Continue experimenting with buttons to create a main menu

This commit is contained in:
2026-02-25 10:21:37 +00:00
parent 75d7e3e101
commit 1960fa51a7
4 changed files with 143 additions and 14 deletions

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@@ -0,0 +1,19 @@
package com.iofferyoutea.WitchQueen
import com.badlogic.gdx.graphics.Texture
import com.badlogic.gdx.graphics.g2d.BitmapFont
import com.badlogic.gdx.scenes.scene2d.ui.TextButton
import com.badlogic.gdx.scenes.scene2d.ui.TextButton.TextButtonStyle
import com.badlogic.gdx.scenes.scene2d.utils.TextureRegionDrawable
import ktx.assets.toInternalFile
open class Button(val upTexturePath: String, val downTexturePath: String, val fontPath: String, val defaultText: String = "New Button", val useDefaultFont: Boolean = true, val fontScale: Float = 1f) {
val buttonText = defaultText
val buttonUp = TextureRegionDrawable(Texture(upTexturePath))
val buttonDown = TextureRegionDrawable(Texture(downTexturePath))
val buttonFont = (if (useDefaultFont) BitmapFont() else BitmapFont(fontPath.toInternalFile())).apply { data.scale(fontScale) }
val buttonStyle = TextButtonStyle().apply { up = buttonUp; down = buttonDown; font = buttonFont }
val button = TextButton(defaultText, buttonStyle)
}

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@@ -2,17 +2,15 @@ package com.iofferyoutea.WitchQueen
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.graphics.Texture
import com.badlogic.gdx.graphics.g2d.BitmapFont
import com.badlogic.gdx.graphics.g2d.TextureRegion
import com.badlogic.gdx.scenes.scene2d.Stage
import com.badlogic.gdx.scenes.scene2d.ui.Button.ButtonStyle
import com.badlogic.gdx.scenes.scene2d.ui.HorizontalGroup
import com.badlogic.gdx.scenes.scene2d.ui.ImageButton
import com.badlogic.gdx.scenes.scene2d.ui.Table
import com.badlogic.gdx.scenes.scene2d.ui.TextButton
import com.badlogic.gdx.scenes.scene2d.ui.VerticalGroup
import com.badlogic.gdx.scenes.scene2d.utils.TextureRegionDrawable
import ktx.app.KtxScreen
import ktx.app.clearScreen
import ktx.assets.toInternalFile
import com.badlogic.gdx.graphics.Texture.TextureFilter.Nearest
import com.badlogic.gdx.scenes.scene2d.ui.Skin
class MainMenu : KtxScreen {
val table = Table().apply {
@@ -24,16 +22,62 @@ class MainMenu : KtxScreen {
addActor(table)
}
val mySkin = Skin("uiskin.json".toInternalFile())
// Map Selection Button
val textureRegion = TextureRegion(Texture("default.png").apply { setFilter(Nearest,
Nearest
)} )
val buttonFont = BitmapFont("default.fnt".toInternalFile())
val style = TextButton.TextButtonStyle().apply { up = TextureRegionDrawable(textureRegion); font = buttonFont }
// Player Table
// val inviteButton = Button(
// "default.png",
// "default_flipped.png",
// "",
// "Invite Player",
// true,
// 2f
// ).apply {
// table.add(this.button).size(1024f, 512f)
// table.row()
// }
val button = TextButton("Button", style).apply {
table.add(this).size(512f, 512f)
// Invite Player Button
val playerPlaceholderButtonUp = TextureRegionDrawable(Texture("player-frame-up.png"))
val playerPlaceholderButtonDown = TextureRegionDrawable(Texture("player-frame-down.png"))
val playerPlaceholderButtonChecked = TextureRegionDrawable(Texture("player-frame-up.png"))
val playerPlaceholderButtonStyle = ImageButton.ImageButtonStyle()
.apply { up = playerPlaceholderButtonUp; down = playerPlaceholderButtonDown; checked = playerPlaceholderButtonChecked }
val playerPlaceholderButton = ImageButton(playerPlaceholderButtonStyle)
val player1TableButton = PlayerTableButton() // These should only be collections no t buttons?
val player2TableButton = PlayerTableButton() // Since the collection contains the buttons we need anyway?
val playerTableButtonCollection = VerticalGroup().apply {
addActor(player1TableButton.button)
addActor(playerPlaceholderButton)
table.add(this)
table.row()
}
// Casual Button
val casualButton = Button(
"default.png",
"default_flipped.png",
"",
"Casual",
true,
2f
)
// Competitive Button
val competitiveButton = Button(
"default.png",
"default_flipped.png",
"",
"Competitive",
true,
2f
)
val playButtonGroup = HorizontalGroup().apply {
addActor(casualButton.button)
addActor(competitiveButton.button)
table.add(this)
}
override fun render(delta: Float) {

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@@ -0,0 +1,62 @@
package com.iofferyoutea.WitchQueen
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.Texture
import com.badlogic.gdx.graphics.g2d.BitmapFont
import com.badlogic.gdx.scenes.scene2d.ui.Button
import com.badlogic.gdx.scenes.scene2d.ui.Button.ButtonStyle
import com.badlogic.gdx.scenes.scene2d.ui.HorizontalGroup
import com.badlogic.gdx.scenes.scene2d.ui.Image
import com.badlogic.gdx.scenes.scene2d.ui.Label
import com.badlogic.gdx.scenes.scene2d.ui.Table
import com.badlogic.gdx.scenes.scene2d.ui.VerticalGroup
import com.badlogic.gdx.scenes.scene2d.utils.TextureRegionDrawable
import ktx.assets.toInternalFile
class PlayerTableButton(val playerIconPath: String = "default.png", val newPlayerName: String = "PLAYER"):
Table() {
val playerIcon = Image(Texture(playerIconPath))
val playerNameStyle = Label.LabelStyle(BitmapFont("default.fnt".toInternalFile()), Color.WHITE)
val playerName = Label(newPlayerName, playerNameStyle)
// Change preparedItems and kickButton into actual buttons
var preparedItems: MutableList<Image> = mutableListOf( // We should use libGDX scene2d.ui List?
Image(Texture("prepared-item-frame.png")),
Image(Texture("prepared-item-frame.png")),
Image(Texture("prepared-item-frame.png")),
Image(Texture("prepared-item-frame.png"))
)
val preparedItemsGroup = HorizontalGroup().apply {
for (item in preparedItems) addActor(item)
}
val kickButton = Image(Texture("red-x.png"))
// Sub-table for Player/Items stack - Use VerticalGroup instead
// val playerPlusItemsStack = Table().apply {
// add(playerName)
// row()
// for (item in preparedItems) add(item)
// }
val playerLabelPlusItemsGroup = VerticalGroup().apply {
addActor(playerName)
addActor(preparedItemsGroup)
}
// Sub-table for the contents of the PlayerTableButton - Use HorizontalGroup instead
// val subTable = Table().apply {
// add(playerName, playerPlusItemsStack, kickButton)
// }
val componentCollection = HorizontalGroup().apply {
addActor(playerIcon)
addActor(playerLabelPlusItemsGroup)
addActor(kickButton)
}
// Base Button stuff
val buttonUp = TextureRegionDrawable(Texture("transparent.png"))
val buttonDown = TextureRegionDrawable(Texture("transparent.png"))
val buttonChecked = TextureRegionDrawable(Texture("transparent.png"))
val buttonStyle = ButtonStyle().apply { up = buttonUp; down = buttonDown; checked = buttonChecked }
val button = Button(componentCollection, buttonStyle)
}

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@@ -0,0 +1,4 @@
package com.iofferyoutea.WitchQueen
class PlayerTablePlaceholderButton {
}