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
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35dea75776
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@ -165,6 +165,11 @@ public class Brick extends Entity implements PhysicsBody, CollisionListener {
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}
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}
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float powerUpChance = ((PlayState) state).currentLevel.getRandomPowerUpChance();
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if (powerUpType == null && powerUpChance > 0f && MathUtils.randomBoolean(powerUpChance)) {
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powerUpType = PowerUpType.getWeightedRandom();
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}
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if (powerUpType != null) {
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((PlayState) state).powerUps.add(powerUpType.createInstance((PlayState) state, this));
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}
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@ -1,30 +1,26 @@
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package com.me.brickbuster.layout;
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import com.badlogic.gdx.files.FileHandle;
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import com.badlogic.gdx.utils.Array;
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import com.badlogic.gdx.utils.Json;
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import com.me.brickbuster.entity.Brick;
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import com.me.brickbuster.state.FieldState;
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import com.me.brickbuster.state.PlayState;
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public class FileLayout implements BrickLayout {
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private static final Json JSON = new Json();
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private PlayState state;
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private FieldState state;
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private LevelJsonTemplate template;
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private Array<Brick> bricks;
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private FileHandle file;
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public FileLayout(PlayState state, FileHandle file) {
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public FileLayout(FieldState state, LevelJsonTemplate template) {
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this.state = state;
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this.file = file;
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this.template = template;
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}
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@Override
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public void initialize() {
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bricks = new Array<Brick>();
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LevelJsonTemplate level = JSON.fromJson(LevelJsonTemplate.class, file);
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for (LevelJsonTemplate.BrickJsonTemplate brick : level.bricks) {
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for (LevelJsonTemplate.BrickJsonTemplate brick : template.bricks) {
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final float x = PlayState.EDGE_PADDING + Brick.BRICK_WIDTH/2 + brick.col * Brick.BRICK_WIDTH;
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final float y = PlayState.EDGE_PADDING + Brick.BRICK_HEIGHT/2 + brick.row * Brick.BRICK_HEIGHT;
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@ -2,14 +2,19 @@ package com.me.brickbuster.layout;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.files.FileHandle;
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import com.badlogic.gdx.graphics.Texture;
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import com.badlogic.gdx.utils.Json;
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import com.me.brickbuster.state.FieldState;
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import com.me.brickbuster.state.PlayState;
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public class FileLevelLoader implements LevelLoader {
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private PlayState state;
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private static final Json JSON = new Json();
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private FieldState state;
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private int level = 1;
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public FileLevelLoader(PlayState state) {
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public FileLevelLoader(FieldState state) {
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this.state = state;
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}
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@ -17,8 +22,15 @@ public class FileLevelLoader implements LevelLoader {
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public Level getNextLevel() {
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FileHandle file = Gdx.files.internal("levels/level_" + level + ".json");
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if (file.exists()) {
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LevelJsonTemplate template = JSON.fromJson(LevelJsonTemplate.class, file);
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Texture background = null;
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if (template.backgroundFile != null && !"".equals(template.backgroundFile)) {
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background = new Texture(Gdx.files.internal(template.backgroundFile));
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}
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level++;
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return new Level(new FileLayout(state, file), null, null);
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return new Level(new FileLayout(state, template), background, template.randomPowerUpChance);
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}
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return null;
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}
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@ -6,16 +6,16 @@ public class Level {
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private final BrickLayout layout;
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private final Texture background;
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private final Texture border;
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private final float randomPowerUpChance;
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public Level(BrickLayout layout) {
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this(layout, null, null);
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this(layout, null, 0f);
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}
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public Level(BrickLayout layout, Texture background, Texture border) {
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public Level(BrickLayout layout, Texture background, float randomPowerUpChance) {
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this.layout = layout;
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this.background = background;
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this.border = border;
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this.randomPowerUpChance = randomPowerUpChance;
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}
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public BrickLayout getLayout() {
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@ -26,8 +26,8 @@ public class Level {
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return background;
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}
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public Texture getBorder() {
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return border;
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public float getRandomPowerUpChance() {
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return randomPowerUpChance;
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}
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}
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@ -9,7 +9,7 @@ import java.util.List;
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public class LevelJsonTemplate {
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public String backgroundFile;
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public String borderFile;
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public float randomPowerUpChance;
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public List<BrickJsonTemplate> bricks;
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public static class BrickJsonTemplate {
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