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No commits in common. "9df81ee854ea2eb09d1c290905b80ae02615086d" and "cb90c949ff375d358352692d894d02354b02d35c" have entirely different histories.
9df81ee854
...
cb90c949ff
@ -6,7 +6,6 @@ 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.OrthographicCamera;
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import com.badlogic.gdx.graphics.Texture;
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import com.badlogic.gdx.graphics.Texture;
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import com.badlogic.gdx.graphics.g2d.BitmapFont;
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import com.badlogic.gdx.graphics.g2d.BitmapFont;
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import com.badlogic.gdx.graphics.g2d.PolygonSpriteBatch;
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import com.badlogic.gdx.graphics.g2d.SpriteBatch;
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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.graphics.glutils.ShapeRenderer;
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import com.badlogic.gdx.utils.viewport.FitViewport;
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import com.badlogic.gdx.utils.viewport.FitViewport;
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@ -26,7 +25,6 @@ public class BrickBuster extends Game {
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public BitmapFont font;
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public BitmapFont font;
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public SpriteBatch sb;
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public SpriteBatch sb;
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public ShapeRenderer sr;
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public ShapeRenderer sr;
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public PolygonSpriteBatch pb;
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@Override
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@Override
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public void create () {
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public void create () {
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@ -40,7 +38,6 @@ public class BrickBuster extends Game {
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sb = new SpriteBatch();
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sb = new SpriteBatch();
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sr = new ShapeRenderer();
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sr = new ShapeRenderer();
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pb = new PolygonSpriteBatch();
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setScreen(new MenuState(this));
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setScreen(new MenuState(this));
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}
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}
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@ -59,7 +56,6 @@ public class BrickBuster extends Game {
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sb.setProjectionMatrix(cam.combined);
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sb.setProjectionMatrix(cam.combined);
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sr.setProjectionMatrix(cam.combined);
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sr.setProjectionMatrix(cam.combined);
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pb.setProjectionMatrix(cam.combined);
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super.resize(width, height);
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super.resize(width, height);
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}
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}
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@ -21,7 +21,6 @@ public class Ball extends Entity implements PhysicsBody, CollisionListener {
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public static final int BLOCKS_FOR_BOOST = 39;
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public static final int BLOCKS_FOR_BOOST = 39;
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public static final float MINIMUM_ANGLE = MathUtils.PI/16;
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public static final float MINIMUM_ANGLE = MathUtils.PI/16;
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public static final float CORRECTION_IMPULSE = 3f;
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private float speed;
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private float speed;
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private boolean isStuck = true;
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private boolean isStuck = true;
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@ -65,13 +64,12 @@ public class Ball extends Entity implements PhysicsBody, CollisionListener {
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}
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}
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Vector2 velocity = body.getLinearVelocity();
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Vector2 velocity = body.getLinearVelocity();
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body.setLinearVelocity(velocity.nor().scl(speed));
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float rad = velocity.angleRad();
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float rad = velocity.angleRad();
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if (Math.abs(rad) < MINIMUM_ANGLE || Math.abs(rad) > MathUtils.PI - MINIMUM_ANGLE) {
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if (Math.abs(rad) < MINIMUM_ANGLE || Math.abs(rad) > MathUtils.PI - MINIMUM_ANGLE) {
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Vector2 impulse = new Vector2(0, rad > 0? CORRECTION_IMPULSE : -CORRECTION_IMPULSE);
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body.applyLinearImpulse(new Vector2(0, rad > 0? 1 : -1), pos, true);
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body.applyLinearImpulse(impulse, pos, true);
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}
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}
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body.setLinearVelocity(velocity.nor().scl(speed));
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}
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}
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@Override
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@Override
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@ -1,19 +1,15 @@
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package com.me.brickbuster.entity;
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package com.me.brickbuster.entity;
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import com.badlogic.gdx.graphics.Color;
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import com.badlogic.gdx.graphics.Color;
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import com.badlogic.gdx.graphics.Pixmap;
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import com.badlogic.gdx.graphics.Texture;
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import com.badlogic.gdx.graphics.g2d.PolygonRegion;
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import com.badlogic.gdx.graphics.g2d.PolygonSpriteBatch;
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import com.badlogic.gdx.graphics.g2d.TextureRegion;
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import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
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import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
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import com.badlogic.gdx.math.EarClippingTriangulator;
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import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType;
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import com.badlogic.gdx.math.MathUtils;
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import com.badlogic.gdx.math.Rectangle;
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import com.badlogic.gdx.math.Vector2;
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import com.badlogic.gdx.math.Vector2;
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import com.badlogic.gdx.physics.box2d.Body;
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import com.badlogic.gdx.physics.box2d.Body;
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import com.badlogic.gdx.physics.box2d.BodyDef;
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import com.badlogic.gdx.physics.box2d.BodyDef;
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import com.badlogic.gdx.physics.box2d.FixtureDef;
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import com.badlogic.gdx.physics.box2d.FixtureDef;
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import com.badlogic.gdx.physics.box2d.PolygonShape;
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import com.badlogic.gdx.physics.box2d.PolygonShape;
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import com.badlogic.gdx.utils.ShortArray;
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import com.me.brickbuster.entity.powerup.PowerUpType;
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import com.me.brickbuster.entity.powerup.PowerUpType;
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import com.me.brickbuster.physics.CollisionListener;
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import com.me.brickbuster.physics.CollisionListener;
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import com.me.brickbuster.physics.EntityType;
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import com.me.brickbuster.physics.EntityType;
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@ -26,17 +22,8 @@ public class Brick extends Entity implements PhysicsBody, CollisionListener {
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public static final float BRICK_WIDTH = 5f;
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public static final float BRICK_WIDTH = 5f;
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public static final float BRICK_HEIGHT = 2.5f;
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public static final float BRICK_HEIGHT = 2.5f;
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private static final EarClippingTriangulator ECT = new EarClippingTriangulator();
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private static final Vector2 tmp = new Vector2();
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private BrickType type;
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private BrickShape shape;
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private PowerUpType powerUpType;
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private PowerUpType powerUpType;
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private Color color;
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private Color color;
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private Pixmap pm;
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private Texture solid;
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private TextureRegion region;
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private Body body;
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private Body body;
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private boolean hitByBall = false;
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private boolean hitByBall = false;
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@ -45,46 +32,27 @@ public class Brick extends Entity implements PhysicsBody, CollisionListener {
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this(state, powerUpType, true, x, y);
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this(state, powerUpType, true, x, y);
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}
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}
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public Brick(PlayState state, BrickShape shape, PowerUpType powerUpType, float x, float y) {
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this(state, BrickType.STANDARD_10, shape, powerUpType, DEFAULT_COLOR, true, x, y);
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}
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public Brick(PlayState state, PowerUpType powerUpType, boolean hidePowerup, float x, float y) {
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public Brick(PlayState state, PowerUpType powerUpType, boolean hidePowerup, float x, float y) {
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this(state, BrickType.STANDARD_10, BrickShape.RECTANGLE, powerUpType, DEFAULT_COLOR, hidePowerup, x, y);
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this(state, powerUpType, DEFAULT_COLOR, hidePowerup, x, y);
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}
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}
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public Brick(PlayState state, BrickType type, BrickShape shape, PowerUpType powerUpType, Color color, boolean hidePowerUp, float x, float y) {
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public Brick(PlayState state, PowerUpType powerUpType, Color color, boolean hidePowerUp, float x, float y) {
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super(state, x, y);
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super(state, x, y);
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this.type = type;
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this.shape = shape;
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this.powerUpType = powerUpType;
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this.powerUpType = powerUpType;
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this.color = powerUpType != null && !hidePowerUp? powerUpType.getColor() : color;
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this.color = powerUpType != null && !hidePowerUp? powerUpType.getColor() : color;
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this.pm = new Pixmap(1,1, Pixmap.Format.RGBA8888);
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pm.setColor(color);
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pm.fill();
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this.solid = new Texture(pm);
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this.region = new TextureRegion(solid);
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createBody();
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createBody();
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}
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}
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@Override
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@Override
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public void render(ShapeRenderer sr) {
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public void render(ShapeRenderer sr) {
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PolygonShape shape = (PolygonShape) body.getFixtureList().get(0).getShape();
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sr.begin(ShapeType.Filled);
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float[] vertices = new float[shape.getVertexCount()*2];
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sr.setColor(color);
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for (int i = 0; i < vertices.length/2; i++) {
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sr.rect(pos.x * PlayState.PIXEL_PER_METER, pos.y * PlayState.PIXEL_PER_METER,
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shape.getVertex(i, tmp);
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0f, 0f,
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Vector2 vertex = body.getWorldPoint(tmp);
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BRICK_WIDTH * PlayState.PIXEL_PER_METER, BRICK_HEIGHT * PlayState.PIXEL_PER_METER,
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vertices[i*2] = vertex.x * PlayState.PIXEL_PER_METER;
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1f, 1f,
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vertices[i*2 + 1] = vertex.y * PlayState.PIXEL_PER_METER;
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body.getAngle() * MathUtils.radiansToDegrees);
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}
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sr.end();
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ShortArray triangleIndices = ECT.computeTriangles(vertices);
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PolygonRegion polyRegion = new PolygonRegion(region, vertices, triangleIndices.toArray());
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PolygonSpriteBatch pb = state.getGame().pb;
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pb.begin();
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pb.draw(polyRegion, 0, 0);
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pb.end();
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}
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}
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@Override
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@Override
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@ -107,88 +75,15 @@ public class Brick extends Entity implements PhysicsBody, CollisionListener {
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brickBody.position.set(pos.cpy());
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brickBody.position.set(pos.cpy());
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PolygonShape brickShape = new PolygonShape();
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PolygonShape brickShape = new PolygonShape();
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brickShape.setAsBox(BRICK_WIDTH/2, BRICK_HEIGHT/2,
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switch (shape) {
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new Vector2(BRICK_WIDTH/2,BRICK_HEIGHT/2), 0);
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case DIAMOND:
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brickShape.set(new float[] {
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-BRICK_WIDTH/2, 0, // Left
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0, BRICK_HEIGHT/2, // Up
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BRICK_WIDTH/2, 0, // Right
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0, -BRICK_HEIGHT/2 // Down
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});
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break;
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case DOWN_RIGHT_TRIANGLE:
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brickShape.set(new float[] {
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BRICK_WIDTH/2, BRICK_HEIGHT/2, // Top right
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BRICK_WIDTH/2, -BRICK_HEIGHT/2, // Bottom right
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-BRICK_WIDTH/2, -BRICK_HEIGHT/2, // Bottom left
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});
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break;
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case UP_RIGHT_TRIANGLE:
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brickShape.set(new float[] {
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BRICK_WIDTH/2, BRICK_HEIGHT/2, // Top right
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BRICK_WIDTH/2, -BRICK_HEIGHT/2, // Bottom right
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-BRICK_WIDTH/2, BRICK_HEIGHT/2, // Top left
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});
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break;
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case UP_LEFT_TRIANGLE:
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brickShape.set(new float[] {
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-BRICK_WIDTH/2, BRICK_HEIGHT/2, // Top left
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BRICK_WIDTH/2, BRICK_HEIGHT/2, // Top right
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-BRICK_WIDTH/2, -BRICK_HEIGHT/2, // Bottom left
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});
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break;
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case DOWN_LEFT_TRIANGLE:
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brickShape.set(new float[] {
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-BRICK_WIDTH/2, BRICK_HEIGHT/2, // Top left
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BRICK_WIDTH/2, -BRICK_HEIGHT/2, // Bottom right
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-BRICK_WIDTH/2, -BRICK_HEIGHT/2, // Bottom left
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});
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break;
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case HALF_LOWER:
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brickShape.set(new float[] {
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-BRICK_WIDTH/2, 0, // Top left
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BRICK_WIDTH/2, 0, // Top right
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BRICK_WIDTH/2, -BRICK_HEIGHT/2, // Bottom right
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-BRICK_WIDTH/2, -BRICK_HEIGHT/2, // Bottom left
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});
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break;
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case HALF_UPPER:
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brickShape.set(new float[] {
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-BRICK_WIDTH/2, BRICK_HEIGHT/2, // Top left
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BRICK_WIDTH/2, BRICK_HEIGHT/2, // Top right
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BRICK_WIDTH/2, 0, // Bottom right
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-BRICK_WIDTH/2, 0, // Bottom left
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});
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break;
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case HALF_LEFT:
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brickShape.set(new float[] {
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-BRICK_WIDTH/2, BRICK_HEIGHT/2, // Top left
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0, BRICK_HEIGHT/2, // Top right
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0, -BRICK_HEIGHT/2, // Bottom right
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-BRICK_WIDTH/2, -BRICK_HEIGHT/2, // Bottom left
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});
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break;
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case HALF_RIGHT:
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brickShape.set(new float[] {
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0, BRICK_HEIGHT/2, // Top left
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BRICK_WIDTH/2, BRICK_HEIGHT/2, // Top right
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BRICK_WIDTH/2, -BRICK_HEIGHT/2, // Bottom right
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0, -BRICK_HEIGHT/2, // Bottom left
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});
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break;
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default:
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brickShape.setAsBox(BRICK_WIDTH/2, BRICK_HEIGHT/2, Vector2.Zero, 0f);
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}
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FixtureDef brickFixture = new FixtureDef();
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FixtureDef brickFixture = new FixtureDef();
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brickFixture.shape = brickShape;
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brickFixture.shape = brickShape;
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brickFixture.friction = 0f;
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brickFixture.friction = 0f;
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brickFixture.density = 0.5f;
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brickFixture.filter.categoryBits = EntityType.BRICK;
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brickFixture.filter.categoryBits = EntityType.BRICK;
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brickFixture.filter.maskBits = EntityType.BALL | EntityType.BRICK | EntityType.BOUNDARY;
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brickFixture.filter.maskBits = EntityType.BALL;
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body = state.world.createBody(brickBody);
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body = state.world.createBody(brickBody);
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body.createFixture(brickFixture);
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body.createFixture(brickFixture);
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@ -208,12 +103,6 @@ public class Brick extends Entity implements PhysicsBody, CollisionListener {
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public void endContact(Entity contacted) {
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public void endContact(Entity contacted) {
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}
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}
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@Override
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public void dispose() {
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|
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solid.dispose();
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pm.dispose();
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}
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||||||
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public boolean hit() {
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public boolean hit() {
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if (state.bricks.size-1 <= Ball.BLOCKS_FOR_BOOST) {
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if (state.bricks.size-1 <= Ball.BLOCKS_FOR_BOOST) {
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for (Ball ball : state.balls) {
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for (Ball ball : state.balls) {
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@ -1,17 +0,0 @@
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package com.me.brickbuster.entity;
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|
||||||
public enum BrickShape {
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|
||||||
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|
||||||
RECTANGLE,
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|
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DIAMOND,
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|
||||||
DOWN_RIGHT_TRIANGLE,
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||||||
UP_RIGHT_TRIANGLE,
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UP_LEFT_TRIANGLE,
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|
||||||
DOWN_LEFT_TRIANGLE,
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HALF_UPPER,
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HALF_LOWER,
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HALF_LEFT,
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|
||||||
HALF_RIGHT,
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||||||
;
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|
||||||
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|
||||||
}
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@ -1,19 +0,0 @@
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|||||||
package com.me.brickbuster.entity;
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|
||||||
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|
||||||
public enum BrickType {
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|
||||||
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|
||||||
STANDARD_10,
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||||||
STANDARD_20,
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|
||||||
STANDARD_30,
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|
||||||
STANDARD_40,
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||||||
STANDARD_50,
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||||||
STANDARD_60,
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|
||||||
STANDARD_70,
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|
||||||
STANDARD_80,
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|
||||||
EXPLOSIVE,
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|
||||||
HARD,
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|
||||||
HARDER,
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|
||||||
UNBREAKABLE
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|
||||||
;
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|
||||||
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|
||||||
}
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@ -23,8 +23,6 @@ public abstract class Entity {
|
|||||||
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|
||||||
public abstract void update(float dt);
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public abstract void update(float dt);
|
||||||
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|
||||||
public void dispose() {}
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|
||||||
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|
||||||
public Vector2 getPos() {
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public Vector2 getPos() {
|
||||||
return pos;
|
return pos;
|
||||||
}
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}
|
||||||
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@ -42,7 +42,9 @@ public enum PowerUpType {
|
|||||||
}
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}
|
||||||
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|
||||||
public PowerUp createInstance(PlayState state, Brick brick) {
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public PowerUp createInstance(PlayState state, Brick brick) {
|
||||||
return createInstance(state, new Vector2(brick.getX(), brick.getY()));
|
return createInstance(state,
|
||||||
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new Vector2(brick.getX()+Brick.BRICK_WIDTH/2,
|
||||||
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brick.getY()+Brick.BRICK_HEIGHT/2));
|
||||||
}
|
}
|
||||||
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|
||||||
public PowerUp createInstance(PlayState state, Vector2 pos) {
|
public PowerUp createInstance(PlayState state, Vector2 pos) {
|
||||||
|
@ -95,19 +95,19 @@ public class PlayState extends State {
|
|||||||
powerUps = new Array<PowerUp>();
|
powerUps = new Array<PowerUp>();
|
||||||
paddle = new Paddle(this);
|
paddle = new Paddle(this);
|
||||||
|
|
||||||
float brick_padding = (BOARD_WIDTH - COLUMNS * Brick.BRICK_WIDTH) / (COLUMNS + 1);
|
float brick_padding = ((BrickBuster.BOARD_WIDTH/PIXEL_PER_METER) - COLUMNS * Brick.BRICK_WIDTH) / (COLUMNS + 1);
|
||||||
bricks = new Array<Brick>();
|
bricks = new Array<Brick>();
|
||||||
for (int col = 0; col < COLUMNS; col++) {
|
for (int col = 0; col < COLUMNS; col++) {
|
||||||
for (int row = ROWS-1; row >= 0; row--) {
|
for (int row = 0; row < ROWS; row++) {
|
||||||
float x = brick_padding + Brick.BRICK_WIDTH/2 + (col * (Brick.BRICK_WIDTH + brick_padding));
|
float x = brick_padding + (col * (Brick.BRICK_WIDTH + brick_padding));
|
||||||
float y = brick_padding + Brick.BRICK_HEIGHT/2 + (row * (Brick.BRICK_HEIGHT + brick_padding));
|
float y = brick_padding + Brick.BRICK_HEIGHT + (row * (Brick.BRICK_HEIGHT + brick_padding));
|
||||||
|
|
||||||
PowerUpType powerUpType = null;
|
PowerUpType powerUpType = null;
|
||||||
if (MathUtils.randomBoolean(POWERUP_CHANCE)) {
|
if (MathUtils.randomBoolean(POWERUP_CHANCE)) {
|
||||||
powerUpType = PowerUpType.getWeightedRandom();
|
powerUpType = PowerUpType.getWeightedRandom();
|
||||||
}
|
}
|
||||||
|
|
||||||
bricks.add(new Brick(this, powerUpType, x, BOARD_HEIGHT - y));
|
bricks.add(new Brick(this, powerUpType, x, BrickBuster.BOARD_HEIGHT/PIXEL_PER_METER - y));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -26,10 +26,6 @@ public abstract class State extends ScreenAdapter {
|
|||||||
this.disposed = true;
|
this.disposed = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
public BrickBuster getGame() {
|
|
||||||
return game;
|
|
||||||
}
|
|
||||||
|
|
||||||
public abstract void setup();
|
public abstract void setup();
|
||||||
|
|
||||||
public abstract void render();
|
public abstract void render();
|
||||||
|
Loading…
Reference in New Issue
Block a user