Begin box2d physics implementation.
Created box2d bodies for all game entities (except shield) Scale units down to box2d friendly units (40:1 <-> pixels:box2d) Use floats in places integers were used for position and sizing
This commit is contained in:
parent
fe2c68d39a
commit
0994289c7e
@ -46,6 +46,7 @@ project(":desktop") {
|
|||||||
compile project(":core")
|
compile project(":core")
|
||||||
compile "com.badlogicgames.gdx:gdx-backend-lwjgl:$gdxVersion"
|
compile "com.badlogicgames.gdx:gdx-backend-lwjgl:$gdxVersion"
|
||||||
compile "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-desktop"
|
compile "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-desktop"
|
||||||
|
compile "com.badlogicgames.gdx:gdx-box2d-platform:$gdxVersion:natives-desktop"
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -56,7 +57,9 @@ project(":core") {
|
|||||||
|
|
||||||
dependencies {
|
dependencies {
|
||||||
compile "com.badlogicgames.gdx:gdx:$gdxVersion"
|
compile "com.badlogicgames.gdx:gdx:$gdxVersion"
|
||||||
|
compile "com.badlogicgames.gdx:gdx-box2d:$gdxVersion"
|
||||||
compile "net.dermetfan.libgdx-utils:libgdx-utils:0.13.4"
|
compile "net.dermetfan.libgdx-utils:libgdx-utils:0.13.4"
|
||||||
|
compile "net.dermetfan.libgdx-utils:libgdx-utils-box2d:0.13.4"
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -6,19 +6,18 @@ import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
|
|||||||
import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType;
|
import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType;
|
||||||
import com.badlogic.gdx.math.MathUtils;
|
import com.badlogic.gdx.math.MathUtils;
|
||||||
import com.badlogic.gdx.math.Vector2;
|
import com.badlogic.gdx.math.Vector2;
|
||||||
import com.me.brickbuster.BrickBuster;
|
import com.badlogic.gdx.physics.box2d.Body;
|
||||||
import com.me.brickbuster.Utils;
|
import com.badlogic.gdx.physics.box2d.BodyDef;
|
||||||
|
import com.badlogic.gdx.physics.box2d.CircleShape;
|
||||||
|
import com.badlogic.gdx.physics.box2d.FixtureDef;
|
||||||
import com.me.brickbuster.state.PlayState;
|
import com.me.brickbuster.state.PlayState;
|
||||||
import net.dermetfan.utils.Pair;
|
|
||||||
|
|
||||||
import java.util.Iterator;
|
public class Ball extends Entity implements PhysicsBody {
|
||||||
|
|
||||||
public class Ball extends Entity {
|
public static final float RADIUS = 1.2f;
|
||||||
|
|
||||||
public static final int RADIUS = 45;
|
|
||||||
public static final Color BALL_COLOR = Color.CHARTREUSE;
|
public static final Color BALL_COLOR = Color.CHARTREUSE;
|
||||||
public static final float DEFAULT_SPEED = 1800;
|
public static final float DEFAULT_SPEED = 45;
|
||||||
public static final float BOOST_SPEED = 2200;
|
public static final float BOOST_SPEED = 55;
|
||||||
public static final int BLOCKS_FOR_BOOST = 39;
|
public static final int BLOCKS_FOR_BOOST = 39;
|
||||||
|
|
||||||
public Vector2 direction;
|
public Vector2 direction;
|
||||||
@ -26,16 +25,38 @@ public class Ball extends Entity {
|
|||||||
private boolean isStuck = true;
|
private boolean isStuck = true;
|
||||||
private boolean isDead = false;
|
private boolean isDead = false;
|
||||||
|
|
||||||
|
private Body body;
|
||||||
|
|
||||||
public Ball(PlayState state) {
|
public Ball(PlayState state) {
|
||||||
super(state,BrickBuster.BOARD_WIDTH /2, state.paddle.getY() + Paddle.PADDLE_HEIGHT + RADIUS);
|
super(state,PlayState.BOARD_WIDTH/2, state.paddle.getY() + Paddle.PADDLE_HEIGHT + RADIUS);
|
||||||
this.speed = state.bricks.size() > BLOCKS_FOR_BOOST? DEFAULT_SPEED : BOOST_SPEED;
|
this.speed = state.bricks.size() > BLOCKS_FOR_BOOST? DEFAULT_SPEED : BOOST_SPEED;
|
||||||
|
|
||||||
|
BodyDef ballBody = new BodyDef();
|
||||||
|
ballBody.type = BodyDef.BodyType.DynamicBody;
|
||||||
|
ballBody.position.set(pos);
|
||||||
|
|
||||||
|
CircleShape ballShape = new CircleShape();
|
||||||
|
ballShape.setRadius(RADIUS);
|
||||||
|
|
||||||
|
FixtureDef ballFixture = new FixtureDef();
|
||||||
|
ballFixture.shape = ballShape;
|
||||||
|
ballFixture.restitution = 1f;
|
||||||
|
ballFixture.friction = 0f;
|
||||||
|
|
||||||
|
body = state.world.createBody(ballBody);
|
||||||
|
body.createFixture(ballFixture);
|
||||||
|
body.setUserData(this);
|
||||||
|
|
||||||
|
ballShape.dispose();
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void render(ShapeRenderer sr) {
|
public void render(ShapeRenderer sr) {
|
||||||
sr.begin(ShapeType.Filled);
|
sr.begin(ShapeType.Filled);
|
||||||
sr.setColor(BALL_COLOR);
|
sr.setColor(BALL_COLOR);
|
||||||
sr.circle(pos.x, pos.y, RADIUS);
|
sr.circle(pos.x * PlayState.PIXEL_PER_METER,
|
||||||
|
pos.y * PlayState.PIXEL_PER_METER,
|
||||||
|
RADIUS * PlayState.PIXEL_PER_METER);
|
||||||
sr.end();
|
sr.end();
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -49,55 +70,60 @@ public class Ball extends Entity {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
Vector2 new_pos = pos.cpy().add(direction.cpy().scl(speed * dt));
|
// Vector2 new_pos = pos.cpy().add(direction.cpy().scl(speed * dt));
|
||||||
|
//
|
||||||
boolean brickCollision = false;
|
// boolean brickCollision = false;
|
||||||
Iterator<Brick> brickIterator = state.bricks.iterator();
|
// Iterator<Brick> brickIterator = state.bricks.iterator();
|
||||||
while (!brickCollision && brickIterator.hasNext()) {
|
// while (!brickCollision && brickIterator.hasNext()) {
|
||||||
Brick brick = brickIterator.next();
|
// Brick brick = brickIterator.next();
|
||||||
Vector2[] vertices = brick.getVertices();
|
// Vector2[] vertices = brick.getVertices();
|
||||||
for(int i = 0; i < vertices.length; i++) {
|
// for(int i = 0; i < vertices.length; i++) {
|
||||||
Vector2 v1 = vertices[i];
|
// Vector2 v1 = vertices[i];
|
||||||
Vector2 v2 = vertices[i+1 < vertices.length? i+1 : 0];
|
// Vector2 v2 = vertices[i+1 < vertices.length? i+1 : 0];
|
||||||
Vector2 segment = v2.cpy().sub(v1);
|
// Vector2 segment = v2.cpy().sub(v1);
|
||||||
Vector2 nearest = Utils.nearestPoint(v1.cpy(), segment, new_pos.cpy());
|
// Vector2 nearest = Utils.nearestPoint(v1.cpy(), segment, new_pos.cpy());
|
||||||
|
//
|
||||||
if (nearest.dst(new_pos.x, new_pos.y) <= RADIUS) {
|
// if (nearest.dst(new_pos.x, new_pos.y) <= RADIUS) {
|
||||||
if (brick.hit()) {
|
// if (brick.hit()) {
|
||||||
brickIterator.remove();
|
// brickIterator.remove();
|
||||||
}
|
// }
|
||||||
Utils.reflect(direction, segment.nor());
|
// Utils.reflect(direction, segment.nor());
|
||||||
brickCollision = true;
|
// brickCollision = true;
|
||||||
break;
|
// break;
|
||||||
}
|
// }
|
||||||
}
|
// }
|
||||||
|
// }
|
||||||
|
//
|
||||||
|
// if (new_pos.x + RADIUS > BrickBuster.BOARD_WIDTH || new_pos.x - RADIUS < 0) {
|
||||||
|
// Utils.reflect(direction, Utils.VERTICAL_EDGE);
|
||||||
|
// } else if (new_pos.y + RADIUS > BrickBuster.BOARD_HEIGHT) {
|
||||||
|
// Utils.reflect(direction, Utils.HORIZONTAL_EDGE);
|
||||||
|
// } else if (state.getShieldCount() > 0
|
||||||
|
// && new_pos.y - RADIUS < PlayState.SHIELD_HEIGHT * state.getShieldCount()) {
|
||||||
|
// Utils.reflect(direction, Utils.HORIZONTAL_EDGE);
|
||||||
|
// state.removeShield();
|
||||||
|
// } else if (new_pos.y + RADIUS < 0) {
|
||||||
|
// isDead = true;
|
||||||
|
// return;
|
||||||
|
// } else if (direction.y < 0 && new_pos.y <= state.paddle.getY() + Paddle.PADDLE_HEIGHT + RADIUS) {
|
||||||
|
// Pair<Vector2, Vector2> paddle = state.paddle.getTopEdge();
|
||||||
|
// Vector2 lineDir = paddle.getValue().sub(paddle.getKey());
|
||||||
|
// Vector2 nearest = Utils.nearestPoint(paddle.getKey().cpy(), lineDir, new_pos.cpy());
|
||||||
|
//
|
||||||
|
// if (nearest.dst(new_pos.x, new_pos.y) <= RADIUS) {
|
||||||
|
// paddleCollision();
|
||||||
|
// if (state.paddle.isSticky()) {
|
||||||
|
// return;
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
//
|
||||||
|
// pos.add(direction.cpy().scl(speed * dt));
|
||||||
}
|
}
|
||||||
|
|
||||||
if (new_pos.x + RADIUS > BrickBuster.BOARD_WIDTH || new_pos.x - RADIUS < 0) {
|
@Override
|
||||||
Utils.reflect(direction, Utils.VERTICAL_EDGE);
|
public Body getBody() {
|
||||||
} else if (new_pos.y + RADIUS > BrickBuster.BOARD_HEIGHT) {
|
return body;
|
||||||
Utils.reflect(direction, Utils.HORIZONTAL_EDGE);
|
|
||||||
} else if (state.getShieldCount() > 0
|
|
||||||
&& new_pos.y - RADIUS < PlayState.SHIELD_HEIGHT * state.getShieldCount()) {
|
|
||||||
Utils.reflect(direction, Utils.HORIZONTAL_EDGE);
|
|
||||||
state.removeShield();
|
|
||||||
} else if (new_pos.y + RADIUS < 0) {
|
|
||||||
isDead = true;
|
|
||||||
return;
|
|
||||||
} else if (direction.y < 0 && new_pos.y <= state.paddle.getY() + Paddle.PADDLE_HEIGHT + RADIUS) {
|
|
||||||
Pair<Vector2, Vector2> paddle = state.paddle.getTopEdge();
|
|
||||||
Vector2 lineDir = paddle.getValue().sub(paddle.getKey());
|
|
||||||
Vector2 nearest = Utils.nearestPoint(paddle.getKey().cpy(), lineDir, new_pos.cpy());
|
|
||||||
|
|
||||||
if (nearest.dst(new_pos.x, new_pos.y) <= RADIUS) {
|
|
||||||
paddleCollision();
|
|
||||||
if (state.paddle.isSticky()) {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
pos.add(direction.cpy().scl(speed * dt));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public Vector2 paddleReflectAngle() {
|
public Vector2 paddleReflectAngle() {
|
||||||
@ -115,7 +141,12 @@ public class Ball extends Entity {
|
|||||||
// launch at random angle between 135 and 45 degrees
|
// launch at random angle between 135 and 45 degrees
|
||||||
float angle = MathUtils.random(MathUtils.PI/2) + MathUtils.PI/4;
|
float angle = MathUtils.random(MathUtils.PI/2) + MathUtils.PI/4;
|
||||||
direction = new Vector2(MathUtils.cos(angle), MathUtils.sin(angle));
|
direction = new Vector2(MathUtils.cos(angle), MathUtils.sin(angle));
|
||||||
|
|
||||||
}
|
}
|
||||||
|
//body.applyForceToCenter(new Vector2(0,Float.MAX_VALUE/2), true);
|
||||||
|
//body.setLinearVelocity(new Vector2(0,10000000));
|
||||||
|
body.setLinearVelocity(direction.cpy().scl(speed));
|
||||||
|
body.setBullet(true);
|
||||||
isStuck = false;
|
isStuck = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -4,29 +4,35 @@ import com.badlogic.gdx.graphics.Color;
|
|||||||
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
|
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
|
||||||
import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType;
|
import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType;
|
||||||
import com.badlogic.gdx.math.Vector2;
|
import com.badlogic.gdx.math.Vector2;
|
||||||
|
import com.badlogic.gdx.physics.box2d.Body;
|
||||||
|
import com.badlogic.gdx.physics.box2d.BodyDef;
|
||||||
|
import com.badlogic.gdx.physics.box2d.FixtureDef;
|
||||||
|
import com.badlogic.gdx.physics.box2d.PolygonShape;
|
||||||
import com.me.brickbuster.entity.powerup.PowerUpType;
|
import com.me.brickbuster.entity.powerup.PowerUpType;
|
||||||
import com.me.brickbuster.state.PlayState;
|
import com.me.brickbuster.state.PlayState;
|
||||||
|
|
||||||
public class Brick extends Entity {
|
public class Brick extends Entity implements PhysicsBody {
|
||||||
|
|
||||||
public static final Color DEFAULT_COLOR = Color.FOREST;
|
public static final Color DEFAULT_COLOR = Color.FOREST;
|
||||||
public static final int BRICK_WIDTH = 200;
|
public static final float BRICK_WIDTH = 5f;
|
||||||
public static final int BRICK_HEIGHT = 100;
|
public static final float BRICK_HEIGHT = 2.5f;
|
||||||
|
|
||||||
private PowerUpType powerUpType;
|
private PowerUpType powerUpType;
|
||||||
private Color color;
|
private Color color;
|
||||||
|
|
||||||
private Vector2[] vertices;
|
private Vector2[] vertices;
|
||||||
|
|
||||||
public Brick(PlayState state, PowerUpType powerUpType, int x, int y) {
|
private Body body;
|
||||||
|
|
||||||
|
public Brick(PlayState state, PowerUpType powerUpType, float x, float y) {
|
||||||
this(state, powerUpType, true, x, y);
|
this(state, powerUpType, true, x, y);
|
||||||
}
|
}
|
||||||
|
|
||||||
public Brick(PlayState state, PowerUpType powerUpType, boolean hidePowerup, int x, int y) {
|
public Brick(PlayState state, PowerUpType powerUpType, boolean hidePowerup, float x, float y) {
|
||||||
this(state, powerUpType, DEFAULT_COLOR, hidePowerup, x, y);
|
this(state, powerUpType, DEFAULT_COLOR, hidePowerup, x, y);
|
||||||
}
|
}
|
||||||
|
|
||||||
public Brick(PlayState state, PowerUpType powerUpType, Color color, boolean hidePowerUp, int x, int y) {
|
public Brick(PlayState state, PowerUpType powerUpType, Color color, boolean hidePowerUp, float x, float y) {
|
||||||
super(state, x, y);
|
super(state, x, y);
|
||||||
this.powerUpType = powerUpType;
|
this.powerUpType = powerUpType;
|
||||||
this.color = powerUpType != null && !hidePowerUp? powerUpType.getColor() : color;
|
this.color = powerUpType != null && !hidePowerUp? powerUpType.getColor() : color;
|
||||||
@ -36,13 +42,34 @@ public class Brick extends Entity {
|
|||||||
new Vector2(x + BRICK_WIDTH, y + BRICK_HEIGHT),
|
new Vector2(x + BRICK_WIDTH, y + BRICK_HEIGHT),
|
||||||
new Vector2(x, y + BRICK_HEIGHT)
|
new Vector2(x, y + BRICK_HEIGHT)
|
||||||
};
|
};
|
||||||
|
|
||||||
|
BodyDef brickBody = new BodyDef();
|
||||||
|
brickBody.type = BodyDef.BodyType.StaticBody;
|
||||||
|
brickBody.position.set(pos.cpy());
|
||||||
|
|
||||||
|
PolygonShape brickShape = new PolygonShape();
|
||||||
|
brickShape.setAsBox(BRICK_WIDTH/2, BRICK_HEIGHT/2,
|
||||||
|
new Vector2(BRICK_WIDTH/2,BRICK_HEIGHT/2), 0);
|
||||||
|
|
||||||
|
FixtureDef brickFixture = new FixtureDef();
|
||||||
|
brickFixture.shape = brickShape;
|
||||||
|
brickFixture.friction = 0f;
|
||||||
|
|
||||||
|
body = state.world.createBody(brickBody);
|
||||||
|
body.createFixture(brickFixture);
|
||||||
|
body.setUserData(this);
|
||||||
|
|
||||||
|
brickShape.dispose();
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void render(ShapeRenderer sr) {
|
public void render(ShapeRenderer sr) {
|
||||||
sr.begin(ShapeType.Filled);
|
sr.begin(ShapeType.Filled);
|
||||||
sr.setColor(color);
|
sr.setColor(color);
|
||||||
sr.rect(getX(), getY(), BRICK_WIDTH, BRICK_HEIGHT);
|
sr.rect(getX()*PlayState.PIXEL_PER_METER,
|
||||||
|
getY()*PlayState.PIXEL_PER_METER,
|
||||||
|
BRICK_WIDTH*PlayState.PIXEL_PER_METER,
|
||||||
|
BRICK_HEIGHT*PlayState.PIXEL_PER_METER);
|
||||||
sr.end();
|
sr.end();
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -50,6 +77,11 @@ public class Brick extends Entity {
|
|||||||
public void update(float dt) {
|
public void update(float dt) {
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public Body getBody() {
|
||||||
|
return body;
|
||||||
|
}
|
||||||
|
|
||||||
public boolean hit() {
|
public boolean hit() {
|
||||||
if (state.bricks.size()-1 <= Ball.BLOCKS_FOR_BOOST) {
|
if (state.bricks.size()-1 <= Ball.BLOCKS_FOR_BOOST) {
|
||||||
for (Ball ball : state.balls) {
|
for (Ball ball : state.balls) {
|
||||||
|
@ -6,31 +6,58 @@ import com.badlogic.gdx.graphics.Color;
|
|||||||
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
|
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
|
||||||
import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType;
|
import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType;
|
||||||
import com.badlogic.gdx.math.Vector2;
|
import com.badlogic.gdx.math.Vector2;
|
||||||
import com.me.brickbuster.BrickBuster;
|
import com.badlogic.gdx.physics.box2d.Body;
|
||||||
|
import com.badlogic.gdx.physics.box2d.BodyDef;
|
||||||
|
import com.badlogic.gdx.physics.box2d.EdgeShape;
|
||||||
|
import com.badlogic.gdx.physics.box2d.FixtureDef;
|
||||||
import com.me.brickbuster.state.PlayState;
|
import com.me.brickbuster.state.PlayState;
|
||||||
import net.dermetfan.utils.Pair;
|
import net.dermetfan.utils.Pair;
|
||||||
|
|
||||||
public class Paddle extends Entity {
|
public class Paddle extends Entity implements PhysicsBody {
|
||||||
|
|
||||||
public static final Color STICKY_COLOR = Color.GRAY;
|
public static final Color STICKY_COLOR = Color.GRAY;
|
||||||
public static final Color PADDLE_COLOR = Color.BLACK;
|
public static final Color PADDLE_COLOR = Color.BLACK;
|
||||||
public static final int DEFAULT_WIDTH = 300;
|
|
||||||
public static final int PADDLE_HEIGHT = 30;
|
|
||||||
public static final int PADDLE_Y = 50;
|
|
||||||
public static final int PADDLE_SPEED = 1500;
|
|
||||||
|
|
||||||
private int width = DEFAULT_WIDTH;
|
public static final float DEFAULT_WIDTH = 7.5f;
|
||||||
|
public static final float PADDLE_HEIGHT = 0.75f;
|
||||||
|
public static final float PADDLE_Y = 1.25f;
|
||||||
|
public static final float PADDLE_SPEED = 40f;
|
||||||
|
|
||||||
|
private float width = DEFAULT_WIDTH;
|
||||||
private boolean sticky = false;
|
private boolean sticky = false;
|
||||||
|
|
||||||
|
private Body body;
|
||||||
|
|
||||||
public Paddle(PlayState brickBuster) {
|
public Paddle(PlayState brickBuster) {
|
||||||
super(brickBuster, BrickBuster.BOARD_WIDTH / 2, PADDLE_Y);
|
super(brickBuster, PlayState.BOARD_WIDTH/2, PADDLE_Y);
|
||||||
|
|
||||||
|
BodyDef paddleBody = new BodyDef();
|
||||||
|
paddleBody.type = BodyDef.BodyType.KinematicBody;
|
||||||
|
paddleBody.position.set(pos);
|
||||||
|
|
||||||
|
EdgeShape paddleShape = new EdgeShape();
|
||||||
|
paddleShape.set(new Vector2(-DEFAULT_WIDTH/2,PADDLE_HEIGHT),
|
||||||
|
new Vector2(DEFAULT_WIDTH/2, PADDLE_HEIGHT));
|
||||||
|
|
||||||
|
FixtureDef paddleFixture = new FixtureDef();
|
||||||
|
paddleFixture.shape = paddleShape;
|
||||||
|
paddleFixture.isSensor = true;
|
||||||
|
|
||||||
|
body = state.world.createBody(paddleBody);
|
||||||
|
body.createFixture(paddleFixture);
|
||||||
|
body.setUserData(this);
|
||||||
|
|
||||||
|
paddleShape.dispose();
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void render(ShapeRenderer sr) {
|
public void render(ShapeRenderer sr) {
|
||||||
sr.begin(ShapeType.Filled);
|
sr.begin(ShapeType.Filled);
|
||||||
sr.setColor(sticky? STICKY_COLOR : PADDLE_COLOR);
|
sr.setColor(sticky? STICKY_COLOR : PADDLE_COLOR);
|
||||||
sr.rect(getX() - width/2, getY(), width, PADDLE_HEIGHT);
|
sr.rect((getX() - width/2) * PlayState.PIXEL_PER_METER,
|
||||||
|
getY() * PlayState.PIXEL_PER_METER,
|
||||||
|
width * PlayState.PIXEL_PER_METER,
|
||||||
|
PADDLE_HEIGHT * PlayState.PIXEL_PER_METER);
|
||||||
sr.end();
|
sr.end();
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -50,8 +77,8 @@ public class Paddle extends Entity {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (Gdx.input.isKeyPressed(Input.Keys.RIGHT)) {
|
if (Gdx.input.isKeyPressed(Input.Keys.RIGHT)) {
|
||||||
if (pos.x + width/2 + PADDLE_SPEED * dt > BrickBuster.BOARD_WIDTH) {
|
if (pos.x + width/2 + PADDLE_SPEED * dt > PlayState.BOARD_WIDTH) {
|
||||||
setX(BrickBuster.BOARD_WIDTH - width/2);
|
setX(PlayState.BOARD_WIDTH - width/2);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
pos.x = pos.x + PADDLE_SPEED * dt;
|
pos.x = pos.x + PADDLE_SPEED * dt;
|
||||||
@ -64,6 +91,11 @@ public class Paddle extends Entity {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public Body getBody() {
|
||||||
|
return body;
|
||||||
|
}
|
||||||
|
|
||||||
public Pair<Vector2, Vector2> getTopEdge() {
|
public Pair<Vector2, Vector2> getTopEdge() {
|
||||||
return new Pair<Vector2, Vector2>(
|
return new Pair<Vector2, Vector2>(
|
||||||
new Vector2(pos.x - width/2, pos.y + PADDLE_HEIGHT),
|
new Vector2(pos.x - width/2, pos.y + PADDLE_HEIGHT),
|
||||||
@ -71,11 +103,11 @@ public class Paddle extends Entity {
|
|||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
public int getWidth() {
|
public float getWidth() {
|
||||||
return width;
|
return width;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void setWidth(int width) {
|
public void setWidth(float width) {
|
||||||
this.width = width;
|
this.width = width;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
11
core/src/com/me/brickbuster/entity/PhysicsBody.java
Normal file
11
core/src/com/me/brickbuster/entity/PhysicsBody.java
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
package com.me.brickbuster.entity;
|
||||||
|
|
||||||
|
import com.badlogic.gdx.physics.box2d.Body;
|
||||||
|
|
||||||
|
public interface PhysicsBody {
|
||||||
|
|
||||||
|
Body getBody();
|
||||||
|
|
||||||
|
//public void handleCollission(Entity other);
|
||||||
|
|
||||||
|
}
|
@ -4,29 +4,55 @@ import com.badlogic.gdx.graphics.Color;
|
|||||||
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
|
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
|
||||||
import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType;
|
import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType;
|
||||||
import com.badlogic.gdx.math.Vector2;
|
import com.badlogic.gdx.math.Vector2;
|
||||||
|
import com.badlogic.gdx.physics.box2d.Body;
|
||||||
|
import com.badlogic.gdx.physics.box2d.BodyDef;
|
||||||
|
import com.badlogic.gdx.physics.box2d.CircleShape;
|
||||||
|
import com.badlogic.gdx.physics.box2d.FixtureDef;
|
||||||
import com.me.brickbuster.Utils;
|
import com.me.brickbuster.Utils;
|
||||||
import com.me.brickbuster.entity.Entity;
|
import com.me.brickbuster.entity.Entity;
|
||||||
|
import com.me.brickbuster.entity.PhysicsBody;
|
||||||
import com.me.brickbuster.state.PlayState;
|
import com.me.brickbuster.state.PlayState;
|
||||||
import net.dermetfan.utils.Pair;
|
import net.dermetfan.utils.Pair;
|
||||||
|
|
||||||
public abstract class PowerUp extends Entity {
|
public abstract class PowerUp extends Entity implements PhysicsBody {
|
||||||
|
|
||||||
public static final int RADIUS = 45;
|
public static final float RADIUS = 1.2f;
|
||||||
public static final int FALL_SPEED = 600;
|
public static final float FALL_SPEED = 15f;
|
||||||
|
|
||||||
private Color color;
|
private Color color;
|
||||||
private boolean isCaught;
|
private boolean isCaught;
|
||||||
|
|
||||||
|
private Body body;
|
||||||
|
|
||||||
public PowerUp(PlayState state, Vector2 pos, Color color) {
|
public PowerUp(PlayState state, Vector2 pos, Color color) {
|
||||||
super(state, pos);
|
super(state, pos);
|
||||||
this.color = color;
|
this.color = color;
|
||||||
|
|
||||||
|
BodyDef ballBody = new BodyDef();
|
||||||
|
ballBody.type = BodyDef.BodyType.DynamicBody;
|
||||||
|
ballBody.position.set(pos);
|
||||||
|
|
||||||
|
CircleShape ballShape = new CircleShape();
|
||||||
|
ballShape.setRadius(RADIUS);
|
||||||
|
|
||||||
|
FixtureDef ballFixture = new FixtureDef();
|
||||||
|
ballFixture.shape = ballShape;
|
||||||
|
ballFixture.isSensor = true;
|
||||||
|
|
||||||
|
body = state.world.createBody(ballBody);
|
||||||
|
body.createFixture(ballFixture);
|
||||||
|
body.setUserData(this);
|
||||||
|
|
||||||
|
ballShape.dispose();
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void render(ShapeRenderer sr) {
|
public void render(ShapeRenderer sr) {
|
||||||
sr.begin(ShapeType.Filled);
|
sr.begin(ShapeType.Filled);
|
||||||
sr.setColor(color);
|
sr.setColor(color);
|
||||||
sr.circle(getX(), getY(), RADIUS);
|
sr.circle(getX() * PlayState.PIXEL_PER_METER,
|
||||||
|
getY() * PlayState.PIXEL_PER_METER,
|
||||||
|
RADIUS * PlayState.PIXEL_PER_METER);
|
||||||
sr.end();
|
sr.end();
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -48,6 +74,11 @@ public abstract class PowerUp extends Entity {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@Override
|
||||||
|
public Body getBody() {
|
||||||
|
return body;
|
||||||
|
}
|
||||||
|
|
||||||
public abstract void activate();
|
public abstract void activate();
|
||||||
|
|
||||||
public boolean isCaught() {
|
public boolean isCaught() {
|
||||||
|
@ -4,6 +4,8 @@ import com.badlogic.gdx.Gdx;
|
|||||||
import com.badlogic.gdx.graphics.Color;
|
import com.badlogic.gdx.graphics.Color;
|
||||||
import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType;
|
import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType;
|
||||||
import com.badlogic.gdx.math.MathUtils;
|
import com.badlogic.gdx.math.MathUtils;
|
||||||
|
import com.badlogic.gdx.math.Vector2;
|
||||||
|
import com.badlogic.gdx.physics.box2d.*;
|
||||||
import com.me.brickbuster.BrickBuster;
|
import com.me.brickbuster.BrickBuster;
|
||||||
import com.me.brickbuster.entity.Ball;
|
import com.me.brickbuster.entity.Ball;
|
||||||
import com.me.brickbuster.entity.Brick;
|
import com.me.brickbuster.entity.Brick;
|
||||||
@ -14,12 +16,30 @@ import java.util.*;
|
|||||||
|
|
||||||
public class PlayState extends State {
|
public class PlayState extends State {
|
||||||
|
|
||||||
public static final int SHIELD_HEIGHT = 30;
|
public static final float PIXEL_PER_METER = 40f; // Board dimension: 54x96 meters
|
||||||
|
public static final float BOARD_WIDTH = 54f;
|
||||||
|
public static final float BOARD_HEIGHT = 96f;
|
||||||
|
public static final float EDGE_PADDING = .125f;
|
||||||
|
|
||||||
|
|
||||||
|
public static final float SHIELD_HEIGHT = 0.75f;
|
||||||
public static final float POWERUP_CHANCE = 0.15f;
|
public static final float POWERUP_CHANCE = 0.15f;
|
||||||
|
|
||||||
public static final int COLUMNS = 9;
|
public static final int COLUMNS = 9;
|
||||||
public static final int ROWS = 8;
|
public static final int ROWS = 8;
|
||||||
|
|
||||||
|
public static final Vector2 lowerLeftCorner =
|
||||||
|
new Vector2(EDGE_PADDING,EDGE_PADDING);
|
||||||
|
public static final Vector2 lowerRightCorner =
|
||||||
|
new Vector2(BrickBuster.BOARD_WIDTH/PIXEL_PER_METER-EDGE_PADDING,EDGE_PADDING);
|
||||||
|
public static final Vector2 upperRightCorner =
|
||||||
|
new Vector2(BrickBuster.BOARD_WIDTH/PIXEL_PER_METER-EDGE_PADDING, BrickBuster.BOARD_HEIGHT/PIXEL_PER_METER-EDGE_PADDING);
|
||||||
|
public static final Vector2 upperLeftCorner =
|
||||||
|
new Vector2(EDGE_PADDING, BrickBuster.BOARD_HEIGHT/PIXEL_PER_METER-EDGE_PADDING);
|
||||||
|
|
||||||
|
public World world;
|
||||||
|
public Body playArea;
|
||||||
|
|
||||||
public List<PowerUp> powerUps;
|
public List<PowerUp> powerUps;
|
||||||
public Paddle paddle;
|
public Paddle paddle;
|
||||||
public List<Ball> balls;
|
public List<Ball> balls;
|
||||||
@ -28,28 +48,54 @@ public class PlayState extends State {
|
|||||||
private int shieldCount = 0;
|
private int shieldCount = 0;
|
||||||
private float updateTime = 0f;
|
private float updateTime = 0f;
|
||||||
|
|
||||||
|
private final Box2DDebugRenderer debugRenderer;
|
||||||
|
|
||||||
public PlayState(BrickBuster game) {
|
public PlayState(BrickBuster game) {
|
||||||
super(game);
|
super(game);
|
||||||
|
debugRenderer = new Box2DDebugRenderer();
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void setup() {
|
public void setup() {
|
||||||
|
// Initialize a world with no gravity
|
||||||
|
world = new World(new Vector2(), false);
|
||||||
|
|
||||||
|
// define a playArea body with position set to 0
|
||||||
|
BodyDef playAreaDef = new BodyDef();
|
||||||
|
playAreaDef.position.set(new Vector2());
|
||||||
|
EdgeShape screenEdge = new EdgeShape();
|
||||||
|
|
||||||
|
playArea = world.createBody(playAreaDef);
|
||||||
|
// Right edge
|
||||||
|
screenEdge.set(lowerRightCorner, upperRightCorner);
|
||||||
|
playArea.createFixture(screenEdge, 0f);
|
||||||
|
// Top edge
|
||||||
|
screenEdge.set(upperRightCorner, upperLeftCorner);
|
||||||
|
playArea.createFixture(screenEdge, 0f);
|
||||||
|
// Left edge
|
||||||
|
screenEdge.set(upperLeftCorner, lowerLeftCorner);
|
||||||
|
playArea.createFixture(screenEdge, 0f);
|
||||||
|
// Bottom edge
|
||||||
|
screenEdge.set(lowerLeftCorner, lowerRightCorner);
|
||||||
|
playArea.createFixture(screenEdge, 0f);
|
||||||
|
screenEdge.dispose();
|
||||||
|
|
||||||
powerUps = new ArrayList<PowerUp>();
|
powerUps = new ArrayList<PowerUp>();
|
||||||
paddle = new Paddle(this);
|
paddle = new Paddle(this);
|
||||||
|
|
||||||
int brick_padding = (BrickBuster.BOARD_WIDTH - COLUMNS * Brick.BRICK_WIDTH) / (COLUMNS + 1);
|
float brick_padding = ((BrickBuster.BOARD_WIDTH/PIXEL_PER_METER) - COLUMNS * Brick.BRICK_WIDTH) / (COLUMNS + 1);
|
||||||
bricks = new ArrayList<Brick>();
|
bricks = new ArrayList<Brick>();
|
||||||
for (int col = 0; col < COLUMNS; col++) {
|
for (int col = 0; col < COLUMNS; col++) {
|
||||||
for (int row = 0; row < ROWS; row++) {
|
for (int row = 0; row < ROWS; row++) {
|
||||||
int x = brick_padding + (col * (Brick.BRICK_WIDTH + brick_padding));
|
float x = brick_padding + (col * (Brick.BRICK_WIDTH + brick_padding));
|
||||||
int y = brick_padding + Brick.BRICK_HEIGHT + (row * (Brick.BRICK_HEIGHT + brick_padding));
|
float y = brick_padding + Brick.BRICK_HEIGHT + (row * (Brick.BRICK_HEIGHT + brick_padding));
|
||||||
|
|
||||||
PowerUpType powerUpType = null;
|
PowerUpType powerUpType = null;
|
||||||
if (MathUtils.randomBoolean(POWERUP_CHANCE)) {
|
if (MathUtils.randomBoolean(POWERUP_CHANCE)) {
|
||||||
powerUpType = PowerUpType.getWeightedRandom();
|
powerUpType = PowerUpType.getWeightedRandom();
|
||||||
}
|
}
|
||||||
|
|
||||||
bricks.add(new Brick(this, powerUpType, x, BrickBuster.BOARD_HEIGHT - y));
|
bricks.add(new Brick(this, powerUpType, x, BrickBuster.BOARD_HEIGHT/PIXEL_PER_METER - y));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -84,11 +130,15 @@ public class PlayState extends State {
|
|||||||
game.font.draw(game.sb, String.format("FPS: %d Update: %.2f ms Render: %.2f ms",
|
game.font.draw(game.sb, String.format("FPS: %d Update: %.2f ms Render: %.2f ms",
|
||||||
Gdx.graphics.getFramesPerSecond(), updateTime/1000000f, renderTime/1000000f), 10, BrickBuster.BOARD_HEIGHT-10);
|
Gdx.graphics.getFramesPerSecond(), updateTime/1000000f, renderTime/1000000f), 10, BrickBuster.BOARD_HEIGHT-10);
|
||||||
game.sb.end();
|
game.sb.end();
|
||||||
|
|
||||||
|
debugRenderer.render(world, game.cam.combined.cpy().scl(PIXEL_PER_METER));
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
public void update(float dt) {
|
public void update(float dt) {
|
||||||
long start = System.nanoTime();
|
long start = System.nanoTime();
|
||||||
|
world.step(dt, 6, 2);
|
||||||
|
|
||||||
paddle.update(dt);
|
paddle.update(dt);
|
||||||
|
|
||||||
for (Iterator<Ball> it = balls.iterator(); it.hasNext();) {
|
for (Iterator<Ball> it = balls.iterator(); it.hasNext();) {
|
||||||
|
Loading…
Reference in New Issue
Block a user