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adebc42c16
...
e4000998cc
@ -6,9 +6,11 @@ import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
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import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType;
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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.MathUtils;
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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.*;
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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.CircleShape;
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import com.badlogic.gdx.physics.box2d.FixtureDef;
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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.PhysicsBody;
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import com.me.brickbuster.physics.PhysicsBody;
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import com.me.brickbuster.state.PlayState;
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import com.me.brickbuster.state.PlayState;
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@ -28,7 +30,7 @@ public class Ball extends Entity implements PhysicsBody, CollisionListener {
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public Ball(PlayState state) {
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public Ball(PlayState state) {
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super(state, state.paddle.getX(), state.paddle.getY() + Paddle.PADDLE_HEIGHT + RADIUS);
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super(state, state.paddle.getX(), 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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this.speed = state.bricks.size() > BLOCKS_FOR_BOOST? DEFAULT_SPEED : BOOST_SPEED;
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createBody();
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createBody();
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}
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}
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@ -81,10 +83,6 @@ public class Ball extends Entity implements PhysicsBody, CollisionListener {
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ballFixture.shape = ballShape;
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ballFixture.shape = ballShape;
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ballFixture.restitution = 1f;
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ballFixture.restitution = 1f;
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ballFixture.friction = 0f;
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ballFixture.friction = 0f;
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ballFixture.density = 1f;
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ballFixture.filter.categoryBits = EntityType.BALL;
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ballFixture.filter.maskBits = EntityType.BOUNDARY | EntityType.BRICK | EntityType.PADDLE | EntityType.POWER_UP;
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body = state.world.createBody(ballBody);
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body = state.world.createBody(ballBody);
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body.createFixture(ballFixture);
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body.createFixture(ballFixture);
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@ -3,8 +3,6 @@ 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.glutils.ShapeRenderer;
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import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
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import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType;
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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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@ -12,7 +10,6 @@ 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.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.PhysicsBody;
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import com.me.brickbuster.physics.PhysicsBody;
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import com.me.brickbuster.state.PlayState;
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import com.me.brickbuster.state.PlayState;
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@ -47,11 +44,10 @@ public class Brick extends Entity implements PhysicsBody, CollisionListener {
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public void render(ShapeRenderer sr) {
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public void render(ShapeRenderer sr) {
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sr.begin(ShapeType.Filled);
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sr.begin(ShapeType.Filled);
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sr.setColor(color);
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sr.setColor(color);
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sr.rect(pos.x * PlayState.PIXEL_PER_METER, pos.y * PlayState.PIXEL_PER_METER,
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sr.rect(getX() * PlayState.PIXEL_PER_METER,
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0f, 0f,
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getY() * PlayState.PIXEL_PER_METER,
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BRICK_WIDTH * PlayState.PIXEL_PER_METER, BRICK_HEIGHT * PlayState.PIXEL_PER_METER,
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BRICK_WIDTH * PlayState.PIXEL_PER_METER,
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1f, 1f,
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BRICK_HEIGHT * PlayState.PIXEL_PER_METER);
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body.getAngle() * MathUtils.radiansToDegrees);
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sr.end();
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sr.end();
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}
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}
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@ -82,9 +78,6 @@ public class Brick extends Entity implements PhysicsBody, CollisionListener {
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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.filter.categoryBits = EntityType.BRICK;
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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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body.setUserData(this);
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body.setUserData(this);
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@ -104,7 +97,7 @@ public class Brick extends Entity implements PhysicsBody, CollisionListener {
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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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ball.setSpeed(Ball.BOOST_SPEED);
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ball.setSpeed(Ball.BOOST_SPEED);
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}
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}
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@ -5,14 +5,12 @@ import com.badlogic.gdx.Input;
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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.glutils.ShapeRenderer;
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import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
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import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType;
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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.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.EdgeShape;
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import com.badlogic.gdx.physics.box2d.EdgeShape;
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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.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.PhysicsBody;
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import com.me.brickbuster.physics.PhysicsBody;
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import com.me.brickbuster.state.PlayState;
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import com.me.brickbuster.state.PlayState;
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import net.dermetfan.utils.Pair;
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import net.dermetfan.utils.Pair;
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@ -50,27 +48,29 @@ public class Paddle extends Entity implements PhysicsBody {
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@Override
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@Override
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public void update(float dt) {
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public void update(float dt) {
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float displacement = PADDLE_SPEED * dt;
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float adjust = 0;
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if (Gdx.input.isKeyPressed(Input.Keys.LEFT)) {
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if (Gdx.input.isKeyPressed(Input.Keys.LEFT)) {
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if (pos.x - width / 2 - displacement < PlayState.EDGE_PADDING) {
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if (pos.x - width/2 - PADDLE_SPEED * dt < 0) {
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adjust = -(pos.x - width/2 - PlayState.EDGE_PADDING);
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setX(width/2);
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} else {
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return;
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adjust = -displacement;
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}
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setX(pos.x - PADDLE_SPEED * dt);
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for (Ball ball : state.balls) {
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if (ball.isStuck()) {
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ball.setX(ball.getX() - PADDLE_SPEED * dt);
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}
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}
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}
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}
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}
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if (Gdx.input.isKeyPressed(Input.Keys.RIGHT)) {
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if (Gdx.input.isKeyPressed(Input.Keys.RIGHT)) {
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if (pos.x + width / 2 + displacement > PlayState.BOARD_WIDTH-PlayState.EDGE_PADDING) {
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if (pos.x + width/2 + PADDLE_SPEED * dt > PlayState.BOARD_WIDTH) {
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adjust = PlayState.BOARD_WIDTH - PlayState.EDGE_PADDING - width/2 - pos.x;
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setX(PlayState.BOARD_WIDTH - width/2);
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} else {
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return;
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adjust = displacement;
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}
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}
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}
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setX(pos.x + PADDLE_SPEED * dt);
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if (!MathUtils.isZero(adjust)) {
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setX(pos.x + adjust);
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for (Ball ball : state.balls) {
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for (Ball ball : state.balls) {
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if (ball.isStuck()) {
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if (ball.isStuck()) {
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ball.setX(ball.getX() + adjust);
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ball.setX(ball.getX() + PADDLE_SPEED * dt);
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}
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}
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}
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}
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}
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}
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@ -88,9 +88,7 @@ public class Paddle extends Entity implements PhysicsBody {
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FixtureDef paddleFixture = new FixtureDef();
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FixtureDef paddleFixture = new FixtureDef();
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paddleFixture.shape = paddleShape;
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paddleFixture.shape = paddleShape;
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//paddleFixture.isSensor = true;
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paddleFixture.filter.categoryBits = EntityType.PADDLE;
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paddleFixture.filter.maskBits = EntityType.BALL | EntityType.POWER_UP;
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body = state.world.createBody(paddleBody);
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body = state.world.createBody(paddleBody);
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body.createFixture(paddleFixture);
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body.createFixture(paddleFixture);
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@ -8,7 +8,6 @@ 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.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.EntityType;
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import com.me.brickbuster.physics.PhysicsBody;
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import com.me.brickbuster.physics.PhysicsBody;
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import com.me.brickbuster.state.PlayState;
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import com.me.brickbuster.state.PlayState;
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@ -54,9 +53,6 @@ public class Shield extends Entity implements PhysicsBody {
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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.filter.categoryBits = EntityType.SHIELD;
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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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body.setUserData(this);
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body.setUserData(this);
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@ -9,11 +9,9 @@ import com.badlogic.gdx.physics.box2d.BodyDef;
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import com.badlogic.gdx.physics.box2d.CircleShape;
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import com.badlogic.gdx.physics.box2d.CircleShape;
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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.me.brickbuster.Utils;
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import com.me.brickbuster.Utils;
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import com.me.brickbuster.entity.Ball;
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import com.me.brickbuster.entity.Entity;
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import com.me.brickbuster.entity.Entity;
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import com.me.brickbuster.entity.Paddle;
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import com.me.brickbuster.entity.Paddle;
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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.PhysicsBody;
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import com.me.brickbuster.physics.PhysicsBody;
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import com.me.brickbuster.state.PlayState;
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import com.me.brickbuster.state.PlayState;
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import net.dermetfan.utils.Pair;
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import net.dermetfan.utils.Pair;
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@ -74,9 +72,6 @@ public abstract class PowerUp extends Entity implements PhysicsBody, CollisionLi
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ballFixture.shape = ballShape;
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ballFixture.shape = ballShape;
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ballFixture.isSensor = true;
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ballFixture.isSensor = true;
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ballFixture.filter.categoryBits = EntityType.POWER_UP;
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ballFixture.filter.maskBits = EntityType.PADDLE | EntityType.BALL;
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body = state.world.createBody(ballBody);
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body = state.world.createBody(ballBody);
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body.createFixture(ballFixture);
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body.createFixture(ballFixture);
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body.setUserData(this);
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body.setUserData(this);
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@ -88,7 +83,7 @@ public abstract class PowerUp extends Entity implements PhysicsBody, CollisionLi
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@Override
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@Override
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public void beginContact(Entity contacted) {
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public void beginContact(Entity contacted) {
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if (contacted instanceof Paddle || contacted instanceof Ball) {
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if (contacted instanceof Paddle) {
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isCaught = true;
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isCaught = true;
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}
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}
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}
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}
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@ -1,12 +0,0 @@
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package com.me.brickbuster.physics;
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public final class EntityType {
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public static final short BOUNDARY = 0x1;
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public static final short BALL = 0x1 << 1;
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public static final short BRICK = 0x1 << 2;
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public static final short PADDLE = 0x1 << 3;
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public static final short POWER_UP = 0x1 << 4;
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public static final short SHIELD = 0x1 << 5;
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}
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@ -11,9 +11,10 @@ import com.me.brickbuster.entity.*;
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import com.me.brickbuster.entity.powerup.PowerUp;
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import com.me.brickbuster.entity.powerup.PowerUp;
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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.Box2dContactListener;
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import com.me.brickbuster.physics.Box2dContactListener;
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import com.me.brickbuster.physics.EntityType;
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|
||||||
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|
||||||
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import java.util.ArrayList;
|
||||||
import java.util.Iterator;
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import java.util.Iterator;
|
||||||
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import java.util.List;
|
||||||
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|
||||||
public class PlayState extends State {
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public class PlayState extends State {
|
||||||
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|
||||||
@ -41,11 +42,11 @@ public class PlayState extends State {
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|||||||
public Body playArea;
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public Body playArea;
|
||||||
public Array<Body> bodies;
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public Array<Body> bodies;
|
||||||
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|
||||||
public Array<PowerUp> powerUps;
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public List<PowerUp> powerUps;
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||||||
public Paddle paddle;
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public Paddle paddle;
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public Array<Ball> balls;
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public List<Ball> balls;
|
||||||
public Array<Brick> bricks;
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public List<Brick> bricks;
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||||||
public Array<Shield> shields;
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public List<Shield> shields;
|
||||||
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|
||||||
private float updateTime = 0f;
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private float updateTime = 0f;
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||||||
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|
||||||
@ -69,32 +70,26 @@ public class PlayState extends State {
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|||||||
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|
||||||
EdgeShape screenEdge = new EdgeShape();
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EdgeShape screenEdge = new EdgeShape();
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||||||
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|
||||||
FixtureDef playAreaFixture = new FixtureDef();
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|
||||||
playAreaFixture.shape = screenEdge;
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|
||||||
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|
||||||
playAreaFixture.filter.categoryBits = EntityType.BOUNDARY;
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|
||||||
playAreaFixture.filter.maskBits = EntityType.BALL | EntityType.BRICK;
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|
||||||
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|
||||||
playArea = world.createBody(playAreaDef);
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playArea = world.createBody(playAreaDef);
|
||||||
// Right edge
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// Right edge
|
||||||
screenEdge.set(lowerRightCorner, upperRightCorner);
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screenEdge.set(lowerRightCorner, upperRightCorner);
|
||||||
playArea.createFixture(playAreaFixture);
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playArea.createFixture(screenEdge, 0f);
|
||||||
// Top edge
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// Top edge
|
||||||
screenEdge.set(upperRightCorner, upperLeftCorner);
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screenEdge.set(upperRightCorner, upperLeftCorner);
|
||||||
playArea.createFixture(playAreaFixture);
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playArea.createFixture(screenEdge, 0f);
|
||||||
// Left edge
|
// Left edge
|
||||||
screenEdge.set(upperLeftCorner, lowerLeftCorner);
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screenEdge.set(upperLeftCorner, lowerLeftCorner);
|
||||||
playArea.createFixture(playAreaFixture);
|
playArea.createFixture(screenEdge, 0f);
|
||||||
// Bottom edge
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// Bottom edge
|
||||||
//screenEdge.set(lowerLeftCorner, lowerRightCorner);
|
//screenEdge.set(lowerLeftCorner, lowerRightCorner);
|
||||||
//playArea.createFixture(playAreaFixture);
|
//playArea.createFixture(screenEdge, 0f);
|
||||||
screenEdge.dispose();
|
screenEdge.dispose();
|
||||||
|
|
||||||
powerUps = new Array<PowerUp>();
|
powerUps = new ArrayList<PowerUp>();
|
||||||
paddle = new Paddle(this);
|
paddle = new Paddle(this);
|
||||||
|
|
||||||
float brick_padding = ((BrickBuster.BOARD_WIDTH/PIXEL_PER_METER) - 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 ArrayList<Brick>();
|
||||||
for (int col = 0; col < COLUMNS; col++) {
|
for (int col = 0; col < COLUMNS; col++) {
|
||||||
for (int row = 0; row < ROWS; row++) {
|
for (int row = 0; row < ROWS; row++) {
|
||||||
float x = brick_padding + (col * (Brick.BRICK_WIDTH + brick_padding));
|
float x = brick_padding + (col * (Brick.BRICK_WIDTH + brick_padding));
|
||||||
@ -109,10 +104,10 @@ public class PlayState extends State {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
balls = new Array<Ball>();
|
balls = new ArrayList<Ball>();
|
||||||
balls.add(new Ball(this));
|
balls.add(new Ball(this));
|
||||||
|
|
||||||
shields = new Array<Shield>();
|
shields = new ArrayList<Shield>();
|
||||||
}
|
}
|
||||||
|
|
||||||
@Override
|
@Override
|
||||||
@ -121,7 +116,7 @@ public class PlayState extends State {
|
|||||||
world.getBodies(bodies);
|
world.getBodies(bodies);
|
||||||
for (Body b : bodies) {
|
for (Body b : bodies) {
|
||||||
Entity e = (Entity) b.getUserData();
|
Entity e = (Entity) b.getUserData();
|
||||||
if (e instanceof Ball || e instanceof PowerUp || e instanceof Brick) {
|
if (e instanceof Ball || e instanceof PowerUp) {
|
||||||
e.setPos(b.getPosition());
|
e.setPos(b.getPosition());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -164,7 +159,7 @@ public class PlayState extends State {
|
|||||||
world.destroyBody(ball.getBody());
|
world.destroyBody(ball.getBody());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (balls.size == 0) {
|
if (balls.isEmpty()) {
|
||||||
ballReset();
|
ballReset();
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -194,7 +189,7 @@ public class PlayState extends State {
|
|||||||
world.destroyBody(brick.getBody());
|
world.destroyBody(brick.getBody());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (bricks.size == 0) {
|
if (bricks.isEmpty()) {
|
||||||
game.setScreen(new MenuState(game));
|
game.setScreen(new MenuState(game));
|
||||||
dispose();
|
dispose();
|
||||||
return;
|
return;
|
||||||
@ -220,7 +215,7 @@ public class PlayState extends State {
|
|||||||
}
|
}
|
||||||
|
|
||||||
public int getShieldCount() {
|
public int getShieldCount() {
|
||||||
return shields.size;
|
return shields.size();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void addShield() {
|
public void addShield() {
|
||||||
|
Loading…
Reference in New Issue
Block a user