Showcase the effects on the shop more slowly

This commit is contained in:
Lonami Exo 2017-07-19 19:53:38 +02:00
parent b0abab11ab
commit 29fedd74a5
3 changed files with 49 additions and 5 deletions

View file

@ -21,6 +21,7 @@ import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Batch;
import com.badlogic.gdx.math.Matrix4;
import io.github.lonamiwebs.klooni.Effect;
import io.github.lonamiwebs.klooni.Klooni;
@ -71,16 +72,30 @@ public class EffectCard extends ShopCard {
// so it's becomes cellSize * 2
cell.pos.set(x + cellSize * 2, y + cellSize * 2);
if (currentEffect != null && !currentEffect.isDone()) {
currentEffect.draw(batch);
} else {
// If we're not showcasing (currentEffect == null), show the cell alone
if (currentEffect == null)
cell.draw(batch);
currentEffect = effect.create(cell, cell.pos);
}
super.draw(batch, parentAlpha);
}
@Override
public boolean showcase(Batch batch, float yDisplacement) {
cell.pos.y += yDisplacement;
// If it's null, create it, then we want to render
if (currentEffect == null) {
currentEffect = effect.create(cell, cell.pos);
} else if (currentEffect.isDone()) {
// Set to null so it's created the next time
currentEffect = null;
return false;
}
currentEffect.draw(batch);
return true;
}
@Override
public void usedItemUpdated() {
if (game.effect.name.equals(effect.name))

View file

@ -70,6 +70,11 @@ public abstract class ShopCard extends Actor {
priceLabel.draw(batch, parentAlpha);
}
// Showcases the current effect (the shop will be showcasing them, one by one)
// This method should be called on the same card as long as it returns true.
// It should return false once it's done so that the next card can be showcased.
public boolean showcase(Batch batch, float yDisplacement) { return false; }
public abstract void usedItemUpdated();
public abstract void use();
public abstract boolean isBought();

View file

@ -22,6 +22,7 @@ import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.g2d.Batch;
import com.badlogic.gdx.scenes.scene2d.Actor;
import com.badlogic.gdx.scenes.scene2d.InputEvent;
import com.badlogic.gdx.scenes.scene2d.InputListener;
@ -31,6 +32,7 @@ import com.badlogic.gdx.scenes.scene2d.ui.ScrollPane;
import com.badlogic.gdx.scenes.scene2d.ui.Table;
import com.badlogic.gdx.scenes.scene2d.ui.VerticalGroup;
import com.badlogic.gdx.scenes.scene2d.utils.ChangeListener;
import com.badlogic.gdx.utils.SnapshotArray;
import io.github.lonamiwebs.klooni.Effect;
import io.github.lonamiwebs.klooni.Klooni;
@ -59,6 +61,7 @@ class CustomizeScreen implements Screen {
final MoneyBuyBand buyBand;
private boolean showingEffectsShop;
private int showcaseIndex;
private float shopDragStartX, shopDragStartY;
@ -187,6 +190,8 @@ class CustomizeScreen implements Screen {
}
private void loadShop() {
showcaseIndex = 0; // Reset the index
final GameLayout layout = new GameLayout();
shopGroup.clear();
@ -260,9 +265,28 @@ class CustomizeScreen implements Screen {
public void render(float delta) {
Klooni.theme.glClearBackground();
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
stage.act(Math.min(Gdx.graphics.getDeltaTime(), MIN_DELTA));
stage.draw();
// After everything is drawn, showcase the current shop item
SnapshotArray<Actor> children = shopGroup.getChildren();
if (children.size > 0) {
final ShopCard card = (ShopCard)children.get(showcaseIndex);
final Batch batch = stage.getBatch();
batch.begin();
// For some really strange reason, we need to displace the particle effect
// by "buyBand.height", or it will render exactly that height below where
// it should.
// TODO Fix this - maybe use the same project matrix as stage.draw()?
// batch.setProjectionMatrix(stage.getViewport().getCamera().combined)
if (!card.showcase(batch, buyBand.getHeight())) {
showcaseIndex = (showcaseIndex + 1) % children.size;
}
batch.end();
}
if (Gdx.input.isKeyJustPressed(Input.Keys.BACK)) {
goBack();
}