Add randomPowerUpChance to Level type.

Allow defining said chance in level files.
Generate powerups on the fly when a brick is hit and the chance is met
This commit is contained in:
Matt Low 2018-11-22 21:46:49 +04:00
parent 35dea75776
commit d32cccebd6
5 changed files with 33 additions and 20 deletions

View File

@ -165,6 +165,11 @@ public class Brick extends Entity implements PhysicsBody, CollisionListener {
} }
} }
float powerUpChance = ((PlayState) state).currentLevel.getRandomPowerUpChance();
if (powerUpType == null && powerUpChance > 0f && MathUtils.randomBoolean(powerUpChance)) {
powerUpType = PowerUpType.getWeightedRandom();
}
if (powerUpType != null) { if (powerUpType != null) {
((PlayState) state).powerUps.add(powerUpType.createInstance((PlayState) state, this)); ((PlayState) state).powerUps.add(powerUpType.createInstance((PlayState) state, this));
} }

View File

@ -1,30 +1,26 @@
package com.me.brickbuster.layout; package com.me.brickbuster.layout;
import com.badlogic.gdx.files.FileHandle;
import com.badlogic.gdx.utils.Array; import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.Json;
import com.me.brickbuster.entity.Brick; import com.me.brickbuster.entity.Brick;
import com.me.brickbuster.state.FieldState;
import com.me.brickbuster.state.PlayState; import com.me.brickbuster.state.PlayState;
public class FileLayout implements BrickLayout { public class FileLayout implements BrickLayout {
private static final Json JSON = new Json(); private FieldState state;
private LevelJsonTemplate template;
private PlayState state;
private Array<Brick> bricks; private Array<Brick> bricks;
private FileHandle file;
public FileLayout(PlayState state, FileHandle file) { public FileLayout(FieldState state, LevelJsonTemplate template) {
this.state = state; this.state = state;
this.file = file; this.template = template;
} }
@Override @Override
public void initialize() { public void initialize() {
bricks = new Array<Brick>(); bricks = new Array<Brick>();
LevelJsonTemplate level = JSON.fromJson(LevelJsonTemplate.class, file); for (LevelJsonTemplate.BrickJsonTemplate brick : template.bricks) {
for (LevelJsonTemplate.BrickJsonTemplate brick : level.bricks) {
final float x = PlayState.EDGE_PADDING + Brick.BRICK_WIDTH/2 + brick.col * Brick.BRICK_WIDTH; final float x = PlayState.EDGE_PADDING + Brick.BRICK_WIDTH/2 + brick.col * Brick.BRICK_WIDTH;
final float y = PlayState.EDGE_PADDING + Brick.BRICK_HEIGHT/2 + brick.row * Brick.BRICK_HEIGHT; final float y = PlayState.EDGE_PADDING + Brick.BRICK_HEIGHT/2 + brick.row * Brick.BRICK_HEIGHT;

View File

@ -2,14 +2,19 @@ package com.me.brickbuster.layout;
import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.files.FileHandle; import com.badlogic.gdx.files.FileHandle;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.utils.Json;
import com.me.brickbuster.state.FieldState;
import com.me.brickbuster.state.PlayState; import com.me.brickbuster.state.PlayState;
public class FileLevelLoader implements LevelLoader { public class FileLevelLoader implements LevelLoader {
private PlayState state; private static final Json JSON = new Json();
private FieldState state;
private int level = 1; private int level = 1;
public FileLevelLoader(PlayState state) { public FileLevelLoader(FieldState state) {
this.state = state; this.state = state;
} }
@ -17,8 +22,15 @@ public class FileLevelLoader implements LevelLoader {
public Level getNextLevel() { public Level getNextLevel() {
FileHandle file = Gdx.files.internal("levels/level_" + level + ".json"); FileHandle file = Gdx.files.internal("levels/level_" + level + ".json");
if (file.exists()) { if (file.exists()) {
LevelJsonTemplate template = JSON.fromJson(LevelJsonTemplate.class, file);
Texture background = null;
if (template.backgroundFile != null && !"".equals(template.backgroundFile)) {
background = new Texture(Gdx.files.internal(template.backgroundFile));
}
level++; level++;
return new Level(new FileLayout(state, file), null, null); return new Level(new FileLayout(state, template), background, template.randomPowerUpChance);
} }
return null; return null;
} }

View File

@ -6,16 +6,16 @@ public class Level {
private final BrickLayout layout; private final BrickLayout layout;
private final Texture background; private final Texture background;
private final Texture border; private final float randomPowerUpChance;
public Level(BrickLayout layout) { public Level(BrickLayout layout) {
this(layout, null, null); this(layout, null, 0f);
} }
public Level(BrickLayout layout, Texture background, Texture border) { public Level(BrickLayout layout, Texture background, float randomPowerUpChance) {
this.layout = layout; this.layout = layout;
this.background = background; this.background = background;
this.border = border; this.randomPowerUpChance = randomPowerUpChance;
} }
public BrickLayout getLayout() { public BrickLayout getLayout() {
@ -26,8 +26,8 @@ public class Level {
return background; return background;
} }
public Texture getBorder() { public float getRandomPowerUpChance() {
return border; return randomPowerUpChance;
} }
} }

View File

@ -9,7 +9,7 @@ import java.util.List;
public class LevelJsonTemplate { public class LevelJsonTemplate {
public String backgroundFile; public String backgroundFile;
public String borderFile; public float randomPowerUpChance;
public List<BrickJsonTemplate> bricks; public List<BrickJsonTemplate> bricks;
public static class BrickJsonTemplate { public static class BrickJsonTemplate {