Создаём простую Android игру: Марсианин (Часть 2)

Продолжаем создавать игру Марсианин, здесь будут анимированные Актёры, 3 экрана игры, кнопочки, русский текст и т.п.

Скачать исходники для статьи можно ниже

Первую часть про создание игры Марсианин – читайте тут – Создаём простую Android игру: Марсианин (Часть 1).

Ниже выложу готовой код игры и все текстуры игры.

Структура файлов игры будет следующей:

marsianin2

Экраны игры:

marsianin3

marsianin4

marsianin5

Структура папки assets, где хранятся все картинки и текстуры:

marsianin6

Скачать папку assets можно по следующей ссылке – скачать папку assets.

1. Код файлов MartianRun, MainMenuScreen и GameOverScreen.

Код файла MartianRun:

package com.gamestudio24.martianrun;

import com.badlogic.gdx.Game;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.freetype.FreeTypeFontGenerator;



public class MartianRun extends Game {

	public SpriteBatch batch;
	public BitmapFont font;
	public BitmapFont myfont;

	@Override
	public void create() {

		batch = new SpriteBatch();


		font = new BitmapFont();
		myfont = new BitmapFont();

		final String FONT_CHARS = "абвгдежзийклмнопрстуфхцчшщъыьэюяabcdefghijklmnopqrstuvwxyzАБВГДЕЖЗИЙКЛМНОПРСТУФХЦЧШЩЪЫЬЭЮЯABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789][_!$%#@|\\\\/?-+=()*&.;:,{}\\\"´`'<>";



		final String FONT_PATH = "fonts/Imperial Web.ttf";
		FreeTypeFontGenerator generator = new FreeTypeFontGenerator(Gdx.files.internal(FONT_PATH));
		FreeTypeFontGenerator.FreeTypeFontParameter parameter = new FreeTypeFontGenerator.FreeTypeFontParameter();
		parameter.characters = FONT_CHARS;
		parameter.size = 17;
		parameter.color = Color.BROWN;
		myfont = generator.generateFont(parameter);
		generator.dispose();



		this.setScreen(new MainMenuScreen(this));

		font.setColor(1f, 0f, 0f, 1f);
	}

	// Get rid of render function, let the parent class handle it

	@Override
	public void dispose() {
		super.dispose();
		batch.dispose();

	}

}

Код файла MainMenuScreen:

package com.gamestudio24.martianrun;


import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.scenes.scene2d.Actor;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.Image;
import com.badlogic.gdx.scenes.scene2d.ui.Skin;
import com.badlogic.gdx.scenes.scene2d.ui.TextButton;
import com.badlogic.gdx.scenes.scene2d.utils.ChangeListener;
import com.badlogic.gdx.utils.viewport.FillViewport;
import com.gamestudio24.martianrun.screens.GameScreen;


public class MainMenuScreen implements Screen {


    final MartianRun Game;
    public static Texture backgroundTexture1;
    private Stage stage;
    private Skin skin;
    private Image gameover;
    private TextButton retry;


    public MainMenuScreen(final MartianRun gam) {

        Game = gam;
        backgroundTexture1 = new Texture("bg.png");
        stage=new Stage(new FillViewport(640, 360));
        skin=new Skin(Gdx.files.internal("skin/uiskin.json"));
        gameover = new Image();
        retry=new TextButton("Play",skin);

        retry.addCaptureListener(new ChangeListener() {
            @Override
            public void changed(ChangeEvent event, Actor actor) {

                Game.setScreen(new GameScreen(Game));

            }
        });

        gameover.setPosition(320-gameover.getWidth(), 320- gameover.getHeight());
        retry.setSize(200,100);
        retry.setPosition(220,50);
        stage.addActor(retry);
        stage.addActor(gameover);

    }

    @Override
    public void show() {
        Gdx.input.setInputProcessor(stage);
    }

    @Override
    public void hide() {

    }

    @Override
    public void render(float delta) {
        Gdx.gl.glClearColor(1, 1, 1, 1);
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);


        Game.batch.begin();
        Game.batch.draw(backgroundTexture1, 0, 0, 800, 480);
        Game.myfont.draw(Game.batch, "Не дай инопланетянам схватить тебя!", 240, 450);
        Game.batch.end();
        stage.act();
        stage.draw();

    }

    @Override
    public void resize(int width, int height) {

    }

    @Override
    public void pause() {

    }

    @Override
    public void resume() {

    }

    @Override
    public void dispose() {
       stage.dispose();
       Game.dispose();
    }
}

Код файла GameOverScreen:

package com.gamestudio24.martianrun;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.scenes.scene2d.Actor;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.Image;
import com.badlogic.gdx.scenes.scene2d.ui.Skin;
import com.badlogic.gdx.scenes.scene2d.ui.TextButton;
import com.badlogic.gdx.scenes.scene2d.utils.ChangeListener;
import com.badlogic.gdx.utils.viewport.FillViewport;
import com.gamestudio24.martianrun.screens.GameScreen;
import com.gamestudio24.martianrun.stages.GameStage;

public class GameOverScreen implements Screen {
    final MartianRun Game;
    public static Texture backgroundTexture1;
    private Stage stage;
    private Skin skin;
    private Image gameover;
    private TextButton retry, menu;


    public GameOverScreen(final MartianRun gam2) {
        Game = gam2;
        backgroundTexture1 = new Texture("bg.png");
        stage=new Stage(new FillViewport(640, 360));
        skin=new Skin(Gdx.files.internal("skin/uiskin.json"));
        gameover = new Image(new Texture(Gdx.files.internal("gameover.png")));
        retry=new TextButton("Retry",skin);
        menu=new TextButton("Menu", skin);

        retry.addCaptureListener(new ChangeListener() {
            @Override
            public void changed(ChangeEvent event, Actor actor) {

                Game.setScreen(new GameScreen(Game));
                GameStage.schot=0;
            }
        });

        menu.addCaptureListener(new ChangeListener() {
            @Override
            public void changed(ChangeEvent event, Actor actor) {
                Game.setScreen(new MainMenuScreen(Game));
                GameStage.schot=0;

            }
        });

        gameover.setPosition(520-gameover.getWidth(), 320- gameover.getHeight());
        retry.setSize(200,100);
        retry.setPosition(350,50);
        stage.addActor(retry);
        menu.setSize(200,100);
        menu.setPosition(100,50);
        stage.addActor(menu);
        stage.addActor(gameover);
    }

    @Override
    public void show() {
        Gdx.input.setInputProcessor(stage);

    }

    @Override
    public void render(float delta) {
        Gdx.gl.glClearColor(1, 1, 1, 1);
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
        Game.batch.begin();
        Game.batch.draw(backgroundTexture1, 0, 0, 800, 480);
        Game.batch.end();
        stage.act();
        stage.draw();
    }

    @Override
    public void resize(int width, int height) {
    }

    @Override
    public void pause() {
    }

    @Override
    public void resume() {
    }

    @Override
    public void hide() {
    }

    @Override
    public void dispose() {
        stage.dispose();
        Game.dispose();
    }
}

2. Файлы папки actor.

Код файла Background:

package com.gamestudio24.martianrun.actors;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Batch;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.scenes.scene2d.Actor;
import com.gamestudio24.martianrun.utils.Constants;

public class Background extends Actor {

    private final TextureRegion textureRegion;
    private Rectangle textureRegionBounds1;
    private Rectangle textureRegionBounds2;
    private int speed = 100;

    public Background() {
        textureRegion = new TextureRegion(new Texture(Gdx.files.internal(Constants.BACKGROUND_IMAGE_PATH)));
        textureRegionBounds1 = new Rectangle(0 - Constants.APP_WIDTH / 2, 0, Constants.APP_WIDTH, Constants.APP_HEIGHT);
        textureRegionBounds2 = new Rectangle(Constants.APP_WIDTH / 2, 0, Constants.APP_WIDTH, Constants.APP_HEIGHT);
    }

    @Override
    public void act(float delta) {
        if (leftBoundsReached(delta)) {
            resetBounds();
        } else {
            updateXBounds(-delta);
        }
    }

    @Override
    public void draw(Batch batch, float parentAlpha) {
        super.draw(batch, parentAlpha);
        batch.draw(textureRegion, textureRegionBounds1.x, textureRegionBounds1.y, Constants.APP_WIDTH,
                Constants.APP_HEIGHT);
        batch.draw(textureRegion, textureRegionBounds2.x, textureRegionBounds2.y, Constants.APP_WIDTH,
                Constants.APP_HEIGHT);
    }

    private boolean leftBoundsReached(float delta) {
        return (textureRegionBounds2.x - (delta * speed)) <= 0;
    }

    private void updateXBounds(float delta) {
        textureRegionBounds1.x += delta * speed;
        textureRegionBounds2.x += delta * speed;
    }

    private void resetBounds() {
        textureRegionBounds1 = textureRegionBounds2;
        textureRegionBounds2 = new Rectangle(Constants.APP_WIDTH, 0, Constants.APP_WIDTH, Constants.APP_HEIGHT);
    }

}

Код файла Enemy:

package com.gamestudio24.martianrun.actors;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.g2d.Animation;
import com.badlogic.gdx.graphics.g2d.Batch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.physics.box2d.Body;
import com.gamestudio24.martianrun.box2d.EnemyUserData;
import com.gamestudio24.martianrun.utils.Constants;

public class Enemy extends GameActor {

    private Animation animation;
    private float stateTime;

    public Enemy(Body body) {
        super(body);
        TextureAtlas textureAtlas = new TextureAtlas(Constants.SPRITES_ATLAS_PATH);
        TextureRegion[] runningFrames = new TextureRegion[getUserData().getTextureRegions().length];
        for (int i = 0; i < getUserData().getTextureRegions().length; i++) {
            String path = getUserData().getTextureRegions()[i];
            runningFrames[i] = textureAtlas.findRegion(path);
        }
        animation = new Animation(0.1f, runningFrames);
        stateTime = 0f;
    }

    @Override
    public EnemyUserData getUserData() {
        return (EnemyUserData) userData;
    }

    @Override
    public void act(float delta) {
        super.act(delta);
        body.setLinearVelocity(getUserData().getLinearVelocity());
    }

    @Override
    public void draw(Batch batch, float parentAlpha) {
        super.draw(batch, parentAlpha);
        stateTime += Gdx.graphics.getDeltaTime();
        batch.draw(animation.getKeyFrame(stateTime, true), (screenRectangle.x - (screenRectangle.width * 0.1f)),
                screenRectangle.y, screenRectangle.width * 1.2f, screenRectangle.height * 1.1f);
    }
}

Код файла GameActor:

package com.gamestudio24.martianrun.actors;

import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.physics.box2d.Body;
import com.badlogic.gdx.scenes.scene2d.Actor;
import com.gamestudio24.martianrun.box2d.UserData;
import com.gamestudio24.martianrun.utils.Constants;

public abstract class GameActor extends Actor {

    protected Body body;
    protected UserData userData;
    protected Rectangle screenRectangle;

    public GameActor() {

    }

    public GameActor(Body body) {
        this.body = body;
        this.userData = (UserData) body.getUserData();
        screenRectangle = new Rectangle();
    }

    @Override
    public void act(float delta) {
        super.act(delta);

        if (body.getUserData() != null) {
            updateRectangle();
        } else {
            // This means the world destroyed the body (enemy or runner went out of bounds)
            remove();
        }

    }

    public abstract UserData getUserData();

    private void updateRectangle() {
        screenRectangle.x = transformToScreen(body.getPosition().x - userData.getWidth() / 2);
        screenRectangle.y = transformToScreen(body.getPosition().y - userData.getHeight() / 2);
        screenRectangle.width = transformToScreen(userData.getWidth());
        screenRectangle.height = transformToScreen(userData.getHeight());
    }

    protected float transformToScreen(float n) {
        return Constants.WORLD_TO_SCREEN * n;
    }

}

Код файла Ground:

package com.gamestudio24.martianrun.actors;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Batch;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.physics.box2d.Body;
import com.gamestudio24.martianrun.box2d.GroundUserData;
import com.gamestudio24.martianrun.utils.Constants;

public class Ground extends GameActor {

    private final TextureRegion textureRegion;
    private Rectangle textureRegionBounds1;
    private Rectangle textureRegionBounds2;
    private int speed = 10;


    public Ground(Body body) {
        super(body);
        textureRegion = new TextureRegion(new Texture(Gdx.files.internal(Constants.GROUND_IMAGE_PATH)));
        textureRegionBounds1 = new Rectangle(0 - getUserData().getWidth() / 2, 0, getUserData().getWidth(),
                getUserData().getHeight());
        textureRegionBounds2 = new Rectangle(getUserData().getWidth() / 2, 0, getUserData().getWidth(),
                getUserData().getHeight());
    }

    @Override
    public GroundUserData getUserData() {
        return (GroundUserData) userData;
    }

    @Override
    public void act(float delta) {
        super.act(delta);
        if (leftBoundsReached(delta)) {
            resetBounds();
        } else {
            updateXBounds(-delta);
        }
    }

    @Override
    public void draw(Batch batch, float parentAlpha) {
        super.draw(batch, parentAlpha);
        batch.draw(textureRegion, textureRegionBounds1.x, screenRectangle.y, screenRectangle.getWidth(),
                screenRectangle.getHeight());
        batch.draw(textureRegion, textureRegionBounds2.x, screenRectangle.y, screenRectangle.getWidth(),
                screenRectangle.getHeight());


    }

    private boolean leftBoundsReached(float delta) {
        return (textureRegionBounds2.x - transformToScreen(delta * speed)) <= 0;
    }

    private void updateXBounds(float delta) {
        textureRegionBounds1.x += transformToScreen(delta * speed);
        textureRegionBounds2.x += transformToScreen(delta * speed);
    }

    private void resetBounds() {
        textureRegionBounds1 = textureRegionBounds2;
        textureRegionBounds2 = new Rectangle(textureRegionBounds1.x + screenRectangle.width, 0, screenRectangle.width,
                screenRectangle.height);
    }

}

Код файла Runner:

package com.gamestudio24.martianrun.actors;

import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.g2d.Animation;
import com.badlogic.gdx.graphics.g2d.Batch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.physics.box2d.Body;
import com.gamestudio24.martianrun.MainMenuScreen;
import com.gamestudio24.martianrun.box2d.RunnerUserData;
import com.gamestudio24.martianrun.utils.Constants;

public class Runner extends GameActor {

    private boolean dodging;
    private boolean jumping;
    private boolean hit;
    private Animation runningAnimation;
    private TextureRegion jumpingTexture;
    private TextureRegion dodgingTexture;
    private TextureRegion hitTexture;
    private float stateTime;

    public Runner(Body body) {
        super(body);
        TextureAtlas textureAtlas = new TextureAtlas(Constants.SPRITES_ATLAS_PATH);
        TextureRegion[] runningFrames = new TextureRegion[Constants.RUNNER_RUNNING_REGION_NAMES.length];
        for (int i = 0; i < Constants.RUNNER_RUNNING_REGION_NAMES.length; i++) {
            String path = Constants.RUNNER_RUNNING_REGION_NAMES[i];
            runningFrames[i] = textureAtlas.findRegion(path);
        }
        runningAnimation = new Animation(0.1f, runningFrames);
        stateTime = 0f;
        jumpingTexture = textureAtlas.findRegion(Constants.RUNNER_JUMPING_REGION_NAME);
        dodgingTexture = textureAtlas.findRegion(Constants.RUNNER_DODGING_REGION_NAME);
        hitTexture = textureAtlas.findRegion(Constants.RUNNER_HIT_REGION_NAME);
    }

    @Override
    public void draw(Batch batch, float parentAlpha) {
        super.draw(batch, parentAlpha);

        float x = screenRectangle.x - (screenRectangle.width * 0.1f);
        float y = screenRectangle.y;
        float width = screenRectangle.width * 1.2f;

        if (dodging) {
            batch.draw(dodgingTexture, x, y + screenRectangle.height / 4, width, screenRectangle.height * 3 / 4);
        } else if (hit) {
            // When he's hit we also want to apply rotation if the body has been rotated
            batch.draw(hitTexture, x, y, width * 0.5f, screenRectangle.height * 0.5f, width, screenRectangle.height, 1f,
                    1f, (float) Math.toDegrees(body.getAngle()));
        } else if (jumping) {
            batch.draw(jumpingTexture, x, y, width, screenRectangle.height);
        } else {
            // Running
            stateTime += Gdx.graphics.getDeltaTime();
            batch.draw(runningAnimation.getKeyFrame(stateTime, true), x, y, width, screenRectangle.height);
        }
    }

    @Override
    public RunnerUserData getUserData() {
        return (RunnerUserData) userData;
    }

    public void jump() {

        if (!(jumping || dodging || hit)) {
            body.applyLinearImpulse(getUserData().getJumpingLinearImpulse(), body.getWorldCenter(), true);
            jumping = true;
        }

    }

    public void landed() {
        jumping = false;
    }

    public void dodge() {
        if (!(jumping || hit)) {
            body.setTransform(getUserData().getDodgePosition(), getUserData().getDodgeAngle());
            dodging = true;
        }
    }

    public void stopDodge() {
        dodging = false;
        // If the runner is hit don't force him back to the running position
        if (!hit) {
            body.setTransform(getUserData().getRunningPosition(), 0f);


        }
    }

    public boolean isDodging() {
        return dodging;
    }

    public void hit() {
        body.applyAngularImpulse(getUserData().getHitAngularImpulse(), true);
        hit = true;
    }

    public boolean isHit() {
        return hit;
    }

}

3. Файлы папки box2d.

Код файла EnemyUserData:

package com.gamestudio24.martianrun.box2d;

import com.badlogic.gdx.math.Vector2;
import com.gamestudio24.martianrun.enums.UserDataType;
import com.gamestudio24.martianrun.stages.GameStage;
import com.gamestudio24.martianrun.utils.Constants;

public class EnemyUserData extends UserData {

    private Vector2 linearVelocity;
    private String[] textureRegions;

    public EnemyUserData(float width, float height, String[] textureRegions) {
        super(width, height);
        userDataType = UserDataType.ENEMY;
        if (GameStage.stadya == 1) {


        linearVelocity = Constants.ENEMY_LINEAR_VELOCITY2;
        } else {
            linearVelocity = Constants.ENEMY_LINEAR_VELOCITY;
        }
        this.textureRegions = textureRegions;
    }

    public void setLinearVelocity(Vector2 linearVelocity) {
        this.linearVelocity = linearVelocity;
    }

    public Vector2 getLinearVelocity() {
        return linearVelocity;
    }

    public String[] getTextureRegions() {
        return textureRegions;
    }
}

Код файла GroundUserData:

package com.gamestudio24.martianrun.box2d;

import com.gamestudio24.martianrun.enums.UserDataType;

public class GroundUserData extends UserData {

    public GroundUserData(float width, float height) {
        super(width, height);
        userDataType = UserDataType.GROUND;
    }

}

Код файла RunnerUserData:

package com.gamestudio24.martianrun.box2d;

import com.badlogic.gdx.math.Vector2;
import com.gamestudio24.martianrun.enums.UserDataType;
import com.gamestudio24.martianrun.utils.Constants;

public class RunnerUserData extends UserData {

    private final Vector2 runningPosition = new Vector2(Constants.RUNNER_X, Constants.RUNNER_Y);
    private final Vector2 dodgePosition = new Vector2(Constants.RUNNER_DODGE_X, Constants.RUNNER_DODGE_Y);
    private Vector2 jumpingLinearImpulse;

    public RunnerUserData() {
        super();
        jumpingLinearImpulse = Constants.RUNNER_JUMPING_LINEAR_IMPULSE;
        userDataType = UserDataType.RUNNER;
    }

    public RunnerUserData(float width, float height) {
        super(width, height);
        jumpingLinearImpulse = Constants.RUNNER_JUMPING_LINEAR_IMPULSE;
        userDataType = UserDataType.RUNNER;
    }

    public Vector2 getJumpingLinearImpulse() {
        return jumpingLinearImpulse;
    }

    public void setJumpingLinearImpulse(Vector2 jumpingLinearImpulse) {
        this.jumpingLinearImpulse = jumpingLinearImpulse;
    }

    public float getDodgeAngle() {
        // In radians
        return (float) (-90f * (Math.PI / 180f));
    }

    public Vector2 getRunningPosition() {
        return runningPosition;
    }

    public Vector2 getDodgePosition() {
        return dodgePosition;
    }

    public float getHitAngularImpulse() {
        return Constants.RUNNER_HIT_ANGULAR_IMPULSE;
    }

}

Код файла UserData:

package com.gamestudio24.martianrun.box2d;

import com.gamestudio24.martianrun.enums.UserDataType;

public abstract class UserData {

    protected UserDataType userDataType;
    protected float width;
    protected float height;

    public UserData() {

    }

    public UserData(float width, float height) {
        this.width = width;
        this.height = height;
    }

    public UserDataType getUserDataType() {
        return userDataType;
    }

    public float getWidth() {
        return width;
    }

    public void setWidth(float width) {
        this.width = width;
    }

    public float getHeight() {
        return height;
    }

    public void setHeight(float height) {
        this.height = height;
    }

}

4. Файлы папки enums.

Код файла EnemyType:

package com.gamestudio24.martianrun.enums;

import com.gamestudio24.martianrun.utils.Constants;

public enum EnemyType {

   /* RUNNING_SMALL(1f, 1f, Constants.ENEMY_X, Constants.RUNNING_SHORT_ENEMY_Y, Constants.ENEMY_DENSITY),
    RUNNING_WIDE(2f, 1f, Constants.ENEMY_X, Constants.RUNNING_SHORT_ENEMY_Y, Constants.ENEMY_DENSITY),
    RUNNING_LONG(1f, 2f, Constants.ENEMY_X, Constants.RUNNING_LONG_ENEMY_Y, Constants.ENEMY_DENSITY),
    RUNNING_BIG(2f, 2f, Constants.ENEMY_X, Constants.RUNNING_LONG_ENEMY_Y, Constants.ENEMY_DENSITY),
    FLYING_SMALL(1f, 1f, Constants.ENEMY_X, Constants.FLYING_ENEMY_Y, Constants.ENEMY_DENSITY),
    FLYING_WIDE(2f, 1f, Constants.ENEMY_X, Constants.FLYING_ENEMY_Y, Constants.ENEMY_DENSITY);*/

    RUNNING_SMALL(1f, 1f, Constants.ENEMY_X, Constants.RUNNING_SHORT_ENEMY_Y, Constants.ENEMY_DENSITY,
                  Constants.RUNNING_SMALL_ENEMY_REGION_NAMES),
    RUNNING_WIDE(2f, 1f, Constants.ENEMY_X, Constants.RUNNING_SHORT_ENEMY_Y, Constants.ENEMY_DENSITY,
                 Constants.RUNNING_WIDE_ENEMY_REGION_NAMES),
    RUNNING_LONG(1f, 2f, Constants.ENEMY_X, Constants.RUNNING_LONG_ENEMY_Y, Constants.ENEMY_DENSITY,
                 Constants.RUNNING_LONG_ENEMY_REGION_NAMES),
    RUNNING_BIG(2f, 2f, Constants.ENEMY_X, Constants.RUNNING_LONG_ENEMY_Y, Constants.ENEMY_DENSITY,
                Constants.RUNNING_BIG_ENEMY_REGION_NAMES),
    FLYING_SMALL(1f, 1f, Constants.ENEMY_X, Constants.FLYING_ENEMY_Y, Constants.ENEMY_DENSITY,
                 Constants.FLYING_SMALL_ENEMY_REGION_NAMES),
    FLYING_WIDE(2f, 1f, Constants.ENEMY_X, Constants.FLYING_ENEMY_Y, Constants.ENEMY_DENSITY,
                Constants.FLYING_WIDE_ENEMY_REGION_NAMES);

    private float width;
    private float height;
    private float x;
    private float y;
    private float density;
    private String[] regions;

    EnemyType(float width, float height, float x, float y, float density, String[] regions) {
        this.width = width;
        this.height = height;
        this.x = x;
        this.y = y;
        this.density = density;
        this.regions = regions;
    }

    public float getWidth() {
        return width;
    }

    public float getHeight() {
        return height;
    }

    public float getX() {
        return x;
    }

    public float getY() {
        return y;
    }

    public float getDensity() {
        return density;
    }

    public String[] getRegions() {
        return regions;
    }

}

Код файла UserDataType:

package com.gamestudio24.martianrun.enums;

public enum UserDataType {

    GROUND,
    RUNNER,
    ENEMY

}

5. Файлы папки screens.

Код файла GameScreen:

package com.gamestudio24.martianrun.screens;


import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.scenes.scene2d.actions.Actions;
import com.gamestudio24.martianrun.MartianRun;
import com.gamestudio24.martianrun.stages.GameStage;

public class GameScreen implements Screen {

    private GameStage stage;
    final MartianRun Game;
    private String nagrada = "";


    public GameScreen(final MartianRun gam) {

        this.Game = gam;
        stage = new GameStage(Game);
    }

    @Override
    public void render(float delta) {

        //Clear the screen
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);


        //Update the stage
        stage.draw();
        stage.act(delta);

        Game.batch.begin();
        if (GameStage.ochkov >= 5) {
            nagrada=String.valueOf("отличная работа");
        }


        if (GameStage.ochkov == 10) {
            nagrada=String.valueOf("ты супер, перекури 5 секунд и вперед!");

            stage.addAction(
                    Actions.sequence(Actions.delay(5f),Actions.run(new Runnable() {

                        @Override
                        public void run() {

                            Game.setScreen(new GameScreen(Game));
                            GameStage.ochkov=0;
                            GameStage.stadya=1;


                            stage.dispose();


                        }
                    }))
            );

        }

        Game.myfont.draw(Game.batch, "Очки: " + GameStage.schot, 60, 460);
        String.valueOf(Game.myfont.draw(Game.batch, "Награда:" + nagrada, 240, 450));
        Game.batch.end();

    }



    @Override
    public void resize(int width, int height) {

    }

    @Override
    public void show() {

    }

    @Override
    public void hide() {

    }

    @Override
    public void pause() {

    }

    @Override
    public void resume() {

    }

    @Override
    public void dispose() {

    }

}

6. Файлы папки stages.

Код файла GameStage:

package com.gamestudio24.martianrun.stages;


import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.physics.box2d.Body;
import com.badlogic.gdx.physics.box2d.Box2DDebugRenderer;
import com.badlogic.gdx.physics.box2d.Contact;
import com.badlogic.gdx.physics.box2d.ContactImpulse;
import com.badlogic.gdx.physics.box2d.ContactListener;
import com.badlogic.gdx.physics.box2d.Manifold;
import com.badlogic.gdx.physics.box2d.World;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.Scaling;
import com.badlogic.gdx.utils.viewport.ScalingViewport;
import com.gamestudio24.martianrun.GameOverScreen;
import com.gamestudio24.martianrun.MartianRun;
import com.gamestudio24.martianrun.actors.Background;
import com.gamestudio24.martianrun.actors.Enemy;
import com.gamestudio24.martianrun.actors.Ground;
import com.gamestudio24.martianrun.actors.Runner;
import com.gamestudio24.martianrun.utils.BodyUtils;
import com.gamestudio24.martianrun.utils.Constants;
import com.gamestudio24.martianrun.utils.WorldUtils;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.math.Vector3;

public class GameStage extends Stage implements ContactListener {

    // This will be our viewport measurements while working with the debug renderer
    private static final int VIEWPORT_WIDTH = Constants.APP_WIDTH;
    private static final int VIEWPORT_HEIGHT = Constants.APP_HEIGHT;

    private final float TIME_STEP = 1 / 300f;
    private float accumulator = 0f;
    private OrthographicCamera camera;
    private Box2DDebugRenderer renderer;
    private Rectangle screenLeftSide;
    private Rectangle screenRightSide;
    private Vector3 touchPoint;
    private World world;
    private Ground ground;
    private Runner runner;
    final MartianRun Game;
    public static int ochkov = 0;
    public static int stadya = 0;
    public static int schot = 0;

    public GameStage(final MartianRun gam) {
        super(new ScalingViewport(Scaling.stretch, VIEWPORT_WIDTH, VIEWPORT_HEIGHT,
                new OrthographicCamera(VIEWPORT_WIDTH, VIEWPORT_HEIGHT)));
        setUpWorld();
        setupCamera();
        setupTouchControlAreas();
        this.Game = gam;
    }

    private void setUpWorld() {
        world = WorldUtils.createWorld();
        // Let the world now you are handling contacts
        world.setContactListener(this);
        setUpBackground();
        setUpGround();
        setUpRunner();
        createEnemy();
    }

    private void setUpBackground() {
        addActor(new Background());
    }


    private void setUpGround() {
        ground = new Ground(WorldUtils.createGround(world));
        addActor(ground);
    }

    private void setUpRunner() {
        runner = new Runner(WorldUtils.createRunner(world));
        addActor(runner);
    }


    private void setupCamera() {
        camera = new OrthographicCamera(VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
        camera.position.set(camera.viewportWidth / 2, camera.viewportHeight / 2, 0f);
        camera.update();
    }

    private void setupTouchControlAreas() {
        touchPoint = new Vector3();
        screenLeftSide = new Rectangle(0, 0, getCamera().viewportWidth / 2, getCamera().viewportHeight);
        screenRightSide = new Rectangle(getCamera().viewportWidth / 2, 0, getCamera().viewportWidth / 2,
                getCamera().viewportHeight);
        Gdx.input.setInputProcessor(this);
    }

    @Override
    public void act(float delta) {
        super.act(delta);

        Array<Body> bodies = new Array<Body>(world.getBodyCount());
        world.getBodies(bodies);

        for (Body body : bodies) {
            update(body);
        }

        // Fixed timestep
        accumulator += delta;

        while (accumulator >= delta) {
            world.step(TIME_STEP, 6, 2);
            accumulator -= TIME_STEP;
        }

        //TODO: Implement interpolation

    }

    private void update(Body body) {
        if (!BodyUtils.bodyInBounds(body)) {
            if (BodyUtils.bodyIsEnemy(body) && !runner.isHit()) {

                ochkov++;
                schot=stadya*10+ochkov;

                if (ochkov < 10) {
                createEnemy();

                }else {

                }
            }
            world.destroyBody(body);
        }

    }

    private void createEnemy() {
        Enemy enemy = new Enemy(WorldUtils.createEnemy(world));
        addActor(enemy);
    }


    @Override
    public boolean touchDown(int x, int y, int pointer, int button) {

        // Need to get the actual coordinates
        translateScreenToWorldCoordinates(x, y);

        if (rightSideTouched(touchPoint.x, touchPoint.y)) {
            runner.jump();
        } else if (leftSideTouched(touchPoint.x, touchPoint.y)) {
            runner.dodge();
        }

        return super.touchDown(x, y, pointer, button);
    }

    @Override
    public boolean touchUp(int screenX, int screenY, int pointer, int button) {

        if (runner.isDodging()) {
            runner.stopDodge();
        }

        return super.touchUp(screenX, screenY, pointer, button);
    }

    private boolean rightSideTouched(float x, float y) {
        return screenRightSide.contains(x, y);
    }

    private boolean leftSideTouched(float x, float y) {
        return screenLeftSide.contains(x, y);
    }

    /**
     * Helper function to get the actual coordinates in my world
     * @param x
     * @param y
     */

    private void translateScreenToWorldCoordinates(int x, int y) {
        getCamera().unproject(touchPoint.set(x, y, 0));
    }

    @Override
    public void beginContact(Contact contact) {
        Body a = contact.getFixtureA().getBody();
        Body b = contact.getFixtureB().getBody();

        if ((BodyUtils.bodyIsRunner(a) && BodyUtils.bodyIsEnemy(b)) ||
                (BodyUtils.bodyIsEnemy(a) && BodyUtils.bodyIsRunner(b))) {
            runner.hit();
            ochkov=0;
            stadya=0;
        } else if ((BodyUtils.bodyIsRunner(a) && BodyUtils.bodyIsGround(b)) ||
                (BodyUtils.bodyIsGround(a) && BodyUtils.bodyIsRunner(b))) {
            runner.landed();

        }
    }

    @Override
    public void endContact(Contact contact) {
        if (runner != null) {
            if (runner.isHit())
            Game.setScreen(new GameOverScreen(Game));
        }

    }

    @Override
    public void preSolve(Contact contact, Manifold oldManifold) {

    }

    @Override
    public void postSolve(Contact contact, ContactImpulse impulse) {

    }

}

7. Файлы папки utils.

Код файла BodyUtils:

package com.gamestudio24.martianrun.utils;

import com.badlogic.gdx.physics.box2d.Body;
import com.gamestudio24.martianrun.box2d.UserData;
import com.gamestudio24.martianrun.enums.UserDataType;

public class BodyUtils {

    public static boolean bodyInBounds(Body body) {
        UserData userData = (UserData) body.getUserData();

        switch (userData.getUserDataType()) {
            case RUNNER:
            case ENEMY:
                return body.getPosition().x + userData.getWidth() / 2 > 0;
        }

        return true;
    }

    public static boolean bodyIsEnemy(Body body) {
        UserData userData = (UserData) body.getUserData();

        return userData != null && userData.getUserDataType() == UserDataType.ENEMY;
    }

    public static boolean bodyIsRunner(Body body) {
        UserData userData = (UserData) body.getUserData();

        return userData != null && userData.getUserDataType() == UserDataType.RUNNER;
    }

    public static boolean bodyIsGround(Body body) {
        UserData userData = (UserData) body.getUserData();

        return userData != null && userData.getUserDataType() == UserDataType.GROUND;
    }

}

Код файла Constants:

package com.gamestudio24.martianrun.utils;

import com.badlogic.gdx.math.Vector2;

public class Constants {

    public static final int APP_WIDTH = 800;
    public static final int APP_HEIGHT = 480;
    public static final float WORLD_TO_SCREEN = 32;

    public static final Vector2 WORLD_GRAVITY = new Vector2(0, -10);

    public static final float GROUND_X = 0;
    public static final float GROUND_Y = 0;
    public static final float GROUND_WIDTH = 50f;
    public static final float GROUND_HEIGHT = 2f;
    public static final float GROUND_DENSITY = 0f;

    public static final float RUNNER_X = 2;
    public static final float RUNNER_Y = GROUND_Y + GROUND_HEIGHT;
    public static final float RUNNER_WIDTH = 1f;
    public static final float RUNNER_HEIGHT = 2f;
    public static final float RUNNER_GRAVITY_SCALE = 3f;
    public static float RUNNER_DENSITY = 0.5f;
    public static final float RUNNER_DODGE_X = 2f;
    public static final float RUNNER_DODGE_Y = 1.5f;
    public static final Vector2 RUNNER_JUMPING_LINEAR_IMPULSE = new Vector2(0, 13f);
    public static final float RUNNER_HIT_ANGULAR_IMPULSE = 10f;


    public static final float ENEMY_X = 25f;
    public static final float ENEMY_DENSITY = RUNNER_DENSITY;
    public static final float RUNNING_SHORT_ENEMY_Y = 1.5f;
    public static final float RUNNING_LONG_ENEMY_Y = 2f;
    public static final float FLYING_ENEMY_Y = 3f;
    public static final Vector2 ENEMY_LINEAR_VELOCITY = new Vector2(-10f, 0);
    public static final Vector2 ENEMY_LINEAR_VELOCITY2 = new Vector2(-15f, 0);


    public static final String BACKGROUND_IMAGE_PATH = "background.png";
    public static final String GROUND_IMAGE_PATH = "ground.png";


    public static final String SPRITES_ATLAS_PATH = "sprites.txt";
    public static final String[] RUNNER_RUNNING_REGION_NAMES = new String[] {"alienBeige_run1", "alienBeige_run2"};
    public static final String RUNNER_DODGING_REGION_NAME = "alienBeige_dodge";
    public static final String RUNNER_HIT_REGION_NAME = "alienBeige_hit";
    public static final String RUNNER_JUMPING_REGION_NAME = "alienBeige_jump";

    public static final String[] RUNNING_SMALL_ENEMY_REGION_NAMES = new String[] {"ladyBug_walk1", "ladyBug_walk2"};
    public static final String[] RUNNING_LONG_ENEMY_REGION_NAMES = new String[] {"barnacle_bite1", "barnacle_bite2"};
    public static final String[] RUNNING_BIG_ENEMY_REGION_NAMES = new String[] {"spider_walk1", "spider_walk2"};
    public static final String[] RUNNING_WIDE_ENEMY_REGION_NAMES = new String[] {"worm_walk1", "worm_walk2"};
    public static final String[] FLYING_SMALL_ENEMY_REGION_NAMES = new String[] {"bee_fly1", "bee_fly2"};
    public static final String[] FLYING_WIDE_ENEMY_REGION_NAMES = new String[] {"fly_fly1", "fly_fly2"};
    
}

Код файла RandomUtils:

package com.gamestudio24.martianrun.utils;

import com.gamestudio24.martianrun.enums.EnemyType;
import java.util.Random;

public class RandomUtils {

    public static EnemyType getRandomEnemyType() {
        RandomEnum<EnemyType> randomEnum = new RandomEnum<EnemyType>(EnemyType.class);
        return randomEnum.random();
    }

    /**
     * @see [Stack Overflow](http://stackoverflow.com/a/1973018)
     * @param <E>
     */

    private static class RandomEnum<E extends Enum> {

        private static final Random RND = new Random();
        private final E[] values;

        public RandomEnum(Class<E> token) {
            values = token.getEnumConstants();
        }

        public E random() {
            return values[RND.nextInt(values.length)];
        }
    }

}

Код файла WorldUtils:

package com.gamestudio24.martianrun.utils;

import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.Body;
import com.badlogic.gdx.physics.box2d.BodyDef;
import com.badlogic.gdx.physics.box2d.PolygonShape;
import com.badlogic.gdx.physics.box2d.World;
import com.gamestudio24.martianrun.box2d.EnemyUserData;
import com.gamestudio24.martianrun.box2d.GroundUserData;
import com.gamestudio24.martianrun.box2d.RunnerUserData;
import com.gamestudio24.martianrun.enums.EnemyType;

public class WorldUtils {

    public static World createWorld() {
        return new World(Constants.WORLD_GRAVITY, true);
    }

    public static Body createGround(World world) {
        BodyDef bodyDef = new BodyDef();
        bodyDef.position.set(new Vector2(Constants.GROUND_X, Constants.GROUND_Y));
        Body body = world.createBody(bodyDef);
        PolygonShape shape = new PolygonShape();
        shape.setAsBox(Constants.GROUND_WIDTH / 2, Constants.GROUND_HEIGHT / 2);
        body.createFixture(shape, Constants.GROUND_DENSITY);
        body.setUserData(new GroundUserData(Constants.GROUND_WIDTH, Constants.GROUND_HEIGHT));
        shape.dispose();
        return body;
    }

    public static Body createRunner(World world) {
        BodyDef bodyDef = new BodyDef();
        bodyDef.type = BodyDef.BodyType.DynamicBody;
        bodyDef.position.set(new Vector2(Constants.RUNNER_X, Constants.RUNNER_Y));
        PolygonShape shape = new PolygonShape();
        shape.setAsBox(Constants.RUNNER_WIDTH / 2, Constants.RUNNER_HEIGHT / 2);
        Body body = world.createBody(bodyDef);
        body.setGravityScale(Constants.RUNNER_GRAVITY_SCALE);
        body.createFixture(shape, Constants.RUNNER_DENSITY);
        body.resetMassData();
        body.setUserData(new RunnerUserData(Constants.RUNNER_WIDTH, Constants.RUNNER_HEIGHT));
        shape.dispose();
        return body;
    }

    public static Body createEnemy(World world) {
        EnemyType enemyType = RandomUtils.getRandomEnemyType();
        BodyDef bodyDef = new BodyDef();
        bodyDef.type = BodyDef.BodyType.KinematicBody;
        bodyDef.position.set(new Vector2(enemyType.getX(), enemyType.getY()));
        PolygonShape shape = new PolygonShape();
        shape.setAsBox(enemyType.getWidth() / 2, enemyType.getHeight() / 2);
        Body body = world.createBody(bodyDef);
        body.createFixture(shape, enemyType.getDensity());
        body.resetMassData();
        EnemyUserData userData = new EnemyUserData(enemyType.getWidth(), enemyType.getHeight(), enemyType.getRegions());
        body.setUserData(userData);
        shape.dispose();
        return body;
    }

}

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