Added flying bullets
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@ -17,7 +17,7 @@ public final class Textures {
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texbackground = new Texture("level_background.png");
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cannon_body = new Texture("cannon_body.png");
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cannon_barrel = TextureHelper.load1DArray("cannon_barrel.png", 512, 256, 16);
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cannon_barrel = TextureHelper.load1DArray("cannon_barrel.png", 512, 256, 32);
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cannon_hearth = TextureHelper.load1DArray("cannon_hearth.png", 256, 256, 64);
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cannon_bullet = new Texture("cannon_bullet.png");
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}
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@ -17,7 +17,7 @@ public class Cannon extends Entity {
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private CannonBarrel barrel;
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private CannonHearth hearth;
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public float power; // 1 = active | 0 = neutral
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public float health; // 1 = active | 0 = neutral
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public Cannon(float x, float y, Team t) {
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super(Textures.cannon_body, 2, 2);
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@ -26,7 +26,7 @@ public class Cannon extends Entity {
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setZLayer(ZLayers.LAYER_CANNON_BODY);
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team = t;
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power = (t.isNeutral) ? 0 : 1;
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health = (t.isNeutral) ? 0 : 1;
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}
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@Override
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@ -44,12 +44,12 @@ public class Cannon extends Entity {
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{
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if (isMouseOverEntity() && Gdx.input.isKeyPressed(Keys.DOWN) && ! team.isNeutral)
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{
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power = Math.max(0, power - 0.01f);
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health = Math.max(0, health - 0.01f);
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}
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if (isMouseOverEntity() && Gdx.input.isKeyPressed(Keys.UP) && ! team.isNeutral)
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{
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power = Math.min(1, power + 0.01f);
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health = Math.min(1, health + 0.01f);
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}
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}
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@ -60,7 +60,11 @@ public class Cannon extends Entity {
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}
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public void setTeam(Team newteam) {
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team = newteam;
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if (team != newteam) {
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team = newteam;
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barrel.onTeamChanged();
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}
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}
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@Override
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@ -1,6 +1,7 @@
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package de.samdev.cannonshooter.entities;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.graphics.g2d.TextureRegion;
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import com.badlogic.gdx.math.Vector2;
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import de.samdev.absgdx.framework.entities.Entity;
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@ -12,7 +13,8 @@ import de.samdev.cannonshooter.ZLayers;
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import de.samdev.cannonshooter.util.MathUtils;
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public class CannonBarrel extends Entity {
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private static final float CHARGE_DURATION = 0.0001f;
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private static final float CHARGE_SPEED = 0.00066f;
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private static final float UNCHARGE_SPEED = 0.001f;
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private static final float ROTATION_SPEED = 0.18f;
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private boolean dragging = false;
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@ -20,6 +22,9 @@ public class CannonBarrel extends Entity {
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private float rotation = 0;
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private float targetRotation = 0;
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private float charge = 0;
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private boolean loaded = false;
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private CannonBullet bullet = null;
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private Cannon cannon;
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@ -31,11 +36,60 @@ public class CannonBarrel extends Entity {
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setZLayer(ZLayers.LAYER_CANNON_BARREL);
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}
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@Override
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public TextureRegion getTexture() {
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return Textures.cannon_barrel[31 - Math.min(31, (int)(charge * 32))];
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}
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@Override
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public void beforeUpdate(float delta) {
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if (dragging) updateDragging();
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updateRotation(delta);
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updateCharge(delta);
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updateBullet();
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}
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private void updateBullet() {
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if (loaded) {
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Vector2 v = new Vector2(1f - 0.2f + (120*charge)/128f, 0);
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v.rotate(rotation);
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bullet.setPosition(cannon.getCenterX() + v.x - bullet.getWidth()/2, cannon.getCenterY() + v.y - bullet.getHeight()/2);
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}
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}
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private void updateCharge(float delta) {
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if (cannon.health == 0 || cannon.health == 1) {
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if (loaded)
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{
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charge += CHARGE_SPEED * delta * cannon.team.speedMultiplier;
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if (charge > 1) {
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charge = 0;
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bullet.shoot(rotation);
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bullet = null;
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loaded = false;
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}
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} else {
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charge = 0;
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bullet = new CannonBullet(cannon, cannon.team);
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owner.addEntity(bullet);
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loaded = true;
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}
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} else {
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charge -= UNCHARGE_SPEED * delta;
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if (charge < 0)
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charge = 0;
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}
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}
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private void updateRotation(float delta) {
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if (rotation != targetRotation) {
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float sign = MathUtils.moduloSignum(rotation, targetRotation, 360, 1);
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@ -66,6 +120,13 @@ public class CannonBarrel extends Entity {
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dragging = true;
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}
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public void onTeamChanged() {
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if (bullet != null) bullet.kill();
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bullet = null;
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loaded = false;
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}
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@Override
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public void onLayerAdd(GameLayer layer) {
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//
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@ -1,6 +1,7 @@
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package de.samdev.cannonshooter.entities;
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import com.badlogic.gdx.graphics.Color;
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import com.badlogic.gdx.math.Rectangle;
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import de.samdev.absgdx.framework.entities.Entity;
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import de.samdev.absgdx.framework.entities.colliosiondetection.CollisionGeometryOwner;
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@ -8,21 +9,79 @@ import de.samdev.absgdx.framework.entities.colliosiondetection.geometries.Collis
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import de.samdev.absgdx.framework.layer.GameLayer;
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import de.samdev.cannonshooter.Textures;
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import de.samdev.cannonshooter.ZLayers;
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import de.samdev.cannonshooter.teams.Team;
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public class CannonBullet extends Entity {
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private Cannon cannon;
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private final static float RESIZE_SPEED = 0.005f;
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public CannonBullet(Cannon owner) {
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private Cannon cannon;
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private final Team team;
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private boolean inBarrel = true;
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private float scale = 0.001f;
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private boolean death = false;
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private boolean birth = true;
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public CannonBullet(Cannon owner, Team t) {
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super(Textures.cannon_bullet, 0.25f, 0.25f);
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cannon = owner;
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this.cannon = owner;
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this.team = t;
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setPosition(cannon.getPositionX(), cannon.getPositionY());
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setZLayer(ZLayers.LAYER_CANNON_BULLET);
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setColorTint(Color.RED);
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setColorTint(team.teamColor);
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}
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@Override
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public void beforeUpdate(float delta) {
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if (birth) {
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scale += RESIZE_SPEED * delta;
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if (scale >= 1) {
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birth = false;
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scale = 1;
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}
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}
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if (death) {
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scale -= RESIZE_SPEED * delta;
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if (scale <= 0) {
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death = false;
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scale = 0.0001f;
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alive = false;
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}
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}
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// TODO OPTIMIZE
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// TODO Add max lifetime (=> kill() )
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if (! owner.getVisibleMapBox().overlaps(new Rectangle(getPositionX(), getPositionY(), getWidth(), getHeight())))
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{
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alive = false;
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}
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}
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public void shoot(float rotation) {
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inBarrel = false;
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speed.set(0.001f, 0);
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speed.rotate(rotation);
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}
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public void kill() {
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death = true;
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}
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@Override
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public float getTextureScaleX() {
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return scale;
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}
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@Override
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public float getTextureScaleY() {
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return scale;
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}
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@Override
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public void onLayerAdd(GameLayer layer) {
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//
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@ -58,9 +117,4 @@ public class CannonBullet extends Entity {
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return false;
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}
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@Override
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public void beforeUpdate(float delta) {
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//
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}
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}
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@ -38,20 +38,20 @@ public class CannonHearth extends Entity {
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sbatch.setColor(cannon.team.teamColor);
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renderTexture(sbatch, Textures.cannon_hearth[(int)(cannon.power * 63)], 0, 0);
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renderTexture(sbatch, Textures.cannon_hearth[(int)(cannon.health * 63)], 0, 0);
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sbatch.setColor(Color.WHITE);
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}
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@Override
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public void beforeUpdate(float delta) {
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if (cannon.power < 1) {
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if (rotation != 0 && cannon.power > 0) {
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if (cannon.health < 1) {
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if (rotation != 0 && cannon.health > 0) {
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rotation = (rotation - delta * ROTATION_SPEED * cannon.team.speedMultiplier);
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if (rotation < 0) rotation = 0;
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}
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if (cannon.power == 0){
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if (cannon.health == 0){
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if (! cannon.team.isNeutral) cannon.setTeam(level.team_neutral);
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rotation = (rotation - delta * ROTATION_SPEED * cannon.team.speedMultiplier);
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@ -3,7 +3,6 @@ package de.samdev.cannonshooter.level;
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import java.util.ArrayList;
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import java.util.List;
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import com.badlogic.gdx.graphics.Color;
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import com.badlogic.gdx.math.Vector2;
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import de.samdev.absgdx.framework.AgdxGame;
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@ -4,7 +4,7 @@ import com.badlogic.gdx.graphics.Color;
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public class Team {
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public static final Color COL_NEUTRAL = new Color(127/255f, 127/255f, 127/255f, 1.0f);
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public static final Color COL_NEUTRAL = new Color(208/255f, 208/255f, 208/255f, 1.0f);
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public static final Color COL_P1 = new Color(38/255f, 127/255f, 0/255f, 1.0f);
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public static final Color COL_P2 = new Color(255/255f, 0/255f, 0/255f, 1.0f);
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public static final Color COL_P3 = new Color(0/255f, 0/255f, 255/255f, 1.0f);
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@ -7,19 +7,19 @@ void Main()
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{
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Image input = Image.FromFile(@"F:\Eigene Dateien\Dropbox\Programming\Java\workspace\Cannon Shooter\data\cannon_barrel_base.png");
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Image output = new Bitmap(input.Width * 4, input.Height * 4, PixelFormat.Format32bppArgb);
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Image output = new Bitmap(input.Width * 4, input.Height * 8, PixelFormat.Format32bppArgb);
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using (Graphics g = Graphics.FromImage(output))
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{
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for (int x = 0; x < 4; x++)
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{
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for (int y = 0; y < 4; y++)
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for (int y = 0; y < 8; y++)
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{
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int idx = y*4 + x;
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g.DrawImageUnscaledAndClipped(input, new Rectangle(input.Width * x, input.Height * y, input.Width - idx * 8 - 22, input.Height));
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g.DrawImageUnscaledAndClipped(input, new Rectangle(input.Width * x, input.Height * y, input.Width - idx * 4 - 22, input.Height));
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g.DrawImage(input, new Rectangle(input.Width * (x+1) - idx * 8 - 22, input.Height * y, 22, input.Height), new Rectangle(input.Width - 22, 0, 22, input.Height), GraphicsUnit.Pixel);
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g.DrawImage(input, new Rectangle(input.Width * (x+1) - idx * 4 - 22, input.Height * y, 22, input.Height), new Rectangle(input.Width - 22, 0, 22, input.Height), GraphicsUnit.Pixel);
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}
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}
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}
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