diff --git a/.DS_Store b/.DS_Store
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diff --git a/.idea/ENG1.iml b/.idea/ENG1.iml
new file mode 100644
index 0000000..d6ebd48
--- /dev/null
+++ b/.idea/ENG1.iml
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diff --git a/.idea/misc.xml b/.idea/misc.xml
new file mode 100644
index 0000000..45b76e1
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diff --git a/.idea/modules.xml b/.idea/modules.xml
new file mode 100644
index 0000000..97718cb
--- /dev/null
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diff --git a/Test Project/Test/.idea/vcs.xml b/.idea/vcs.xml
similarity index 68%
rename from Test Project/Test/.idea/vcs.xml
rename to .idea/vcs.xml
index b2bdec2..35eb1dd 100644
--- a/Test Project/Test/.idea/vcs.xml
+++ b/.idea/vcs.xml
@@ -1,6 +1,6 @@
-
+
\ No newline at end of file
diff --git a/Test Project/Test/.idea/workspace.xml b/.idea/workspace.xml
similarity index 55%
rename from Test Project/Test/.idea/workspace.xml
rename to .idea/workspace.xml
index cec0497..996d39a 100644
--- a/Test Project/Test/.idea/workspace.xml
+++ b/.idea/workspace.xml
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"keyToString": {
"RunOnceActivity.OpenProjectViewOnStart": "true",
"RunOnceActivity.ShowReadmeOnStart": "true",
- "git-widget-placeholder": "master",
+ "git-widget-placeholder": "codeTom",
+ "ignore.virus.scanning.warn.message": "true",
"kotlin-language-version-configured": "true",
- "last_opened_file_path": "C:/Users/tomha/OneDrive/Documents/GitHub/ENG1-temp/game/build.gradle",
- "node.js.detected.package.eslint": "true",
- "node.js.detected.package.tslint": "true",
- "node.js.selected.package.eslint": "(autodetect)",
- "node.js.selected.package.tslint": "(autodetect)",
+ "last_opened_file_path": "C:/Users/tomha/OneDrive/Documents/GitHub/ENG1-temp/Test Project/Test/build.gradle",
"nodejs_package_manager_path": "npm",
"vue.rearranger.settings.migration": "true"
}
@@ -56,20 +38,23 @@
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diff --git a/README.md b/README.md
index e69de29..8db039b 100644
--- a/README.md
+++ b/README.md
@@ -0,0 +1,76 @@
+This is the read me containing the development guide for the project.
+
+Map creation:
+The map assets are within the assets folder. Download Tiled at https://www.mapeditor.org/ .
+
+Create a new orthogonal map, csv format with a tile size of 16px by 16px and a map size of 120 tiles by 68 tiles resulting in 1920 x 1088 pixels.
+
+To use the assets add a new tileset and make sure you embed them into the map. Once the map has been created, export the map as a png and add all tilesets used into the same folder within the game assets folder. Open the map folder within a text editor and change the image source of each tileset to location within the asset folder.
+
+Collision Detection and Transitions:
+Create a new layer where the collisions will occur. Edit a tileset and select a pixel that you do not use and add a property called blocked and place this pixel where you want collisions to occur and where the play can't go.
+For transitions edit a tileset and select a different pixel that you don't use and add a property called transition and give it a value of the file path of where you want the transition to take you.
+
+
+
+# Website
+
+The **[website](https://charliepiper.github.io)** (for ENG1 cohort1/group1)
+
+
+## Project Structure
+The project structure is organised as follows:
+
+```
+ENG1/
+├── src/app/ # Contains Next.js pages
+│ ├── page.tsx # Home page
+│ ├── layout.tsx # Home page layout
+│
+├── src/components/ # Reusable components
+│ ├── ContentSection.tsx # Links to documents component
+│ ├── DownloadSection.tsx # Game download component
+│ ├── Footer.js # Footer component
+│ ├── HeroSection.tsx # Hero component
+│ ├── Navbar.tsx # Navbar component (both phone and desktop)
+│
+├── public/ # Static assets
+│ └── ... # Other assets
+│
+├── styles/ # Global styles
+│ └── globals.css # Global CSS file
+│
+├── README.md # Project documentation
+├── package.json # Node.js dependencies and scripts
+└── ...
+```
+
+## Technologies / Frameworks
+
+-- **[Next.js](https://nextjs.org)**
+
+-- **[TailwindCSS](https://tailwindcss.com)**
+
+
+## Setup
+
+To set up the project locally, follow these steps:
+
+1. Clone the repository:
+ ```bash
+ git clone (for now (will change) https://github.com/charliepiper/charliepiper.github.io.git)
+ ```
+
+2. Install dependencies:
+ ```bash
+ npm install
+ ```
+
+3. Start the development server:
+ ```bash
+ npm run dev
+ ```
+
+4. Open [http://localhost:3000](http://localhost:3000) in your browser to view the website.
+
+
diff --git a/game/assets/badlogic.jpg b/game/assets/badlogic.jpg
deleted file mode 100644
index 4390da6..0000000
Binary files a/game/assets/badlogic.jpg and /dev/null differ
diff --git a/game/assets/maps/map10/computer-science-building.tmx b/game/assets/maps/map10/computer-science-building.tmx
index 7d16013..372b907 100644
--- a/game/assets/maps/map10/computer-science-building.tmx
+++ b/game/assets/maps/map10/computer-science-building.tmx
@@ -1,5 +1,5 @@
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index 89190fd..8d8df9f 100644
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diff --git a/game/assets/maps/map8/home.tmx b/game/assets/maps/map8/home.tmx
index c29920c..94a6b26 100644
--- a/game/assets/maps/map8/home.tmx
+++ b/game/assets/maps/map8/home.tmx
@@ -1,8 +1,8 @@
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diff --git a/game/assets/maps/map8/oie_1512512TG0HYYOf.png b/game/assets/maps/map8/oie_1512512TG0HYYOf.png
new file mode 100644
index 0000000..5866afa
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diff --git a/game/assets/maps/map9/gym.tmx b/game/assets/maps/map9/gym.tmx
index a346d01..aa8534c 100644
--- a/game/assets/maps/map9/gym.tmx
+++ b/game/assets/maps/map9/gym.tmx
@@ -18,6 +18,11 @@
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@@ -25,6 +30,9 @@
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diff --git a/game/assets/maps/map9/oie_1512512TG0HYYOf.png b/game/assets/maps/map9/oie_1512512TG0HYYOf.png
new file mode 100644
index 0000000..5866afa
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diff --git a/game/assets/playerCharacters/playerCharacter2.png b/game/assets/playerCharacters/playerCharacter2.png
new file mode 100644
index 0000000..8d03559
Binary files /dev/null and b/game/assets/playerCharacters/playerCharacter2.png differ
diff --git a/game/assets/playerCharacters/playerCharacter3.png b/game/assets/playerCharacters/playerCharacter3.png
new file mode 100644
index 0000000..b0d7bf5
Binary files /dev/null and b/game/assets/playerCharacters/playerCharacter3.png differ
diff --git a/game/core/src/com/eng1/game/Activity.java b/game/core/src/com/eng1/game/Activity.java
new file mode 100644
index 0000000..701958f
--- /dev/null
+++ b/game/core/src/com/eng1/game/Activity.java
@@ -0,0 +1,173 @@
+package com.eng1.game;
+
+import com.badlogic.gdx.Game;
+import com.badlogic.gdx.math.Interpolation;
+
+import java.time.LocalTime;
+import java.util.HashMap;
+import java.util.Map;
+
+import com.eng1.game.HeslingtonHustle;
+
+
+public class Activity {
+
+ private static Map> activities; // Map of the activity types
+ // each activity type containing a map of the locations and activities within those locations
+ // Activities can be called using the type then the location
+ private final LocalTime timeNeeded; // Time required to complete the activity
+ private final int energyNeeded; // Energy required to complete the activity
+ private int timesCompletedWeek; // Times the activity has been completed in the week (can be used to decrese the reward of an activity if it is completed multiple times)
+ private int timesCompletedDay; // Times the activity has been completed that day (can be used to stop activites being completed too many times or to increase the reward i.e. eating 3 meals)
+ private final int reward; // Score the activity gives for being completed
+
+ private static HeslingtonHustle gameInstance; // Reference to the HeslingtonHustle instance
+
+ private static int finalScore;
+
+ public Activity(LocalTime timeNeeded, int energyNeeded, int reward) {
+ // Constructor for activities
+ this.timeNeeded = timeNeeded;
+ this.energyNeeded = energyNeeded;
+ this.timesCompletedWeek = 0;
+ this.timesCompletedDay = 0;
+ this.reward = reward;
+ }
+
+ // Method to set the game instance
+ public static void setGameInstance(HeslingtonHustle game) {
+ gameInstance = game;
+ }
+
+ public static void createActivities() {
+ // Create all activities here
+ // Call this method at the start of a new game
+
+ activities = new HashMap<>();
+ // Add in each type of activity
+ activities.put("Study", new HashMap<>());
+ activities.put("Relax", new HashMap<>());
+ activities.put("Eat", new HashMap<>());
+ activities.put("Sleep", new HashMap<>());
+
+ // Add activties to their activity type
+ // Study: CompSci Building
+ activities.get("Study").put("CompSci", new Activity(LocalTime.of(3,0), 30, 0));
+
+ // Relax: Gym
+ activities.get("Relax").put("Gym", new Activity(LocalTime.of(1,0), 20, 0));
+
+ // Eat: Piazza Building
+ activities.get("Eat").put("Piazza", new Activity(LocalTime.of(1,0), 10, 0));
+
+ // Sleep: Home
+ activities.get("Sleep").put("Home", new Activity(LocalTime.of(0,0),0, 0));
+ }
+
+ public static void completeActivity(String activityIdentifier) {
+ // Takes a string to indicate the activity being completed. i.e. "Relax,Gym"
+ String[] activityLocator = activityIdentifier.split(",");
+ String type = activityLocator[0];
+ String location = activityLocator[1];
+ System.out.println(type);
+ System.out.println(location);
+
+ activities.get(type).get(location).complete();
+ if (type.equals("Sleep")) {
+ Activity.sleep();
+ }
+ }
+
+ public String complete() {
+ // Returns whether the activity has been completed
+ // Checks whether there is enough time left in the day to complete the activity
+ LocalTime tempTime = GameStats.getTime().plusHours(this.timeNeeded.getHour());
+ tempTime = tempTime.plusMinutes(this.timeNeeded.getMinute());
+ if (tempTime.isAfter(GameStats.DAY_END) && tempTime.isBefore(GameStats.DAY_START)) {
+ return "Insufficient Time";
+ }
+
+ // Checks whether there is enough energy left to complete the activity
+ if (GameStats.getEnergy() - this.energyNeeded < 0) {
+ return "Insufficient Energy";
+ }
+
+ // Increase the relevent trackers
+ this.timesCompletedDay++;
+ this.timesCompletedWeek++;
+ GameStats.increaseTime(this.timeNeeded);
+ GameStats.decreaseEnergy(this.energyNeeded);
+
+ // Debugging
+ // ---
+ System.out.println("Current time: " + GameStats.getTime());
+ System.out.println("Current energy: " + GameStats.getEnergy());
+ System.out.println("Current score: " + GameStats.getScore());
+ // ---
+
+ return "Activity Completed";
+ }
+
+
+ public static void sleep() {
+ // Debugging
+ // ---
+ System.out.println("Sleeping");
+ // ---
+
+ // Calculate the days score and add to the total score
+ GameStats.increaseScore(calculateDayScore());
+
+ // Reset activity day counts
+ for (Map typeActivities : activities.values()) {
+ // typeActivities is the map for each type of activity
+ for (Activity activity : typeActivities.values()) {
+ activity.timesCompletedDay = 0;
+ }
+ }
+
+ //Reset stats
+ GameStats.newDay();
+
+ System.out.println(Activity.countCompletedActivities());
+
+ if (GameStats.getDay() > 7) {
+ // Pass the score and activities completed to EndScreen
+ Map activitiesCompleted = Activity.countCompletedActivities();
+ int score = calculateDayScore();
+ gameInstance.changeScreen(HeslingtonHustle.ENDGAME);
+ }
+ }
+
+ public static Map countCompletedActivities() {
+ // Count the completed activites for the end screen
+ Map counts = new HashMap<>();
+ // Add in each type of activity
+ counts.put("Study", 0);
+ counts.put("Relax", 0);
+ counts.put("Eat", 0);
+ counts.put("Sleep", 0);
+ for (String type : activities.keySet()) {
+ // typeActivities is the map for each type of activity
+ for (Activity activity : activities.get(type).values()) {
+ counts.put(type, counts.get(type) + activity.timesCompletedWeek);
+ }
+ }
+
+ return counts;
+ }
+
+ public static int calculateDayScore() {
+ // Score to be calculated here
+ // Can be completed by iterating through the activites and checking if their timeCompletedDay is > 0
+ return 0;
+ }
+
+ public static int getFinalScore() {
+ return finalScore;
+ }
+
+ public static void setFinalScore(int score) {
+ finalScore = score;
+ }
+}
diff --git a/game/core/src/com/eng1/game/AppPreferences.java b/game/core/src/com/eng1/game/AppPreferences.java
index 4f8a7ea..db5075a 100644
--- a/game/core/src/com/eng1/game/AppPreferences.java
+++ b/game/core/src/com/eng1/game/AppPreferences.java
@@ -3,12 +3,16 @@
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Preferences;
+/**
+ * Manages the preferences of the game, such as volume settings and enabling/disabling sound effects and music.
+ * Currently redundant as volume / sound ect isn't currently a feature
+ */
public class AppPreferences {
private static final String PREF_MUSIC_VOLUME = "volume";
private static final String PREF_MUSIC_ENABLED = "music.enabled";
private static final String PREF_SOUND_ENABLED = "sound.enabled";
private static final String PREF_SOUND_VOL = "sound";
- private static final String PREFS_NAME = "b2dtut";
+ private static final String PREFS_NAME = "HeslingtonHustle";
protected Preferences getPrefs() {
return Gdx.app.getPreferences(PREFS_NAME);
diff --git a/game/core/src/com/eng1/game/GameStats.java b/game/core/src/com/eng1/game/GameStats.java
new file mode 100644
index 0000000..bd239da
--- /dev/null
+++ b/game/core/src/com/eng1/game/GameStats.java
@@ -0,0 +1,64 @@
+package com.eng1.game;
+
+import java.time.LocalTime;
+
+public class GameStats {
+ private static int energy = 100; //Keeps track of players current energy
+ public static final int MAX_ENERGY = 100; //Max energy (energy is reset to this at the start of every day)
+ private static int score = 0;
+ private static int day = 1; //Current day
+ private static LocalTime time = LocalTime.of(8, 0); //Current time
+ public static final LocalTime DAY_START = LocalTime.of(8, 0); //When the player wakes up
+ public static final LocalTime DAY_END = LocalTime.of(0, 0); //When the player has to sleep
+
+ public static int getEnergy() {
+ return energy;
+ }
+
+ public static void setEnergy(int energy) {
+ GameStats.energy = energy;
+ }
+
+ public static void decreaseEnergy(int energy) {
+ GameStats.energy -= energy;
+ }
+
+ public static LocalTime getTime() {
+ return time;
+ }
+
+ public static void setTime(LocalTime time) {
+ GameStats.time = time;
+ }
+ public static void newDay() {
+ //Sets time and energy for the new day, increases day count
+ GameStats.time = DAY_START;
+ GameStats.energy = MAX_ENERGY;
+ GameStats.day++;
+ }
+
+ public static void increaseTime(LocalTime time) {
+ //Increases current time by the inputted time
+ GameStats.time = GameStats.time.plusHours(time.getHour());
+ GameStats.time = GameStats.time.plusMinutes(time.getMinute());
+ }
+
+ public static int getScore() {
+ return score;
+ }
+
+ public static void setScore(int score) {
+ GameStats.score = score;
+ }
+ public static void increaseScore(int score) {
+ GameStats.score += score;
+ }
+
+ public static int getDay() {
+ return day;
+ }
+
+ public static void setDay(int day) {
+ GameStats.day = day;
+ }
+}
diff --git a/game/core/src/com/eng1/game/ENG1.java b/game/core/src/com/eng1/game/HeslingtonHustle.java
similarity index 71%
rename from game/core/src/com/eng1/game/ENG1.java
rename to game/core/src/com/eng1/game/HeslingtonHustle.java
index b788990..05daf20 100644
--- a/game/core/src/com/eng1/game/ENG1.java
+++ b/game/core/src/com/eng1/game/HeslingtonHustle.java
@@ -5,30 +5,46 @@
import com.badlogic.gdx.Input;
import eng1.model.views.*;
-public class ENG1 extends Game {
+/**
+ * The main game class responsible for managing screens.
+ */
+public class HeslingtonHustle extends Game {
private LoadingScreen loadingScreen;
private PreferencesScreen preferencesScreen;
private MenuScreen menuScreen;
private MainScreen mainScreen;
private EndScreen endScreen;
private AppPreferences preferences;
+ private CharacterScreen characterScreen;
+ // Screen constants
public final static int MENU = 0;
public final static int PREFERENCES = 1;
public final static int APPLICATION = 2;
public final static int ENDGAME = 3;
-
+ public final static int CHARACTER = 4;
+
@Override
public void create() {
loadingScreen = new LoadingScreen(this);
setScreen(loadingScreen);
preferences = new AppPreferences();
+ Activity.setGameInstance(this); // Set the game instance in Activity
}
+ /**
+ * Retrieves the preferences instance.
+ * @return The preferences instance.
+ */
public AppPreferences getPreferences() {
return this.preferences;
}
+ /**
+ * Changes the current screen based on the specified screen constant.
+ * @param screen The screen constant indicating the screen to switch to.
+ *
+ */
public void changeScreen(int screen) {
switch (screen) {
case MENU:
@@ -47,6 +63,10 @@ public void changeScreen(int screen) {
if (endScreen == null) endScreen = new EndScreen(this);
setScreen(endScreen);
break;
+ case CHARACTER:
+ if (characterScreen == null) characterScreen = new CharacterScreen(this);
+ setScreen(characterScreen);
+ break;
}
}
diff --git a/game/core/src/com/eng1/game/Play.java b/game/core/src/com/eng1/game/Play.java
index 99e242c..bcc6736 100644
--- a/game/core/src/com/eng1/game/Play.java
+++ b/game/core/src/com/eng1/game/Play.java
@@ -4,20 +4,23 @@
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.assets.AssetManager;
import com.badlogic.gdx.assets.loaders.resolvers.InternalFileHandleResolver;
+import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
-import com.badlogic.gdx.graphics.g2d.Sprite;
+import com.badlogic.gdx.graphics.g2d.*;
import com.badlogic.gdx.maps.tiled.TiledMap;
import com.badlogic.gdx.maps.tiled.TiledMapTileLayer;
import com.badlogic.gdx.maps.tiled.TmxMapLoader;
import com.badlogic.gdx.maps.tiled.renderers.OrthogonalTiledMapRenderer;
-import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import java.util.List;
import java.util.Arrays;
-
+/**
+ * The Play class represents the screen where the gameplay takes place.
+ * It implements the Screen interface provided by LibGDX.
+ */
public class Play implements Screen {
private static OrthogonalTiledMapRenderer renderer;
@@ -27,16 +30,27 @@ public class Play implements Screen {
private static Player player;
private static TiledMap currentMap;
private static TiledMap oldMap;
- private static String currentMapPath = "maps/map1/map1.tmx";
+ private static String currentMapPath = "maps/map8/home.tmx";
private static String oldMapPath = "";
private static final List scaledMaps = Arrays.asList("maps/map8/home.tmx","maps/map9/gym.tmx");
private static final List largeScaledMaps = Arrays.asList("maps/map10/computer-science-building.tmx", "maps/map11/piazza.tmx");
-
+ private static String selectedCharacter;
+ BitmapFont displayDateTime = new BitmapFont();
+ /**
+ * Constructor for the Play class.
+ * Initializes the camera.
+ */
public Play() {
+ //create activities
+ Activity.createActivities();
// Initialize camera here
camera = new OrthographicCamera();
}
+ /**
+ * Loads a TiledMap from the given path.
+ * @param path The path of the TiledMap file to load.
+ */
private void loadMap(String path) {
assetManager.setLoader(TiledMap.class, new TmxMapLoader(new InternalFileHandleResolver()));
assetManager.load(path, TiledMap.class);
@@ -44,10 +58,12 @@ private void loadMap(String path) {
currentMapPath = path;
currentMap = assetManager.get(currentMapPath, TiledMap.class);
setPlayerPosition();
-
-
}
+ /**
+ * Changes the current map to the one specified by the given path.
+ * @param path The path of the new map.
+ */
static void changeMap(String path) {
currentMap.dispose(); // Dispose the old map
@@ -69,28 +85,47 @@ static void changeMap(String path) {
// Set a different zoom level for scaled maps
camera.zoom = 0.35f; // You can adjust this value as needed
} else if (largeScaledMaps.contains(currentMapPath)) {
- camera.zoom = 0.45f; // Default zoom level for other maps
+ camera.zoom = 0.5f; // Default zoom level for other maps
} else {
camera.zoom = 1f;
}
-
-
// Center the camera
camera.position.set(camera.viewportWidth / 2f, camera.viewportHeight / 2f, 0);
camera.update();
}
+ /**
+ * Sets the selected character for the player.
+ * @param character The selected character.
+ */
+ public static void setSelectedCharacter(String character) {
+ selectedCharacter = character;
+ }
+ /**
+ * Sets the position of the player based on the current and old map paths.
+ */
private static void setPlayerPosition() {
- player = new Player(new Sprite(new Texture("playerCharacters/playerCharacter1.png")), (TiledMapTileLayer) currentMap.getLayers().get(0));
+ // Initialize the player based on the selected character
+ if (selectedCharacter.equals("Character1")) {
+ player = new Player(new Sprite(new Texture("playerCharacters/playerCharacter1.png")), (TiledMapTileLayer) currentMap.getLayers().get(0));
+ } else if (selectedCharacter.equals("Character2")) {
+ player = new Player(new Sprite(new Texture("playerCharacters/playerCharacter2.png")), (TiledMapTileLayer) currentMap.getLayers().get(0));
+ } else if (selectedCharacter.equals("Character3")) {
+ player = new Player(new Sprite(new Texture("playerCharacters/playerCharacter3.png")), (TiledMapTileLayer) currentMap.getLayers().get(0));
+ }
+
+ /**
+ * Sets the position of the player based on the current and old map paths.
+ * Various cases are handled to set the player position based on the current and old map paths.
+ * For example, for the case (maps/map1/map1.tmx), the default position is (65, 57).
+ * Then if a player comes from map2.tmx, the position is set to (115, 57), and so on.
+ */
switch (currentMapPath) {
case ("maps/map1/map1.tmx"):
switch (oldMapPath) {
- case (""):
- player.setPosition(65 * player.getCollisionLayer().getTileWidth(), (player.getCollisionLayer().getHeight() - 57) * player.getCollisionLayer().getTileHeight());
- break;
case ("maps/map2/map2.tmx"):
player.setPosition(115 * player.getCollisionLayer().getTileWidth(), (player.getCollisionLayer().getHeight() - 57) * player.getCollisionLayer().getTileHeight());
break;
@@ -169,8 +204,9 @@ private static void setPlayerPosition() {
break;
case ("maps/map8/home.tmx"):
switch (oldMapPath) {
+ case (""):
case ("maps/map1/map1.tmx"):
- player.setPosition(61 * player.getCollisionLayer().getTileWidth(), (player.getCollisionLayer().getHeight() - 40) * player.getCollisionLayer().getTileHeight());
+ player.setPosition(56 * player.getCollisionLayer().getTileWidth(), (player.getCollisionLayer().getHeight() - 40) * player.getCollisionLayer().getTileHeight());
player.setScale(1); // Set size to 1
player.setSpeed(60 * 1.7f); // Set speed to 5
break;
@@ -188,7 +224,7 @@ private static void setPlayerPosition() {
case ("maps/map10/computer-science-building.tmx"):
switch (oldMapPath) {
case ("maps/map5/map5.tmx"):
- player.setPosition(60 * player.getCollisionLayer().getTileWidth(), (player.getCollisionLayer().getHeight() - 44) * player.getCollisionLayer().getTileHeight());
+ player.setPosition(60 * player.getCollisionLayer().getTileWidth(), (player.getCollisionLayer().getHeight() - 45) * player.getCollisionLayer().getTileHeight());
player.setScale(1); // Set size to 1
player.setSpeed(60 * 1.7f); // Set speed to 5
break;
@@ -197,7 +233,7 @@ private static void setPlayerPosition() {
case ("maps/map11/piazza.tmx"):
switch (oldMapPath) {
case ("maps/map3/map3.tmx"):
- player.setPosition(58 * player.getCollisionLayer().getTileWidth(), (player.getCollisionLayer().getHeight() - 45) * player.getCollisionLayer().getTileHeight());
+ player.setPosition(58 * player.getCollisionLayer().getTileWidth(), (player.getCollisionLayer().getHeight() - 48) * player.getCollisionLayer().getTileHeight());
player.setScale(1); // Set size to 1
player.setSpeed(60 * 1.7f); // Set speed to 5
break;
@@ -234,6 +270,17 @@ public void render(float delta) {
renderer.setView(camera);
renderer.render();
renderer.getBatch().begin();
+ if (scaledMaps.contains(currentMapPath)) {
+ // Set a different zoom level for scaled maps
+ displayDateTime.getData().setScale(1); // Adjust the scale as needed
+ displayDateTime.draw(renderer.getBatch(), ("Day: " + GameStats.getDay() + " Time: " + GameStats.getTime() + " Energy: " + GameStats.getEnergy()), 630, 725);
+ } else if (largeScaledMaps.contains(currentMapPath)) {
+ displayDateTime.getData().setScale(1); // Adjust the scale as needed
+ displayDateTime.draw(renderer.getBatch(), ("Day: " + GameStats.getDay() + " Time: " + GameStats.getTime() + " Energy: " + GameStats.getEnergy()), 530, 780);
+ } else {
+ displayDateTime.getData().setScale(2); // Adjust the scale as needed
+ displayDateTime.draw(renderer.getBatch(), ("Day: " + GameStats.getDay() + " Time: " + GameStats.getTime() + " Energy: " + GameStats.getEnergy()), 12, 1070);
+ }
player.draw(renderer.getBatch());
renderer.getBatch().end();
}
@@ -247,7 +294,7 @@ public void resize(int width, int height) {
// Set a different zoom level for scaled maps
camera.zoom = 0.35f; // You can adjust this value as needed
} else if (largeScaledMaps.contains(currentMapPath)) {
- camera.zoom = 0.45f; // Default zoom level for other maps
+ camera.zoom = 0.5f; // Default zoom level for other maps
} else {
camera.zoom = 1f;
}
@@ -273,7 +320,7 @@ public void resume() {
@Override
public void hide() {
- dispose();
+// dispose();
}
@Override
diff --git a/game/core/src/com/eng1/game/Player.java b/game/core/src/com/eng1/game/Player.java
index ad20c6a..f33f8cb 100644
--- a/game/core/src/com/eng1/game/Player.java
+++ b/game/core/src/com/eng1/game/Player.java
@@ -10,7 +10,9 @@
import com.badlogic.gdx.maps.tiled.TiledMapTileLayer.Cell;
import com.badlogic.gdx.math.Vector2;
-
+/**
+ * A class that represents the player character in the game.
+ */
public class Player extends Sprite implements InputProcessor {
private Vector2 velocity = new Vector2();
private float speed = 60 * 5;
@@ -20,8 +22,14 @@ public class Player extends Sprite implements InputProcessor {
private String blockedKey = "blocked";
private String transitionKey = "transition";
public static String transitionValue = "";
-
- // Animation still, Animation left, Animation right,
+ private String activityKey = "activity";
+ public static String activityValue = "";
+
+ /**
+ * Constructs a new player with the given sprite and collision layer.
+ * @param sprite The sprite representing the player character.
+ * @param collisionLayer The collision layer for detecting collisions with tiles.
+ */
public Player(Sprite sprite, TiledMapTileLayer collisionLayer) {
super(sprite);
// super((Texture) still.getKeyFrame(0));
@@ -30,9 +38,6 @@ public Player(Sprite sprite, TiledMapTileLayer collisionLayer) {
// this.right = right;
this.collisionLayer = collisionLayer;
setScale(3);
-
-
-
}
@Override
@@ -41,6 +46,10 @@ public void draw(Batch batch) {
super.draw(batch);
}
+ /**
+ * Updates the player's position and checks for collisions.
+ * @param delta The time passed since the last frame.
+ */
public void update(float delta) {
//save old position
@@ -50,16 +59,18 @@ public void update(float delta) {
boolean collisionX = false;
boolean collisionY = false;
boolean transition = false;
-
+ boolean activity = false;
//move x
setX(getX() + velocity.x * delta);
if (velocity.x < 0) {// going left
collisionX = collidesLeft();
transition = transitionLeft();
+ activity = activityLeft();
} else if (velocity.x > 0) {// going right
collisionX = collidesRight();
transition = transitionRight();
+ activity = activityRight();
}
//react to x collision
@@ -71,6 +82,10 @@ public void update(float delta) {
Play.changeMap(transitionValue);
setX(oldX);
transition = false;
+ } else if (activity) {
+ velocity.x = 0;
+ Activity.completeActivity(activityValue);
+ setX(oldX);
}
//move y
@@ -78,9 +93,11 @@ public void update(float delta) {
if (velocity.y < 0) { // going down
collisionY = collidesBottom();
transition = transitionBottom();
+ activity = activityBottom();
} else if (velocity.y > 0) { // going up
collisionY = collidesTop();
transition = transitionTop();
+ activity = activityTop();
}
//react to y collision
if (collisionY) {
@@ -91,12 +108,22 @@ public void update(float delta) {
Play.changeMap(transitionValue);
setY(oldY);
transition = false;
+ } else if (activity) {
+ velocity.y = 0;
+ Activity.completeActivity(activityValue);
+ setY(oldY);
}
//
// animationTime += delta;
// setRegion(velocity.x < 0 ? left.getKeyFrame(animationTime) : velocity.x > 0 ? right.getKeyFrame(animationTime) : still.getKeyFrame(animationTime));
}
+ /**
+ * Called when a key is pressed.
+ *
+ * @param keycode The keycode of the key that was pressed (e.g., {@link com.badlogic.gdx.Input.Keys#W} for the 'W' key).
+ * @return {@code true} if the input event was handled, {@code false} otherwise.
+ */
@Override
public boolean keyDown(int keycode) {
switch (keycode) {
@@ -121,6 +148,12 @@ public boolean keyDown(int keycode) {
return true;
}
+ /**
+ * Called when a key is pressed.
+ *
+ * @param keycode The keycode of the key that was pressed (e.g., {@link com.badlogic.gdx.Input.Keys#W} for the 'W' key).
+ * @return {@code true} if the input event was handled, {@code false} otherwise.
+ */
@Override
public boolean keyUp(int keycode) {
switch (keycode) {
@@ -139,17 +172,42 @@ public boolean keyUp(int keycode) {
}
return true;
}
-
+ /**
+ * Checks whether the tile contains a property called blocked.
+ * @param x which is the x coord of the player.
+ * @param y which is the y coord of the player.
+ * @return True if it does contain it and false if not.
+ */
private boolean isCellBlocked (float x, float y){
Cell cell = collisionLayer.getCell((int) (x / collisionLayer.getTileWidth()), (int) (y / collisionLayer.getTileHeight()));
return cell != null && cell.getTile() != null && cell.getTile().getProperties().containsKey(blockedKey);
}
-
+ /**
+ * Checks whether the tile contains a property called transition.
+ * @param x which is the x coord of the player.
+ * @param y which is the y coord of the player.
+ * @return True if it does contain it and false if not.
+ */
private boolean isCellTransition (float x, float y) {
Cell cell = collisionLayer.getCell((int) (x / collisionLayer.getTileWidth()), (int) (y / collisionLayer.getTileHeight()));
return cell != null && cell.getTile() != null && cell.getTile().getProperties().containsKey(transitionKey);
}
-
+ /**
+ * Checks whether the tile contains a property called activity.
+ * @param x which is the x coord of the player.
+ * @param y which is the y coord of the player.
+ * @return True if it does contain it and false if not.
+ */
+ public boolean isCellActivity (float x, float y) {
+ Cell cell = collisionLayer.getCell((int) (x / collisionLayer.getTileWidth()), (int) (y / collisionLayer.getTileHeight()));
+ return cell != null && cell.getTile() != null && cell.getTile().getProperties().containsKey(activityKey);
+ }
+ /**
+ * Gets the value of the property from the transition tile.
+ * @param x which is the x coord of the player.
+ * @param y which is the y coord of the player.
+ * @return the string value of the property.
+ */
private void getTransition (float x, float y) {
Cell cell = collisionLayer.getCell((int) (x / collisionLayer.getTileWidth()), (int) (y / collisionLayer.getTileHeight()));
if (cell.getTile().getProperties().containsKey(transitionKey)) {
@@ -159,7 +217,26 @@ private void getTransition (float x, float y) {
}
}
}
+ /**
+ * Gets the value of the property from the activity tile.
+ * @param x which is the x coord of the player.
+ * @param y which is the y coord of the player.
+ * @return the string value of the property.
+ */
+ private void getActivity (float x, float y) {
+ Cell cell = collisionLayer.getCell((int) (x / collisionLayer.getTileWidth()), (int) (y / collisionLayer.getTileHeight()));
+ if (cell.getTile().getProperties().containsKey(activityKey)) {
+ Object value = cell.getTile().getProperties().get("activity");
+ if (value != null) {
+ activityValue = value.toString();
+ }
+ }
+ }
+ /**
+ * Checks if the cell to the right of the player is blocked.
+ * @return True if the cell is blocked, false otherwise.
+ */
public boolean collidesRight () {
boolean collides = false;
for (float step = 0; step < getHeight(); step += collisionLayer.getTileHeight() / 2) {
@@ -170,6 +247,10 @@ public boolean collidesRight () {
return collides;
}
+ /**
+ * Checks if the cell to the right the player is a transition.
+ * @return True if the cell is a transition, false otherwise.
+ */
public boolean transitionRight () {
boolean collides = false;
for (float step = 0; step < getHeight(); step += collisionLayer.getTileHeight() / 2) {
@@ -180,7 +261,25 @@ public boolean transitionRight () {
}
return collides;
}
+ /**
+ * Checks if the cell to the right of the player is an activity.
+ * @return True if the cell is an activity, false otherwise.
+ */
+ public boolean activityRight () {
+ boolean collides = false;
+ for (float step = 0; step < getHeight(); step += collisionLayer.getTileHeight() / 2) {
+ if (collides = isCellActivity(getX() + getWidth(), getY() + step)) {
+ getActivity(getX() + getWidth(), getY() + step);
+ break;
+ }
+ }
+ return collides;
+ }
+ /**
+ * Checks if the cell to the left of the player is blocked.
+ * @return True if the cell is blocked, false otherwise.
+ */
public boolean collidesLeft () {
boolean collides = false;
for (float step = 0; step < getHeight(); step += collisionLayer.getTileHeight() / 2) {
@@ -191,6 +290,10 @@ public boolean collidesLeft () {
return collides;
}
+ /**
+ * Checks if the cell to the left of the player is a transition.
+ * @return True if the cell is a transition, false otherwise.
+ */
public boolean transitionLeft () {
boolean collides = false;
for (float step = 0; step < getHeight(); step += collisionLayer.getTileHeight() / 2) {
@@ -201,7 +304,25 @@ public boolean transitionLeft () {
}
return collides;
}
+ /**
+ * Checks if the cell to the left of the player is an activity.
+ * @return True if the cell is an activity, false otherwise.
+ */
+ public boolean activityLeft () {
+ boolean collides = false;
+ for (float step = 0; step < getHeight(); step += collisionLayer.getTileHeight() / 2) {
+ if (collides = isCellActivity(getX() + getWidth(), getY() + step)) {
+ getActivity(getX() + getWidth(), getY() + step);
+ break;
+ }
+ }
+ return collides;
+ }
+ /**
+ * Checks if the cell above the player is blocked.
+ * @return True if the cell is blocked, false otherwise.
+ */
public boolean collidesTop () {
boolean collides = false;
for (float step = 0; step < getWidth(); step += collisionLayer.getTileWidth() / 2) {
@@ -212,6 +333,10 @@ public boolean collidesTop () {
return collides;
}
+ /**
+ * Checks if the cell above the player is a transition.
+ * @return True if the cell is a transition, false otherwise.
+ */
public boolean transitionTop() {
boolean collides = false;
for (float step = 0; step < getHeight(); step += collisionLayer.getTileHeight() / 2) {
@@ -222,7 +347,25 @@ public boolean transitionTop() {
}
return collides;
}
+ /**
+ * Checks if the cell above of the player is an activity.
+ * @return True if the cell is an activity, false otherwise.
+ */
+ public boolean activityTop() {
+ boolean collides = false;
+ for (float step = 0; step < getHeight(); step += collisionLayer.getTileHeight() / 2) {
+ if (collides = isCellActivity(getX() + getWidth(), getY() + step)) {
+ getActivity(getX() + getWidth(), getY() + step);
+ break;
+ }
+ }
+ return collides;
+ }
+ /**
+ * Checks if the cell below the player is blocked.
+ * @return True if the cell is blocked, false otherwise.
+ */
public boolean collidesBottom() {
boolean collides = false;
for(float step = 0; step < getWidth(); step += collisionLayer.getTileWidth() / 2) {
@@ -233,6 +376,10 @@ public boolean collidesBottom() {
return collides;
}
+ /**
+ * Checks if the cell below the player is a transition.
+ * @return True if the cell is a transition, false otherwise.
+ */
public boolean transitionBottom() {
boolean collides = false;
for (float step = 0; step < getHeight(); step += collisionLayer.getTileHeight() / 2) {
@@ -243,7 +390,22 @@ public boolean transitionBottom() {
}
return collides;
}
+ /**
+ * Checks if the cell below of the player is an activity.
+ * @return True if the cell is an activity, false otherwise.
+ */
+ public boolean activityBottom() {
+ boolean collides = false;
+ for (float step = 0; step < getHeight(); step += collisionLayer.getTileHeight() / 2) {
+ if (collides = isCellActivity(getX() + getWidth(), getY() + step)) {
+ getActivity(getX() + getWidth(), getY() + step);
+ break;
+ }
+ }
+ return collides;
+ }
+ // Getters and Setters for speed, velocity and collisions
public float getSpeed() {
return speed;
}
@@ -263,6 +425,7 @@ public void setCollisionLayer(TiledMapTileLayer collisionLayer) {
this.collisionLayer = collisionLayer;
}
+ // Checks for inputs
@Override
public boolean keyTyped(char character) {
return false;
diff --git a/game/core/src/eng1/model/views/CharacterScreen.java b/game/core/src/eng1/model/views/CharacterScreen.java
new file mode 100644
index 0000000..07b18a4
--- /dev/null
+++ b/game/core/src/eng1/model/views/CharacterScreen.java
@@ -0,0 +1,160 @@
+package eng1.model.views;
+
+import com.eng1.game.HeslingtonHustle;
+import com.badlogic.gdx.Gdx;
+import com.badlogic.gdx.ScreenAdapter;
+import com.badlogic.gdx.graphics.GL20;
+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.Label;
+import com.badlogic.gdx.scenes.scene2d.ui.Table;
+import com.badlogic.gdx.scenes.scene2d.ui.TextButton;
+import com.badlogic.gdx.scenes.scene2d.utils.ChangeListener;
+import com.badlogic.gdx.utils.viewport.StretchViewport;
+import com.badlogic.gdx.graphics.Texture;
+import com.badlogic.gdx.graphics.g2d.TextureRegion;
+import com.badlogic.gdx.scenes.scene2d.utils.TextureRegionDrawable;
+import com.eng1.game.Play;
+
+/**
+ * Represents the character selection screen of the game.
+ * Allows the player to select their character from available choices.
+ */
+public class CharacterScreen extends ScreenAdapter {
+ private HeslingtonHustle parent;
+ private Stage stage;
+ private Label titleLabel;
+
+
+ /**
+ * Constructs a new CharacterScreen.
+ *
+ * @param game The orchestrator of the game.
+ */
+ public CharacterScreen(HeslingtonHustle game) {
+ parent = game;
+
+ stage = new Stage(new StretchViewport(800, 600)); // Changes the 'zoom' of the screen to be more readable
+ Gdx.input.setInputProcessor(stage); // Set the input processor to the stage
+ }
+
+ /**
+ * Called when this screen becomes the current screen.
+ * Sets up UI elements and handles input events.
+ */
+ @Override
+ public void show() {
+ // Create table and skin
+ Table table = new Table();
+ table.setFillParent(true);
+ stage.addActor(table);
+ Skin skin = new Skin(Gdx.files.internal("skin/uiskin.json"));
+
+ // Create title label
+ titleLabel = new Label("Character Selection", skin);
+
+ // Create character selection buttons
+ TextButton character1Button = new TextButton("Character 1", skin);
+ character1Button.setSize(1000f, 50f); // Set the width and height of the button
+
+ TextButton character2Button = new TextButton("Character 2", skin);
+ character2Button.setSize(200f, 50f);
+
+ TextButton character3Button = new TextButton("Character 3", skin);
+ character3Button.setSize(200f, 50f);
+
+ // Load character images from assets
+ Texture character1Texture = new Texture(Gdx.files.internal("playerCharacters/playerCharacter1.png"));
+ Texture character2Texture = new Texture(Gdx.files.internal("playerCharacters/playerCharacter2.png"));
+ Texture character3Texture = new Texture(Gdx.files.internal("playerCharacters/playerCharacter3.png"));
+
+ Image character1Image = new Image(new TextureRegionDrawable(new TextureRegion(character1Texture)));
+ character1Image.setSize(200f, 200f); // Set the width and height of the image
+
+ Image character2Image = new Image(new TextureRegionDrawable(new TextureRegion(character2Texture)));
+ character2Image.setSize(200f, 200f);
+
+ Image character3Image = new Image(new TextureRegionDrawable(new TextureRegion(character3Texture)));
+ character3Image.setSize(200f, 200f);
+
+ // Add listeners to character selection buttons
+ character1Button.addListener(new ChangeListener() {
+ @Override
+ public void changed(ChangeEvent event, Actor actor) {
+ Play.setSelectedCharacter("Character1"); // Set selected character
+ // Change the screen to the main game screen
+ parent.changeScreen(HeslingtonHustle.APPLICATION);
+ }
+ });
+
+ character2Button.addListener(new ChangeListener() {
+ @Override
+ public void changed(ChangeEvent event, Actor actor) {
+ Play.setSelectedCharacter("Character2");
+ parent.changeScreen(HeslingtonHustle.APPLICATION);
+ }
+ });
+
+ character3Button.addListener(new ChangeListener() {
+ @Override
+ public void changed(ChangeEvent event, Actor actor) {
+ Play.setSelectedCharacter("Character3");
+ parent.changeScreen(HeslingtonHustle.APPLICATION);
+ }
+ });
+
+ // Add padding and spacing between elements
+ table.pad(20f);
+ table.defaults().pad(10f);
+
+ // Add actors to the table with increased size
+ table.add(titleLabel).colspan(3).padBottom(40f);
+ table.row();
+ table.add(character1Button).fillX().uniformX().padRight(20f);
+ table.add(character2Button).fillX().uniformX().padRight(20f);
+ table.add(character3Button).fillX().uniformX();
+ table.row().padTop(40f);
+ table.add(character1Image).center().padRight(20f);
+ table.add(character2Image).center().padRight(20f);
+ table.add(character3Image).center();
+
+ // Set the input processor to the stage
+ Gdx.input.setInputProcessor(stage);
+ }
+
+ /**
+ * Renders the screen.
+ * Clears the screen and renders the stage.
+ *
+ * @param delta The time elapsed since the last frame.
+ */
+ @Override
+ public void render(float delta) {
+ Gdx.gl.glClearColor(0f, 0f, 0f, 1);
+ Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
+ stage.act(Math.min(Gdx.graphics.getDeltaTime(), 1 / 30f));
+ stage.draw();
+ }
+
+ /**
+ * Called when the screen size is changed.
+ * Updates the viewport of the stage.
+ *
+ * @param width The new width of the screen.
+ * @param height The new height of the screen.
+ */
+ @Override
+ public void resize(int width, int height) {
+ stage.getViewport().update(width, height, true);
+ }
+
+ /**
+ * Disposes of resources used by this screen.
+ */
+ @Override
+ public void dispose() {
+ stage.dispose();
+ }
+}
\ No newline at end of file
diff --git a/game/core/src/eng1/model/views/EndScreen.java b/game/core/src/eng1/model/views/EndScreen.java
index 6df0696..7801b75 100644
--- a/game/core/src/eng1/model/views/EndScreen.java
+++ b/game/core/src/eng1/model/views/EndScreen.java
@@ -1,48 +1,133 @@
package eng1.model.views;
import com.badlogic.gdx.Screen;
-import com.eng1.game.ENG1;
+import com.badlogic.gdx.Gdx;
+import com.badlogic.gdx.graphics.GL20;
+import com.badlogic.gdx.scenes.scene2d.Actor;
+import com.badlogic.gdx.scenes.scene2d.Stage;
+import com.badlogic.gdx.scenes.scene2d.ui.Label;
+import com.badlogic.gdx.scenes.scene2d.ui.Skin;
+import com.badlogic.gdx.scenes.scene2d.ui.Table;
+import com.badlogic.gdx.scenes.scene2d.ui.TextButton;
+import com.badlogic.gdx.scenes.scene2d.utils.ChangeListener;
+import com.badlogic.gdx.utils.viewport.ScreenViewport;
+import com.eng1.game.HeslingtonHustle;
+import com.eng1.game.Activity;
+
+import java.util.Map;
+
+/**
+ * Represents the Endscreen screen of the game.
+ * Allows the player see their final score
+ */
public class EndScreen implements Screen {
- private ENG1 parent; // a field to store our orchestrator
- // our constructor with a ENG1 argument
- public EndScreen(ENG1 eng1){
- parent = eng1; // setting the argument to our field.
+ private HeslingtonHustle parent;
+ private Stage stage;
+ private Label titleLabel;
+ private Label scoreLabel;
+
+ private static Map> activities; // Map of the activity types
+
+
+
+
+
+ /**
+ * Constructor for the EndScreen class.
+ * Initializes the parent orchestrator and creates a new stage for UI rendering.
+ * @param eng1 The orchestrator of the game.
+ */
+ public EndScreen(HeslingtonHustle eng1) {
+ parent = eng1;
+ // create stage and set it as input processor
+ stage = new Stage(new ScreenViewport());
}
+
@Override
public void show() {
- // TODO Auto-generated method stub
+ stage.clear();
+ Gdx.input.setInputProcessor(stage);
+
+ // Create a table that fills the screen. Everything else will go inside this table.
+ Table table = new Table();
+ table.setFillParent(true);
+ stage.addActor(table);
+
+ // temporary until we have asset manager in
+ Skin skin = new Skin(Gdx.files.internal("skin/uiskin.json"));
+
+ // Add labels
+ titleLabel = new Label("Heslington Hustle", skin);
+ scoreLabel = new Label("Score: " + Activity.getFinalScore(), skin); // Retrieve the final score from Activity
+
+
+
+ // Add actors to the table
+ table.add(titleLabel).colspan(2);
+ table.row().pad(10, 0, 0, 10);
+
+ // Display completed activities
+ Map completedActivities = Activity.countCompletedActivities();
+ for (String type : completedActivities.keySet()) {
+ table.add(new Label(type + ": " + completedActivities.get(type), skin)).left().pad(10);
+ table.row();
+ }
+ table.row().pad(10, 0, 0, 10);
+
+ table.add(scoreLabel).row();
+
+ // quit game button
+ final TextButton quitButton = new TextButton("Quit", skin);
+ quitButton.addListener(new ChangeListener() {
+ @Override
+ public void changed(ChangeEvent event, Actor actor) {
+ Gdx.app.exit();
+ }
+ });
+
+ table.row().pad(10, 0, 0, 10);
+ table.add(quitButton).colspan(50);
}
+
@Override
public void render(float delta) {
- // TODO Auto-generated method stub
- parent.changeScreen(ENG1.MENU);
+ // clear the screen ready for next set of images to be drawn
+ Gdx.gl.glClearColor(0f, 0f, 0f, 1);
+ Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
+
+ // tell our stage to do actions and draw itself
+ stage.act(Math.min(Gdx.graphics.getDeltaTime(), 1 / 30f));
+ stage.draw();
+
}
@Override
public void resize(int width, int height) {
- // TODO Auto-generated method stub
+ // change the stage's viewport when the screen size is changed
+ stage.getViewport().update(width, height, true);
}
@Override
public void pause() {
- // TODO Auto-generated method stub
+ // Not needed
}
@Override
public void resume() {
- // TODO Auto-generated method stub
+ // Not needed
}
@Override
public void hide() {
- // TODO Auto-generated method stub
+ // Not needed
}
@Override
public void dispose() {
- // TODO Auto-generated method stub
+ // Not needed
}
-}
\ No newline at end of file
+
+}
diff --git a/game/core/src/eng1/model/views/LoadingScreen.java b/game/core/src/eng1/model/views/LoadingScreen.java
index ba1c024..ff64731 100644
--- a/game/core/src/eng1/model/views/LoadingScreen.java
+++ b/game/core/src/eng1/model/views/LoadingScreen.java
@@ -2,57 +2,60 @@
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.utils.viewport.ScreenViewport;
-import com.eng1.game.ENG1;
-
+import com.eng1.game.HeslingtonHustle;
import com.badlogic.gdx.scenes.scene2d.Stage;
-import com.badlogic.gdx.utils.viewport.ScreenViewport;
+/**
+ * Represents the loading screen of the game.
+ * This screen is displayed while the game is loading resources or preparing for the main menu.
+ * ((redundant for now because loading takes a negligible amount of time))
+ */
public class LoadingScreen implements Screen {
- private ENG1 parent; // a field to store our orchestrator
+ private HeslingtonHustle parent; // a field to store our orchestrator
private Stage stage;
- // our constructor with a ENG1 argument
- public LoadingScreen(ENG1 eng1){
- parent = eng1; // setting the argument to our field.
+ /**
+ * Constructor for the LoadingScreen class.
+ * Initializes the parent orchestrator and creates a new stage for UI rendering.
+ * @param heslingtonHustle The orchestrator of the game.
+ */
+ public LoadingScreen(HeslingtonHustle heslingtonHustle){
+ parent = heslingtonHustle; // setting the argument to our field.
stage = new Stage(new ScreenViewport());
}
@Override
public void show() {
- // TODO Auto-generated method stub
}
+ /**
+ * When the loading screen has finished loading, set the screen to the menu screen.
+ */
@Override
public void render(float delta) {
- // TODO Auto-generated method stub
- parent.changeScreen(ENG1.MENU);
+ parent.changeScreen(HeslingtonHustle.MENU);
}
@Override
public void resize(int width, int height) {
- // TODO Auto-generated method stub
stage.getViewport().update(width, height, true);
}
@Override
public void pause() {
- // TODO Auto-generated method stub
}
@Override
public void resume() {
- // TODO Auto-generated method stub
}
@Override
public void hide() {
- // TODO Auto-generated method stub
}
@Override
public void dispose() {
- // TODO Auto-generated method stub
}
}
\ No newline at end of file
diff --git a/game/core/src/eng1/model/views/MainScreen.java b/game/core/src/eng1/model/views/MainScreen.java
index 624738d..a1f0c2c 100644
--- a/game/core/src/eng1/model/views/MainScreen.java
+++ b/game/core/src/eng1/model/views/MainScreen.java
@@ -1,22 +1,27 @@
package eng1.model.views;
+import com.eng1.game.HeslingtonHustle;
+import com.eng1.game.Play;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.*;
-
-import com.eng1.game.ENG1;
-import com.eng1.game.Play; // Import the Play class
-
import com.badlogic.gdx.Input.Keys;
import com.badlogic.gdx.InputAdapter;
-
+/**
+ * This class represents the main screen of the game.
+ * This screen serves as the playing point of the game and handles user interactions such as escape to go to a settings screen / quit.
+ */
public class MainScreen implements Screen {
- private ENG1 parent; // a field to store our orchestrator
+ private HeslingtonHustle parent; // a field to store our orchestrator
private Play play;
- // our constructor with a ENG1 argument
- public MainScreen(ENG1 eng1){
- parent = eng1; // setting the argument to our field
+ /**
+ * Constructs a new MainScreen instance.
+ * @param heslingtonHustle The orchestrator of the game.
+ * This parameter is used to navigate between screens.
+ */
+ public MainScreen(HeslingtonHustle heslingtonHustle){
+ parent = heslingtonHustle; // setting the argument to our field
// Add input listener to handle escape key press
Gdx.input.setInputProcessor(new InputAdapter() {
@@ -24,10 +29,10 @@ public MainScreen(ENG1 eng1){
public boolean keyDown(int keycode) {
if (keycode == Keys.ESCAPE) {
// Navigate to preferences screen or quit game
- parent.changeScreen(ENG1.PREFERENCES); // or ENG1.ENDGAME for quitting
- return true; // Key press handled
+ parent.changeScreen(HeslingtonHustle.PREFERENCES);
+ return true; // Key press handled -> navigates to screen
}
- return false; // Key press not handled
+ return false; // Key press not handled -> doesn't navigate to screen
}
});
}
@@ -35,16 +40,18 @@ public boolean keyDown(int keycode) {
@Override
public void show() {
// This method is called when the screen is first shown.
- // Here, you can initialize any resources or set up the screen.
play = new Play(); // Instantiate the Play class
- parent.setScreen(play); // Switch to the Play screen
+ parent.setScreen(play); // Switch to the 'Play' screen (where the game is run / rendered)
}
+
+ // Override methods from Screen interface
+ // These methods are called by the game framework at various stages of the screen lifecycle
+ // Not currently used / needed.
@Override
public void render(float delta) {
// This method is called every frame to render the screen.
// You can put your rendering code here.
- // This can be left empty for now if you don't have any rendering to do.
}
@Override
diff --git a/game/core/src/eng1/model/views/MenuScreen.java b/game/core/src/eng1/model/views/MenuScreen.java
index cc7fc5e..dc4179f 100644
--- a/game/core/src/eng1/model/views/MenuScreen.java
+++ b/game/core/src/eng1/model/views/MenuScreen.java
@@ -11,15 +11,23 @@
import com.badlogic.gdx.scenes.scene2d.ui.TextButton;
import com.badlogic.gdx.scenes.scene2d.utils.ChangeListener;
import com.badlogic.gdx.utils.viewport.ScreenViewport;
+import com.eng1.game.HeslingtonHustle;
-import com.eng1.game.ENG1;
-
+/**
+ * Represents the main menu screen of the game.
+ * Provides options for starting a new game, accessing preferences, and exiting the game.
+ */
public class MenuScreen extends ScreenAdapter {
- private ENG1 parent;
- private Stage stage;
- private Label titleLabel;
-
- public MenuScreen(ENG1 game) {
+ private HeslingtonHustle parent; // Field to store the orchestrator of the game
+ private Stage stage; // Stage for handling UI elements
+ private Label titleLabel; // Label for displaying the game title
+
+ /**
+ * Constructor for the MenuScreen class.
+ * Initializes the parent orchestrator and creates a new stage for UI rendering.
+ * @param game The orchestrator of the game.
+ */
+ public MenuScreen(HeslingtonHustle game) {
parent = game;
stage = new Stage(new ScreenViewport());
}
@@ -37,7 +45,7 @@ public void show() {
Skin skin = new Skin(Gdx.files.internal("skin/uiskin.json"));
// Create buttons
- titleLabel = new Label("IDK GAME NAME", skin);
+ titleLabel = new Label("Heslington Hustle", skin);
TextButton newGame = new TextButton("New Game", skin);
TextButton preferences = new TextButton("Preferences", skin);
TextButton exit = new TextButton("Exit", skin);
@@ -52,6 +60,8 @@ public void show() {
table.add(exit).fillX().uniformX();
// Create button listeners
+
+ // Exits the game when exit is clicked
exit.addListener(new ChangeListener() {
@Override
public void changed(ChangeEvent event, Actor actor) {
@@ -59,17 +69,19 @@ public void changed(ChangeEvent event, Actor actor) {
}
});
+ // Changes to character screen when new game is clicked
newGame.addListener(new ChangeListener() {
@Override
public void changed(ChangeEvent event, Actor actor) {
- parent.changeScreen(ENG1.APPLICATION);
+ parent.changeScreen(HeslingtonHustle.CHARACTER);
}
});
+ // Changes to preferences screen when preferences is clicked
preferences.addListener(new ChangeListener() {
@Override
public void changed(ChangeEvent event, Actor actor) {
- parent.changeScreen(ENG1.PREFERENCES);
+ parent.changeScreen(HeslingtonHustle.PREFERENCES);
}
});
}
diff --git a/game/core/src/eng1/model/views/PreferencesScreen.java b/game/core/src/eng1/model/views/PreferencesScreen.java
index f19cce3..72ff548 100644
--- a/game/core/src/eng1/model/views/PreferencesScreen.java
+++ b/game/core/src/eng1/model/views/PreferencesScreen.java
@@ -15,11 +15,16 @@
import com.badlogic.gdx.scenes.scene2d.ui.TextButton;
import com.badlogic.gdx.scenes.scene2d.utils.ChangeListener;
import com.badlogic.gdx.utils.viewport.ScreenViewport;
-import com.eng1.game.ENG1;
+import com.eng1.game.HeslingtonHustle;
+/**
+ * Represents the preferences screen of the game.
+ * Allows the player to adjust game settings such as volume and enable/disable music and sound effects.
+ * Currently redundant apart from ability to quit game
+ */
public class PreferencesScreen implements Screen {
- private ENG1 parent;
+ private HeslingtonHustle parent;
private Stage stage;
private Label titleLabel;
private Label volumeMusicLabel;
@@ -27,7 +32,13 @@ public class PreferencesScreen implements Screen {
private Label musicOnOffLabel;
private Label soundOnOffLabel;
- public PreferencesScreen(ENG1 eng1) {
+
+ /**
+ * Constructor for the PreferencesScreen class.
+ * Initializes the parent orchestrator and creates a new stage for UI rendering.
+ * @param eng1 The orchestrator of the game.
+ */
+ public PreferencesScreen(HeslingtonHustle eng1) {
parent = eng1;
// create stage and set it as input processor
stage = new Stage(new ScreenViewport());
@@ -99,7 +110,7 @@ public boolean handle(Event event) {
backButton.addListener(new ChangeListener() {
@Override
public void changed(ChangeEvent event, Actor actor) {
- parent.changeScreen(ENG1.MENU);
+ parent.changeScreen(HeslingtonHustle.MENU);
}
});
@@ -112,12 +123,14 @@ public void changed(ChangeEvent event, Actor actor) {
}
});
+ // Add labels
titleLabel = new Label("Preferences", skin);
volumeMusicLabel = new Label("Music Volume", skin);
volumeSoundLabel = new Label("Sound Volume", skin);
musicOnOffLabel = new Label("Music", skin);
soundOnOffLabel = new Label("Sound Effect", skin);
+ // Add actors to the table
table.add(titleLabel).colspan(2);
table.row().pad(10, 0, 0, 10);
table.add(volumeMusicLabel).left();
@@ -160,22 +173,22 @@ public void resize(int width, int height) {
@Override
public void pause() {
- // TODO Auto-generated method stub
+ // Not needed
}
@Override
public void resume() {
- // TODO Auto-generated method stub
+ // Not needed
}
@Override
public void hide() {
- // TODO Auto-generated method stub
+ // Not needed
}
@Override
public void dispose() {
- // TODO Auto-generated method stub
+ // Not needed
}
}
diff --git a/game/desktop/src/com/eng1/game/DesktopLauncher.java b/game/desktop/src/com/eng1/game/DesktopLauncher.java
index 24e9930..6fbe5d2 100644
--- a/game/desktop/src/com/eng1/game/DesktopLauncher.java
+++ b/game/desktop/src/com/eng1/game/DesktopLauncher.java
@@ -1,16 +1,19 @@
package com.eng1.game;
+import com.eng1.game.HeslingtonHustle;
-import com.badlogic.gdx.Graphics;
import com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application;
import com.badlogic.gdx.backends.lwjgl3.Lwjgl3ApplicationConfiguration;
-import com.eng1.game.ENG1;
+
+// Please note that on macOS your application needs to be started with the -XstartOnFirstThread JVM argument
public class DesktopLauncher {
public static void main (String[] arg) {
Lwjgl3ApplicationConfiguration config = new Lwjgl3ApplicationConfiguration();
+ config.setForegroundFPS(60);
config.setTitle("ENG1 Game");
config.setFullscreenMode(Lwjgl3ApplicationConfiguration.getDisplayMode());
- new Lwjgl3Application(new ENG1(), config);
+ new Lwjgl3Application(new HeslingtonHustle(), config);
}
-}
\ No newline at end of file
+}
+
diff --git a/game/gradlew b/game/gradlew
old mode 100644
new mode 100755