feat!:turn system finally finished
returned to old computeForce using Vectors2
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@ -3,6 +3,7 @@ package sagittarius.model;
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import java.util.ArrayList;
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import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
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import com.badlogic.gdx.math.Intersector;
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import com.badlogic.gdx.math.Vector2;
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import com.badlogic.gdx.scenes.scene2d.Actor;
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@ -51,15 +52,16 @@ public class Arrow extends EntityQuad {
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integrationVerlet(dt);
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this.TTL -= dt;
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this.setRotation(this.velocity.angleDeg());
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verifyLanding();
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verifyHitting();
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if (TTL <= 0) {
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GameScreen.arrows.removeActor(this);
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GameScreen.nextPlayer();
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}
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} else {
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this.setX( crash.getX() + this.offset.x );
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this.setY( crash.getY() + this.offset.y );
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this.setPosition(crash.getPosition().cpy().add(offset));
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}
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}
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@ -81,18 +83,10 @@ public class Arrow extends EntityQuad {
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private Vector2 computeForce() {
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Vector2 force = new Vector2();
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for (Actor actor : GameScreen.attractors.getChildren()) {
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float dx = actor.getX() - this.getX();
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float dy = actor.getY() - this.getY();
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float len2 = dx*dx + dy*dy;
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float coeff = SagittariusGame.G * ((Planet) actor).getMass() * (float) Math.pow(len2, -3/2);
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float gravityX = coeff * dx;
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float gravityY = coeff * dy;
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force.add(gravityX, gravityY);
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Planet attractor = (Planet) actor;
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Vector2 diff = attractor.getPosition().cpy().sub(this.getPosition());
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Vector2 attraction = diff.scl( SagittariusGame.G * attractor.mass / diff.len2() );
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force.add(attraction);
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}
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return force;
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}
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@ -123,36 +117,53 @@ public class Arrow extends EntityQuad {
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*/
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private void verifyLanding() {
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for (Actor actor : GameScreen.attractors.getChildren()) {
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Planet planet = (Planet) actor;
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float dist = this.getPosition().sub( planet.getPosition() ).len();
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if (dist <= planet.getRadius()) { // TODO: change with overlap in the future ?
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if (planet.hitbox.contains(this.getPosition())) {
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landed = true;
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this.crash = planet;
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this.offset = this.getPosition().sub( planet.getPosition() );
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GameScreen.nextPlayer();
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break;
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}
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}
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}
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private boolean hasLanded() {
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for (Actor actor : GameScreen.attractors.getChildren()) {
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Planet planet = (Planet) actor;
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if (planet.hitbox.contains(this.getPosition())) {
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return true;
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}
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}
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return false;
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}
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/**
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* TODO
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*/
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private void verifyHitting() {
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for (Actor actor : GameScreen.players.getChildren()) {
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Player player = (Player) actor;
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if (TTL < 19 && player.hitbox.contains(getX(), getY())) {
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if (TTL < 19 && Intersector.overlapConvexPolygons(player.hitbox, this.hitbox)) {
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landed = true;
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GameScreen.removePlayer(player);
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GameScreen.arrows.removeActor(this);
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GameScreen.nextPlayer();
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break;
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}
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}
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}
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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 (TTL < 19 && Intersector.overlapConvexPolygons(player.hitbox, this.hitbox)) {
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return true;
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}
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}
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return false;
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}
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/** // TODO : pass directly an Arrow instead of 3 arguments
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* Computes the trajectory of an Arrow,
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* given its initial conditions.
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@ -166,8 +177,7 @@ public class Arrow extends EntityQuad {
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Arrow dummyArrow = new Arrow(angle, power, shooter);
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for (int i = 0; i < iterations; i++) {
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dummyArrow.integrationVerlet(timeStep);
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// dummyArrow.verifyLanding();
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// dummyArrow.verifyHittingPlayer(); // fix -> return booleans, take action after
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if (dummyArrow.hasLanded() || dummyArrow.hasHit() ) { break; }
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path.add(dummyArrow.getX());
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path.add(dummyArrow.getY());
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}
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@ -13,7 +13,6 @@ public class Bow extends Actor {
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// ---------- ATTRIBUTEs ----------
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private Player shooter;
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private boolean aimAssist = false;
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private boolean pressed = false;
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private float angle;
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@ -35,18 +34,17 @@ public class Bow extends Actor {
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@Override
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public void act(float dt) {
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super.act(dt);
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this.shooter = GameScreen.actualPlayer;
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// TODO: probably can do better with an eventListener
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if (Gdx.input.isButtonJustPressed(Buttons.LEFT) && !pressed) {
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if (GameScreen.playerCurrent.isActive() && Gdx.input.isButtonJustPressed(Buttons.LEFT) && !pressed) {
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this.anchor = GameScreen.worldCursor.cpy();
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pressed = true;
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} else if (Gdx.input.isButtonPressed(Buttons.LEFT) && pressed) {
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computeArrow();
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aim = this.anchor.cpy().sub(GameScreen.worldCursor);
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angle = aim.angleDeg();
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power = MathUtils.clamp(aim.len(), 0, 1000);
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} else if (pressed) {
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pressed = false;
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GameScreen.arrows.addActor(getArrow());
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GameScreen.nextPlayer();
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GameScreen.playerCurrent.setActive(false);
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GameScreen.arrows.addActor(new Arrow(angle, power, GameScreen.playerCurrent));
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}
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}
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@ -56,7 +54,7 @@ public class Bow extends Actor {
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if (pressed) {
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shapes.line(this.anchor, GameScreen.worldCursor);
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if (aimAssist) {
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float[] traj = Arrow.traj(angle, power, shooter, 400, 0.05f);
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float[] traj = Arrow.traj(angle, power, GameScreen.playerCurrent, 400, 0.05f);
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if (traj.length > 2) {
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shapes.polyline(traj);
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}
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@ -64,23 +62,4 @@ public class Bow extends Actor {
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}
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}
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/**
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* Converts the Bow's attributes to apply it
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* to the Arrow's constructor.
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*/
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private void computeArrow() {
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aim = this.anchor.cpy().sub(GameScreen.worldCursor);
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angle = aim.angleDeg();
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power = MathUtils.clamp(aim.len(), 0, 1000);
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}
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/**
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* Generates an Arrow according to the Bow's attributes.
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*
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* @return an Arrow.
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*/
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private Arrow getArrow() {
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return new Arrow(angle, power, shooter);
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}
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}
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@ -1,6 +1,7 @@
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package sagittarius.model;
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import com.badlogic.gdx.graphics.Color;
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import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
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import com.badlogic.gdx.math.MathUtils;
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import com.badlogic.gdx.math.Vector2;
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@ -35,4 +36,12 @@ public class Moon extends Planet {
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this.setY(sun.getY() + this.altitude*MathUtils.sinDeg(this.getRotation()));
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super.act(dt);
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}
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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 (getStage() != null) shapes.setColor(getStage().getDebugColor());
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shapes.line(getX(), getY(), sun.getX(), sun.getY());
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}
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}
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@ -26,8 +26,8 @@ public class GameScreen extends BaseScreen {
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public static Group arrows;
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public static Group players;
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public static int playerTurn;
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public static Player actualPlayer;
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public static int playerIndex;
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public static Player playerCurrent;
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// ---------- METHODs ----------
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@ -78,26 +78,22 @@ public class GameScreen extends BaseScreen {
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uiStage.setDebugAll(SagittariusGame.debugMode);
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// game turns
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playerTurn = 0;
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playerIndex = 0;
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player1.setActive(true);
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playerCurrent = player1;
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}
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@Override
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public void update(float dt) {
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screenCursor = new Vector2(Gdx.input.getX(), Gdx.input.getY());
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screenCursor = new Vector2(Gdx.input.getX(), Gdx.input.getY()); // utiliser les trucs fournis par libGDX
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unprojectedCursor = mainStage.getCamera().unproject(new Vector3(screenCursor, 0));
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worldCursor = new Vector2(unprojectedCursor.x, unprojectedCursor.y);
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actualPlayer = (Player) players.getChild(playerTurn);
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// if (actualPlayer.isActive()) {
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// actualPlayer.setActive(false);
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// playerTurn++;
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// playerTurn %= players.getChildren().size;
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// actualPlayer = (Player) players.getChild(playerTurn);
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// actualPlayer.setActive(true);
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// }
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if (players.getChildren().size <= 1) {
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SagittariusGame.setActiveScreen( new StartScreen() );
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}
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}
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@ -106,26 +102,27 @@ public class GameScreen extends BaseScreen {
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* @param player
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*/
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public static void removePlayer(Player player) {
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player.setActive(false);
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int index = players.getChildren().indexOf(player, true);
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if (index < playerTurn) {
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if (index < playerIndex) {
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players.removeActor(player);
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playerTurn++;
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playerTurn %= players.getChildren().size;
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} else if (index == playerTurn) {
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//playerIndex++; // ? keeping ?
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playerIndex %= players.getChildren().size;
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} else if (index == playerIndex) {
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players.removeActor(player);
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playerTurn %= players.getChildren().size;
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actualPlayer = (Player) players.getChild(playerTurn);
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actualPlayer.setActive(true);
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playerIndex %= players.getChildren().size;
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playerCurrent = (Player) players.getChild(playerIndex);
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playerCurrent.setActive(true);
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} else {
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players.removeActor(player);
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}
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}
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public static void nextPlayer() {
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actualPlayer.setActive(false);
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playerTurn++;
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playerTurn %= players.getChildren().size;
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actualPlayer = (Player) players.getChild(playerTurn);
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actualPlayer.setActive(true);
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playerCurrent.setActive(false);
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playerIndex++;
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playerIndex %= players.getChildren().size;
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playerCurrent = (Player) players.getChild(playerIndex);
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playerCurrent.setActive(true);
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}
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}
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