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There are expected to be several UI displays in the game, e.g. main menu, player stats, level text, pop-up menus, etc. The game engine makes use of libgdx's Scene2D class to render UI elements such as images and text to the screen.
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Renderer - Creates the stage, a canvas for UI elements (actors):
Renderer
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Render Service - Provides global access to the stage:
RenderService
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UI Components - Components containing actors to render onto the stage: extend
UIComponent
.
Create a UI entity and add UI Components to it (entities can have multiple UI components as long as there's only one of each type):
Entity UI = new Entity();
UI.addComponent(new GameAreaDisplay("Box Forest"));
The UI component should extend UIComponent
:
public class UIDisplay extends UIComponent {
private Label label;
@Override
public void create() {
super.create();
addActors();
}
Create actors and add them to the stage in create()
. Anything that isn't automatically rendered by the stage should be added to draw()
.
- Example without using libgdx
Table
:
private void addActors() {
label = new Label("Hello World", skin);
label.setFontScale(2f);
stage.addActor(title);
}
@Override
public void draw(SpriteBatch batch) {
// change position in case of window resize
int screenHeight = Gdx.graphics.getHeight();
float offsetX = 10f;
float offsetY = 30f;
label.setPosition(offsetX, screenHeight - offsetY);
}
- Example with libgdx
Table
:
private void addActors() {
// Create table
table = new Table();
table.top().left();
table.setFillParent(true);
table.padTop(30f).padLeft(10f);
// Add an image
label = new Label("Hello World", skin);
label.setFontScale(2f);
table.add(label).pad(5);
stage.addActor(table);
}
@Override
public void draw(SpriteBatch batch) {
// changing position on window resizing is handled by the stage
}
Remove actors from the stage in dispose()
:
@Override
public void dispose() {
super.dispose();
title.remove();
}
}
A global dialogue box is now available, currently in the AtlantisGameArea class. This dialogue box is final, however it is somewhat mutable, including:
- title
- text
- image
- visibility
Text updating still needs fixing, as currently although the text is updated, the renderer is not made aware of these changes.
Mutability:
dialogueBox.hide();
/* trigger event */
dialogueBox.setText("new text");
dialogueBox.setTitle("new title");
dialogueBox.setImage(new Image(...));
dialogueBox.show();
The dialogue box can be dismissed via the top-left dismiss button, which currently states "EXIT", but will be changed in the near future.
- Create a Pause Menu
private void addActors() {
pauseWindow = new Table();
background = new Image(ServiceLocator.getResourceService().getAsset(BACKGROUND_FILE_PATH, Texture.class));
createMainTable();
pauseWindow.add(mainTable);
pauseWindow.padTop(0);
pauseWindow.padBottom(0);
pauseWindow.setVisible(false);
background.setVisible(false);
setPauseMenuSize();
stage.addActor(background);
stage.addActor(pauseWindow);
entity.getEvents().addListener("togglepm", this::togglePauseScreen);
}
- Now we need a function to turn the pause menu on and off
public void togglePauseScreen() {
GameTime timeSource = ServiceLocator.getTimeSource();
if (!pmEnabled) {
timeSource.paused();
pauseWindow.setVisible(true);
background.setVisible(true);
pmEnabled = true;
} else {
timeSource.unpaused();
pauseWindow.setVisible(false);
background.setVisible(false);
pmEnabled = false;
}
}
- Then simply assign the function to an event
entity.getEvents().addListener("togglepm", this::togglePauseScreen);
- To trigger the event, use
entity.getEvents().trigger("togglepm");
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