39ad9eb4b8
Unload assets with asset manager instead of disposing them
dev
Matt Low2018-11-22 23:06:47 +04:00
88833ae206
Add 15% powerup chance to level_1 and level_2
Matt Low2018-11-22 23:06:29 +04:00
b1db9c7048
Spawn additional balls at point of existing balls
Matt Low2018-11-22 22:47:00 +04:00
d32cccebd6
Add 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 met
Matt Low2018-11-22 21:46:49 +04:00
35dea75776
Reset sprite batch color when rendering menu button
Matt Low2018-11-22 21:21:32 +04:00
9e44b1e93f
Change desktop resolution to 1/5th of native resolution
Matt Low2018-11-22 17:37:15 +04:00
7ff4d3307a
Add gdx-tools dependency, add TextureSetup class
Matt Low2018-11-22 17:36:28 +04:00
9e8e00e9af
Add random shape and type control to GridLevelLoader
Matt Low2018-11-22 17:34:18 +04:00
44c3311cd9
Set powerup segment count to 20.
Matt Low2018-11-22 17:31:28 +04:00
28eb4149ee
Change background to black, paddle to white
Matt Low2018-11-22 17:31:00 +04:00
36ae71afeb
Add FileLevelLoader and FileLayout to load levels from json files Add two levels to assets
Matt Low2018-11-22 17:30:48 +04:00
90b92b1026
Remember to call super.dispose() in FieldState's dispose()
Matt Low2018-11-22 17:23:53 +04:00
53feedf407
Pass 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 atlas
Matt Low2018-11-22 15:44:13 +04:00
70f142c2fa
Render bricks and ball using sprites instead of constructed polygons Changed field width to 10 blocks instead of 11
Matt Low2018-11-22 00:24:05 +04:00
bb8d4a41e3
Add hidden (press F12 at main menu) level editor mode
Matt Low2018-11-21 15:38:32 +04:00
87f91cc2bc
Reorder and add new brick shapes
Matt Low2018-11-21 15:13:47 +04:00
3fdd394e36
Decreased brick size, increased edge padding, removed brick padding Field is now 11 bricks wide instead of 10 Extended edge padding to Y=0
Matt Low2018-11-21 14:06:01 +04:00
2a40bcabdf
Use bit-or comparisons to create brick vertices, makes for shorter code Added new brick shapes
Matt Low2018-11-20 22:15:47 +04:00
2a398725f5
Override setX and setY in Brick to update box2d body's position.
Matt Low2018-11-20 21:01:41 +04:00
f90f5d5452
Add 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
958232b2ff
Remove unused Color import from Brick
Matt Low2018-11-20 16:14:42 +04:00
989bb46d64
Add LevelLoader interface and Level class.
Matt Low2018-11-20 12:17:42 +04:00
1aeab73cd0
Delete bricks that go below the bottom of the play field
Matt Low2018-11-20 12:15:55 +04:00
5611bbc611
Add BrickLayout interace with an implementing GridLayout Use new GridLayout to generate initial level Remove some constructors in Birck Add Color to BrickType enum, alter Brick to use it
Matt Low2018-11-19 23:44:36 +04:00
719c32502c
No longer allow balls to collect powerups
Matt Low2018-11-19 23:41:48 +04:00
9df81ee854
Add dispose() to Entity and implement in Brick
Matt Low2018-11-15 23:14:45 +04:00
e116f1064d
Add additional brick shapes
Matt Low2018-11-15 22:04:29 +04:00
4fa5841fb2
Fix correction impulse on ball
Matt Low2018-11-15 22:03:12 +04:00
f70dc67878
Begin adding support for rendering different shaped bricks
Matt Low2018-11-15 20:09:48 +04:00
64e00c1a1a
Treat brick coordinates as their center
Matt Low2018-11-15 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
Matt Low2018-11-15 16:17:26 +04:00
998286de8d
Ensure balls collide with the shield
Matt Low2018-11-15 14:53:14 +04:00
adebc42c16
Add Box2d collision filtering, allow collecting power ups with balls
Matt Low2018-11-15 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
Matt Low2018-11-15 13:43:48 +04:00
b44b48097c
Update paddle.update() to handle edge collision more nicely + cleaner code
Matt Low2018-11-15 12:24:33 +04:00
e4000998cc
Complete box2d implementation, all collisions handled with box2d Shield re-implemented as an entity with a box2d body Multiball powerup now spawns balls at paddle instead of from block location
box2d
Matt Low2018-11-15 10:34:22 +04:00
92201411b9
Refactor entity.PhysicsBody to physics.PhysicsBody Create CollisionListener interface and Box2dContactListener Register the Box2dContactListener with the box2d world
Matt Low2018-11-14 22:26:02 +04:00
0994289c7e
Begin box2d physics implementation. Created box2d bodies for all game entities (except shield) Scale units down to box2d friendly units (40:1 <-> pixels:box2d) Use floats in places integers were used for position and sizing
Matt Low2018-11-14 21:54:56 +04:00
e2c0bad9e0
Altered powerup weights (decreased glue, increased multi ball) Allow bricks to have their colour changed.
Matt Low2018-11-13 18:58:55 +04:00
ea6240bd2c
Add PowerUpType enum Handles weighted random seletion, color and instantiation, cleaning up other sections of Brick and PlayState code.
Matt Low2018-11-13 18:42:27 +04:00
0abae880d3
Add MenuState, start with it and switch back when a game is finished
Matt Low2018-11-13 17:58:42 +04:00
1f9c2e6db0
Decrease chance of glue powerup dropping from 50% to 8% Increase default ball speed to 350px/sec Change paddle speed control to time-based, 375px/sec
Matt Low2018-11-12 09:54:07 +04:00
3e0d4657f2
Add PowerUp logic + GluePowerUp
Matt Low2018-11-12 09:28:12 +04:00
28e0ed27f3
Entity take float in constructor instead of int
Matt Low2018-11-12 09:27:29 +04:00
353afe1cee
Update velocity based on time delta
Matt Low2018-11-11 21:53:18 +04:00
c5642f7050
Change rows of blocks from 10 to 7, increase height padding
Matt Low2018-11-11 21:53:00 +04:00
711a5548ef
Added speed boost after a certain amount of bricks remain Reset board after all bricks are destroyed
BlueNutterfly2018-11-11 21:50:30 +04:00
8f788851b2
Add paddle collision detection Change tracking of entity positions from int to float
BlueNutterfly2018-11-11 17:27:20 +04:00
5756c9077c
Reset 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 private
Matt Low2018-11-11 15:51:39 +04:00
ec28b8bd99
Only launch the ball if not already playing
Matt Low2018-11-11 15:09:51 +04:00
79f4334cd7
Add screen edge reflection.
Matt Low2018-11-11 15:07:29 +04:00