Commit Graph

75 Commits

Author SHA1 Message Date
1aeab73cd0 Delete bricks that go below the bottom of the play field 2018-11-20 12:15:55 +04:00
5611bbc611 Add BrickLayout interace with an implementing GridLayout
Use new GridLayout to generate initial level
Remove some constructors in Birck
Add Color to BrickType enum, alter Brick to use it
2018-11-20 11:01:54 +04:00
719c32502c No longer allow balls to collect powerups 2018-11-19 23:41:48 +04:00
9df81ee854 Add dispose() to Entity and implement in Brick 2018-11-15 23:15:07 +04:00
e116f1064d Add additional brick shapes 2018-11-15 22:04:29 +04:00
4fa5841fb2 Fix correction impulse on ball 2018-11-15 22:03:12 +04:00
f70dc67878 Begin adding support for rendering different shaped bricks 2018-11-15 20:09:48 +04:00
64e00c1a1a Treat brick coordinates as their center 2018-11-15 18:19:54 +04:00
cb90c949ff New MINIMUM_ANGLE constant in Ball, currently PI/16
Apply impulses to ball when angle relative to horizontal axis is less
than MINIMUM_ANGLE. Prevents balls getting stuck going horizontally
2018-11-15 16:31:42 +04:00
998286de8d Ensure balls collide with the shield 2018-11-15 14:53:14 +04:00
9eac3353b6 Use instance bodies array 2018-11-15 14:48:32 +04:00
adebc42c16 Add Box2d collision filtering, allow collecting power ups with balls 2018-11-15 14:22:42 +04:00
74aa10de04 Refactor to use libGdx Array instead of java ArrayList
Render bricks with their box2d angle
Add ball density = 1f
2018-11-15 13:43:48 +04:00
b44b48097c Update paddle.update() to handle edge collision more nicely + cleaner code
Calculates an adjust variable which locates the paddle at exactly the
screen edge if a regular speed * dt move would put it past. Applies
the same adjust to stuck balls so they don't drift.
2018-11-15 12:24:33 +04:00
e4000998cc Complete box2d implementation, all collisions handled with box2d
Shield re-implemented as an entity with a box2d body
Multiball powerup now spawns balls at paddle instead of from block location
2018-11-15 10:34:22 +04:00
92201411b9 Refactor entity.PhysicsBody to physics.PhysicsBody
Create CollisionListener interface and Box2dContactListener
Register the Box2dContactListener with the box2d world
2018-11-14 22:26:02 +04:00
0994289c7e Begin box2d physics implementation.
Created box2d bodies for all game entities (except shield)
Scale units down to box2d friendly units (40:1 <-> pixels:box2d)
Use floats in places integers were used for position and sizing
2018-11-14 22:04:41 +04:00
b3cbe0cda5 Remove magic value 2018-11-13 19:01:14 +04:00
e2c0bad9e0 Altered powerup weights (decreased glue, increased multi ball)
Allow bricks to have their colour changed.
2018-11-13 18:58:55 +04:00
ea6240bd2c Add PowerUpType enum
Handles weighted random seletion, color and instantiation, cleaning up
other sections of Brick and PlayState code.
2018-11-13 18:42:27 +04:00
0abae880d3 Add MenuState, start with it and switch back when a game is finished 2018-11-13 17:58:42 +04:00
fa7e93953b Speed ball up 2018-11-13 17:21:23 +04:00
409735d94e Scale entity units to new board units.
Rename Brick.BLOCK_ to Brick.BRICK_
2018-11-13 17:17:19 +04:00
1fe82cb5b2 Change viewport to FitViewport, board height/width to 4K
Enable font anti-aliasing
2018-11-13 17:14:33 +04:00
a56d721050 Move away from using pixel coordinates to "board coordinates"
Changed aspect ratio from 4:3 to 9:16
2018-11-13 15:58:01 +04:00
1c7e20f8e9 Move any stuck balls along with paddle when shields get added/removed 2018-11-13 12:54:09 +04:00
7588a0986b Refactored to use states
Various other refactoring, no functional differences
2018-11-13 11:51:00 +04:00
3fad2085b6 Refactor power up chance to be a variable 2018-11-13 10:21:05 +04:00
70ece88a89 Allow shields to stack.
Refactor Ball.render to keep a local instance of BrickBuster
2018-11-12 21:46:02 +04:00
a199c82fd8 Fixed ball DEFAULT_SPEED being used when BOOST_SPEED should have been 2018-11-12 21:24:02 +04:00
c34610b3e3 Keep a global ShapeRenderer instance rather than an instance per entity 2018-11-12 21:22:16 +04:00
219622ff53 Add shield powerup 2018-11-12 21:11:40 +04:00
393b2fae58 Use a weighted random choice for powerup selection, 15% of power up 2018-11-12 20:39:59 +04:00
4694947a08 Added multi ball powerup 2018-11-12 19:15:24 +04:00
4a7c9215dd Use brick.hit() as a check for whether the brick should be removed. 2018-11-12 18:20:56 +04:00
e1c7fbb53f Move ball speed boost check to Brick's hit() method 2018-11-12 18:19:19 +04:00
1ee5a5a36c Allow ball to fall "out" of screen 2018-11-12 18:13:48 +04:00
83e270062b Refactor to support multiple balls 2018-11-12 18:12:42 +04:00
ed8c90be1a Add debug info to bottom left of screen 2018-11-12 17:15:27 +04:00
5e3f71f236 Replace snake_case to camelCase 2018-11-12 15:46:47 +04:00
d89a20134b Only check for paddle collision when ball position <= paddle height. 2018-11-12 11:50:50 +04:00
d3eb876960 Refactor powerups, move to new package. Decrease long paddle chance to 8% 2018-11-12 11:33:22 +04:00
88428fded9 Keep speed of ball when hitting sticky paddle 2018-11-12 11:18:26 +04:00
a736229c18 Only reset ball speed to default when launching normally 2018-11-12 11:08:09 +04:00
ac27cc5e90 Make sure paddle reaches screen edge 2018-11-12 11:07:04 +04:00
e8901d2ed4 Added longer paddle powerup, fixed issues with sticky paddle bouncing 2018-11-12 11:02:26 +04:00
1f9c2e6db0 Decrease chance of glue powerup dropping from 50% to 8%
Increase default ball speed to 350px/sec
Change paddle speed control to time-based, 375px/sec
2018-11-12 09:54:07 +04:00
3e0d4657f2 Add PowerUp logic + GluePowerUp 2018-11-12 09:28:12 +04:00
28e0ed27f3 Entity take float in constructor instead of int 2018-11-12 09:27:29 +04:00
353afe1cee Update velocity based on time delta 2018-11-11 21:53:18 +04:00