Move away from using pixel coordinates to "board coordinates"
Changed aspect ratio from 4:3 to 9:16
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@ -3,16 +3,23 @@ package com.me.brickbuster;
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import com.badlogic.gdx.Game;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.graphics.GL20;
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import com.badlogic.gdx.graphics.OrthographicCamera;
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import com.badlogic.gdx.graphics.g2d.BitmapFont;
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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.StretchViewport;
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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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public class BrickBuster extends Game {
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public static final int WIDTH = 800;
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public static final int HEIGHT = 600;
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public static final String TITLE = "Brick Buster";
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// 9*16 board area
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public static final int BOARD_WIDTH = 2250;
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public static final int BOARD_HEIGHT = 4000;
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public OrthographicCamera cam;
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public Viewport viewport;
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public BitmapFont font;
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public SpriteBatch sb;
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@ -20,6 +27,10 @@ public class BrickBuster extends Game {
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@Override
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public void create () {
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cam = new OrthographicCamera();
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viewport = new StretchViewport(BOARD_WIDTH, BOARD_HEIGHT, cam);
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viewport.apply(true);
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font = new BitmapFont();
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sb = new SpriteBatch();
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sr = new ShapeRenderer();
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@ -35,4 +46,14 @@ public class BrickBuster extends Game {
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super.render();
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}
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@Override
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public void resize(int width, int height) {
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viewport.update(width, height);
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sb.setProjectionMatrix(cam.combined);
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sr.setProjectionMatrix(cam.combined);
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super.resize(width, height);
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}
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}
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@ -27,7 +27,7 @@ public class Ball extends Entity {
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private boolean isDead = false;
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public Ball(PlayState state) {
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super(state,BrickBuster.WIDTH/2, state.paddle.getY() + Paddle.PADDLE_HEIGHT + RADIUS);
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super(state,BrickBuster.BOARD_WIDTH /2, 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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}
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@ -73,9 +73,9 @@ public class Ball extends Entity {
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}
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}
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if (new_pos.x + RADIUS > BrickBuster.WIDTH || new_pos.x - RADIUS < 0) {
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if (new_pos.x + RADIUS > BrickBuster.BOARD_WIDTH || new_pos.x - RADIUS < 0) {
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Utils.reflect(direction, Utils.VERTICAL_EDGE);
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} else if (new_pos.y + RADIUS > BrickBuster.HEIGHT) {
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} else if (new_pos.y + RADIUS > BrickBuster.BOARD_HEIGHT) {
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Utils.reflect(direction, Utils.HORIZONTAL_EDGE);
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} else if (state.getShieldCount() > 0
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&& new_pos.y - RADIUS < PlayState.SHIELD_HEIGHT * state.getShieldCount()) {
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@ -22,7 +22,7 @@ public class Paddle extends Entity {
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private boolean sticky = false;
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public Paddle(PlayState brickBuster) {
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super(brickBuster, BrickBuster.WIDTH / 2, PADDLE_Y);
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super(brickBuster, BrickBuster.BOARD_WIDTH / 2, PADDLE_Y);
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}
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@Override
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@ -49,8 +49,8 @@ public class Paddle extends Entity {
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}
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}
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if (Gdx.input.isKeyPressed(Input.Keys.RIGHT)) {
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if (pos.x + width/2 + PADDLE_SPEED * dt > BrickBuster.WIDTH) {
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setX(BrickBuster.WIDTH - width/2);
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if (pos.x + width/2 + PADDLE_SPEED * dt > BrickBuster.BOARD_WIDTH) {
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setX(BrickBuster.BOARD_WIDTH - width/2);
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return;
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}
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pos.x = pos.x + PADDLE_SPEED * dt;
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@ -47,7 +47,7 @@ public class PlayState extends State {
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if (MathUtils.randomBoolean(POWERUP_CHANCE)) {
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powerUpType = getWeightedPowerUp();
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}
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bricks.add(new Brick(this, powerUpType, x, BrickBuster.HEIGHT - y));
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bricks.add(new Brick(this, powerUpType, x, BrickBuster.BOARD_HEIGHT - y));
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}
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}
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@ -72,7 +72,7 @@ public class PlayState extends State {
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if (getShieldCount() > 0) {
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game.sr.begin(ShapeType.Filled);
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game.sr.setColor(Color.SALMON);
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game.sr.rect(0, 0, BrickBuster.WIDTH, getShieldCount() * SHIELD_HEIGHT);
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game.sr.rect(0, 0, BrickBuster.BOARD_WIDTH, getShieldCount() * SHIELD_HEIGHT);
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game.sr.end();
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}
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long renderTime = System.nanoTime() - start;
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@ -7,9 +7,10 @@ import com.me.brickbuster.BrickBuster;
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public class DesktopLauncher {
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public static void main (String[] arg) {
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LwjglApplicationConfiguration config = new LwjglApplicationConfiguration();
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config.width = BrickBuster.WIDTH;
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config.height = BrickBuster.HEIGHT;
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config.width = 450;
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config.height = 800;
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config.title = BrickBuster.TITLE;
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new LwjglApplication(new BrickBuster(), config);
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}
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}
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