Minor change

Always return when the gameOverTimer or newGameTmer is > 0
Move variables
This commit is contained in:
Matt Low 2019-12-28 00:53:38 +04:00
parent a8e4d2526e
commit d33435bf42

View File

@ -29,6 +29,10 @@ public class PlayState extends LevelState {
private TextureRegion lifeSprite; private TextureRegion lifeSprite;
public Random random;
private long sirenId;
private int pelletCount; private int pelletCount;
private int pelletEatenCount; private int pelletEatenCount;
private int score; private int score;
@ -36,8 +40,6 @@ public class PlayState extends LevelState {
private int round; private int round;
private boolean paused = false; private boolean paused = false;
private long sirenId;
private float readyTimer; private float readyTimer;
private float gameOverTimer; private float gameOverTimer;
private float newGameTimer; private float newGameTimer;
@ -46,8 +48,6 @@ public class PlayState extends LevelState {
private boolean pacmanCaught; private boolean pacmanCaught;
public Random random;
public Pacman pacman; public Pacman pacman;
public Ghost[] ghosts; public Ghost[] ghosts;
@ -118,9 +118,8 @@ public class PlayState extends LevelState {
gameOverTimer -= dt; gameOverTimer -= dt;
if (gameOverTimer <= 0) { if (gameOverTimer <= 0) {
newGame(); newGame();
} else {
return;
} }
return;
} }
if (readyTimer > 0) { if (readyTimer > 0) {
@ -136,9 +135,8 @@ public class PlayState extends LevelState {
newGameTimer -= dt; newGameTimer -= dt;
if (newGameTimer <= 0) { if (newGameTimer <= 0) {
setupGame(); setupGame();
} else {
return;
} }
return;
} }
if (frightTimer > 0) { if (frightTimer > 0) {