fix: rolled back to when Planet didn't contain Moons
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f9c1f258bc
commit
613dc0a757
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@ -3,7 +3,7 @@
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[license-url]: https://git.inpt.fr/tobgang/sagittarius/-/blob/master/LICENSE
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[![MIT License][license-shield]][license-url]
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A turn based game in wich players kill each others using bows, arrows and GRAVITY !
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A turn based game in which players kill each others using bows, arrows and GRAVITY !
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## Built with
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* [openJDK 15](https://openjdk.java.net/projects/jdk/15/)
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@ -17,12 +17,13 @@ To run the game:
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```bash
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./gradlew desktop:run
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```
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or just press (Ctrl +) F5 in vscode.
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To export the game to a .jar file:
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```bash
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./gradlew desktop:dist
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```
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The resulting .jar files should be in `*/build/libs/`
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The resulting .jar file should be in `desktop/build/libs/`
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## TODO LIST
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* create BaseActor to concatenate code
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@ -31,16 +31,16 @@ public class Arrow extends Actor {
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* Constructs an Arrow using its initial conditions.
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*
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* @param angle initial angle of the Arrow (in degrees).
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* @param power power given to the Arrow a Bow.
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* @param power power given to the Arrow by the Bow.
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* @param shooter Bow's shooter.
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*/
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Arrow(float angle, float power, Player shooter) {
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super();
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this.setPosition(shooter.getX() + shooter.getWidth() * MathUtils.cosDeg(shooter.getRotation()),
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this.setPosition(shooter.getX() + shooter.getWidth() * MathUtils.cosDeg(shooter.getRotation()), // TODO: possible to not do trigonometry ?
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shooter.getY() + shooter.getWidth() * MathUtils.sinDeg(shooter.getRotation()));
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this.velocity = new Vector2(power, 0).setAngleDeg(angle);
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this.acceleration = new Vector2();
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this.setOrigin(80, 0);
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this.setOrigin(80, 2);
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this.setSize(100, 4);
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this.force = computeForce();
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}
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@ -63,18 +63,18 @@ public class Arrow extends Actor {
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@Override
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public void draw(Batch batch, float parentAlpha) {
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super.draw(batch, parentAlpha);
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fontDebug.draw(batch, "TTL=" + this.TTL, getX(), getY() + fontDebug.getCapHeight()*5);
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fontDebug.draw(batch, "pos=" + getX() + "," + getY(), getX(), getY() + fontDebug.getCapHeight()*4);
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fontDebug.draw(batch, "speed=" + this.velocity, getX(), getY() + fontDebug.getCapHeight()*3);
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fontDebug.draw(batch, "accel=" + this.acceleration, getX(), getY() + fontDebug.getCapHeight()*2);
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fontDebug.draw(batch, "force=" + this.force, getX(), getY() + fontDebug.getCapHeight()*1);
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fontDebug.draw(batch, "angle=" + getRotation(), getX(), getY());
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fontDebug.draw(batch, "TTL=" + (int)TTL, getX(), getY() + fontDebug.getCapHeight()*5);
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fontDebug.draw(batch, "pos=" + (int)getX() + "," + (int)getY(), getX(), getY() + fontDebug.getCapHeight()*4);
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fontDebug.draw(batch, "speed=" + (int)velocity.x + "," + (int)velocity.y, getX(), getY() + fontDebug.getCapHeight()*3);
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fontDebug.draw(batch, "accel=" + (int)acceleration.x + "," + (int)acceleration.y, getX(), getY() + fontDebug.getCapHeight()*2);
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fontDebug.draw(batch, "force=" + (int)force.x + "," + (int)force.y, getX(), getY() + fontDebug.getCapHeight()*1);
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fontDebug.draw(batch, "angle=" + (int)getRotation(), getX(), getY());
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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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for (Actor actor : GameScreen.planets.getChildren()) {
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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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@ -85,7 +85,7 @@ public class Arrow extends Actor {
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shapes.set(ShapeType.Line);
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if (getStage() != null) shapes.setColor(getStage().getDebugColor());
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shapes.rect(getX() - getOriginX(), getY(),
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shapes.rect(getX() - getOriginX(), getY() - getOriginY(),
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getOriginX(), getOriginY(),
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getWidth(), getHeight(),
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getScaleX(), getScaleY(),
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@ -99,7 +99,7 @@ public class Arrow extends Actor {
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*/
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private Vector2 computeForce() {
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Vector2 force = new Vector2();
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for (Actor actor : GameScreen.planets.getChildren()) {
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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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@ -1,54 +1,32 @@
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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.g2d.Batch;
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import com.badlogic.gdx.graphics.g2d.BitmapFont;
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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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import com.badlogic.gdx.scenes.scene2d.Actor;
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public class Moon extends Actor {
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public class Moon extends Planet {
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private BitmapFont fontDebug = new BitmapFont();
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private float mass;
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private Planet sun;
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private float altitude;
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private float radius;
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// ---------- CONSTRUCTORs ----------
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public Moon(Planet sun, float mass, float radius, float altitude, Color color) {
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super();
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super(new Vector2(), mass, radius, color);
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this.sun = sun;
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this.mass = mass;
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this.setColor(color);
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this.altitude = altitude;
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this.radius = radius;
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}
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// ---------- METHODs ----------
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@Override
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public void act(float dt) {
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this.rotateBy(10.0f / this.altitude);
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this.setX(sun.getX() + this.altitude*MathUtils.cosDeg(this.getRotation()));
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this.setY(sun.getY() + this.altitude*MathUtils.sinDeg(this.getRotation()));
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}
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@Override
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public void draw(Batch batch, float parentAlpha) {
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super.draw(batch, parentAlpha);
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fontDebug.draw(batch, "radius=" + (int)radius, getX(), getY() + fontDebug.getCapHeight()*2);
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fontDebug.draw(batch, "mass=" + (int)mass, getX(), getY() + fontDebug.getCapHeight());
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fontDebug.draw(batch, "pos=" + (int)getX() + "," + (int)getY(), getX(), getY());
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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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shapes.setColor(this.getColor());
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shapes.circle(this.getX(), this.getY(), this.radius);
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}
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/**
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@ -58,12 +36,4 @@ public class Moon extends Actor {
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return this.sun;
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}
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public float getMass() {
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return mass;
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}
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public Vector2 getPosition() {
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return new Vector2( getX(), getY() );
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}
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}
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@ -15,7 +15,6 @@ public class Planet extends Actor {
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private BitmapFont fontDebug = new BitmapFont();
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private float radius;
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private float mass;
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private Group moons;
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// ---------- CONSTRUCTORs ----------
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@ -25,7 +24,6 @@ public class Planet extends Actor {
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this.radius = radius;
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this.mass = mass;
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this.setColor(color);
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moons = new Group();
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}
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// ---------- METHODs ----------
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@ -33,8 +31,6 @@ public class Planet 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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moons.setDebug(getDebug(), true);
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moons.act(dt);
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}
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@Override
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@ -43,7 +39,6 @@ public class Planet extends Actor {
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fontDebug.draw(batch, "radius=" + (int)radius, getX(), getY() + fontDebug.getCapHeight()*2);
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fontDebug.draw(batch, "mass=" + (int)mass, getX(), getY() + fontDebug.getCapHeight());
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fontDebug.draw(batch, "pos=" + (int)getX() + "," + (int)getY(), getX(), getY());
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moons.draw(batch, parentAlpha);
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}
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@Override
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super.drawDebug(shapes);
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shapes.setColor(this.getColor());
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shapes.circle(this.getX(), this.getY(), this.radius);
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moons.drawDebug(shapes);
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}
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/**
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@ -61,10 +55,6 @@ public class Planet extends Actor {
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return this.radius;
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}
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public void addMoon(Moon moon) {
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moons.addActor(moon);
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}
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public float getMass() {
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return mass;
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}
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@ -22,7 +22,7 @@ public class Player extends Actor {
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public Player(Planet home, Color color) {
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super();
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this.setSize(100, 50);
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this.setSize(100, 50); // TODO: fix this ? (width & height inverted)
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this.setRotation(MathUtils.random(360));
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this.setColor(color);
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this.setOrigin(0, getHeight()/2);
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@ -1,7 +1,7 @@
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package sagittarius.view;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.graphics.GL20;
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import com.badlogic.gdx.graphics.GL30;
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import com.badlogic.gdx.scenes.scene2d.Stage;
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import com.badlogic.gdx.Screen;
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@ -31,7 +31,7 @@ public abstract class BaseScreen implements Screen {
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// clear screen
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Gdx.gl.glClearColor(0,0,0,1);
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
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Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT);
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// draw actors on screnn
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mainStage.draw();
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@ -18,7 +18,7 @@ public class GameScreen extends BaseScreen {
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public static Vector2 worldCursor;
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// Groups // TODO: move this in SagittariusGame ?
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public static Group planets;
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public static Group attractors;
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public static Group arrows;
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// ---------- METHODs ----------
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@Override
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public void initialize() {
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// planets
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planets = new Group();
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// planets & moons
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attractors = new Group();
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Planet planet1 = new Planet(new Vector2(400, 400), 1000, 50, Color.BLUE);
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planets.addActor(planet1);
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attractors.addActor(planet1);
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Planet planet2 = new Planet(new Vector2(1400, 700), 1000, 100, Color.ORANGE);
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planet2.addMoon(new Moon(planet2, 100, 10, 300, Color.MAGENTA));
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planets.addActor(planet2);
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attractors.addActor(planet2);
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mainStage.addActor(planets);
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Moon moon2_1 = new Moon(planet2, 100, 10, 300, Color.MAGENTA);
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attractors.addActor(moon2_1);
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mainStage.addActor(attractors);
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// players
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Player player1 = new Player(planet1, Color.WHITE);
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