Add BrickLayout interace with an implementing GridLayout
Use new GridLayout to generate initial level Remove some constructors in Birck Add Color to BrickType enum, alter Brick to use it
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@ -22,7 +22,6 @@ import com.me.brickbuster.state.PlayState;
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public class Brick extends Entity implements PhysicsBody, CollisionListener {
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public static final Color DEFAULT_COLOR = Color.FOREST;
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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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@ -33,7 +32,6 @@ public class Brick extends Entity implements PhysicsBody, CollisionListener {
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private BrickShape shape;
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private PowerUpType powerUpType;
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private Color color;
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private Pixmap pm;
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private Texture solid;
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private TextureRegion region;
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@ -41,26 +39,13 @@ public class Brick extends Entity implements PhysicsBody, CollisionListener {
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private Body body;
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private boolean hitByBall = false;
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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, BrickShape shape, PowerUpType powerUpType, float x, float y) {
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this(state, BrickType.STANDARD_10, shape, powerUpType, DEFAULT_COLOR, true, x, y);
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}
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public Brick(PlayState state, PowerUpType powerUpType, boolean hidePowerup, float x, float y) {
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this(state, BrickType.STANDARD_10, BrickShape.RECTANGLE, powerUpType, DEFAULT_COLOR, hidePowerup, x, y);
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}
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public Brick(PlayState state, BrickType type, BrickShape shape, PowerUpType powerUpType, Color color, boolean hidePowerUp, float x, float y) {
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public Brick(PlayState state, BrickType type, BrickShape shape, PowerUpType powerUpType, float x, float y) {
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super(state, x, y);
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this.type = type;
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this.shape = shape;
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this.powerUpType = powerUpType;
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this.color = powerUpType != null && !hidePowerUp? powerUpType.getColor() : color;
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this.pm = new Pixmap(1,1, Pixmap.Format.RGBA8888);
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pm.setColor(color);
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pm.setColor(type.getColor());
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pm.fill();
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this.solid = new Texture(pm);
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this.region = new TextureRegion(solid);
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@ -1,19 +1,31 @@
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package com.me.brickbuster.entity;
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import com.badlogic.gdx.graphics.Color;
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public enum BrickType {
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STANDARD_10,
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STANDARD_20,
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STANDARD_30,
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STANDARD_40,
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STANDARD_50,
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STANDARD_60,
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STANDARD_70,
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STANDARD_80,
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EXPLOSIVE,
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HARD,
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HARDER,
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UNBREAKABLE
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STANDARD_10(new Color(0xf1f1f1ff)),
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STANDARD_20(new Color(0xff8f00ff)),
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STANDARD_30(Color.CYAN),
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STANDARD_40(Color.GREEN),
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STANDARD_50(Color.RED),
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STANDARD_60(new Color(0x0070ffff)),
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STANDARD_70(new Color(0xff00ffff)),
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STANDARD_80(new Color(0xffff00ff)),
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EXPLOSIVE(Color.GRAY),
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HARD(new Color(0x9d9d9dff)),
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HARDER(new Color(0xbcae00ff)),
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UNBREAKABLE(Color.BLACK)
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;
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private Color color;
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BrickType(Color color) {
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this.color = color;
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}
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public Color getColor() {
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return color;
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}
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}
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12
core/src/com/me/brickbuster/layout/BrickLayout.java
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12
core/src/com/me/brickbuster/layout/BrickLayout.java
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@ -0,0 +1,12 @@
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package com.me.brickbuster.layout;
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import com.badlogic.gdx.utils.Array;
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import com.me.brickbuster.entity.Brick;
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public interface BrickLayout {
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void initialize();
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Array<Brick> getBricks();
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}
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82
core/src/com/me/brickbuster/layout/GridLayout.java
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82
core/src/com/me/brickbuster/layout/GridLayout.java
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@ -0,0 +1,82 @@
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package com.me.brickbuster.layout;
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import com.badlogic.gdx.math.MathUtils;
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import com.badlogic.gdx.utils.Array;
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import com.me.brickbuster.entity.Brick;
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import com.me.brickbuster.entity.BrickShape;
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import com.me.brickbuster.entity.BrickType;
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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 GridLayout implements BrickLayout {
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private final PlayState state;
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private final int cols;
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private final int rows;
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private final float powerUpChance;
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private final float brick_padding;
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private BrickShape shape = null;
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private BrickType type = null;
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private boolean randomShape = false;
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private boolean randomType = false;
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private final Array<Brick> bricks;
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public GridLayout(PlayState state, int cols, int rows, float powerUpChance) {
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this(state, cols, rows, powerUpChance, false, false);
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}
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public GridLayout(PlayState state, int cols, int rows, float powerUpChance, boolean randomShape, boolean randomType) {
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this(state, cols, rows, powerUpChance, BrickShape.RECTANGLE, BrickType.STANDARD_10);
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this.randomShape = randomShape;
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this.randomType = randomType;
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}
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public GridLayout(PlayState state, int cols, int rows, float powerUpChance, BrickShape shape, BrickType type) {
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this.state = state;
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this.cols = cols;
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this.rows = rows;
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this.brick_padding = (PlayState.BOARD_WIDTH - cols * Brick.BRICK_WIDTH) / (cols + 1);
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this.powerUpChance = powerUpChance;
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this.shape = shape;
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this.type = type;
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this.bricks = new Array<Brick>(cols * rows);
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}
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@Override
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public void initialize() {
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for (int col = 0; col < cols; col++) {
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for (int row = 0; row < rows; row++) {
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bricks.add(getBrickForCell(row, col));
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}
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}
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}
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protected Brick getBrickForCell(int row, int col) {
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final float x = brick_padding + Brick.BRICK_WIDTH/2 + (col * (Brick.BRICK_WIDTH + brick_padding));
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final float y = brick_padding + Brick.BRICK_HEIGHT/2 + (row * (Brick.BRICK_HEIGHT + brick_padding));
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PowerUpType powerUpType = null;
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if (MathUtils.randomBoolean(powerUpChance)) {
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powerUpType = PowerUpType.getWeightedRandom();
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}
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if (randomType) {
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type = BrickType.values()[MathUtils.random(BrickType.values().length-1)];
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}
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if (randomShape) {
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shape = BrickShape.values()[MathUtils.random(BrickShape.values().length-1)];
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}
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return new Brick(state, type, shape, powerUpType, x, PlayState.BOARD_HEIGHT - y);
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}
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@Override
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public Array<Brick> getBricks() {
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return bricks;
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}
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}
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@ -2,14 +2,14 @@ package com.me.brickbuster.state;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.graphics.Color;
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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.badlogic.gdx.physics.box2d.*;
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import com.badlogic.gdx.utils.Array;
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import com.me.brickbuster.BrickBuster;
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import com.me.brickbuster.entity.*;
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import com.me.brickbuster.entity.powerup.PowerUp;
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import com.me.brickbuster.entity.powerup.PowerUpType;
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import com.me.brickbuster.layout.BrickLayout;
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import com.me.brickbuster.layout.GridLayout;
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import com.me.brickbuster.physics.Box2dContactListener;
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import com.me.brickbuster.physics.EntityType;
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@ -22,11 +22,10 @@ public class PlayState extends State {
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public static final float BOARD_HEIGHT = 96f;
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public static final float EDGE_PADDING = .125f;
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public static final int COLUMNS = 10;
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public static final int ROWS = 20;
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public static final float POWERUP_CHANCE = 0.15f;
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public static final int COLUMNS = 9;
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public static final int ROWS = 8;
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public static final Vector2 lowerLeftCorner =
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new Vector2(EDGE_PADDING,EDGE_PADDING);
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public static final Vector2 lowerRightCorner =
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@ -64,13 +63,12 @@ public class PlayState extends State {
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bodies = new Array<Body>();
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// define a playArea body with position set to 0
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// Set up the borders
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BodyDef playAreaDef = new BodyDef();
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playAreaDef.type = BodyDef.BodyType.StaticBody;
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playAreaDef.position.set(new Vector2());
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EdgeShape screenEdge = new EdgeShape();
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FixtureDef playAreaFixture = new FixtureDef();
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playAreaFixture.shape = screenEdge;
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@ -78,38 +76,21 @@ public class PlayState extends State {
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playAreaFixture.filter.maskBits = EntityType.BALL | EntityType.BRICK;
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playArea = world.createBody(playAreaDef);
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// Right edge
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screenEdge.set(lowerRightCorner, upperRightCorner);
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playArea.createFixture(playAreaFixture);
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// Top edge
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screenEdge.set(upperRightCorner, upperLeftCorner);
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playArea.createFixture(playAreaFixture);
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// Left edge
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screenEdge.set(upperLeftCorner, lowerLeftCorner);
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playArea.createFixture(playAreaFixture);
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// Bottom edge
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//screenEdge.set(lowerLeftCorner, lowerRightCorner);
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//playArea.createFixture(playAreaFixture);
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screenEdge.dispose();
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powerUps = new Array<PowerUp>();
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paddle = new Paddle(this);
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float brick_padding = (BOARD_WIDTH - COLUMNS * Brick.BRICK_WIDTH) / (COLUMNS + 1);
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bricks = new Array<Brick>();
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for (int col = 0; col < COLUMNS; col++) {
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for (int row = ROWS-1; row >= 0; row--) {
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float x = brick_padding + Brick.BRICK_WIDTH/2 + (col * (Brick.BRICK_WIDTH + brick_padding));
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float y = brick_padding + Brick.BRICK_HEIGHT/2 + (row * (Brick.BRICK_HEIGHT + brick_padding));
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BrickLayout layout = new GridLayout(this, COLUMNS, ROWS, POWERUP_CHANCE);
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layout.initialize();
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PowerUpType powerUpType = null;
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if (MathUtils.randomBoolean(POWERUP_CHANCE)) {
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powerUpType = PowerUpType.getWeightedRandom();
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}
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bricks.add(new Brick(this, powerUpType, x, BOARD_HEIGHT - y));
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}
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}
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bricks = layout.getBricks();
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balls = new Array<Ball>();
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balls.add(new Ball(this));
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@ -192,6 +173,7 @@ public class PlayState extends State {
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brick.update(dt);
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if (brick.isDeleted()) {
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it.remove();
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brick.dispose();
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world.destroyBody(brick.getBody());
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}
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}
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