Refactor to use libGdx Array instead of java ArrayList
Render bricks with their box2d angle Add ball density = 1f
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@ -30,7 +30,7 @@ public class Ball extends Entity implements PhysicsBody, CollisionListener {
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public Ball(PlayState state) {
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super(state, state.paddle.getX(), 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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this.speed = state.bricks.size > BLOCKS_FOR_BOOST? DEFAULT_SPEED : BOOST_SPEED;
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createBody();
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}
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@ -83,6 +83,7 @@ public class Ball extends Entity implements PhysicsBody, CollisionListener {
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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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ballFixture.density = 1f;
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body = state.world.createBody(ballBody);
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body.createFixture(ballFixture);
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@ -3,6 +3,8 @@ package com.me.brickbuster.entity;
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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.MathUtils;
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import com.badlogic.gdx.math.Rectangle;
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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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@ -44,10 +46,11 @@ public class Brick extends Entity implements PhysicsBody, CollisionListener {
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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() * 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.rect(pos.x * PlayState.PIXEL_PER_METER, pos.y * PlayState.PIXEL_PER_METER,
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0f, 0f,
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BRICK_WIDTH * PlayState.PIXEL_PER_METER, BRICK_HEIGHT * PlayState.PIXEL_PER_METER,
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1f, 1f,
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body.getAngle() * MathUtils.radiansToDegrees);
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sr.end();
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}
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@ -97,7 +100,7 @@ public class Brick extends Entity implements PhysicsBody, CollisionListener {
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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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if (state.bricks.size-1 <= Ball.BLOCKS_FOR_BOOST) {
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for (Ball ball : state.balls) {
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ball.setSpeed(Ball.BOOST_SPEED);
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}
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@ -12,9 +12,7 @@ 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.physics.Box2dContactListener;
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import java.util.ArrayList;
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import java.util.Iterator;
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import java.util.List;
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public class PlayState extends State {
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@ -42,11 +40,11 @@ public class PlayState extends State {
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public Body playArea;
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public Array<Body> bodies;
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public List<PowerUp> powerUps;
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public Array<PowerUp> powerUps;
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public Paddle paddle;
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public List<Ball> balls;
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public List<Brick> bricks;
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public List<Shield> shields;
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public Array<Ball> balls;
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public Array<Brick> bricks;
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public Array<Shield> shields;
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private float updateTime = 0f;
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@ -85,11 +83,11 @@ public class PlayState extends State {
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//playArea.createFixture(screenEdge, 0f);
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screenEdge.dispose();
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powerUps = new ArrayList<PowerUp>();
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powerUps = new Array<PowerUp>();
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paddle = new Paddle(this);
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float brick_padding = ((BrickBuster.BOARD_WIDTH/PIXEL_PER_METER) - COLUMNS * Brick.BRICK_WIDTH) / (COLUMNS + 1);
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bricks = new ArrayList<Brick>();
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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 = 0; row < ROWS; row++) {
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float x = brick_padding + (col * (Brick.BRICK_WIDTH + brick_padding));
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@ -104,10 +102,10 @@ public class PlayState extends State {
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}
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}
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balls = new ArrayList<Ball>();
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balls = new Array<Ball>();
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balls.add(new Ball(this));
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shields = new ArrayList<Shield>();
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shields = new Array<Shield>();
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}
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@Override
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@ -116,7 +114,7 @@ public class PlayState extends State {
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world.getBodies(bodies);
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for (Body b : bodies) {
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Entity e = (Entity) b.getUserData();
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if (e instanceof Ball || e instanceof PowerUp) {
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if (e instanceof Ball || e instanceof PowerUp || e instanceof Brick) {
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e.setPos(b.getPosition());
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}
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}
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@ -159,7 +157,7 @@ public class PlayState extends State {
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world.destroyBody(ball.getBody());
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}
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}
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if (balls.isEmpty()) {
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if (balls.size == 0) {
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ballReset();
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}
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@ -189,7 +187,7 @@ public class PlayState extends State {
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world.destroyBody(brick.getBody());
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}
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}
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if (bricks.isEmpty()) {
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if (bricks.size == 0) {
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game.setScreen(new MenuState(game));
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dispose();
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return;
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@ -215,7 +213,7 @@ public class PlayState extends State {
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}
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public int getShieldCount() {
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return shields.size();
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return shields.size;
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}
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public void addShield() {
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