
}
} else {
for (int i = 0; i < buttons.length; i++) {
buttons[i].setText(buttons[i].isChecked() ? " -- Player Ready -- " : " -- empty slot -- ");
}
}
}
}

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package com.emamaker.amazeing.ui.screens;
import java.util.Arrays;
import java.util.HashSet;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.scenes.scene2d.InputEvent;
import com.badlogic.gdx.scenes.scene2d.InputListener;
import com.badlogic.gdx.scenes.scene2d.ui.Container;
import com.badlogic.gdx.scenes.scene2d.ui.Dialog;
import com.badlogic.gdx.scenes.scene2d.ui.Label;
import com.badlogic.gdx.scenes.scene2d.ui.Table;
import com.badlogic.gdx.scenes.scene2d.ui.TextButton;
import com.badlogic.gdx.scenes.scene2d.ui.Touchpad;
import com.emamaker.amazeing.AMazeIng;
import com.emamaker.amazeing.manager.GameType;
import com.emamaker.amazeing.manager.network.NetworkCommon;
import com.emamaker.amazeing.maze.settings.MazeSetting;
import com.emamaker.amazeing.maze.settings.MazeSettings;
import com.emamaker.amazeing.player.MazePlayerLocal;
import com.emamaker.amazeing.player.PlayerUtils;
import com.emamaker.amazeing.ui.UIManager;
public class PreGameScreen extends MyScreen {
Label[] labels;
// MazePlayer[] players;
int nPlayers, nPlayersOld;
// GameType we are runnig. assuming server for default. If client, the StartGame
// button shouldn't appear
GameType type = GameType.SERVER;
MyScreen thisScreen;
Container<Table> firstRowContainer;
Table firstRowTable;
Label instLab, helpDlgText, mobileLab1;
TextButton backBtn, setBtn, helpBtn, playBtn, helpDlgOkBtn, mobileSetBtn;
Dialog helpDlg;
public PreGameScreen(UIManager uiManager_) {
super(uiManager_);
chmult = 0.8f;
}
@Override
public void createTable() {
super.createTable();
thisScreen = this;
nPlayers = 0;
nPlayersOld = 0;
firstRowTable = new Table();
firstRowContainer = new Container<Table>();
instLab = new Label("Waiting for players to join...", uiManager.skin);
mobileLab1 = new Label("Remote Players: ", uiManager.skin);
backBtn = new TextButton("<", uiManager.skin);
setBtn = new TextButton("Settings", uiManager.skin);
helpBtn = new TextButton("?", uiManager.skin);
playBtn = new TextButton("Start the match!", uiManager.skin);
mobileSetBtn = new TextButton("Join!", uiManager.skin);
/* HELP DIALOG */
helpDlg = new Dialog("Help", uiManager.skin);
helpDlgText = new Label("An online game is about to start!\n"
+ "If you're a client, just wait for the server to start the game.\n"
+ "If you're a server, wait for players and start the game pressing the \"Start the match!\" button.\n"
+ "How to join (for both client and server):\n"
+ "On a computer players can join or leave the game pressing WASD, Arrow buttons or\n"
+ "a button on the controller\n" + "On mobile players can be toggled using the buttons below.",
uiManager.skin);
helpDlg.text(helpDlgText);
helpDlgOkBtn = new TextButton("OK", uiManager.skin);
helpDlg.button(helpDlgOkBtn);
helpDlgOkBtn.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
helpDlg.hide();
return true;
}
});
if (type == GameType.CLIENT)
instLab.setText("Waiting for server to start the game...");
// Add actions to the buttons
backBtn.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
hide();
if (type == GameType.SERVER) {
uiManager.main.server.stop();
uiManager.main.setScreen(uiManager.srvLaunchScreen);
} else if (type == GameType.CLIENT) {
uiManager.main.client.stop();
uiManager.main.setScreen(uiManager.srvJoinScreen);
}
return true;
}
});
playBtn.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
if (uiManager.main.server.startGame())
hide();
return true;
}
});
setBtn.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
hide();
uiManager.setScreen.setPrevScreen(thisScreen);
uiManager.main.setScreen(uiManager.setScreen);
return true;
}
});
helpBtn.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
helpDlg.show(stage);
buildTable();
return true;
}
});
mobileSetBtn.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
buildTable();
AMazeIng.getMain().client.setUpdateMobilePlayers();
return true;
}
});
firstRowContainer.setActor(firstRowTable);
tableContainer.setActor(table);
stage.addActor(tableContainer);
}
@Override
public void buildTable() {
super.buildTable();
firstRowTable.clear();
float d = containerDiagonal();
float labScale = d * .00090f;
float buttonDim = d * 0.05f;
if(AMazeIng.PLATFORM == AMazeIng.Platform.DESKTOP) {
labels = new Label[MazeSettings.MAXPLAYERS];
// Labels to know if players joined
for (int i = 0; i < labels.length; i++) {
labels[i] = new Label("-- empty slot --", uiManager.skin);
}
}else{
labels = new Label[MazeSettings.MAXPLAYERS - MazeSettings.MAXPLAYERS_MOBILE];
// Labels to know if players joined
for (int i = 0; i < labels.length; i++) {
labels[i] = new Label("-- empty slot --", uiManager.skin);
}
}
firstRowContainer.setSize(cw, ch * 0.2f);
firstRowContainer.setPosition(tableContainer.getX(), ch * 0.1f);
firstRowContainer.fill();
helpDlg.setSize(cw * 0.65f, ch * 0.4f);
helpDlg.setPosition((sw - helpDlg.getWidth()) / 2, (sh - helpDlg.getHeight()) / 2);
helpDlgText.setFontScale(labScale * 0.9f);
helpDlgOkBtn.getLabel().setFontScale(labScale * 0.9f);
instLab.setFontScale(labScale);
mobileLab1.setFontScale(labScale);
backBtn.getLabel().setFontScale(labScale);
setBtn.getLabel().setFontScale(labScale);
helpBtn.getLabel().setFontScale(labScale);
playBtn.getLabel().setFontScale(labScale);
mobileSetBtn.getLabel().setFontScale(labScale);
firstRowTable.add(backBtn).fillX().expandX().space(cw * 0.005f).width(buttonDim).height(buttonDim);
firstRowTable.add(instLab).space(cw * 0.25f).width(cw / 2);
if (type == GameType.SERVER)
firstRowTable.add(setBtn).fillX().expandX().space(cw * 0.005f).height(buttonDim);
firstRowTable.add(helpBtn).fillX().expandX().space(cw * 0.005f).width(buttonDim).height(buttonDim);
table.row().colspan(MazeSettings.MAXPLAYERS == 2 ? 2 : 4);
table.row().colspan(4);
table.add(firstRowContainer);
if(AMazeIng.PLATFORM != AMazeIng.Platform.DESKTOP){
table.row().expandY().fillY().colspan(6);
table.add(MazeSettings.setPlayers_Mobile.getTable());
table.add(mobileSetBtn).width(buttonDim).height(buttonDim).expandX();
table.row().expandY().fillY().colspan(6);
table.add(mobileLab1).fillY().expandY();
}
for (int i = 0; i < labels.length; i++) {
labels[i].setFontScale(labScale);
if (i % 4 == 0)
table.row().expandY().fillY();
table.add(labels[i]).space(1);
}
if (type == GameType.SERVER) {
table.row().colspan(4);
table.add(playBtn).fillX().height(buttonDim);
}
}
@Override
public void update() {
instLab.setText(type.toString() + ": Waiting for players to join...");
// Constantly update player labels, comparing with the remote players present on
// server
nPlayers = type == GameType.SERVER ? uiManager.main.server.remotePlayers.values().size()
: uiManager.main.client.players.size();
if(AMazeIng.isMobile()) nPlayers -= MazeSettings.MAXPLAYERS_MOBILE;
if (labels.length > 0) {
// Update Labels
for (int i = 0; i < labels.length; i++) {
labels[i].setText(i < nPlayers ? "-- Player Ready! --" : "-- empty slot --");
}
}
}
public void setGameType(GameType t) {
type = t;
show();
}
public GameType getGameType() {
return type;
}
}

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package com.emamaker.amazeing.ui.screens;
import com.badlogic.gdx.scenes.scene2d.InputEvent;
import com.badlogic.gdx.scenes.scene2d.InputListener;
import com.badlogic.gdx.scenes.scene2d.ui.Container;
import com.badlogic.gdx.scenes.scene2d.ui.Dialog;
import com.badlogic.gdx.scenes.scene2d.ui.Label;
import com.badlogic.gdx.scenes.scene2d.ui.Table;
import com.badlogic.gdx.scenes.scene2d.ui.TextArea;
import com.badlogic.gdx.scenes.scene2d.ui.TextButton;
import com.emamaker.amazeing.manager.GameType;
import com.emamaker.amazeing.maze.settings.MazeSettings;
import com.emamaker.amazeing.ui.UIManager;
public class ServerJoinScreen extends MyScreen {
Label instLab, srvIpL, helpDlgText, failDlgText;
TextButton backBtn, connectBtn, helpBtn, helpDlgOkBtn, failDlgOkBtn;
TextArea srvIp;
Container<Table> firstRowContainer;
Table firstRowTable;
Dialog helpDlg, failDlg;
public ServerJoinScreen(UIManager uiManager_) {
super(uiManager_);
chmult=.8f;
}
@Override
public void createTable() {
super.createTable();
firstRowTable = new Table();
firstRowContainer = new Container<Table>();
firstRowContainer.setActor(firstRowTable);
instLab = new Label("Enter ip address and port and connect to the server!", uiManager.skin);
backBtn = new TextButton("<", uiManager.skin);
connectBtn = new TextButton("Connect to the server!", uiManager.skin);
helpBtn = new TextButton("?", uiManager.skin);
srvIpL = new Label("Server IP: ", uiManager.skin);
srvIp = new TextArea("", uiManager.skin);
helpDlg = new Dialog("Help", uiManager.skin);
/* HELP DIALOG */
helpDlgText = new Label("Here you can connect to a server to play with your friends over the network.\n"
+ "The server host should provide you with address and port info to connect to the server", uiManager.skin);
helpDlg.text(helpDlgText);
helpDlgOkBtn = new TextButton("OK", uiManager.skin);
helpDlg.button(helpDlgOkBtn);
helpDlgOkBtn.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
helpDlg.hide();
return true;
}
});
failDlg = new Dialog("Server start-up failed", uiManager.skin);
/* HELP DIALOG */
failDlgText = new Label("Connection to the server failed. Check your internet connection and address/port combination.\n"
+ "Or Pheraps there's no server running there?", uiManager.skin);
failDlg.text(failDlgText);
failDlgOkBtn = new TextButton("OK", uiManager.skin);
failDlg.button(failDlgOkBtn);
failDlg.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
failDlg.hide();
return true;
}
});
// Add actions to the buttons
backBtn.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
hide();
uiManager.main.client.stop();
uiManager.main.setScreen(uiManager.titleScreen);
return true;
}
});
helpBtn.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
helpDlg.show(stage);
buildTable();
return true;
}
});
connectBtn.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
try {
String addr = srvIp.getText().split(":")[0];
String port = srvIp.getText().split(":")[1];
if (uiManager.main.client.start(addr, Integer.valueOf(port))) {
hide();
MazeSettings.setPlayers.setOptions(MazeSettings.maxPlayersDesktop, 3);
uiManager.preGameScreen.setGameType(uiManager.main.server.isRunning() ? GameType.SERVER : GameType.CLIENT);
uiManager.main.setScreen(uiManager.preGameScreen);
} else {
failDlg.show(stage);
buildTable();
}
} catch (Exception e) {
failDlg.show(stage);
buildTable();
}
return true;
}
});
}
@Override
public void buildTable() {
super.buildTable();
firstRowTable.clear();
float d = containerDiagonal();
float labScale = d * .00090f;
float buttonDim = d * 0.05f;
firstRowContainer.setSize(cw, ch * 0.2f);
firstRowContainer.setPosition(tableContainer.getX(), ch * 0.1f);
firstRowContainer.fill();
helpDlg.setSize(cw*0.7f, ch*0.2f);
helpDlg.setPosition((sw-helpDlg.getWidth())/2, (sh-helpDlg.getHeight())/2);
helpDlgText.setFontScale(labScale*0.9f);
helpDlgOkBtn.getLabel().setFontScale(labScale*0.9f);
failDlg.setSize(cw*0.7f, ch*0.2f);
failDlg.setPosition((sw-failDlg.getWidth())/2, (sh-failDlg.getHeight())/2);
failDlgText.setFontScale(labScale*0.9f);
failDlgOkBtn.getLabel().setFontScale(labScale*0.9f);
instLab.setFontScale(labScale);
srvIpL.setFontScale(labScale);
backBtn.getLabel().setFontScale(labScale);
helpBtn.getLabel().setFontScale(labScale);
connectBtn.getLabel().setFontScale(labScale);
firstRowTable.add(backBtn).fillX().expandX().space(cw * 0.005f).width(buttonDim).height(buttonDim);
firstRowTable.add(instLab).space(cw * 0.25f).width(cw / 2);
firstRowTable.add(helpBtn).fillX().expandX().space(cw * 0.005f).width(buttonDim).height(buttonDim);
table.row().colspan(4);
table.add(firstRowContainer);
table.row().colspan(2).fillX().expandX();
table.add(srvIpL).space(buttonDim).width(buttonDim*4f).height(buttonDim*0.5f).fillY().expandY();
table.add(srvIp).space(buttonDim).width(buttonDim*4f).height(buttonDim*0.5f).fillY().expandY();
table.row().colspan(4);
// table.add(connectBtn).fillX().width(buttonDim*3f).height(buttonDim);
table.add(connectBtn).fillX().expandX().height(buttonDim);
}
}

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package com.emamaker.amazeing.ui.screens;
import com.badlogic.gdx.scenes.scene2d.InputEvent;
import com.badlogic.gdx.scenes.scene2d.InputListener;
import com.badlogic.gdx.scenes.scene2d.ui.Container;
import com.badlogic.gdx.scenes.scene2d.ui.Dialog;
import com.badlogic.gdx.scenes.scene2d.ui.Label;
import com.badlogic.gdx.scenes.scene2d.ui.Table;
import com.badlogic.gdx.scenes.scene2d.ui.TextArea;
import com.badlogic.gdx.scenes.scene2d.ui.TextButton;
import com.emamaker.amazeing.manager.GameType;
import com.emamaker.amazeing.maze.settings.MazeSettings;
import com.emamaker.amazeing.ui.UIManager;
public class ServerLaunchScreen extends MyScreen {
MyScreen thisScreen;
Label instLab, srvPortL, helpDlgText, failDlgText;
TextButton backBtn, connectBtn, setBtn, helpBtn, helpDlgOkBtn, failDlgOkBtn;
TextArea srvPort;
Dialog helpDlg, failDlg;
Table firstRowTable;
Container<Table> firstRowContainer;
public ServerLaunchScreen(UIManager uiManager_) {
super(uiManager_);
thisScreen = this;
chmult = .8f;
}
@Override
public void createTable() {
super.createTable();
firstRowTable = new Table();
firstRowContainer = new Container<Table>();
instLab = new Label("Enter the port the server must start on", uiManager.skin);
backBtn = new TextButton("<", uiManager.skin);
connectBtn = new TextButton("Launch the server!", uiManager.skin);
setBtn = new TextButton("Settings", uiManager.skin);
helpBtn = new TextButton("?", uiManager.skin);
srvPortL = new Label("Port: ", uiManager.skin);
srvPort = new TextArea("", uiManager.skin);
helpDlg = new Dialog("Help", uiManager.skin);
/* HELP DIALOG */
helpDlgText = new Label("Here you can start a server to play with your friends over the network.\n"
+ "Choose a network port to start the server on and start the server.\n"
+ "In the next screen you will be given the address and port other players have to connect to play on this server.\n"
+ "The port must not being used by another program at the same time, or the server start-up will fail", uiManager.skin);
helpDlg.text(helpDlgText);
helpDlgOkBtn = new TextButton("OK", uiManager.skin);
helpDlg.button(helpDlgOkBtn);
helpDlgOkBtn.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
helpDlg.hide();
return true;
}
});
failDlg = new Dialog("Server start-up failed", uiManager.skin);
/* HELP DIALOG */
failDlgText = new Label("Server start-up failed. Pheraps the port is already being used?", uiManager.skin);
failDlg.text(failDlgText);
failDlgOkBtn = new TextButton("OK", uiManager.skin);
failDlg.button(failDlgOkBtn);
failDlg.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
failDlg.hide();
return true;
}
});
// Add actions to the buttons
backBtn.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
hide();
uiManager.main.server.stop();
uiManager.main.setScreen(uiManager.titleScreen);
return true;
}
});
helpBtn.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
helpDlg.show(stage);
buildTable();
return true;
}
});
setBtn.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
hide();
uiManager.setScreen.prevScreen = thisScreen;
uiManager.main.setScreen(uiManager.setScreen);
return true;
}
});
connectBtn.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
try {
if(uiManager.main.server.startServer(Integer.valueOf(srvPort.getText()))) {
// If the server and the client have been started successfully, we can show the
// joining screen
MazeSettings.setPlayers.setOptions(MazeSettings.maxPlayersDesktop, 3);
uiManager.preGameScreen.setGameType(GameType.SERVER);
uiManager.main.setScreen(uiManager.preGameScreen);
}else {
//Show the dialog to say there was something wrong
failDlg.show(stage);
buildTable();
}
}catch(Exception e) {
//Show the dialog to say there was something wrong
failDlg.show(stage);
buildTable();
}
return true;
}
});
firstRowContainer.setActor(firstRowTable);
}
@Override
public void buildTable() {
super.buildTable();
firstRowTable.clear();
float d = containerDiagonal();
float labScale = d * .00090f;
float buttonDim = d * 0.05f;
firstRowContainer.setSize(cw, ch * 0.2f);
firstRowContainer.setPosition(tableContainer.getX(), ch * 0.1f);
firstRowContainer.fill();
helpDlg.setSize(cw*0.8f, ch*0.3f);
helpDlg.setPosition((sw-helpDlg.getWidth())/2, (sh-helpDlg.getHeight())/2);
helpDlgText.setFontScale(labScale*0.9f);
helpDlgOkBtn.getLabel().setFontScale(labScale*0.9f);
failDlg.setSize(cw*0.45f, ch*0.2f);
failDlg.setPosition((sw-failDlg.getWidth())/2, (sh-failDlg.getHeight())/2);
failDlgText.setFontScale(labScale*0.9f);
failDlgOkBtn.getLabel().setFontScale(labScale*0.9f);
instLab.setFontScale(labScale);
backBtn.getLabel().setFontScale(labScale);
srvPortL.setFontScale(labScale);
helpBtn.getLabel().setFontScale(labScale);
connectBtn.getLabel().setFontScale(labScale);
firstRowTable.add(backBtn).fillX().expandX().space(cw * 0.005f).width(buttonDim).height(buttonDim);
firstRowTable.add(instLab).space(cw * 0.25f).width(cw / 2);
firstRowTable.add(helpBtn).fillX().expandX().space(cw * 0.005f).width(buttonDim).height(buttonDim);
table.row().colspan(4);
table.add(firstRowContainer);
table.row().colspan(2).fillX().expandX();
table.add(srvPortL).space(buttonDim).width(buttonDim*4f).height(buttonDim*0.5f).fillY().expandY();
table.add(srvPort).space(buttonDim).width(buttonDim*4f).height(buttonDim*0.5f).fillY().expandY();
table.row().colspan(4);
table.add(connectBtn).fillX().height(buttonDim);
}
}

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package com.emamaker.amazeing.ui.screens;
import com.badlogic.gdx.scenes.scene2d.InputEvent;
import com.badlogic.gdx.scenes.scene2d.InputListener;
import com.badlogic.gdx.scenes.scene2d.ui.Container;
import com.badlogic.gdx.scenes.scene2d.ui.Dialog;
import com.badlogic.gdx.scenes.scene2d.ui.Label;
import com.badlogic.gdx.scenes.scene2d.ui.ScrollPane;
import com.badlogic.gdx.scenes.scene2d.ui.Table;
import com.badlogic.gdx.scenes.scene2d.ui.TextButton;
import com.emamaker.amazeing.AMazeIng;
import com.emamaker.amazeing.maze.settings.MazeSetting;
import com.emamaker.amazeing.maze.settings.MazeSettings;
import com.emamaker.amazeing.ui.UIManager;
public class SettingsScreen extends MyScreen {
Label instLab, helpDlgText, resetDlgText, backDlgText;
TextButton backBtn, resetBtn, saveBtn, helpBtn, backDlgOkBtn, backDlgCancelBtn, helpDlgOkBtn, resetDlgOkBtn, resetDlgCancelBtn;
ScrollPane scrollPane;
Dialog helpDlg, resetDlg, backDlg;
Container<Table> firstRowContainer;
Table firstRowTable;
public SettingsScreen(UIManager uiManager_) {
super(uiManager_);
chmult = 0.8f;
}
@Override
public void createTable() {
super.createTable();
firstRowContainer = new Container<Table>();
firstRowTable = new Table();
firstRowContainer.setActor(firstRowTable);
instLab = new Label("Here you can customize game settings!", uiManager.skin);
backBtn = new TextButton("<", uiManager.skin);
resetBtn = new TextButton("Reset All", uiManager.skin);
saveBtn = new TextButton("Save", uiManager.skin);
helpBtn = new TextButton("?", uiManager.skin);
scrollPane = new ScrollPane(setSettings(), uiManager.skin);
helpDlg = new Dialog("Help", uiManager.skin);
/* HELP DIALOG */
helpDlgText = new Label("Here you can customize game settings:\n"
+ "Maze Size: changes the size of the maze. Mazes are always squares. This affects both local and online games.\n"
+ "Max. Players: changes the max number of players that can join the game. This affects both local and online games.\n"
+ "End Point Distance: it's the minimum distance between the end point and every player. This affects both local and online games.\n", uiManager.skin);
helpDlg.text(helpDlgText);
helpDlgOkBtn = new TextButton("OK", uiManager.skin);
helpDlg.button(helpDlgOkBtn);
helpDlgOkBtn.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
helpDlg.hide();
return true;
}
});
/* BACK DIALOG */
backDlg = new Dialog("Go Back", uiManager.skin);
backDlgText = new Label("Are you sure you want to go back without saving changes?\nThis cannot be reverted", uiManager.skin);
backDlg.text(backDlgText);
backDlgCancelBtn = new TextButton("Cancel", uiManager.skin);
backDlgOkBtn = new TextButton("OK", uiManager.skin);
backDlg.button(backDlgCancelBtn);
backDlg.button(backDlgOkBtn);
backDlgOkBtn.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
backDlg.hide();
MazeSettings.restoreStates();
uiManager.main.setScreen(prevScreen == null ? uiManager.titleScreen : prevScreen);
return true;
}
});
backDlgCancelBtn.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
backDlg.hide();
return true;
}
});
/* RESET DIALOG */
resetDlg = new Dialog("Reset All Settings", uiManager.skin);
resetDlgText = new Label("Are you sure you want to reset all settings?\nThis cannot be reverted", uiManager.skin);
resetDlg.text(resetDlgText);
resetDlgCancelBtn = new TextButton("Cancel", uiManager.skin);
resetDlgOkBtn = new TextButton("OK", uiManager.skin);
resetDlg.button(resetDlgCancelBtn);
resetDlg.button(resetDlgOkBtn);
resetDlgOkBtn.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
MazeSettings.resetAll();
resetDlg.hide();
return true;
}
});
resetDlgCancelBtn.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
resetDlg.hide();
return true;
}
});
/* ACTIONS TO BUTTONS */
backBtn.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
backDlg.show(stage);
buildTable();
return true;
}
});
helpBtn.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
helpDlg.show(stage);
buildTable();
return true;
}
});
resetBtn.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
resetDlg.show(stage);
buildTable();
return true;
}
});
saveBtn.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
//If we are running server, we must send update to clients
AMazeIng.getMain().server.updateSettingForAll();
hide();
uiManager.main.setScreen(prevScreen == null ? uiManager.titleScreen : prevScreen);
return true;
}
});
}
@Override
public void buildTable() {
super.buildTable();
firstRowTable.clear();
float d = containerDiagonal();
float labScale = d * .00090f;
float buttonDim = d * 0.05f;
firstRowContainer.setSize(cw, ch * 0.2f);
firstRowContainer.setPosition(tableContainer.getX(), ch * 0.1f);
firstRowContainer.fill();
helpDlg.setSize(cw*0.8f, ch*0.3f);
helpDlg.setPosition((sw-helpDlg.getWidth())/2, (sh-helpDlg.getHeight())/2);
helpDlgText.setFontScale(labScale*0.9f);
helpDlgOkBtn.getLabel().setFontScale(labScale*0.9f);
resetDlg.setSize(cw*0.45f, ch*0.25f);
resetDlg.setPosition((sw-resetDlg.getWidth())/2, (sh-resetDlg.getHeight())/2);
resetDlgText.setFontScale(labScale*0.9f);
resetDlgOkBtn.getLabel().setFontScale(labScale*0.9f);
resetDlgCancelBtn.getLabel().setFontScale(labScale*0.9f);
backDlg.setSize(cw*0.45f, ch*0.25f);
backDlg.setPosition((sw-backDlg.getWidth())/2, (sh-backDlg.getHeight())/2);
backDlgText.setFontScale(labScale*0.9f);
backDlgOkBtn.getLabel().setFontScale(labScale*0.9f);
backDlgCancelBtn.getLabel().setFontScale(labScale*0.9f);
instLab.setFontScale(labScale);
backBtn.getLabel().setFontScale(labScale);
helpBtn.getLabel().setFontScale(labScale);
resetBtn.getLabel().setFontScale(labScale);
saveBtn.getLabel().setFontScale(labScale);
firstRowTable.add(backBtn).fillX().expandX().space(cw * 0.005f).width(buttonDim).height(buttonDim);
firstRowTable.add(instLab).space(cw * 0.25f).width(cw / 2);
firstRowTable.add(helpBtn).fillX().expandX().space(cw * 0.005f).width(buttonDim).height(buttonDim);;
table.row().colspan(4);
table.add(firstRowContainer);
table.row().colspan(2);
table.add(scrollPane).fill().expand();
table.row();
table.add(resetBtn).fillX().expandX().width(buttonDim*2f).height(buttonDim);
table.add(saveBtn).fillX().expandX().width(buttonDim*2f).height(buttonDim);
// table.add(resetBtn).fillX().expandX().pad(buttonDim/2).height(buttonDim);
// table.add(saveBtn).fillX().expandX().pad(buttonDim/2).height(buttonDim);
}
public Table setSettings() {
Table table = new Table();
for(MazeSetting s : MazeSettings.settings){
table.row().colspan(2);
table.add(s.getTable());
}
/*table.row().colspan(2);
table.add(MazeSettings.setDim.getTable());
table.row().colspan(2);
table.add(MazeSettings.setPlayers.getTable());
table.row().colspan(2);
table.add(MazeSettings.setEpDist.getTable());*/
return table;
}
@Override
public void resize(int width, int height) {
super.resize(width, height);
for(MazeSetting s : MazeSettings.settings) s.buildTable();
}
@Override
public void show(){
super.show();
for(MazeSetting s : MazeSettings.settings) s.buildTable();
}
void saveStates() {
MazeSettings.setDim.saveState();
MazeSettings.setPlayers.saveState();
}
}

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package com.emamaker.amazeing.ui.screens;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.scenes.scene2d.InputEvent;
import com.badlogic.gdx.scenes.scene2d.InputListener;
import com.badlogic.gdx.scenes.scene2d.ui.Dialog;
import com.badlogic.gdx.scenes.scene2d.ui.Label;
import com.badlogic.gdx.scenes.scene2d.ui.TextButton;
import com.emamaker.amazeing.AMazeIng;
import com.emamaker.amazeing.maze.settings.MazeSettings;
import com.emamaker.amazeing.ui.UIManager;
public class TitleScreen extends MyScreen {
Label amazeingLab, quitDlgText;
TextButton setBut, makeSrvBtn, joinSrvBtn, localBut, quitBut, quitDlgOkBtn, quitDlgCancelBtn;
Dialog quitDlg;
public TitleScreen(UIManager uiManager_) {
super(uiManager_);
}
@Override
public void createTable() {
amazeingLab = new Label("A - MAZE - ING", uiManager.skin);
setBut = new TextButton("CUSTOMIZE GAME SETTINGS", uiManager.skin);
makeSrvBtn = new TextButton("START SERVER", uiManager.skin);
joinSrvBtn = new TextButton("JOIN SERVER", uiManager.skin);
localBut = new TextButton("LOCAL GAME", uiManager.skin);
quitBut = new TextButton("QUIT GAME", uiManager.skin);
/* QUIT DIALOG */
quitDlg = new Dialog("Quit?", uiManager.skin);
quitDlgText = new Label ("Are you sure you want to quit the game?", uiManager.skin);
quitDlg.text(quitDlgText);
quitDlgCancelBtn = new TextButton("Cancel", uiManager.skin);
quitDlgOkBtn = new TextButton("OK", uiManager.skin);
quitDlg.button(quitDlgCancelBtn);
quitDlg.button(quitDlgOkBtn);
quitDlgOkBtn.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
System.out.println("Bye bye");
Gdx.app.exit();
return true;
}
});
quitDlgCancelBtn.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
quitDlg.hide();
return true;
}
});
// Add actions to the buttons
localBut.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
hide();
if(AMazeIng.PLATFORM == AMazeIng.Platform.DESKTOP) MazeSettings.setPlayers.setOptions(MazeSettings.maxPlayersDesktop, 2);
else MazeSettings.setPlayers.setOptions(MazeSettings.maxPlayersMobile);
uiManager.main.setScreen(uiManager.playersScreen);
return true;
}
});
quitBut.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
quitDlg.show(stage);
buildTable();
return true;
}
});
makeSrvBtn.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
hide();
MazeSettings.setPlayers.setOptions(MazeSettings.maxPlayersDesktop, 2);
uiManager.main.setScreen(uiManager.srvLaunchScreen);
return true;
}
});
joinSrvBtn.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
hide();
uiManager.main.setScreen(uiManager.srvJoinScreen);
return true;
}
});
setBut.addListener(new InputListener() {
@Override
public boolean touchDown(InputEvent event, float x, float y, int pointer, int button) {
hide();
uiManager.main.setScreen(uiManager.setScreen);
return true;
}
});
}
@Override
public void buildTable() {
super.buildTable();
float d = containerDiagonal();
amazeingLab.setFontScale(d * .005f);
float spaceBetweenBtns = d * 0.015f;
float btnHeight = spaceBetweenBtns * 2.4f;
float btnWidth = cw*0.46f;
float n = d * 0.0015f;
float labScale = d * .00090f;
quitDlg.setSize(cw*0.35f, ch*0.15f);
quitDlg.setPosition((sw-quitDlg.getWidth())/2, (sh-quitDlg.getHeight())/2);
quitDlgText.setFontScale(labScale*0.9f);
quitDlgOkBtn.getLabel().setFontScale(labScale*0.9f);
quitDlgCancelBtn.getLabel().setFontScale(labScale*0.9f);
setBut.getLabel().setFontScale(n);
makeSrvBtn.getLabel().setFontScale(n);
joinSrvBtn.getLabel().setFontScale(n);
localBut.getLabel().setFontScale(n);
quitBut.getLabel().setFontScale(n);
// Add actors to the group
table.row().colspan(1);
table.add(amazeingLab).spaceBottom(spaceBetweenBtns * 3);
table.row();
//table.add(setBut).spaceBottom(spaceBetweenBtns).height(btnHeight).width(btnWidth);
//table.row();
table.add(makeSrvBtn).spaceBottom(spaceBetweenBtns).height(btnHeight).width(btnWidth);
table.row();
table.add(joinSrvBtn).spaceBottom(spaceBetweenBtns).height(btnHeight).width(btnWidth);
table.row();
table.add(localBut).spaceBottom(spaceBetweenBtns).height(btnHeight).width(btnWidth);
table.row();
table.add(quitBut).spaceBottom(ch * 0.05f).height(btnHeight).width(btnWidth);
}
}

@ -0,0 +1 @@
Subproject commit 4a8f6a52c8cb62361909813042ff99d61bd98611

8
core/src/shaders/shader.txt Executable file
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attribute vec4 a_position;
uniform mat4 u_projectionViewMatrix;
void main()
{
gl_Position = u_projectionViewMatrix * a_position;
}

41
desktop/build.gradle Normal file
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apply plugin: "java"
sourceCompatibility = 1.7
sourceSets.main.java.srcDirs = [ "src/" ]
sourceSets.main.resources.srcDirs = ["../android/assets"]
project.ext.mainClassName = "com.emamaker.amazeing.desktop.DesktopLauncher"
project.ext.assetsDir = new File("../android/assets")
task run(dependsOn: classes, type: JavaExec) {
main = project.mainClassName
classpath = sourceSets.main.runtimeClasspath
standardInput = System.in
workingDir = project.assetsDir
ignoreExitValue = true
}
task debug(dependsOn: classes, type: JavaExec) {
main = project.mainClassName
classpath = sourceSets.main.runtimeClasspath
standardInput = System.in
workingDir = project.assetsDir
ignoreExitValue = true
debug = true
}
task dist(type: Jar) {
manifest {
attributes 'Main-Class': project.mainClassName
}
dependsOn configurations.runtimeClasspath
from {
configurations.runtimeClasspath.collect { it.isDirectory() ? it : zipTree(it) }
}
with jar
}
dist.dependsOn classes
eclipse.project.name = appName + "-desktop"

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package com.emamaker.amazeing.desktop;
import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration;
import com.emamaker.amazeing.AMazeIng;
import com.emamaker.amazeing.AMazeIng.Platform;
public class DesktopLauncher {
public static void main (String[] arg) {
LwjglApplicationConfiguration config = new LwjglApplicationConfiguration();
new LwjglApplication(new AMazeIng(Platform.DESKTOP), config);
}
}

3
gradle.properties Normal file
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org.gradle.daemon=true
org.gradle.jvmargs=-Xms128m -Xmx1500m
org.gradle.configureondemand=false

BIN
gradle/wrapper/gradle-wrapper.jar vendored Normal file

Binary file not shown.

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distributionBase=GRADLE_USER_HOME
distributionPath=wrapper/dists
distributionUrl=https\://services.gradle.org/distributions/gradle-5.4.1-bin.zip
zipStoreBase=GRADLE_USER_HOME
zipStorePath=wrapper/dists

188
gradlew vendored Executable file
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#!/usr/bin/env sh
#
# Copyright 2015 the original author or authors.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
#
##############################################################################
##
## Gradle start up script for UN*X
##
##############################################################################
# Attempt to set APP_HOME
# Resolve links: $0 may be a link
PRG="$0"
# Need this for relative symlinks.
while [ -h "$PRG" ] ; do
ls=`ls -ld "$PRG"`
link=`expr "$ls" : '.*-> \(.*\)$'`
if expr "$link" : '/.*' > /dev/null; then
PRG="$link"
else
PRG=`dirname "$PRG"`"/$link"
fi
done
SAVED="`pwd`"
cd "`dirname \"$PRG\"`/" >/dev/null
APP_HOME="`pwd -P`"
cd "$SAVED" >/dev/null
APP_NAME="Gradle"
APP_BASE_NAME=`basename "$0"`
# Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
DEFAULT_JVM_OPTS='"-Xmx64m" "-Xms64m"'
# Use the maximum available, or set MAX_FD != -1 to use that value.
MAX_FD="maximum"
warn () {
echo "$*"
}
die () {
echo
echo "$*"
echo
exit 1
}
# OS specific support (must be 'true' or 'false').
cygwin=false
msys=false
darwin=false
nonstop=false
case "`uname`" in
CYGWIN* )
cygwin=true
;;
Darwin* )
darwin=true
;;
MINGW* )
msys=true
;;
NONSTOP* )
nonstop=true
;;
esac
CLASSPATH=$APP_HOME/gradle/wrapper/gradle-wrapper.jar
# Determine the Java command to use to start the JVM.
if [ -n "$JAVA_HOME" ] ; then
if [ -x "$JAVA_HOME/jre/sh/java" ] ; then
# IBM's JDK on AIX uses strange locations for the executables
JAVACMD="$JAVA_HOME/jre/sh/java"
else
JAVACMD="$JAVA_HOME/bin/java"
fi
if [ ! -x "$JAVACMD" ] ; then
die "ERROR: JAVA_HOME is set to an invalid directory: $JAVA_HOME
Please set the JAVA_HOME variable in your environment to match the
location of your Java installation."
fi
else
JAVACMD="java"
which java >/dev/null 2>&1 || die "ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
Please set the JAVA_HOME variable in your environment to match the
location of your Java installation."
fi
# Increase the maximum file descriptors if we can.
if [ "$cygwin" = "false" -a "$darwin" = "false" -a "$nonstop" = "false" ] ; then
MAX_FD_LIMIT=`ulimit -H -n`
if [ $? -eq 0 ] ; then
if [ "$MAX_FD" = "maximum" -o "$MAX_FD" = "max" ] ; then
MAX_FD="$MAX_FD_LIMIT"
fi
ulimit -n $MAX_FD
if [ $? -ne 0 ] ; then
warn "Could not set maximum file descriptor limit: $MAX_FD"
fi
else
warn "Could not query maximum file descriptor limit: $MAX_FD_LIMIT"
fi
fi
# For Darwin, add options to specify how the application appears in the dock
if $darwin; then
GRADLE_OPTS="$GRADLE_OPTS \"-Xdock:name=$APP_NAME\" \"-Xdock:icon=$APP_HOME/media/gradle.icns\""
fi
# For Cygwin, switch paths to Windows format before running java
if $cygwin ; then
APP_HOME=`cygpath --path --mixed "$APP_HOME"`
CLASSPATH=`cygpath --path --mixed "$CLASSPATH"`
JAVACMD=`cygpath --unix "$JAVACMD"`
# We build the pattern for arguments to be converted via cygpath
ROOTDIRSRAW=`find -L / -maxdepth 1 -mindepth 1 -type d 2>/dev/null`
SEP=""
for dir in $ROOTDIRSRAW ; do
ROOTDIRS="$ROOTDIRS$SEP$dir"
SEP="|"
done
OURCYGPATTERN="(^($ROOTDIRS))"
# Add a user-defined pattern to the cygpath arguments
if [ "$GRADLE_CYGPATTERN" != "" ] ; then
OURCYGPATTERN="$OURCYGPATTERN|($GRADLE_CYGPATTERN)"
fi
# Now convert the arguments - kludge to limit ourselves to /bin/sh
i=0
for arg in "$@" ; do
CHECK=`echo "$arg"|egrep -c "$OURCYGPATTERN" -`
CHECK2=`echo "$arg"|egrep -c "^-"` ### Determine if an option
if [ $CHECK -ne 0 ] && [ $CHECK2 -eq 0 ] ; then ### Added a condition
eval `echo args$i`=`cygpath --path --ignore --mixed "$arg"`
else
eval `echo args$i`="\"$arg\""
fi
i=$((i+1))
done
case $i in
(0) set -- ;;
(1) set -- "$args0" ;;
(2) set -- "$args0" "$args1" ;;
(3) set -- "$args0" "$args1" "$args2" ;;
(4) set -- "$args0" "$args1" "$args2" "$args3" ;;
(5) set -- "$args0" "$args1" "$args2" "$args3" "$args4" ;;
(6) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" ;;
(7) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" ;;
(8) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" ;;
(9) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" "$args8" ;;
esac
fi
# Escape application args
save () {
for i do printf %s\\n "$i" | sed "s/'/'\\\\''/g;1s/^/'/;\$s/\$/' \\\\/" ; done
echo " "
}
APP_ARGS=$(save "$@")
# Collect all arguments for the java command, following the shell quoting and substitution rules
eval set -- $DEFAULT_JVM_OPTS $JAVA_OPTS $GRADLE_OPTS "\"-Dorg.gradle.appname=$APP_BASE_NAME\"" -classpath "\"$CLASSPATH\"" org.gradle.wrapper.GradleWrapperMain "$APP_ARGS"
# by default we should be in the correct project dir, but when run from Finder on Mac, the cwd is wrong
if [ "$(uname)" = "Darwin" ] && [ "$HOME" = "$PWD" ]; then
cd "$(dirname "$0")"
fi
exec "$JAVACMD" "$@"

100
gradlew.bat vendored Normal file
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@ -0,0 +1,100 @@
@rem
@rem Copyright 2015 the original author or authors.
@rem
@rem Licensed under the Apache License, Version 2.0 (the "License");
@rem you may not use this file except in compliance with the License.
@rem You may obtain a copy of the License at
@rem
@rem http://www.apache.org/licenses/LICENSE-2.0
@rem
@rem Unless required by applicable law or agreed to in writing, software
@rem distributed under the License is distributed on an "AS IS" BASIS,
@rem WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
@rem See the License for the specific language governing permissions and
@rem limitations under the License.
@rem
@if "%DEBUG%" == "" @echo off
@rem ##########################################################################
@rem
@rem Gradle startup script for Windows
@rem
@rem ##########################################################################
@rem Set local scope for the variables with windows NT shell
if "%OS%"=="Windows_NT" setlocal
set DIRNAME=%~dp0
if "%DIRNAME%" == "" set DIRNAME=.
set APP_BASE_NAME=%~n0
set APP_HOME=%DIRNAME%
@rem Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
set DEFAULT_JVM_OPTS="-Xmx64m" "-Xms64m"
@rem Find java.exe
if defined JAVA_HOME goto findJavaFromJavaHome
set JAVA_EXE=java.exe
%JAVA_EXE% -version >NUL 2>&1
if "%ERRORLEVEL%" == "0" goto init
echo.
echo ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
echo.
echo Please set the JAVA_HOME variable in your environment to match the
echo location of your Java installation.
goto fail
:findJavaFromJavaHome
set JAVA_HOME=%JAVA_HOME:"=%
set JAVA_EXE=%JAVA_HOME%/bin/java.exe
if exist "%JAVA_EXE%" goto init
echo.
echo ERROR: JAVA_HOME is set to an invalid directory: %JAVA_HOME%
echo.
echo Please set the JAVA_HOME variable in your environment to match the
echo location of your Java installation.
goto fail
:init
@rem Get command-line arguments, handling Windows variants
if not "%OS%" == "Windows_NT" goto win9xME_args
:win9xME_args
@rem Slurp the command line arguments.
set CMD_LINE_ARGS=
set _SKIP=2
:win9xME_args_slurp
if "x%~1" == "x" goto execute
set CMD_LINE_ARGS=%*
:execute
@rem Setup the command line
set CLASSPATH=%APP_HOME%\gradle\wrapper\gradle-wrapper.jar
@rem Execute Gradle
"%JAVA_EXE%" %DEFAULT_JVM_OPTS% %JAVA_OPTS% %GRADLE_OPTS% "-Dorg.gradle.appname=%APP_BASE_NAME%" -classpath "%CLASSPATH%" org.gradle.wrapper.GradleWrapperMain %CMD_LINE_ARGS%
:end
@rem End local scope for the variables with windows NT shell
if "%ERRORLEVEL%"=="0" goto mainEnd
:fail
rem Set variable GRADLE_EXIT_CONSOLE if you need the _script_ return code instead of
rem the _cmd.exe /c_ return code!
if not "" == "%GRADLE_EXIT_CONSOLE%" exit 1
exit /b 1
:mainEnd
if "%OS%"=="Windows_NT" endlocal
:omega

54
ios/Info.plist.xml Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>en</string>
<key>CFBundleDisplayName</key>
<string>${app.name}</string>
<key>CFBundleExecutable</key>
<string>${app.executable}</string>
<key>CFBundleIdentifier</key>
<string>${app.id}</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>${app.name}</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>${app.version}</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>${app.build}</string>
<key>LSRequiresIPhoneOS</key>
<true/>
<key>UIViewControllerBasedStatusBarAppearance</key>
<false/>
<key>UIStatusBarHidden</key>
<true/>
<key>MinimumOSVersion</key>
<string>8.0</string>
<key>UIDeviceFamily</key>
<array>
<integer>1</integer>
<integer>2</integer>
</array>
<key>UIRequiredDeviceCapabilities</key>
<array>
<string>opengles-2</string>
</array>
<key>UISupportedInterfaceOrientations</key>
<array>
<string>UIInterfaceOrientationPortrait</string>
<string>UIInterfaceOrientationPortraitUpsideDown</string>
<string>UIInterfaceOrientationLandscapeLeft</string>
<string>UIInterfaceOrientationLandscapeRight</string>
</array>
<key>UILaunchStoryboardName</key>
<string>LaunchScreen</string>
<key>CFBundleIconName</key>
<string>AppIcon</string>
</dict>
</plist>

19
ios/build.gradle Normal file
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sourceSets.main.java.srcDirs = [ "src/" ]
sourceCompatibility = '1.7'
[compileJava, compileTestJava]*.options*.encoding = 'UTF-8'
ext {
mainClassName = "com.emamaker.amazeing.IOSLauncher"
}
launchIPhoneSimulator.dependsOn build
launchIPadSimulator.dependsOn build
launchIOSDevice.dependsOn build
createIPA.dependsOn build
robovm {
archs = "thumbv7:arm64"
}
eclipse.project.name = appName + "-ios"

View File

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<?xml version="1.0" encoding="UTF-8"?>
<document type="com.apple.InterfaceBuilder3.CocoaTouch.Storyboard.XIB" version="3.0" toolsVersion="16096" targetRuntime="iOS.CocoaTouch" propertyAccessControl="none" useAutolayout="YES" launchScreen="YES" useTraitCollections="YES" useSafeAreas="YES" colorMatched="YES" initialViewController="01J-lp-oVM">
<device id="retina6_1" orientation="portrait" appearance="light"/>
<dependencies>
<plugIn identifier="com.apple.InterfaceBuilder.IBCocoaTouchPlugin" version="16087"/>
<capability name="Safe area layout guides" minToolsVersion="9.0"/>
<capability name="documents saved in the Xcode 8 format" minToolsVersion="8.0"/>
</dependencies>
<scenes>
<!--View Controller-->
<scene sceneID="EHf-IW-A2E">
<objects>
<viewController id="01J-lp-oVM" sceneMemberID="viewController">
<view key="view" contentMode="scaleToFill" id="Ze5-6b-2t3">
<rect key="frame" x="0.0" y="0.0" width="414" height="896"/>
<autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
<subviews>
<imageView clipsSubviews="YES" userInteractionEnabled="NO" contentMode="scaleAspectFit" horizontalHuggingPriority="251" verticalHuggingPriority="251" fixedFrame="YES" image="Logo" translatesAutoresizingMaskIntoConstraints="NO" id="hN2-E0-Tu8">
<rect key="frame" x="120" y="402" width="172" height="93"/>
<autoresizingMask key="autoresizingMask" flexibleMinX="YES" widthSizable="YES" flexibleMaxX="YES" flexibleMinY="YES" heightSizable="YES" flexibleMaxY="YES"/>
</imageView>
</subviews>
<color key="backgroundColor" white="1" alpha="1" colorSpace="custom" customColorSpace="genericGamma22GrayColorSpace"/>
<color key="tintColor" white="1" alpha="1" colorSpace="custom" customColorSpace="genericGamma22GrayColorSpace"/>
<viewLayoutGuide key="safeArea" id="6Tk-OE-BBY"/>
</view>
</viewController>
<placeholder placeholderIdentifier="IBFirstResponder" id="iYj-Kq-Ea1" userLabel="First Responder" sceneMemberID="firstResponder"/>
</objects>
<point key="canvasLocation" x="52.173913043478265" y="375"/>
</scene>
</scenes>
<resources>
<image name="Logo" width="243" height="41"/>
</resources>
</document>

View File

@ -0,0 +1,116 @@
{
"images" : [
{
"size" : "20x20",
"idiom" : "iphone",
"filename" : "iphone-notification-icon-20@2x.png",
"scale" : "2x"
},
{
"size" : "20x20",
"idiom" : "iphone",
"filename" : "iphone-notification-icon-20@3x.png",
"scale" : "3x"
},
{
"size" : "29x29",
"idiom" : "iphone",
"filename" : "iphone-spotlight-settings-icon-29@2x.png",
"scale" : "2x"
},
{
"size" : "29x29",
"idiom" : "iphone",
"filename" : "iphone-spotlight-settings-icon-29@3x.png",
"scale" : "3x"
},
{
"size" : "40x40",
"idiom" : "iphone",
"filename" : "iphone-spotlight-icon-40@2x.png",
"scale" : "2x"
},
{
"size" : "40x40",
"idiom" : "iphone",
"filename" : "iphone-spotlight-icon-40@3x.png",
"scale" : "3x"
},
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"info" : {
"version" : 1,
"author" : "xcode"
}
}

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