Commit Graph

  • 39ad9eb4b8 Unload assets with asset manager instead of disposing them dev Matt Low 2018-11-22 23:06:47 +0400
  • 88833ae206 Add 15% powerup chance to level_1 and level_2 Matt Low 2018-11-22 23:06:29 +0400
  • b1db9c7048 Spawn additional balls at point of existing balls Matt Low 2018-11-22 22:47:00 +0400
  • 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 Low 2018-11-22 21:46:49 +0400
  • 35dea75776 Reset sprite batch color when rendering menu button Matt Low 2018-11-22 21:21:32 +0400
  • a9bca04f1c Move Utils class to utils package master Matt Low 2018-11-22 21:13:01 +0400
  • 84cdddc4b9 Write a CompositeIterator and use it to clean up entity iteration Matt Low 2018-11-22 21:12:35 +0400
  • 4d27a2671a Cleanup Brick.render() Matt Low 2018-11-22 20:52:20 +0400
  • 451ca13566 Add missing semicolon. Matt Low 2018-11-22 18:55:15 +0400
  • 9e44b1e93f Change desktop resolution to 1/5th of native resolution Matt Low 2018-11-22 17:37:15 +0400
  • 7ff4d3307a Add gdx-tools dependency, add TextureSetup class Matt Low 2018-11-22 17:36:28 +0400
  • 9e8e00e9af Add random shape and type control to GridLevelLoader Matt Low 2018-11-22 17:34:18 +0400
  • 44c3311cd9 Set powerup segment count to 20. Matt Low 2018-11-22 17:31:28 +0400
  • 28eb4149ee Change background to black, paddle to white Matt Low 2018-11-22 17:31:00 +0400
  • 36ae71afeb Add FileLevelLoader and FileLayout to load levels from json files Add two levels to assets Matt Low 2018-11-22 17:30:48 +0400
  • 90b92b1026 Remember to call super.dispose() in FieldState's dispose() Matt Low 2018-11-22 17:23:53 +0400
  • 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 Low 2018-11-22 15:44:13 +0400
  • 70f142c2fa Render bricks and ball using sprites instead of constructed polygons Changed field width to 10 blocks instead of 11 Matt Low 2018-11-22 00:24:05 +0400
  • bb8d4a41e3 Add hidden (press F12 at main menu) level editor mode Matt Low 2018-11-21 15:38:32 +0400
  • 157a247516 Calculate PIXEL_PER_METER Matt Low 2018-11-21 15:22:42 +0400
  • 87f91cc2bc Reorder and add new brick shapes Matt Low 2018-11-21 15:13:47 +0400
  • 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 Low 2018-11-21 14:06:01 +0400
  • 2a40bcabdf Use bit-or comparisons to create brick vertices, makes for shorter code Added new brick shapes Matt Low 2018-11-20 22:15:47 +0400
  • ef698a38c1 Add new brick shapes. Matt Low 2018-11-20 21:38:01 +0400
  • 2a398725f5 Override setX and setY in Brick to update box2d body's position. Matt Low 2018-11-20 21:01:41 +0400
  • 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 Low 2018-11-20 17:07:29 +0400
  • 958232b2ff Remove unused Color import from Brick Matt Low 2018-11-20 16:14:42 +0400
  • 989bb46d64 Add LevelLoader interface and Level class. Matt Low 2018-11-20 12:17:42 +0400
  • 1aeab73cd0 Delete bricks that go below the bottom of the play field Matt Low 2018-11-20 12:15:55 +0400
  • 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 Low 2018-11-19 23:44:36 +0400
  • 719c32502c No longer allow balls to collect powerups Matt Low 2018-11-19 23:41:48 +0400
  • 9df81ee854 Add dispose() to Entity and implement in Brick Matt Low 2018-11-15 23:14:45 +0400
  • e116f1064d Add additional brick shapes Matt Low 2018-11-15 22:04:29 +0400
  • 4fa5841fb2 Fix correction impulse on ball Matt Low 2018-11-15 22:03:12 +0400
  • f70dc67878 Begin adding support for rendering different shaped bricks Matt Low 2018-11-15 20:09:48 +0400
  • 64e00c1a1a Treat brick coordinates as their center Matt Low 2018-11-15 18:19:54 +0400
  • 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 Low 2018-11-15 16:17:26 +0400
  • 998286de8d Ensure balls collide with the shield Matt Low 2018-11-15 14:53:14 +0400
  • 9eac3353b6 Use instance bodies array Matt Low 2018-11-15 14:48:32 +0400
  • adebc42c16 Add Box2d collision filtering, allow collecting power ups with balls Matt Low 2018-11-15 14:22:42 +0400
  • 74aa10de04 Refactor to use libGdx Array instead of java ArrayList Render bricks with their box2d angle Add ball density = 1f Matt Low 2018-11-15 13:43:48 +0400
  • b44b48097c Update paddle.update() to handle edge collision more nicely + cleaner code Matt Low 2018-11-15 12:24:33 +0400
  • 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 Low 2018-11-15 10:34:22 +0400
  • 92201411b9 Refactor entity.PhysicsBody to physics.PhysicsBody Create CollisionListener interface and Box2dContactListener Register the Box2dContactListener with the box2d world Matt Low 2018-11-14 22:26:02 +0400
  • 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 Low 2018-11-14 21:54:56 +0400
  • fe2c68d39a Add FPS limit back Matt Low 2018-11-13 22:55:39 +0400
  • b3cbe0cda5 Remove magic value Matt Low 2018-11-13 19:01:14 +0400
  • e2c0bad9e0 Altered powerup weights (decreased glue, increased multi ball) Allow bricks to have their colour changed. Matt Low 2018-11-13 18:58:55 +0400
  • ea6240bd2c Add PowerUpType enum Handles weighted random seletion, color and instantiation, cleaning up other sections of Brick and PlayState code. Matt Low 2018-11-13 18:42:27 +0400
  • 0abae880d3 Add MenuState, start with it and switch back when a game is finished Matt Low 2018-11-13 17:58:42 +0400
  • fa7e93953b Speed ball up Matt Low 2018-11-13 17:21:23 +0400
  • 409735d94e Scale entity units to new board units. Rename Brick.BLOCK_ to Brick.BRICK_ Matt Low 2018-11-13 17:17:19 +0400
  • 1fe82cb5b2 Change viewport to FitViewport, board height/width to 4K Enable font anti-aliasing Matt Low 2018-11-13 17:14:33 +0400
  • a56d721050 Move away from using pixel coordinates to "board coordinates" Changed aspect ratio from 4:3 to 9:16 Matt Low 2018-11-13 15:57:44 +0400
  • 1c7e20f8e9 Move any stuck balls along with paddle when shields get added/removed Matt Low 2018-11-13 12:54:09 +0400
  • 7588a0986b Refactored to use states Various other refactoring, no functional differences Matt Low 2018-11-13 11:51:00 +0400
  • 3fad2085b6 Refactor power up chance to be a variable Matt Low 2018-11-13 10:21:05 +0400
  • 70ece88a89 Allow shields to stack. Refactor Ball.render to keep a local instance of BrickBuster Matt Low 2018-11-12 21:46:02 +0400
  • a199c82fd8 Fixed ball DEFAULT_SPEED being used when BOOST_SPEED should have been Matt Low 2018-11-12 21:24:02 +0400
  • c34610b3e3 Keep a global ShapeRenderer instance rather than an instance per entity Matt Low 2018-11-12 21:22:16 +0400
  • 219622ff53 Add shield powerup Matt Low 2018-11-12 21:11:40 +0400
  • 393b2fae58 Use a weighted random choice for powerup selection, 15% of power up Matt Low 2018-11-12 20:39:59 +0400
  • 4694947a08 Added multi ball powerup BlueNutterfly 2018-11-12 19:15:24 +0400
  • 4a7c9215dd Use brick.hit() as a check for whether the brick should be removed. BlueNutterfly 2018-11-12 18:20:56 +0400
  • e1c7fbb53f Move ball speed boost check to Brick's hit() method BlueNutterfly 2018-11-12 18:19:19 +0400
  • 1ee5a5a36c Allow ball to fall "out" of screen BlueNutterfly 2018-11-12 18:13:48 +0400
  • 83e270062b Refactor to support multiple balls BlueNutterfly 2018-11-12 18:12:42 +0400
  • ed8c90be1a Add debug info to bottom left of screen Matt Low 2018-11-12 17:15:27 +0400
  • 5e3f71f236 Replace snake_case to camelCase Matt Low 2018-11-12 15:46:47 +0400
  • d89a20134b Only check for paddle collision when ball position <= paddle height. Matt Low 2018-11-12 11:50:50 +0400
  • d3eb876960 Refactor powerups, move to new package. Decrease long paddle chance to 8% Matt Low 2018-11-12 11:33:22 +0400
  • 88428fded9 Keep speed of ball when hitting sticky paddle Matt Low 2018-11-12 11:18:26 +0400
  • a736229c18 Only reset ball speed to default when launching normally BlueNutterfly 2018-11-12 11:08:09 +0400
  • ac27cc5e90 Make sure paddle reaches screen edge BlueNutterfly 2018-11-12 11:07:04 +0400
  • e8901d2ed4 Added longer paddle powerup, fixed issues with sticky paddle bouncing BlueNutterfly 2018-11-12 11:02:26 +0400
  • 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 Low 2018-11-12 09:54:07 +0400
  • 3e0d4657f2 Add PowerUp logic + GluePowerUp Matt Low 2018-11-12 09:28:12 +0400
  • 28e0ed27f3 Entity take float in constructor instead of int Matt Low 2018-11-12 09:27:29 +0400
  • 353afe1cee Update velocity based on time delta Matt Low 2018-11-11 21:53:18 +0400
  • c5642f7050 Change rows of blocks from 10 to 7, increase height padding Matt Low 2018-11-11 21:53:00 +0400
  • 711a5548ef Added speed boost after a certain amount of bricks remain Reset board after all bricks are destroyed BlueNutterfly 2018-11-11 21:50:30 +0400
  • 78d0a72217 Rename ball -> new_pos Fix paddle reset Matt Low 2018-11-11 21:25:09 +0400
  • 659fde4622 Use a Vector2 to track entity position. Matt Low 2018-11-11 20:56:58 +0400
  • 3feca300be Shrink ball, increase brick height, improve paddle collision, add brick collision BlueNutterfly 2018-11-11 20:42:25 +0400
  • a0b0753c5e Remove redundant .nor() in nearestPoint() BlueNutterfly 2018-11-11 20:41:01 +0400
  • 81fc6e91c9 Refactor Block to Brick BlueNutterfly 2018-11-11 18:48:57 +0400
  • 053ec9829f Proper paddle collision, and slowed down the paddle BlueNutterfly 2018-11-11 18:44:43 +0400
  • 0a071e40d2 Render bricks first Matt Low 2018-11-11 18:20:21 +0400
  • 8f788851b2 Add paddle collision detection Change tracking of entity positions from int to float BlueNutterfly 2018-11-11 17:27:20 +0400
  • 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 Low 2018-11-11 15:51:39 +0400
  • ec28b8bd99 Only launch the ball if not already playing Matt Low 2018-11-11 15:09:51 +0400
  • 79f4334cd7 Add screen edge reflection. Matt Low 2018-11-11 15:07:29 +0400
  • 66bd930e2e Merge remote-tracking branch 'origin/master' BlueNutterfly 2018-11-11 13:13:05 +0400
  • b127c62bb4 Set launch angle BlueNutterfly 2018-11-11 13:12:09 +0400
  • adadca7c50 Speed up paddle Matt Low 2018-11-11 12:02:22 +0400
  • 733f75830f Moved paddle down Matt Low 2018-11-11 12:00:08 +0400
  • 203e3311b7 Shrunk ball again Matt Low 2018-11-11 11:57:21 +0400
  • 4c3add8378 Removed hard-coded values, shrunk ball BlueNutterfly 2018-11-11 11:55:50 +0400
  • ace35e1a2c Added paddle boundary BlueNutterfly 2018-11-11 11:47:21 +0400
  • 74b96990c5 Added blocks and paddle and part of ball movement. BlueNutterfly 2018-11-11 11:40:03 +0400