Added Rotate Gesture to Barrel
This commit is contained in:
parent
83a80700db
commit
efcd34ebff
BIN
android/assets/cannon_bullet.png
Normal file
BIN
android/assets/cannon_bullet.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 1.2 KiB |
@ -19,5 +19,6 @@ public final class Textures {
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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_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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}
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@ -1,7 +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.Input.Buttons;
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import com.badlogic.gdx.Input.Keys;
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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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@ -36,39 +36,43 @@ public class Cannon extends Entity {
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@Override
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public void beforeUpdate(float delta) {
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if (isMouseOverEntity() && Gdx.input.justTouched() && Gdx.input.isButtonPressed(Buttons.LEFT) && power > 0)
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if (owner.owner.settings.debugEnabled.get())
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{
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power -= 0.1;
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if (isMouseOverEntity() && Gdx.input.isKeyPressed(Keys.DOWN))
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{
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power = Math.max(0, power - 0.01f);
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}
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if (isMouseOverEntity() && Gdx.input.isKeyPressed(Keys.UP))
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{
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power = Math.min(1, power + 0.01f);
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}
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}
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if (isMouseOverEntity() && Gdx.input.justTouched() && Gdx.input.isButtonPressed(Buttons.RIGHT) && power < 1)
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if (isMouseOverEntity() && Gdx.input.justTouched())
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{
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power += 0.1;
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barrel.startDrag();
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}
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}
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@Override
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public void onActiveCollide(CollisionGeometryOwner passiveCollider, CollisionGeometry myGeo, CollisionGeometry otherGeo) {
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// TODO Auto-generated method stub
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//
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}
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@Override
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public void onPassiveCollide(CollisionGeometryOwner activeCollider, CollisionGeometry myGeo, CollisionGeometry otherGeo) {
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// TODO Auto-generated method stub
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//
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}
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@Override
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public void onActiveMovementCollide(CollisionGeometryOwner passiveCollider, CollisionGeometry myGeo, CollisionGeometry otherGeo) {
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// TODO Auto-generated method stub
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//
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}
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@Override
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public void onPassiveMovementCollide(CollisionGeometryOwner activeCollider, CollisionGeometry myGeo, CollisionGeometry otherGeo) {
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// TODO Auto-generated method stub
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//
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}
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@Override
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@ -1,8 +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.graphics.g2d.SpriteBatch;
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import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
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import com.badlogic.gdx.Gdx;
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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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import de.samdev.absgdx.framework.entities.colliosiondetection.CollisionGeometryOwner;
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@ -10,42 +9,86 @@ 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.util.MathUtils;
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public class CannonBarrel extends Entity {
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private static final float ANIMATION_DURATION = 1000;
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private static final float CHARGE_DURATION = 0.0001f;
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private static final float ROTATION_SPEED = 0.18f;
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private boolean dragging = false;
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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 Cannon cannon;
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public CannonBarrel(Cannon owner) {
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super(Textures.cannon_barrel[0], 4, 2);
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cannon = owner;
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setPosition(owner.getPositionX() - 1, owner.getPositionY());
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setZLayer(ZLayers.LAYER_CANNON_BARREL);
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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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if (rotation != targetRotation) {
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float sign = MathUtils.moduloSignum(rotation, targetRotation, 360, 1);
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rotation += sign * ROTATION_SPEED * delta;
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if (sign != MathUtils.moduloSignum(rotation, targetRotation, 360, 1)) rotation = targetRotation;
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rotation = (rotation + 360) % 360;
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}
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}
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@Override
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public float getTextureRotation() {
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return rotation;
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}
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private void updateDragging() {
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if (! Gdx.input.isTouched()) {
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dragging = false;
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return;
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}
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Vector2 mouse = new Vector2(owner.getMouseOnMapPositionX() - cannon.getCenterX(), owner.getMouseOnMapPositionY() - cannon.getCenterY());
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targetRotation = mouse.angle();
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}
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public void startDrag() {
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dragging = true;
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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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}
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@Override
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public void onActiveCollide(CollisionGeometryOwner passiveCollider, CollisionGeometry myGeo, CollisionGeometry otherGeo) {
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// TODO Auto-generated method stub
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//
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}
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@Override
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public void onPassiveCollide(CollisionGeometryOwner activeCollider, CollisionGeometry myGeo, CollisionGeometry otherGeo) {
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// TODO Auto-generated method stub
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//
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}
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@Override
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public void onActiveMovementCollide(CollisionGeometryOwner passiveCollider, CollisionGeometry myGeo, CollisionGeometry otherGeo) {
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// TODO Auto-generated method stub
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//
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}
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@Override
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public void onPassiveMovementCollide(CollisionGeometryOwner activeCollider, CollisionGeometry myGeo, CollisionGeometry otherGeo) {
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// TODO Auto-generated method stub
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//
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}
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@Override
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@ -58,21 +101,4 @@ public class CannonBarrel 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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rotation += 1;
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rotation = (rotation + 1) % 360;
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}
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@Override
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public float getTextureRotation() {
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return 0;
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}
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@Override
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public void onLayerAdd(GameLayer layer) {
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// TODO Auto-generated method stub
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}
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}
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66
core/src/de/samdev/cannonshooter/entities/CannonBullet.java
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66
core/src/de/samdev/cannonshooter/entities/CannonBullet.java
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@ -0,0 +1,66 @@
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package de.samdev.cannonshooter.entities;
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import com.badlogic.gdx.graphics.Color;
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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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import de.samdev.absgdx.framework.entities.colliosiondetection.geometries.CollisionGeometry;
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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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public class CannonBullet extends Entity {
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private Cannon cannon;
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public CannonBullet(Cannon owner) {
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super(Textures.cannon_bullet, 0.25f, 0.25f);
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cannon = owner;
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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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}
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@Override
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public void onLayerAdd(GameLayer layer) {
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//
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}
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@Override
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public void onActiveCollide(CollisionGeometryOwner passiveCollider, CollisionGeometry myGeo, CollisionGeometry otherGeo) {
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//
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}
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@Override
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public void onPassiveCollide(CollisionGeometryOwner activeCollider, CollisionGeometry myGeo, CollisionGeometry otherGeo) {
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//
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}
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@Override
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public void onActiveMovementCollide(CollisionGeometryOwner passiveCollider, CollisionGeometry myGeo, CollisionGeometry otherGeo) {
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//
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}
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@Override
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public void onPassiveMovementCollide(CollisionGeometryOwner activeCollider, CollisionGeometry myGeo, CollisionGeometry otherGeo) {
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//
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}
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@Override
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public boolean canCollideWith(CollisionGeometryOwner other) {
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return false;
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}
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@Override
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public boolean canMoveCollideWith(CollisionGeometryOwner other) {
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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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@ -41,40 +41,6 @@ public class CannonHearth extends Entity {
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sbatch.setColor(Color.WHITE);
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}
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@Override
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public void onActiveCollide(CollisionGeometryOwner passiveCollider, CollisionGeometry myGeo, CollisionGeometry otherGeo) {
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// TODO Auto-generated method stub
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}
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@Override
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public void onPassiveCollide(CollisionGeometryOwner activeCollider, CollisionGeometry myGeo, CollisionGeometry otherGeo) {
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// TODO Auto-generated method stub
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}
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@Override
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public void onActiveMovementCollide(CollisionGeometryOwner passiveCollider, CollisionGeometry myGeo, CollisionGeometry otherGeo) {
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// TODO Auto-generated method stub
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}
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@Override
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public void onPassiveMovementCollide(CollisionGeometryOwner activeCollider, CollisionGeometry myGeo, CollisionGeometry otherGeo) {
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// TODO Auto-generated method stub
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}
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@Override
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public boolean canCollideWith(CollisionGeometryOwner other) {
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return false;
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}
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@Override
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public boolean canMoveCollideWith(CollisionGeometryOwner other) {
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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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if (cannon.power < 1)
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@ -99,8 +65,37 @@ public class CannonHearth extends Entity {
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@Override
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public void onLayerAdd(GameLayer layer) {
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// TODO Auto-generated method stub
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//
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}
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@Override
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public void onActiveCollide(CollisionGeometryOwner passiveCollider, CollisionGeometry myGeo, CollisionGeometry otherGeo) {
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//
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}
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@Override
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public void onPassiveCollide(CollisionGeometryOwner activeCollider, CollisionGeometry myGeo, CollisionGeometry otherGeo) {
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//
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}
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@Override
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public void onActiveMovementCollide(CollisionGeometryOwner passiveCollider, CollisionGeometry myGeo, CollisionGeometry otherGeo) {
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//
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}
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@Override
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public void onPassiveMovementCollide(CollisionGeometryOwner activeCollider, CollisionGeometry myGeo, CollisionGeometry otherGeo) {
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//
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}
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@Override
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public boolean canCollideWith(CollisionGeometryOwner other) {
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return false;
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}
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@Override
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public boolean canMoveCollideWith(CollisionGeometryOwner other) {
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return false;
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}
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}
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@ -1,61 +0,0 @@
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package de.samdev.cannonshooter.framework;
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import com.badlogic.gdx.graphics.Texture;
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import com.badlogic.gdx.graphics.g2d.SpriteBatch;
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import com.badlogic.gdx.graphics.g2d.TextureRegion;
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import com.badlogic.gdx.math.Rectangle;
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import com.badlogic.gdx.math.Vector2;
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import de.samdev.absgdx.framework.map.TileMap;
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import de.samdev.absgdx.framework.map.background.MapBackground;
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/**
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* This is a repeating background.
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*
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* The texture will be repeated from the map-origin (0|0) to cover the whole map
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* The texture tiles are aligned to the map tiles, with scale=1 the texture-tiles equal the map-tiles
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* But the texture-tiles go on after the map borders and fill the whole viewport
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*/
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public class TileAlignedBackground extends MapBackground { //TODO Merge back to absGDX
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private final TextureRegion texture;
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private final float scale;
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/**
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* Create a new repeating Background aligned to the TiledMap
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*
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* @param tex the background texture
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* @param scale size of a background tile (1 = Background equals MapTile) (2 = Background equals 4 MapTile) ...
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*/
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public TileAlignedBackground(TextureRegion tex, float scale) {
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this.texture = tex;
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this.scale = scale;
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}
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/**
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* Create a new repeating Background aligned to the TiledMap
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*
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* @param tex the background texture
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* @param scale size of a background tile (1 = Background equals MapTile) (2 = Background equals 4 MapTile) ...
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*/
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public TileAlignedBackground(Texture tex, float scale) {
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this(new TextureRegion(tex), scale);
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}
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@Override
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public void draw(SpriteBatch sbatch, Vector2 map_offset, TileMap map, Rectangle visible) {
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int minX = (int)(visible.x + map_offset.x);
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int minY = (int)(visible.y + map_offset.y);
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int maxX = (int)(visible.x + visible.width - map_offset.x + 1);
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int maxY = (int)(visible.y + visible.height - map_offset.y + 1);
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for (int x = minX; x < maxX; x+=scale) {
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for (int y = minY; y < maxY; y+=scale) {
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sbatch.draw(texture, x , y, scale, scale);
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}
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}
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}
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}
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@ -20,9 +20,7 @@ public class StandardLevel extends GameLayer {
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setMapScaleResolver(new ShowCompleteMapScaleResolver());
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addEntity(new Cannon(7, 13));
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addEntity(new Cannon(14, 5));
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addEntity(new Cannon(20, 13));
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}
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16
core/src/de/samdev/cannonshooter/util/MathUtils.java
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16
core/src/de/samdev/cannonshooter/util/MathUtils.java
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@ -0,0 +1,16 @@
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package de.samdev.cannonshooter.util;
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public final class MathUtils {
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public static int moduloSignum(float a, float b, float mod, int fallback) {
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if (a == b) return 0;
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float d_positive = ((a - b) + 2*mod) % mod;
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float d_negative = ((b - a) + 2*mod) % mod;
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if (d_positive > d_negative) return 1;
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else if (d_positive < d_negative) return -1;
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else return fallback;
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}
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}
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Block a user