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Olivialeighton edited this page Aug 23, 2022
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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.
- General Design Principles - Helps the aesthetics of the team to be consistent
-
Renderer - Creates the stage, a canvas for UI elements (actors):
Renderer
. -
Render Service - Provides global access to the stage:
RenderService
. -
UI Components - Components containing actors to render onto the stage: extend
UIComponent
.
- Design Style - Detailed pixels, which have a black outline. This is to increase usability for those with colour blindness and also is consistent with the design style.
Shop button
Home Screen Button
Building Button (Could be used for adding buildings to the map)
The setting's On and Off Button
Atlantis Sinks Logo for Start Page
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();
}
}
The Final Boss
Shop
Inventory
Achievements
Infrastructure
User Interfaces Across All Pages
User Interfaces Buildings
Guidebook
[Resource Management](Resource-Management)