Add MenuState, start with it and switch back when a game is finished
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core/assets/playBtn.png
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BIN
core/assets/playBtn.png
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After Width: | Height: | Size: 2.7 KiB |
@ -10,7 +10,7 @@ import com.badlogic.gdx.graphics.g2d.SpriteBatch;
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import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
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import com.badlogic.gdx.utils.viewport.FitViewport;
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import com.badlogic.gdx.utils.viewport.Viewport;
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import com.me.brickbuster.state.PlayState;
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import com.me.brickbuster.state.MenuState;
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public class BrickBuster extends Game {
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@ -39,7 +39,7 @@ public class BrickBuster extends Game {
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sb = new SpriteBatch();
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sr = new ShapeRenderer();
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setScreen(new PlayState(this));
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setScreen(new MenuState(this));
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}
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@Override
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49
core/src/com/me/brickbuster/state/MenuState.java
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49
core/src/com/me/brickbuster/state/MenuState.java
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@ -0,0 +1,49 @@
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package com.me.brickbuster.state;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.graphics.Texture;
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import com.badlogic.gdx.math.Vector3;
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import com.me.brickbuster.BrickBuster;
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public class MenuState extends State {
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private Texture playButton;
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public MenuState(BrickBuster game) {
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super(game);
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}
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@Override
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public void setup() {
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this.playButton = new Texture(Gdx.files.internal("playBtn.png"));
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}
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@Override
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public void render() {
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game.sb.begin();
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game.sb.draw(playButton,
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BrickBuster.BOARD_WIDTH/2-playButton.getWidth()/2,
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BrickBuster.BOARD_HEIGHT/2-playButton.getHeight()/2);
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game.sb.end();
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}
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@Override
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public void update(float dt) {
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if (Gdx.input.justTouched()) {
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Vector3 clickLoc = game.cam.unproject(new Vector3(Gdx.input.getX(), Gdx.input.getY(), 0));
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if (clickLoc.x >= BrickBuster.BOARD_WIDTH/2-playButton.getWidth()/2
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&& clickLoc.x <= BrickBuster.BOARD_WIDTH/2+playButton.getWidth()/2
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&& clickLoc.y >= BrickBuster.BOARD_HEIGHT/2-playButton.getHeight()/2
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&& clickLoc.y <= BrickBuster.BOARD_HEIGHT/2+playButton.getHeight()/2) {
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game.setScreen(new PlayState(game));
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dispose();
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}
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}
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}
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@Override
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public void dispose() {
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super.dispose();
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playButton.dispose();
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}
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}
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@ -115,12 +115,25 @@ public class PlayState extends State {
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}
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if (bricks.isEmpty()) {
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// TODO: Fix this - go to an after-game menu
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//create();
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game.setScreen(new MenuState(game));
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dispose();
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}
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updateTime = System.nanoTime() - start;
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}
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@Override
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public void dispose() {
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super.dispose();
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powerUps.clear();
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powerUps = null;
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balls.clear();
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balls = null;
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bricks.clear();
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bricks = null;
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paddle = null;
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}
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public int getShieldCount() {
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return shieldCount;
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}
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@ -6,6 +6,7 @@ import com.me.brickbuster.BrickBuster;
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public abstract class State extends ScreenAdapter {
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protected final BrickBuster game;
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private boolean disposed;
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public State(BrickBuster game) {
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this.game = game;
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@ -15,8 +16,15 @@ public abstract class State extends ScreenAdapter {
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@Override
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public final void render(float delta) {
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update(delta);
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if (!disposed) {
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render();
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}
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}
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@Override
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public void dispose() {
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this.disposed = true;
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}
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public abstract void setup();
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