Simplify rendering logic, no longer calculating offset in many places
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b770c2e40d
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2bc78baa74
@ -20,15 +20,16 @@ public abstract class Entity {
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this.age = 0;
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}
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public void render(SpriteBatch batch, int offsetX, int offsetY) {
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public void render() {
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TextureRegion texture = getSprite();
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if (texture == null) {
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return;
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}
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batch.draw(texture, (int) (pos.x * 8) + (offsetX - 8), (pos.y * 8) + (offsetY - 8));
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state.renderSprite(texture, pos.x, pos.y);
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if (PacDude.DEBUG) {
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state.level.renderTile(LevelTile.DEBUG, (int) pos.x, (int) pos.y, offsetX, offsetY);
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state.level.renderTile(LevelTile.DEBUG, (int) pos.x, (int) pos.y, LevelState.LEVEL_OFFSET_X, LevelState.LEVEL_OFFSET_Y);
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}
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}
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@ -74,12 +74,13 @@ public class Ghost extends MovableEntity {
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}
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@Override
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public void render(SpriteBatch batch, int offsetX, int offsetY) {
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super.render(batch, offsetX, offsetY);
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public void render() {
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super.render();
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// draw eyes so the ghost can see
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if (state.frightTimer <= 0 || caught)
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batch.draw(sprite[1][currDirection.ordinal()], (int) (pos.x * 8) + (offsetX - 8), (pos.y * 8) + (offsetY - 8));
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if (state.frightTimer <= 0 || caught) {
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state.renderSprite(sprite[1][currDirection.ordinal()], pos.x, pos.y);
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}
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}
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protected float getNormalSpeed() {
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@ -1,14 +1,22 @@
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package com.me.pacman.state;
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import com.badlogic.gdx.graphics.g2d.TextureRegion;
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import com.me.pacman.PacDude;
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import com.me.pacman.level.Level;
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public abstract class LevelState extends State {
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public static final int LEVEL_OFFSET_X = 0;
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public static final int LEVEL_OFFSET_Y = 16;
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public Level level;
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public LevelState(PacDude game) {
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super(game);
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}
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public void renderSprite(TextureRegion sprite, float x, float y) {
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game.batch.draw(sprite, (int) (x * 8) + (LEVEL_OFFSET_X - 8), (int) (y * 8) + (LEVEL_OFFSET_Y - 8));
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}
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}
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@ -307,41 +307,39 @@ public class PlayState extends LevelState {
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@Override
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public void render() {
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level.render(0, 16);
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game.assets.getFont().setColor(Color.WHITE);
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game.assets.getFont().draw(game.batch, "" + score, 40, 279);
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for (int i = 0; i < lives; i++) {
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game.batch.draw(lifeSprite, i * 16, 0);
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}
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if (state == GameState.GHOST_CAUGHT_POINTS_WAIT) {
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game.batch.draw(game.assets.points[0][ghostsCaught-1], (lastGhostCaptured.pos.x * 8) - 8, (lastGhostCaptured.pos.y * 8) + 8);
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} else {
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pacman.render(game.batch, 0, 16);
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}
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level.render(LEVEL_OFFSET_X, LEVEL_OFFSET_Y);
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if (state == GameState.ROUND_WON) {
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// draw flashing level background
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game.batch.draw((int) (stateTimer * 4) % 2 == 0? levelBackground : winBackground, 0, 16);
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game.batch.draw((int) (stateTimer * 4) % 2 == 0? levelBackground : winBackground, LEVEL_OFFSET_X, LEVEL_OFFSET_Y);
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return;
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} else {
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game.batch.draw(levelBackground, 0, 16);
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game.batch.draw(levelBackground, LEVEL_OFFSET_X, LEVEL_OFFSET_Y);
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}
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if (state != GameState.GHOST_CAUGHT_POINTS_WAIT) {
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pacman.render();
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}
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switch (state) {
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case PRE_NEW_GAME:
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case PACMAN_CAUGHT:
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case ROUND_WON:
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case GAME_OVER:
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break;
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case GHOST_CAUGHT_POINTS_WAIT:
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renderSprite(game.assets.points[0][ghostsCaught-1], lastGhostCaptured.pos.x, lastGhostCaptured.pos.y);
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default:
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for (Ghost ghost : ghosts) {
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if (state == GameState.GHOST_CAUGHT_POINTS_WAIT && ghost == lastGhostCaptured) {
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game.batch.draw(game.assets.points[0][ghostsCaught - 1], (ghost.pos.x * 8) - 8, (ghost.pos.y * 8) + 8);
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} else {
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ghost.render(game.batch, 0, 16);
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continue;
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}
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ghost.render();
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}
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}
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