Use bit-or comparisons to create brick vertices, makes for shorter code
Added new brick shapes
This commit is contained in:
parent
ef698a38c1
commit
2a40bcabdf
@ -29,7 +29,7 @@ public class Brick extends Entity implements PhysicsBody, CollisionListener {
|
||||
private static final Vector2 tmp = new Vector2();
|
||||
|
||||
private BrickType type;
|
||||
private BrickShape shape;
|
||||
private BrickShape.Shape shape;
|
||||
private PowerUpType powerUpType;
|
||||
|
||||
private Pixmap pm;
|
||||
@ -39,7 +39,7 @@ public class Brick extends Entity implements PhysicsBody, CollisionListener {
|
||||
private Body body;
|
||||
private boolean hitByBall = false;
|
||||
|
||||
public Brick(FieldState state, BrickType type, BrickShape shape, PowerUpType powerUpType, float x, float y) {
|
||||
public Brick(FieldState state, BrickType type, BrickShape.Shape shape, PowerUpType powerUpType, float x, float y) {
|
||||
super(state, x, y);
|
||||
this.type = type;
|
||||
this.shape = shape;
|
||||
@ -95,135 +95,40 @@ public class Brick extends Entity implements PhysicsBody, CollisionListener {
|
||||
brickBody.type = BodyDef.BodyType.StaticBody;
|
||||
brickBody.position.set(pos.cpy());
|
||||
|
||||
PolygonShape brickShape = new PolygonShape();
|
||||
switch (shape) {
|
||||
case DIAMOND:
|
||||
brickShape.set(new float[] {
|
||||
-BRICK_WIDTH/2, 0, // Left
|
||||
0, BRICK_HEIGHT/2, // Up
|
||||
BRICK_WIDTH/2, 0, // Right
|
||||
0, -BRICK_HEIGHT/2 // Down
|
||||
});
|
||||
break;
|
||||
case DOWN_RIGHT_TRIANGLE:
|
||||
brickShape.set(new float[] {
|
||||
BRICK_WIDTH/2, BRICK_HEIGHT/2, // Top right
|
||||
BRICK_WIDTH/2, -BRICK_HEIGHT/2, // Bottom right
|
||||
-BRICK_WIDTH/2, -BRICK_HEIGHT/2, // Bottom left
|
||||
});
|
||||
break;
|
||||
case UP_RIGHT_TRIANGLE:
|
||||
brickShape.set(new float[] {
|
||||
BRICK_WIDTH/2, BRICK_HEIGHT/2, // Top right
|
||||
BRICK_WIDTH/2, -BRICK_HEIGHT/2, // Bottom right
|
||||
-BRICK_WIDTH/2, BRICK_HEIGHT/2, // Top left
|
||||
});
|
||||
break;
|
||||
case UP_LEFT_TRIANGLE:
|
||||
brickShape.set(new float[] {
|
||||
-BRICK_WIDTH/2, BRICK_HEIGHT/2, // Top left
|
||||
BRICK_WIDTH/2, BRICK_HEIGHT/2, // Top right
|
||||
-BRICK_WIDTH/2, -BRICK_HEIGHT/2, // Bottom left
|
||||
});
|
||||
break;
|
||||
case DOWN_LEFT_TRIANGLE:
|
||||
brickShape.set(new float[] {
|
||||
-BRICK_WIDTH/2, BRICK_HEIGHT/2, // Top left
|
||||
BRICK_WIDTH/2, -BRICK_HEIGHT/2, // Bottom right
|
||||
-BRICK_WIDTH/2, -BRICK_HEIGHT/2, // Bottom left
|
||||
});
|
||||
break;
|
||||
case HALF_LOWER:
|
||||
brickShape.set(new float[] {
|
||||
-BRICK_WIDTH/2, 0, // Top left
|
||||
BRICK_WIDTH/2, 0, // Top right
|
||||
BRICK_WIDTH/2, -BRICK_HEIGHT/2, // Bottom right
|
||||
-BRICK_WIDTH/2, -BRICK_HEIGHT/2, // Bottom left
|
||||
});
|
||||
break;
|
||||
case HALF_UPPER:
|
||||
brickShape.set(new float[] {
|
||||
-BRICK_WIDTH/2, BRICK_HEIGHT/2, // Top left
|
||||
BRICK_WIDTH/2, BRICK_HEIGHT/2, // Top right
|
||||
BRICK_WIDTH/2, 0, // Bottom right
|
||||
-BRICK_WIDTH/2, 0, // Bottom left
|
||||
});
|
||||
break;
|
||||
case HALF_LEFT:
|
||||
brickShape.set(new float[] {
|
||||
-BRICK_WIDTH/2, BRICK_HEIGHT/2, // Top left
|
||||
0, BRICK_HEIGHT/2, // Top right
|
||||
0, -BRICK_HEIGHT/2, // Bottom right
|
||||
-BRICK_WIDTH/2, -BRICK_HEIGHT/2, // Bottom left
|
||||
});
|
||||
break;
|
||||
case HALF_RIGHT:
|
||||
brickShape.set(new float[] {
|
||||
0, BRICK_HEIGHT/2, // Top left
|
||||
BRICK_WIDTH/2, BRICK_HEIGHT/2, // Top right
|
||||
BRICK_WIDTH/2, -BRICK_HEIGHT/2, // Bottom right
|
||||
0, -BRICK_HEIGHT/2, // Bottom left
|
||||
});
|
||||
break;
|
||||
case RIGHT_DOWN_RIGHT_TRIANGLE:
|
||||
brickShape.set(new float[] {
|
||||
BRICK_WIDTH/2, BRICK_HEIGHT/2, // Top right
|
||||
BRICK_WIDTH/2, -BRICK_HEIGHT/2, // Bottom right
|
||||
0, -BRICK_HEIGHT/2, // Bottom left
|
||||
});
|
||||
break;
|
||||
case RIGHT_UP_RIGHT_TRIANGLE:
|
||||
brickShape.set(new float[] {
|
||||
BRICK_WIDTH/2, BRICK_HEIGHT/2, // Top right
|
||||
BRICK_WIDTH/2, -BRICK_HEIGHT/2, // Bottom right
|
||||
0, BRICK_HEIGHT/2, // Top left
|
||||
});
|
||||
break;
|
||||
case RIGHT_UP_LEFT_TRIANGLE:
|
||||
brickShape.set(new float[] {
|
||||
0, BRICK_HEIGHT/2, // Top left
|
||||
BRICK_WIDTH/2, BRICK_HEIGHT/2, // Top right
|
||||
0, -BRICK_HEIGHT/2, // Bottom left
|
||||
});
|
||||
break;
|
||||
case RIGHT_DOWN_LEFT_TRIANGLE:
|
||||
brickShape.set(new float[] {
|
||||
0, BRICK_HEIGHT/2, // Top left
|
||||
BRICK_WIDTH/2, -BRICK_HEIGHT/2, // Bottom right
|
||||
0, -BRICK_HEIGHT/2, // Bottom left
|
||||
});
|
||||
break;
|
||||
case LEFT_DOWN_RIGHT_TRIANGLE:
|
||||
brickShape.set(new float[] {
|
||||
0, BRICK_HEIGHT/2, // Top right
|
||||
0, -BRICK_HEIGHT/2, // Bottom right
|
||||
-BRICK_WIDTH/2, -BRICK_HEIGHT/2, // Bottom left
|
||||
});
|
||||
break;
|
||||
case LEFT_UP_RIGHT_TRIANGLE:
|
||||
brickShape.set(new float[] {
|
||||
0, BRICK_HEIGHT/2, // Top right
|
||||
0, -BRICK_HEIGHT/2, // Bottom right
|
||||
-BRICK_WIDTH/2, BRICK_HEIGHT/2, // Top left
|
||||
});
|
||||
break;
|
||||
case LEFT_UP_LEFT_TRIANGLE:
|
||||
brickShape.set(new float[] {
|
||||
-BRICK_WIDTH/2, BRICK_HEIGHT/2, // Top left
|
||||
0, BRICK_HEIGHT/2, // Top right
|
||||
-BRICK_WIDTH/2, -BRICK_HEIGHT/2, // Bottom left
|
||||
});
|
||||
break;
|
||||
case LEFT_DOWN_LEFT_TRIANGLE:
|
||||
brickShape.set(new float[] {
|
||||
-BRICK_WIDTH/2, BRICK_HEIGHT/2, // Top left
|
||||
0, -BRICK_HEIGHT/2, // Bottom right
|
||||
-BRICK_WIDTH/2, -BRICK_HEIGHT/2, // Bottom left
|
||||
});
|
||||
break;
|
||||
default:
|
||||
brickShape.setAsBox(BRICK_WIDTH/2, BRICK_HEIGHT/2, Vector2.Zero, 0f);
|
||||
int shapeMask = shape.getMask();
|
||||
Vector2[] vertices = new Vector2[Integer.bitCount(shapeMask)];
|
||||
int v = 0;
|
||||
|
||||
if ((shapeMask & BrickShape.BOTTOM_LEFT) != 0) {
|
||||
vertices[v++] = new Vector2(-BRICK_WIDTH/2, -BRICK_HEIGHT/2);
|
||||
}
|
||||
if ((shapeMask & BrickShape.MIDDLE_LEFT) != 0) {
|
||||
vertices[v++] = new Vector2(-BRICK_WIDTH/2, 0);
|
||||
}
|
||||
if ((shapeMask & BrickShape.TOP_LEFT) != 0) {
|
||||
vertices[v++] = new Vector2(-BRICK_WIDTH/2, BRICK_HEIGHT/2);
|
||||
}
|
||||
if ((shapeMask & BrickShape.TOP_MIDDLE) != 0) {
|
||||
vertices[v++] = new Vector2(0, BRICK_HEIGHT/2);
|
||||
}
|
||||
if ((shapeMask & BrickShape.CENTER) != 0) {
|
||||
vertices[v++] = new Vector2(0, 0);
|
||||
}
|
||||
if ((shapeMask & BrickShape.TOP_RIGHT) != 0) {
|
||||
vertices[v++] = new Vector2(BRICK_WIDTH/2, BRICK_HEIGHT/2);
|
||||
}
|
||||
if ((shapeMask & BrickShape.MIDDLE_RIGHT) != 0) {
|
||||
vertices[v++] = new Vector2(BRICK_WIDTH/2, 0);
|
||||
}
|
||||
if ((shapeMask & BrickShape.BOTTOM_RIGHT) != 0) {
|
||||
vertices[v++] = new Vector2(BRICK_WIDTH/2, -BRICK_HEIGHT/2);
|
||||
}
|
||||
if ((shapeMask & BrickShape.BOTTOM_MIDDLE) != 0) {
|
||||
vertices[v++] = new Vector2(0, -BRICK_HEIGHT/2);
|
||||
}
|
||||
|
||||
PolygonShape brickShape = new PolygonShape();
|
||||
brickShape.set(vertices);
|
||||
|
||||
FixtureDef brickFixture = new FixtureDef();
|
||||
brickFixture.shape = brickShape;
|
||||
@ -270,6 +175,18 @@ public class Brick extends Entity implements PhysicsBody, CollisionListener {
|
||||
pm.dispose();
|
||||
}
|
||||
|
||||
public BrickType getType() {
|
||||
return type;
|
||||
}
|
||||
|
||||
public BrickShape.Shape getShape() {
|
||||
return shape;
|
||||
}
|
||||
|
||||
public PowerUpType getPowerUpType() {
|
||||
return powerUpType;
|
||||
}
|
||||
|
||||
public boolean hit() {
|
||||
if (((PlayState) state).bricks.size-1 <= Ball.BLOCKS_FOR_BOOST) {
|
||||
for (Ball ball : ((PlayState) state).balls) {
|
||||
|
@ -1,25 +1,57 @@
|
||||
package com.me.brickbuster.entity;
|
||||
|
||||
public enum BrickShape {
|
||||
public class BrickShape {
|
||||
|
||||
RECTANGLE,
|
||||
DIAMOND,
|
||||
DOWN_RIGHT_TRIANGLE,
|
||||
UP_RIGHT_TRIANGLE,
|
||||
UP_LEFT_TRIANGLE,
|
||||
DOWN_LEFT_TRIANGLE,
|
||||
HALF_UPPER,
|
||||
HALF_LOWER,
|
||||
HALF_LEFT,
|
||||
HALF_RIGHT,
|
||||
RIGHT_DOWN_RIGHT_TRIANGLE,
|
||||
RIGHT_UP_RIGHT_TRIANGLE,
|
||||
RIGHT_UP_LEFT_TRIANGLE,
|
||||
RIGHT_DOWN_LEFT_TRIANGLE,
|
||||
LEFT_DOWN_RIGHT_TRIANGLE,
|
||||
LEFT_UP_RIGHT_TRIANGLE,
|
||||
LEFT_UP_LEFT_TRIANGLE,
|
||||
LEFT_DOWN_LEFT_TRIANGLE,
|
||||
public static final int BOTTOM_LEFT = 0x1;
|
||||
public static final int MIDDLE_LEFT = 0x1 << 1;
|
||||
public static final int TOP_LEFT = 0x1 << 2;
|
||||
public static final int TOP_MIDDLE = 0x1 << 3;
|
||||
public static final int CENTER = 0x1 << 4;
|
||||
public static final int TOP_RIGHT = 0x1 << 5;
|
||||
public static final int MIDDLE_RIGHT = 0x1 << 6;
|
||||
public static final int BOTTOM_RIGHT = 0x1 << 7;
|
||||
public static final int BOTTOM_MIDDLE = 0x1 << 8;
|
||||
|
||||
public enum Shape {
|
||||
|
||||
RECTANGLE(BOTTOM_LEFT | TOP_LEFT | TOP_RIGHT | BOTTOM_RIGHT),
|
||||
DIAMOND(MIDDLE_LEFT | TOP_MIDDLE | MIDDLE_RIGHT | BOTTOM_MIDDLE),
|
||||
UP(BOTTOM_LEFT | TOP_MIDDLE | BOTTOM_RIGHT),
|
||||
HALF_UP(BOTTOM_LEFT | CENTER | BOTTOM_RIGHT),
|
||||
DOWN(TOP_LEFT | TOP_RIGHT | BOTTOM_MIDDLE),
|
||||
HALF_DOWN(TOP_LEFT | TOP_RIGHT | CENTER),
|
||||
LEFT(MIDDLE_LEFT | TOP_RIGHT | BOTTOM_RIGHT),
|
||||
HALF_LEFT(CENTER | TOP_RIGHT | BOTTOM_RIGHT),
|
||||
RIGHT(BOTTOM_LEFT | TOP_LEFT | MIDDLE_RIGHT),
|
||||
HALF_RIGHT(BOTTOM_LEFT | TOP_LEFT | CENTER),
|
||||
DOWN_RIGHT_TRIANGLE(BOTTOM_LEFT | TOP_RIGHT | BOTTOM_RIGHT),
|
||||
UP_RIGHT_TRIANGLE(TOP_LEFT | TOP_RIGHT | BOTTOM_RIGHT),
|
||||
UP_LEFT_TRIANGLE(BOTTOM_LEFT | TOP_LEFT | TOP_RIGHT),
|
||||
DOWN_LEFT_TRIANGLE(BOTTOM_LEFT | TOP_LEFT | BOTTOM_RIGHT),
|
||||
HALF_UPPER(MIDDLE_LEFT | TOP_LEFT | TOP_RIGHT | MIDDLE_RIGHT),
|
||||
HALF_LOWER(BOTTOM_LEFT | MIDDLE_LEFT | MIDDLE_RIGHT | BOTTOM_RIGHT),
|
||||
HALF_LEFT_SQUARE(BOTTOM_LEFT | TOP_LEFT | TOP_MIDDLE | BOTTOM_MIDDLE),
|
||||
HALF_RIGHT_SQUARE(BOTTOM_MIDDLE | TOP_MIDDLE | TOP_RIGHT | BOTTOM_RIGHT),
|
||||
LEFT_DOWN_RIGHT_TRIANGLE(BOTTOM_LEFT | TOP_MIDDLE | BOTTOM_MIDDLE),
|
||||
LEFT_UP_RIGHT_TRIANGLE(TOP_LEFT | TOP_MIDDLE | BOTTOM_MIDDLE),
|
||||
LEFT_UP_LEFT_TRIANGLE(BOTTOM_LEFT | TOP_LEFT | TOP_MIDDLE),
|
||||
LEFT_DOWN_LEFT_TRIANGLE(BOTTOM_LEFT | TOP_LEFT | BOTTOM_MIDDLE),
|
||||
RIGHT_DOWN_RIGHT_TRIANGLE(BOTTOM_MIDDLE | TOP_RIGHT | BOTTOM_RIGHT),
|
||||
RIGHT_UP_RIGHT_TRIANGLE(TOP_MIDDLE | TOP_RIGHT | BOTTOM_RIGHT),
|
||||
RIGHT_UP_LEFT_TRIANGLE(BOTTOM_MIDDLE | TOP_MIDDLE | TOP_RIGHT),
|
||||
RIGHT_DOWN_LEFT_TRIANGLE(BOTTOM_MIDDLE | TOP_MIDDLE | BOTTOM_RIGHT),
|
||||
;
|
||||
|
||||
private int mask;
|
||||
|
||||
Shape(int mask) {
|
||||
this.mask = mask;
|
||||
}
|
||||
|
||||
public int getMask() {
|
||||
return mask;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
@ -16,7 +16,7 @@ public class GridLayout implements BrickLayout {
|
||||
private final float powerUpChance;
|
||||
private final float brick_padding;
|
||||
|
||||
private BrickShape shape = null;
|
||||
private BrickShape.Shape shape = null;
|
||||
private BrickType type = null;
|
||||
|
||||
private boolean randomShape = false;
|
||||
@ -29,12 +29,12 @@ public class GridLayout implements BrickLayout {
|
||||
}
|
||||
|
||||
public GridLayout(PlayState state, int cols, int rows, float powerUpChance, boolean randomShape, boolean randomType) {
|
||||
this(state, cols, rows, powerUpChance, BrickShape.RECTANGLE, BrickType.STANDARD_10);
|
||||
this(state, cols, rows, powerUpChance, BrickShape.Shape.RECTANGLE, BrickType.STANDARD_10);
|
||||
this.randomShape = randomShape;
|
||||
this.randomType = randomType;
|
||||
}
|
||||
|
||||
public GridLayout(PlayState state, int cols, int rows, float powerUpChance, BrickShape shape, BrickType type) {
|
||||
public GridLayout(PlayState state, int cols, int rows, float powerUpChance, BrickShape.Shape shape, BrickType type) {
|
||||
this.state = state;
|
||||
this.cols = cols;
|
||||
this.rows = rows;
|
||||
@ -68,7 +68,7 @@ public class GridLayout implements BrickLayout {
|
||||
}
|
||||
|
||||
if (randomShape) {
|
||||
shape = BrickShape.values()[MathUtils.random(BrickShape.values().length-1)];
|
||||
shape = BrickShape.Shape.values()[MathUtils.random(BrickShape.Shape.values().length-1)];
|
||||
}
|
||||
|
||||
return new Brick(state, type, shape, powerUpType, x, PlayState.BOARD_HEIGHT - y);
|
||||
|
Loading…
Reference in New Issue
Block a user