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