39ad9eb4b8Unload assets with asset manager instead of disposing them
dev
Matt Low2018-11-22 23:06:47 +0400
88833ae206Add 15% powerup chance to level_1 and level_2Matt Low2018-11-22 23:06:29 +0400
b1db9c7048Spawn additional balls at point of existing ballsMatt Low2018-11-22 22:47:00 +0400
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 +0400
35dea75776Reset sprite batch color when rendering menu buttonMatt Low2018-11-22 21:21:32 +0400
9e8e00e9afAdd random shape and type control to GridLevelLoaderMatt Low2018-11-22 17:34:18 +0400
44c3311cd9Set powerup segment count to 20.Matt Low2018-11-22 17:31:28 +0400
28eb4149eeChange background to black, paddle to whiteMatt Low2018-11-22 17:31:00 +0400
36ae71afebAdd FileLevelLoader and FileLayout to load levels from json files Add two levels to assetsMatt Low2018-11-22 17:30:48 +0400
90b92b1026Remember to call super.dispose() in FieldState's dispose()Matt Low2018-11-22 17:23:53 +0400
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 +0400
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 +0400
bb8d4a41e3Add hidden (press F12 at main menu) level editor modeMatt Low2018-11-21 15:38:32 +0400
2a398725f5Override setX and setY in Brick to update box2d body's position.Matt Low2018-11-20 21:01:41 +0400
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 +0400
958232b2ffRemove unused Color import from BrickMatt Low2018-11-20 16:14:42 +0400
989bb46d64Add LevelLoader interface and Level class.Matt Low2018-11-20 12:17:42 +0400
1aeab73cd0Delete bricks that go below the bottom of the play fieldMatt Low2018-11-20 12:15:55 +0400
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 +0400
719c32502cNo longer allow balls to collect powerupsMatt Low2018-11-19 23:41:48 +0400
9df81ee854Add dispose() to Entity and implement in BrickMatt Low2018-11-15 23:14:45 +0400
4fa5841fb2Fix correction impulse on ballMatt Low2018-11-15 22:03:12 +0400
f70dc67878Begin adding support for rendering different shaped bricksMatt Low2018-11-15 20:09:48 +0400
64e00c1a1aTreat brick coordinates as their centerMatt Low2018-11-15 18:19:54 +0400
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 +0400
998286de8dEnsure balls collide with the shieldMatt Low2018-11-15 14:53:14 +0400
adebc42c16Add Box2d collision filtering, allow collecting power ups with ballsMatt Low2018-11-15 14:22:42 +0400
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 +0400
b44b48097cUpdate paddle.update() to handle edge collision more nicely + cleaner codeMatt Low2018-11-15 12:24:33 +0400
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 +0400
92201411b9Refactor entity.PhysicsBody to physics.PhysicsBody Create CollisionListener interface and Box2dContactListener Register the Box2dContactListener with the box2d worldMatt Low2018-11-14 22:26:02 +0400
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 +0400
e2c0bad9e0Altered powerup weights (decreased glue, increased multi ball) Allow bricks to have their colour changed.Matt Low2018-11-13 18:58:55 +0400
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 +0400
0abae880d3Add MenuState, start with it and switch back when a game is finishedMatt Low2018-11-13 17:58:42 +0400
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 +0400
8f788851b2Add paddle collision detection Change tracking of entity positions from int to floatBlueNutterfly2018-11-11 17:27:20 +0400
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 +0400
ec28b8bd99Only launch the ball if not already playingMatt Low2018-11-11 15:09:51 +0400