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11 Commits

Author SHA1 Message Date
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
13 changed files with 276 additions and 71 deletions

View File

@ -6,6 +6,7 @@ import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.PolygonSpriteBatch;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.utils.viewport.FitViewport;
@ -25,6 +26,7 @@ public class BrickBuster extends Game {
public BitmapFont font;
public SpriteBatch sb;
public ShapeRenderer sr;
public PolygonSpriteBatch pb;
@Override
public void create () {
@ -38,6 +40,7 @@ public class BrickBuster extends Game {
sb = new SpriteBatch();
sr = new ShapeRenderer();
pb = new PolygonSpriteBatch();
setScreen(new MenuState(this));
}
@ -56,6 +59,7 @@ public class BrickBuster extends Game {
sb.setProjectionMatrix(cam.combined);
sr.setProjectionMatrix(cam.combined);
pb.setProjectionMatrix(cam.combined);
super.resize(width, height);
}

View File

@ -6,11 +6,9 @@ import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.Body;
import com.badlogic.gdx.physics.box2d.BodyDef;
import com.badlogic.gdx.physics.box2d.CircleShape;
import com.badlogic.gdx.physics.box2d.FixtureDef;
import com.badlogic.gdx.physics.box2d.*;
import com.me.brickbuster.physics.CollisionListener;
import com.me.brickbuster.physics.EntityType;
import com.me.brickbuster.physics.PhysicsBody;
import com.me.brickbuster.state.PlayState;
@ -22,6 +20,9 @@ public class Ball extends Entity implements PhysicsBody, CollisionListener {
public static final float BOOST_SPEED = 55;
public static final int BLOCKS_FOR_BOOST = 39;
public static final float MINIMUM_ANGLE = MathUtils.PI/16;
public static final float CORRECTION_IMPULSE = 3f;
private float speed;
private boolean isStuck = true;
private boolean touchedPaddle = false;
@ -30,7 +31,7 @@ public class Ball extends Entity implements PhysicsBody, CollisionListener {
public Ball(PlayState state) {
super(state, state.paddle.getX(), state.paddle.getY() + Paddle.PADDLE_HEIGHT + RADIUS);
this.speed = state.bricks.size() > BLOCKS_FOR_BOOST? DEFAULT_SPEED : BOOST_SPEED;
this.speed = state.bricks.size > BLOCKS_FOR_BOOST? DEFAULT_SPEED : BOOST_SPEED;
createBody();
}
@ -58,11 +59,19 @@ public class Ball extends Entity implements PhysicsBody, CollisionListener {
touchedPaddle = false;
}
if (getY() + RADIUS < 0) {
if (pos.y + RADIUS < 0) {
deleted = true;
return;
}
body.setLinearVelocity(body.getLinearVelocity().nor().scl(speed));
Vector2 velocity = body.getLinearVelocity();
body.setLinearVelocity(velocity.nor().scl(speed));
float rad = velocity.angleRad();
if (Math.abs(rad) < MINIMUM_ANGLE || Math.abs(rad) > MathUtils.PI - MINIMUM_ANGLE) {
Vector2 impulse = new Vector2(0, rad > 0? CORRECTION_IMPULSE : -CORRECTION_IMPULSE);
body.applyLinearImpulse(impulse, pos, true);
}
}
@Override
@ -83,6 +92,12 @@ public class Ball extends Entity implements PhysicsBody, CollisionListener {
ballFixture.shape = ballShape;
ballFixture.restitution = 1f;
ballFixture.friction = 0f;
ballFixture.density = 1f;
ballFixture.filter.categoryBits = EntityType.BALL;
ballFixture.filter.maskBits = EntityType.BOUNDARY | EntityType.BRICK
| EntityType.PADDLE | EntityType.POWER_UP
| EntityType.SHIELD;
body = state.world.createBody(ballBody);
body.createFixture(ballFixture);
@ -107,10 +122,9 @@ public class Ball extends Entity implements PhysicsBody, CollisionListener {
}
public Vector2 paddleReflectAngle() {
float trim = state.paddle.getWidth() * 0.10f;
float rel = MathUtils.clamp((pos.x - state.paddle.getX()) + (state.paddle.getWidth()/2),
trim, state.paddle.getWidth()-trim);
float rel = (pos.x - state.paddle.getX()) + (state.paddle.getWidth()/2);
float newAngle = MathUtils.PI - (MathUtils.PI * (rel / state.paddle.getWidth()));
newAngle = MathUtils.clamp(newAngle, MINIMUM_ANGLE, MathUtils.PI-MINIMUM_ANGLE);
return new Vector2(MathUtils.cos(newAngle), MathUtils.sin(newAngle));
}
@ -122,7 +136,6 @@ public class Ball extends Entity implements PhysicsBody, CollisionListener {
// launch at random angle between 135 and 45 degrees
float angle = MathUtils.random(MathUtils.PI/2) + MathUtils.PI/4;
direction = new Vector2(MathUtils.cos(angle), MathUtils.sin(angle));
}
body.setLinearVelocity(direction.scl(speed));
isStuck = false;

View File

@ -1,15 +1,22 @@
package com.me.brickbuster.entity;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.Pixmap;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.PolygonRegion;
import com.badlogic.gdx.graphics.g2d.PolygonSpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType;
import com.badlogic.gdx.math.EarClippingTriangulator;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.Body;
import com.badlogic.gdx.physics.box2d.BodyDef;
import com.badlogic.gdx.physics.box2d.FixtureDef;
import com.badlogic.gdx.physics.box2d.PolygonShape;
import com.badlogic.gdx.utils.ShortArray;
import com.me.brickbuster.entity.powerup.PowerUpType;
import com.me.brickbuster.physics.CollisionListener;
import com.me.brickbuster.physics.EntityType;
import com.me.brickbuster.physics.PhysicsBody;
import com.me.brickbuster.state.PlayState;
@ -19,8 +26,17 @@ public class Brick extends Entity implements PhysicsBody, CollisionListener {
public static final float BRICK_WIDTH = 5f;
public static final float BRICK_HEIGHT = 2.5f;
private static final EarClippingTriangulator ECT = new EarClippingTriangulator();
private static final Vector2 tmp = new Vector2();
private BrickType type;
private BrickShape shape;
private PowerUpType powerUpType;
private Color color;
private Pixmap pm;
private Texture solid;
private TextureRegion region;
private Body body;
private boolean hitByBall = false;
@ -29,26 +45,46 @@ public class Brick extends Entity implements PhysicsBody, CollisionListener {
this(state, powerUpType, true, x, y);
}
public Brick(PlayState state, PowerUpType powerUpType, boolean hidePowerup, float x, float y) {
this(state, powerUpType, DEFAULT_COLOR, hidePowerup, x, y);
public Brick(PlayState state, BrickShape shape, PowerUpType powerUpType, float x, float y) {
this(state, BrickType.STANDARD_10, shape, powerUpType, DEFAULT_COLOR, true, x, y);
}
public Brick(PlayState state, PowerUpType powerUpType, Color color, boolean hidePowerUp, float x, float y) {
public Brick(PlayState state, PowerUpType powerUpType, boolean hidePowerup, float x, float y) {
this(state, BrickType.STANDARD_10, BrickShape.RECTANGLE, powerUpType, DEFAULT_COLOR, hidePowerup, x, y);
}
public Brick(PlayState state, BrickType type, BrickShape shape, PowerUpType powerUpType, Color color, boolean hidePowerUp, float x, float y) {
super(state, x, y);
this.type = type;
this.shape = shape;
this.powerUpType = powerUpType;
this.color = powerUpType != null && !hidePowerUp? powerUpType.getColor() : color;
this.pm = new Pixmap(1,1, Pixmap.Format.RGBA8888);
pm.setColor(color);
pm.fill();
this.solid = new Texture(pm);
this.region = new TextureRegion(solid);
createBody();
}
@Override
public void render(ShapeRenderer sr) {
sr.begin(ShapeType.Filled);
sr.setColor(color);
sr.rect(getX() * PlayState.PIXEL_PER_METER,
getY() * PlayState.PIXEL_PER_METER,
BRICK_WIDTH * PlayState.PIXEL_PER_METER,
BRICK_HEIGHT * PlayState.PIXEL_PER_METER);
sr.end();
PolygonShape shape = (PolygonShape) body.getFixtureList().get(0).getShape();
float[] vertices = new float[shape.getVertexCount()*2];
for (int i = 0; i < vertices.length/2; i++) {
shape.getVertex(i, tmp);
Vector2 vertex = body.getWorldPoint(tmp);
vertices[i*2] = vertex.x * PlayState.PIXEL_PER_METER;
vertices[i*2 + 1] = vertex.y * PlayState.PIXEL_PER_METER;
}
ShortArray triangleIndices = ECT.computeTriangles(vertices);
PolygonRegion polyRegion = new PolygonRegion(region, vertices, triangleIndices.toArray());
PolygonSpriteBatch pb = state.getGame().pb;
pb.begin();
pb.draw(polyRegion, 0, 0);
pb.end();
}
@Override
@ -71,12 +107,88 @@ public class Brick extends Entity implements PhysicsBody, CollisionListener {
brickBody.position.set(pos.cpy());
PolygonShape brickShape = new PolygonShape();
brickShape.setAsBox(BRICK_WIDTH/2, BRICK_HEIGHT/2,
new Vector2(BRICK_WIDTH/2,BRICK_HEIGHT/2), 0);
switch (shape) {
case DIAMOND:
brickShape.set(new float[] {
-BRICK_WIDTH/2, 0, // Left
0, BRICK_HEIGHT/2, // Up
BRICK_WIDTH/2, 0, // Right
0, -BRICK_HEIGHT/2 // Down
});
break;
case DOWN_RIGHT_TRIANGLE:
brickShape.set(new float[] {
BRICK_WIDTH/2, BRICK_HEIGHT/2, // Top right
BRICK_WIDTH/2, -BRICK_HEIGHT/2, // Bottom right
-BRICK_WIDTH/2, -BRICK_HEIGHT/2, // Bottom left
});
break;
case UP_RIGHT_TRIANGLE:
brickShape.set(new float[] {
BRICK_WIDTH/2, BRICK_HEIGHT/2, // Top right
BRICK_WIDTH/2, -BRICK_HEIGHT/2, // Bottom right
-BRICK_WIDTH/2, BRICK_HEIGHT/2, // Top left
});
break;
case UP_LEFT_TRIANGLE:
brickShape.set(new float[] {
-BRICK_WIDTH/2, BRICK_HEIGHT/2, // Top left
BRICK_WIDTH/2, BRICK_HEIGHT/2, // Top right
-BRICK_WIDTH/2, -BRICK_HEIGHT/2, // Bottom left
});
break;
case DOWN_LEFT_TRIANGLE:
brickShape.set(new float[] {
-BRICK_WIDTH/2, BRICK_HEIGHT/2, // Top left
BRICK_WIDTH/2, -BRICK_HEIGHT/2, // Bottom right
-BRICK_WIDTH/2, -BRICK_HEIGHT/2, // Bottom left
});
break;
case HALF_LOWER:
brickShape.set(new float[] {
-BRICK_WIDTH/2, 0, // Top left
BRICK_WIDTH/2, 0, // Top right
BRICK_WIDTH/2, -BRICK_HEIGHT/2, // Bottom right
-BRICK_WIDTH/2, -BRICK_HEIGHT/2, // Bottom left
});
break;
case HALF_UPPER:
brickShape.set(new float[] {
-BRICK_WIDTH/2, BRICK_HEIGHT/2, // Top left
BRICK_WIDTH/2, BRICK_HEIGHT/2, // Top right
BRICK_WIDTH/2, 0, // Bottom right
-BRICK_WIDTH/2, 0, // Bottom left
});
break;
case HALF_LEFT:
brickShape.set(new float[] {
-BRICK_WIDTH/2, BRICK_HEIGHT/2, // Top left
0, BRICK_HEIGHT/2, // Top right
0, -BRICK_HEIGHT/2, // Bottom right
-BRICK_WIDTH/2, -BRICK_HEIGHT/2, // Bottom left
});
break;
case HALF_RIGHT:
brickShape.set(new float[] {
0, BRICK_HEIGHT/2, // Top left
BRICK_WIDTH/2, BRICK_HEIGHT/2, // Top right
BRICK_WIDTH/2, -BRICK_HEIGHT/2, // Bottom right
0, -BRICK_HEIGHT/2, // Bottom left
});
break;
default:
brickShape.setAsBox(BRICK_WIDTH/2, BRICK_HEIGHT/2, Vector2.Zero, 0f);
}
FixtureDef brickFixture = new FixtureDef();
brickFixture.shape = brickShape;
brickFixture.friction = 0f;
brickFixture.density = 0.5f;
brickFixture.filter.categoryBits = EntityType.BRICK;
brickFixture.filter.maskBits = EntityType.BALL | EntityType.BRICK | EntityType.BOUNDARY;
body = state.world.createBody(brickBody);
body.createFixture(brickFixture);
@ -96,8 +208,14 @@ public class Brick extends Entity implements PhysicsBody, CollisionListener {
public void endContact(Entity contacted) {
}
@Override
public void dispose() {
solid.dispose();
pm.dispose();
}
public boolean hit() {
if (state.bricks.size()-1 <= Ball.BLOCKS_FOR_BOOST) {
if (state.bricks.size-1 <= Ball.BLOCKS_FOR_BOOST) {
for (Ball ball : state.balls) {
ball.setSpeed(Ball.BOOST_SPEED);
}

View File

@ -0,0 +1,17 @@
package com.me.brickbuster.entity;
public enum BrickShape {
RECTANGLE,
DIAMOND,
DOWN_RIGHT_TRIANGLE,
UP_RIGHT_TRIANGLE,
UP_LEFT_TRIANGLE,
DOWN_LEFT_TRIANGLE,
HALF_UPPER,
HALF_LOWER,
HALF_LEFT,
HALF_RIGHT,
;
}

View File

@ -0,0 +1,19 @@
package com.me.brickbuster.entity;
public enum BrickType {
STANDARD_10,
STANDARD_20,
STANDARD_30,
STANDARD_40,
STANDARD_50,
STANDARD_60,
STANDARD_70,
STANDARD_80,
EXPLOSIVE,
HARD,
HARDER,
UNBREAKABLE
;
}

View File

@ -23,6 +23,8 @@ public abstract class Entity {
public abstract void update(float dt);
public void dispose() {}
public Vector2 getPos() {
return pos;
}

View File

@ -5,12 +5,14 @@ import com.badlogic.gdx.Input;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer.ShapeType;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.Body;
import com.badlogic.gdx.physics.box2d.BodyDef;
import com.badlogic.gdx.physics.box2d.EdgeShape;
import com.badlogic.gdx.physics.box2d.FixtureDef;
import com.me.brickbuster.physics.CollisionListener;
import com.me.brickbuster.physics.EntityType;
import com.me.brickbuster.physics.PhysicsBody;
import com.me.brickbuster.state.PlayState;
import net.dermetfan.utils.Pair;
@ -48,29 +50,27 @@ public class Paddle extends Entity implements PhysicsBody {
@Override
public void update(float dt) {
float displacement = PADDLE_SPEED * dt;
float adjust = 0;
if (Gdx.input.isKeyPressed(Input.Keys.LEFT)) {
if (pos.x - width/2 - PADDLE_SPEED * dt < 0) {
setX(width/2);
return;
}
setX(pos.x - PADDLE_SPEED * dt);
for (Ball ball : state.balls) {
if (ball.isStuck()) {
ball.setX(ball.getX() - PADDLE_SPEED * dt);
}
if (pos.x - width / 2 - displacement < PlayState.EDGE_PADDING) {
adjust = -(pos.x - width/2 - PlayState.EDGE_PADDING);
} else {
adjust = -displacement;
}
}
if (Gdx.input.isKeyPressed(Input.Keys.RIGHT)) {
if (pos.x + width/2 + PADDLE_SPEED * dt > PlayState.BOARD_WIDTH) {
setX(PlayState.BOARD_WIDTH - width/2);
return;
if (pos.x + width / 2 + displacement > PlayState.BOARD_WIDTH-PlayState.EDGE_PADDING) {
adjust = PlayState.BOARD_WIDTH - PlayState.EDGE_PADDING - width/2 - pos.x;
} else {
adjust = displacement;
}
setX(pos.x + PADDLE_SPEED * dt);
}
if (!MathUtils.isZero(adjust)) {
setX(pos.x + adjust);
for (Ball ball : state.balls) {
if (ball.isStuck()) {
ball.setX(ball.getX() + PADDLE_SPEED * dt);
ball.setX(ball.getX() + adjust);
}
}
}
@ -88,7 +88,9 @@ public class Paddle extends Entity implements PhysicsBody {
FixtureDef paddleFixture = new FixtureDef();
paddleFixture.shape = paddleShape;
//paddleFixture.isSensor = true;
paddleFixture.filter.categoryBits = EntityType.PADDLE;
paddleFixture.filter.maskBits = EntityType.BALL | EntityType.POWER_UP;
body = state.world.createBody(paddleBody);
body.createFixture(paddleFixture);

View File

@ -8,6 +8,7 @@ import com.badlogic.gdx.physics.box2d.BodyDef;
import com.badlogic.gdx.physics.box2d.FixtureDef;
import com.badlogic.gdx.physics.box2d.PolygonShape;
import com.me.brickbuster.entity.powerup.PowerUpType;
import com.me.brickbuster.physics.EntityType;
import com.me.brickbuster.physics.PhysicsBody;
import com.me.brickbuster.state.PlayState;
@ -53,6 +54,9 @@ public class Shield extends Entity implements PhysicsBody {
brickFixture.shape = brickShape;
brickFixture.friction = 0f;
brickFixture.filter.categoryBits = EntityType.SHIELD;
brickFixture.filter.maskBits = EntityType.BALL;
body = state.world.createBody(brickBody);
body.createFixture(brickFixture);
body.setUserData(this);

View File

@ -9,9 +9,11 @@ import com.badlogic.gdx.physics.box2d.BodyDef;
import com.badlogic.gdx.physics.box2d.CircleShape;
import com.badlogic.gdx.physics.box2d.FixtureDef;
import com.me.brickbuster.Utils;
import com.me.brickbuster.entity.Ball;
import com.me.brickbuster.entity.Entity;
import com.me.brickbuster.entity.Paddle;
import com.me.brickbuster.physics.CollisionListener;
import com.me.brickbuster.physics.EntityType;
import com.me.brickbuster.physics.PhysicsBody;
import com.me.brickbuster.state.PlayState;
import net.dermetfan.utils.Pair;
@ -72,6 +74,9 @@ public abstract class PowerUp extends Entity implements PhysicsBody, CollisionLi
ballFixture.shape = ballShape;
ballFixture.isSensor = true;
ballFixture.filter.categoryBits = EntityType.POWER_UP;
ballFixture.filter.maskBits = EntityType.PADDLE | EntityType.BALL;
body = state.world.createBody(ballBody);
body.createFixture(ballFixture);
body.setUserData(this);
@ -83,7 +88,7 @@ public abstract class PowerUp extends Entity implements PhysicsBody, CollisionLi
@Override
public void beginContact(Entity contacted) {
if (contacted instanceof Paddle) {
if (contacted instanceof Paddle || contacted instanceof Ball) {
isCaught = true;
}
}

View File

@ -42,9 +42,7 @@ public enum PowerUpType {
}
public PowerUp createInstance(PlayState state, Brick brick) {
return createInstance(state,
new Vector2(brick.getX()+Brick.BRICK_WIDTH/2,
brick.getY()+Brick.BRICK_HEIGHT/2));
return createInstance(state, new Vector2(brick.getX(), brick.getY()));
}
public PowerUp createInstance(PlayState state, Vector2 pos) {

View File

@ -0,0 +1,12 @@
package com.me.brickbuster.physics;
public final class EntityType {
public static final short BOUNDARY = 0x1;
public static final short BALL = 0x1 << 1;
public static final short BRICK = 0x1 << 2;
public static final short PADDLE = 0x1 << 3;
public static final short POWER_UP = 0x1 << 4;
public static final short SHIELD = 0x1 << 5;
}

View File

@ -11,10 +11,9 @@ import com.me.brickbuster.entity.*;
import com.me.brickbuster.entity.powerup.PowerUp;
import com.me.brickbuster.entity.powerup.PowerUpType;
import com.me.brickbuster.physics.Box2dContactListener;
import com.me.brickbuster.physics.EntityType;
import java.util.ArrayList;
import java.util.Iterator;
import java.util.List;
public class PlayState extends State {
@ -42,11 +41,11 @@ public class PlayState extends State {
public Body playArea;
public Array<Body> bodies;
public List<PowerUp> powerUps;
public Array<PowerUp> powerUps;
public Paddle paddle;
public List<Ball> balls;
public List<Brick> bricks;
public List<Shield> shields;
public Array<Ball> balls;
public Array<Brick> bricks;
public Array<Shield> shields;
private float updateTime = 0f;
@ -62,6 +61,8 @@ public class PlayState extends State {
// Initialize a world with no gravity
world = new World(new Vector2(), false);
world.setContactListener(new Box2dContactListener());
bodies = new Array<Body>();
// define a playArea body with position set to 0
BodyDef playAreaDef = new BodyDef();
@ -70,53 +71,58 @@ public class PlayState extends State {
EdgeShape screenEdge = new EdgeShape();
FixtureDef playAreaFixture = new FixtureDef();
playAreaFixture.shape = screenEdge;
playAreaFixture.filter.categoryBits = EntityType.BOUNDARY;
playAreaFixture.filter.maskBits = EntityType.BALL | EntityType.BRICK;
playArea = world.createBody(playAreaDef);
// Right edge
screenEdge.set(lowerRightCorner, upperRightCorner);
playArea.createFixture(screenEdge, 0f);
playArea.createFixture(playAreaFixture);
// Top edge
screenEdge.set(upperRightCorner, upperLeftCorner);
playArea.createFixture(screenEdge, 0f);
playArea.createFixture(playAreaFixture);
// Left edge
screenEdge.set(upperLeftCorner, lowerLeftCorner);
playArea.createFixture(screenEdge, 0f);
playArea.createFixture(playAreaFixture);
// Bottom edge
//screenEdge.set(lowerLeftCorner, lowerRightCorner);
//playArea.createFixture(screenEdge, 0f);
//playArea.createFixture(playAreaFixture);
screenEdge.dispose();
powerUps = new ArrayList<PowerUp>();
powerUps = new Array<PowerUp>();
paddle = new Paddle(this);
float brick_padding = ((BrickBuster.BOARD_WIDTH/PIXEL_PER_METER) - COLUMNS * Brick.BRICK_WIDTH) / (COLUMNS + 1);
bricks = new ArrayList<Brick>();
float brick_padding = (BOARD_WIDTH - COLUMNS * Brick.BRICK_WIDTH) / (COLUMNS + 1);
bricks = new Array<Brick>();
for (int col = 0; col < COLUMNS; col++) {
for (int row = 0; row < ROWS; row++) {
float x = brick_padding + (col * (Brick.BRICK_WIDTH + brick_padding));
float y = brick_padding + Brick.BRICK_HEIGHT + (row * (Brick.BRICK_HEIGHT + brick_padding));
for (int row = ROWS-1; row >= 0; row--) {
float x = brick_padding + Brick.BRICK_WIDTH/2 + (col * (Brick.BRICK_WIDTH + brick_padding));
float y = brick_padding + Brick.BRICK_HEIGHT/2 + (row * (Brick.BRICK_HEIGHT + brick_padding));
PowerUpType powerUpType = null;
if (MathUtils.randomBoolean(POWERUP_CHANCE)) {
powerUpType = PowerUpType.getWeightedRandom();
}
bricks.add(new Brick(this, powerUpType, x, BrickBuster.BOARD_HEIGHT/PIXEL_PER_METER - y));
bricks.add(new Brick(this, powerUpType, x, BOARD_HEIGHT - y));
}
}
balls = new ArrayList<Ball>();
balls = new Array<Ball>();
balls.add(new Ball(this));
shields = new ArrayList<Shield>();
shields = new Array<Shield>();
}
@Override
public void render() {
Array<Body> bodies = new Array<Body>();
world.getBodies(bodies);
for (Body b : bodies) {
Entity e = (Entity) b.getUserData();
if (e instanceof Ball || e instanceof PowerUp) {
if (e instanceof Ball || e instanceof PowerUp || e instanceof Brick) {
e.setPos(b.getPosition());
}
}
@ -159,7 +165,7 @@ public class PlayState extends State {
world.destroyBody(ball.getBody());
}
}
if (balls.isEmpty()) {
if (balls.size == 0) {
ballReset();
}
@ -189,7 +195,7 @@ public class PlayState extends State {
world.destroyBody(brick.getBody());
}
}
if (bricks.isEmpty()) {
if (bricks.size == 0) {
game.setScreen(new MenuState(game));
dispose();
return;
@ -202,9 +208,10 @@ public class PlayState extends State {
@Override
public void dispose() {
super.dispose();
world.dispose();
bodies.clear();
powerUps.clear();
powerUps = null;
balls.clear();
@ -215,7 +222,7 @@ public class PlayState extends State {
}
public int getShieldCount() {
return shields.size();
return shields.size;
}
public void addShield() {

View File

@ -26,6 +26,10 @@ public abstract class State extends ScreenAdapter {
this.disposed = true;
}
public BrickBuster getGame() {
return game;
}
public abstract void setup();
public abstract void render();