Refactored to use states

Various other refactoring, no functional differences
This commit is contained in:
2018-11-13 11:51:00 +04:00
parent 3fad2085b6
commit 7588a0986b
13 changed files with 279 additions and 254 deletions

View File

@ -1,207 +1,38 @@
package com.me.brickbuster;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Game;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Vector2;
import com.me.brickbuster.entity.*;
import com.me.brickbuster.entity.powerup.*;
import com.me.brickbuster.state.PlayState;
import java.util.*;
public class BrickBuster extends ApplicationAdapter {
public class BrickBuster extends Game {
public static final int WIDTH = 800;
public static final int HEIGHT = 600;
public static final String TITLE = "Brick Buster";
public static final Vector2 HORIZONTAL_EDGE = new Vector2(1, 0);
public static final Vector2 VERTICAL_EDGE = new Vector2(0, 1);
public static final int SHIELD_HEIGHT = 5;
public static final float POWERUP_CHANCE = 0.15f;
private static final Map<Class<? extends PowerUp>, Integer> powerUpWeights;
private static final int weightSum;
private BitmapFont font;
private SpriteBatch batch;
private ShapeRenderer sr;
private Paddle paddle;
private ArrayList<Ball> balls;
private ArrayList<Brick> bricks;
private ArrayList<PowerUp> powerUps;
private int shieldCount = 0;
public BitmapFont font;
public SpriteBatch sb;
public ShapeRenderer sr;
@Override
public void create () {
font = new BitmapFont();
batch = new SpriteBatch();
sb = new SpriteBatch();
sr = new ShapeRenderer();
paddle = new Paddle(this);
powerUps = new ArrayList<PowerUp>();
bricks = new ArrayList<Brick>();
for (int col = 0; col < 13; col++) {
for (int row = 0; row < 7; row++) {
int x = 15 + (col * (Brick.BLOCK_WIDTH + 10));
int y = 15 + Brick.BLOCK_HEIGHT + (row * (Brick.BLOCK_HEIGHT + 10));
Class<? extends PowerUp> powerUpType = null;
if (MathUtils.randomBoolean(POWERUP_CHANCE)) {
powerUpType = getWeightedPowerUp();
}
bricks.add(new Brick(this, powerUpType, x, HEIGHT - y));
}
}
balls = new ArrayList<Ball>();
balls.add(new Ball(this));
setScreen(new PlayState(this));
}
@Override
public void render () {
Gdx.gl.glClearColor(0.5f,1,1,1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
long start_update = System.nanoTime();
update(Gdx.graphics.getDeltaTime());
long finish_update = System.nanoTime() - start_update;
long start_render = System.nanoTime();
for (Brick block : bricks) {
block.render(sr);
}
for (PowerUp powerUp : powerUps) {
powerUp.render(sr);
}
for (Ball ball : balls) {
ball.render(sr);
}
paddle.render(sr);
if (getShieldCount() > 0) {
sr.begin(ShapeRenderer.ShapeType.Filled);
sr.setColor(Color.SALMON);
sr.rect(0, 0, WIDTH, getShieldCount() * SHIELD_HEIGHT);
sr.end();
}
long finish_render = System.nanoTime() - start_render;
batch.begin();
//batch.setColor(Color.BLACK);
font.draw(batch, String.format("FPS: %d Update: %.2f ms Render: %.2f ms",
Gdx.graphics.getFramesPerSecond(), finish_update/1000000f, finish_render/1000000f), 0, 13);
batch.end();
// Render the current Screen (State)
super.render();
}
public void update(float dt) {
for (Iterator<Ball> it = balls.iterator(); it.hasNext();) {
Ball ball = it.next();
ball.update(dt);
if (ball.isDead()) {
it.remove();
}
}
if (balls.isEmpty()) {
reset();
}
paddle.update(dt);
for (Iterator<PowerUp> it = powerUps.iterator(); it.hasNext();) {
PowerUp powerUp = it.next();
powerUp.update(dt);
if(powerUp.isCaught()) {
it.remove();
}
}
if (getBricks().isEmpty()) {
create();
}
}
public void reset() {
Paddle paddle = getPaddle();
Ball ball = new Ball(this);
ball.setX(paddle.getX());
ball.setY(Paddle.PADDLE_Y + Paddle.PADDLE_HEIGHT + Ball.RADIUS);
balls.add(ball);
paddle.setSticky(false);
paddle.setWidth(Paddle.DEFAULT_WIDTH);
}
@Override
public void dispose () {
}
private static final Class<? extends PowerUp> getWeightedPowerUp() {
int remaining = MathUtils.random(weightSum);
for (Map.Entry<Class<? extends PowerUp>, Integer> entry : powerUpWeights.entrySet()) {
remaining -= entry.getValue();
if (remaining < 0) {
return entry.getKey();
}
}
return null;
}
public int getShieldCount() {
return shieldCount;
}
public void addShield() {
shieldCount++;
paddle.setY(paddle.getY() + SHIELD_HEIGHT);
}
public void removeShield() {
shieldCount--;
paddle.setY(paddle.getY() - SHIELD_HEIGHT);
}
public ArrayList<Ball> getBalls() {
return balls;
}
public Paddle getPaddle() {
return paddle;
}
public ArrayList<Brick> getBricks() {
return bricks;
}
public void addPowerUp(PowerUp powerUp) {
this.powerUps.add(powerUp);
}
static {
Map<Class<? extends PowerUp>, Integer> tmp = new HashMap<Class<? extends PowerUp>, Integer>();
// Assign PowerUp weights here
tmp.put(GluePowerUp.class, 30);
tmp.put(LongerPaddlePowerUp.class, 40);
tmp.put(MultiBallPowerUp.class, 20);
tmp.put(ShieldPowerUp.class, 40);
powerUpWeights = Collections.unmodifiableMap(tmp);
int sum = 0;
for (int x : powerUpWeights.values()) {
sum += x;
}
weightSum = sum;
}
}
}