ftea: added Moons
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a2b1108ad5
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60fd51a774
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@ -18,6 +18,10 @@ class Arrow extends Entity {
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float TTL = 20;
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private final float length = 100;
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private boolean active = true;
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private Planet crash;
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private Vector2 offset = new Vector2();
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// ---------- CONSTRUCTORs ----------
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Arrow(float angle, float power, Player shooter) {
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@ -36,24 +40,40 @@ class Arrow extends Entity {
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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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for (Moon attractor : SagittariusGame.moonList) {
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Vector2 diff = attractor.position.cpy().sub(this.position);
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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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private boolean hasLanded() {
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private void verifyActivity() {
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for (Planet planet : SagittariusGame.planetList) {
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if (this.distanceTo(planet) < planet.getRadius()) {
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return true;
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this.active = false;
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this.crash = planet;
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this.offset = this.position.cpy().sub(planet.position);
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}
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}
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for (Moon moon : SagittariusGame.moonList) {
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if (this.distanceTo(moon) < moon.getRadius()) {
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this.active = false;
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this.crash = moon;
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this.offset = this.position.cpy().sub(moon.position);
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}
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}
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return false;
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}
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void update(float deltaTime) {
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if (!this.hasLanded()) {
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if (this.active) {
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verifyActivity();
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integrationVerlet(deltaTime);
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this.TTL -= deltaTime;
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this.angle = this.velocity.angleDeg();
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} else {
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this.position = crash.position.cpy().add(offset);
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}
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}
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@ -61,10 +81,6 @@ class Arrow extends Entity {
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// Verlet integration
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// https://gamedev.stackexchange.com/questions/15708/how-can-i-implement-gravity/41917#41917
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// TODO : vectorialiser
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// System.out.println(deltaTime);
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this.acceleration = this.force.cpy();
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this.position.x += deltaTime * ( this.velocity.x + deltaTime * this.acceleration.x / 2 );
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@ -84,7 +100,7 @@ class Arrow extends Entity {
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void renderDebug(Batch batch, BitmapFont font) {
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// TODO : dirty, do it in an other way
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if (!hasLanded()) {
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if (active) {
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font.draw(batch, "TTL = " + this.TTL, this.position.x, this.position.y + font.getCapHeight()*5);
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font.draw(batch, "pos = " + this.position, this.position.x, this.position.y + font.getCapHeight()*4);
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font.draw(batch, "speed = " + this.velocity, this.position.x, this.position.y + font.getCapHeight()*3);
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@ -100,7 +116,8 @@ class Arrow extends Entity {
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ArrayList<Float> path = new ArrayList<Float>();
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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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if (dummyArrow.hasLanded()) { break; }
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dummyArrow.verifyActivity();
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if (!dummyArrow.active) { break; }
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dummyArrow.integrationVerlet(timeStep);
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path.add(dummyArrow.position.x);
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path.add(dummyArrow.position.y);
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@ -53,7 +53,7 @@ class Bow {
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power = MathUtils.clamp(aim.len(), 0, 1000);
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}
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public void render(ShapeRenderer shapeRenderer) {
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void render(ShapeRenderer shapeRenderer) {
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if (pressed) {
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shapeRenderer.line(this.anchor, SagittariusGame.worldCursor);
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float[] traj = Arrow.traj(angle, power, shooter, 400, 0.05f);
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@ -15,6 +15,8 @@ abstract class Entity {
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// ---------- CONSTRUCTORs ----------
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// TODO : reorganize all constructors
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protected Entity(Vector2 position, float mass) {
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this.position = position.cpy();
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this.mass = mass;
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@ -27,7 +27,7 @@ class GameScreen extends ScreenAdapter {
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// camera stuff
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private Viewport viewport;
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public static Camera camera;
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protected static Camera camera;
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// TODO: categorize better ?
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private HUD hud = new HUD();
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@ -61,6 +61,11 @@ class GameScreen extends ScreenAdapter {
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for (Planet planet : SagittariusGame.planetList) {
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planet.renderDebug(batch, font);
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}
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// moons
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for (Moon moon : SagittariusGame.moonList) {
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moon.renderDebug(batch, font);
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}
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// players
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for (Player player : SagittariusGame.playerList) {
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@ -93,6 +98,11 @@ class GameScreen extends ScreenAdapter {
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arrow.render(shapeRenderer);
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}
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// moons
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for (Moon moon : SagittariusGame.moonList) {
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moon.render(shapeRenderer);
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}
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// float[] vertices = {100, 100, 200, 200, 1000, 500};
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// shapeRenderer.polyline(vertices);
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@ -17,11 +17,11 @@ class HUD implements Disposable {
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// ---------- METHODs ----------
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public void update() {
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void update() {
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frameRate = Gdx.graphics.getFramesPerSecond();
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}
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public void render() {
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void render() {
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batch.begin();
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// framerate
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38
core/src/sagittarius/Moon.java
Normal file
38
core/src/sagittarius/Moon.java
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@ -0,0 +1,38 @@
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package sagittarius;
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import com.badlogic.gdx.graphics.Color;
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import com.badlogic.gdx.math.MathUtils;
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class Moon extends Planet {
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private Planet planet;
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private float altitude;
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// ---------- CONSTRUCTORs ----------
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Moon(Planet planet, float mass, float radius, float altitude) {
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super(planet.position, mass, radius);
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this.planet = planet;
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this.altitude = altitude;
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}
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Moon(Planet planet, float mass, float radius, float altitude, Color color) {
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super(planet.position, mass, radius, color);
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}
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// ---------- METHODs ----------
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void update(double deltaTime) {
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this.angle += 10.0f / altitude;
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this.position.x = planet.position.x + altitude*MathUtils.cosDeg(angle);
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this.position.y = planet.position.y + altitude*MathUtils.sinDeg(angle);
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}
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Planet getPlanet() {
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return this.planet;
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}
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}
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@ -22,6 +22,7 @@ public class SagittariusGame extends Game {
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// Entities
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static ArrayList<Planet> planetList;
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static ArrayList<Moon> moonList;
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static ArrayList<Player> playerList;
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static ArrayList<Arrow> arrowList;
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@ -35,6 +36,9 @@ public class SagittariusGame extends Game {
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planetList.add( new Planet(new Vector2(400, 400), 1000, 50) );
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planetList.add( new Planet(new Vector2(1000, 400), 1000, 100, Color.CYAN) );
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moonList = new ArrayList<Moon>();
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moonList.add( new Moon(planetList.get(1), 100, 20, 300) );
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playerList = new ArrayList<Player>();
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playerList.add( new Player(planetList.get(0)) );
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@ -53,6 +57,11 @@ public class SagittariusGame extends Game {
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player.update(deltaTime);
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}
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// moons
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for (Moon moon : moonList) {
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moon.update(deltaTime);
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}
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// arrows
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for (Iterator<Arrow> it = arrowList.iterator(); it.hasNext(); ) {
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Arrow arrow = it.next();
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