39ad9eb4b8Unload assets with asset manager instead of disposing them
dev
Matt Low2018-11-22 23:06:47 +04:00
88833ae206Add 15% powerup chance to level_1 and level_2Matt Low2018-11-22 23:06:29 +04:00
b1db9c7048Spawn additional balls at point of existing ballsMatt Low2018-11-22 22:47:00 +04:00
d32cccebd6Add randomPowerUpChance to Level type. Allow defining said chance in level files. Generate powerups on the fly when a brick is hit and the chance is metMatt Low2018-11-22 21:46:49 +04:00
35dea75776Reset sprite batch color when rendering menu buttonMatt Low2018-11-22 21:21:32 +04:00
9e8e00e9afAdd random shape and type control to GridLevelLoaderMatt Low2018-11-22 17:34:18 +04:00
44c3311cd9Set powerup segment count to 20.Matt Low2018-11-22 17:31:28 +04:00
28eb4149eeChange background to black, paddle to whiteMatt Low2018-11-22 17:31:00 +04:00
36ae71afebAdd FileLevelLoader and FileLayout to load levels from json files Add two levels to assetsMatt Low2018-11-22 17:30:48 +04:00
90b92b1026Remember to call super.dispose() in FieldState's dispose()Matt Low2018-11-22 17:23:53 +04:00
53feedf407Pass spritebatch instance to all entity's render methods Scale spritebatch and shaperenderer projections to PIXEL_PER_METER, no longer have to scale in each entity's render method Use a separate spritebatch for font rendering Dispose the texture atlasMatt Low2018-11-22 15:44:13 +04:00
70f142c2faRender bricks and ball using sprites instead of constructed polygons Changed field width to 10 blocks instead of 11Matt Low2018-11-22 00:24:05 +04:00
bb8d4a41e3Add hidden (press F12 at main menu) level editor modeMatt Low2018-11-21 15:38:32 +04:00
2a398725f5Override setX and setY in Brick to update box2d body's position.Matt Low2018-11-20 21:01:41 +04:00
f90f5d5452Add new abstract FieldState, which contains the Box2d world instance. PlayState now extends FieldState instead of State. Entity now takes a FieldState instead of a State instance. Casts from State to PlayState where necessary in entities.Matt Low2018-11-20 17:07:29 +04:00
958232b2ffRemove unused Color import from BrickMatt Low2018-11-20 16:14:42 +04:00
989bb46d64Add LevelLoader interface and Level class.Matt Low2018-11-20 12:17:42 +04:00
1aeab73cd0Delete bricks that go below the bottom of the play fieldMatt Low2018-11-20 12:15:55 +04:00
5611bbc611Add 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 itMatt Low2018-11-19 23:44:36 +04:00
719c32502cNo longer allow balls to collect powerupsMatt Low2018-11-19 23:41:48 +04:00
9df81ee854Add dispose() to Entity and implement in BrickMatt Low2018-11-15 23:14:45 +04:00
4fa5841fb2Fix correction impulse on ballMatt Low2018-11-15 22:03:12 +04:00
f70dc67878Begin adding support for rendering different shaped bricksMatt Low2018-11-15 20:09:48 +04:00
64e00c1a1aTreat brick coordinates as their centerMatt Low2018-11-15 18:19:54 +04:00
cb90c949ffNew 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 horizontallyMatt Low2018-11-15 16:17:26 +04:00
998286de8dEnsure balls collide with the shieldMatt Low2018-11-15 14:53:14 +04:00
adebc42c16Add Box2d collision filtering, allow collecting power ups with ballsMatt Low2018-11-15 14:22:42 +04:00
74aa10de04Refactor to use libGdx Array instead of java ArrayList Render bricks with their box2d angle Add ball density = 1fMatt Low2018-11-15 13:43:48 +04:00
b44b48097cUpdate paddle.update() to handle edge collision more nicely + cleaner codeMatt Low2018-11-15 12:24:33 +04:00
e4000998ccComplete 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
box2d
Matt Low2018-11-15 10:34:22 +04:00
92201411b9Refactor entity.PhysicsBody to physics.PhysicsBody Create CollisionListener interface and Box2dContactListener Register the Box2dContactListener with the box2d worldMatt Low2018-11-14 22:26:02 +04:00
0994289c7eBegin 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 sizingMatt Low2018-11-14 21:54:56 +04:00
e2c0bad9e0Altered powerup weights (decreased glue, increased multi ball) Allow bricks to have their colour changed.Matt Low2018-11-13 18:58:55 +04:00
ea6240bd2cAdd PowerUpType enum Handles weighted random seletion, color and instantiation, cleaning up other sections of Brick and PlayState code.Matt Low2018-11-13 18:42:27 +04:00
0abae880d3Add MenuState, start with it and switch back when a game is finishedMatt Low2018-11-13 17:58:42 +04:00
1f9c2e6db0Decrease chance of glue powerup dropping from 50% to 8% Increase default ball speed to 350px/sec Change paddle speed control to time-based, 375px/secMatt Low2018-11-12 09:54:07 +04:00
8f788851b2Add paddle collision detection Change tracking of entity positions from int to floatBlueNutterfly2018-11-11 17:27:20 +04:00
5756c9077cReset ball on top of battle when hitting bottom edge of screen Render paddle from bottom-left Change screen-edge reflection checks Remove use of 'this' where not needed Make BrickBuster entities privateMatt Low2018-11-11 15:51:39 +04:00
ec28b8bd99Only launch the ball if not already playingMatt Low2018-11-11 15:09:51 +04:00