oliverbauer / libgdx-cubegame Goto Github PK
View Code? Open in Web Editor NEWA small example game to learn libGDX.
A small example game to learn libGDX.
Most Textures are created via io.libgdx.cubegame.blocks.factories.TextureFactory and are not Assets(!) (jpg/png...).
Methods createLifeforceTexture,createJumperTexture and createElevatorTexture should be improved to create nice Textures.
Class BlockFactory creates all Textures for the cube and/or board. Sadly, especially with lights, the ColorAttribute's and TextureAttribute's doesn't seem right.
I'm not sure, should i use emissive / diffuse or anything else?
What i want: createLifeforce(Color.YELLOW...) should be yellow and not looking orange (depending on lights)...
Currently my levels are written in some hand-crafted yaml-Files (see src/main/resources/levels) from which java-Code is generated manually (cf. YAMLLevelFromDSL.java).
If i would create groovy files instead of java-Files, those could be loaded dynamically from Application. Although a user could create own levels and directly use them via some "load level"-Button...
GameScreen.java
Relevant methods:
show():
perspectiveCamera.lookAt(level.xlength()/2, 0 ,level.zlength()/2);
perspectiveCamera.position.set(0, 5, 0);
perspectiveCamera.update();
updateLevel(): [same code as above]
My lookAt and position.set results in an awful look. I'd like to see the complete level from "above".
Maybe a have some problem with x/z and those are inverse.
Enemies currently have a speed of 5 (cf. EnemyAnimation), but it should additionally (optional) be configurable (from the yaml level files). Changes should be in YAMLLevelFromDSL.java...
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