fix: hide some debug lines when not needed
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93f89c3e64
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@ -98,11 +98,13 @@ public class Arrow extends EntityQuad {
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@Override
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public void drawDebug(ShapeRenderer shapes) {
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super.drawDebug(shapes);
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if (!landed) {
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if (getStage() != null) shapes.setColor(getStage().getDebugColor());
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for (Actor actor : GameScreen.attractors.getChildren()) {
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shapes.line(getX(), getY(), actor.getX(), actor.getY());
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}
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}
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}
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@Override
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public void draw(Batch batch, float parentAlpha) {
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@ -193,7 +195,7 @@ public class Arrow extends EntityQuad {
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}
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}
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private boolean hasHit() { // doesn't work
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private boolean hasHit() {
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for (Actor actor : GameScreen.players.getChildren()) {
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Player player = (Player) actor;
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if (player == GameScreen.playerCurrent) continue;
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@ -213,14 +215,13 @@ public class Arrow extends EntityQuad {
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* @return an array of vertices describing the trajectory of the Arrow.
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*/
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static Trajectory computeTrajectory(float angle, float power, Player shooter, int iterations, float timeStep) {
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Trajectory traj = new Trajectory(iterations);
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Trajectory traj = new Trajectory(iterations); // TODO: not optimal
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Arrow dummyArrow = new Arrow(angle, power, shooter, true);
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for (int i = 0; i < iterations; i++) {
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dummyArrow.integrationVerlet(timeStep);
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traj.add(dummyArrow.getPosition());
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if ( dummyArrow.hasLanded() || dummyArrow.hasHit() ) { break; }
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}
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return traj;
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}
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@ -25,10 +25,10 @@ public class GameScreen extends BaseScreen implements InputProcessor {
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private static Vector3 unprojectedCursor;
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public static Vector2 worldCursor;
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// Groups // TODO: move this in SagittariusGame ?
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// Groups
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public static Group attractors;
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public static Group arrows;
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public static Group players;
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public static Group players; // TODO: move this in SagittariusGame ?
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// turn system stuff
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public static int playerIndex;
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@ -11,7 +11,6 @@ import com.kotcrab.vis.ui.widget.VisTextButton;
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import com.kotcrab.vis.ui.widget.spinner.SimpleFloatSpinnerModel;
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import com.kotcrab.vis.ui.widget.spinner.Spinner;
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import sagittarius.SagittariusGame;
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public class SettingsScreen extends BaseScreen {
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