fix: Bow & Arrow partially working
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c70d2beace
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6a95fe7d3a
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@ -8,7 +8,8 @@ import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
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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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import sagittarius.Sagittarius;
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import sagittarius.SagittariusGame;
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import sagittarius.view.GameScreen;
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public class Arrow extends Actor {
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@ -19,11 +20,8 @@ public class Arrow extends Actor {
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private Vector2 force = new Vector2();
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private 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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private BitmapFont fontDebug = new BitmapFont();
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// ---------- CONSTRUCTORs ----------
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@ -51,55 +49,29 @@ 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 (Planet attractor : Sagittarius.planetList) {
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Vector2 diff = attractor.position.cpy().sub(this.position);
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Vector2 attraction = diff.scl( Sagittarius.G * attractor.mass / diff.len2() );
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force.add(attraction);
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}
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for (Moon attractor : Sagittarius.moonList) {
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Vector2 diff = attractor.position.cpy().sub(this.position);
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Vector2 attraction = diff.scl( Sagittarius.G * attractor.mass / diff.len2() );
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force.add(attraction);
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for (Actor actor : GameScreen.planets.getChildren()) {
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float dx = actor.getX() - this.getX();
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float dy = actor.getX() - this.getX();
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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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}
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return force;
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}
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/**
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* Verify whether or not the Arrow contacts an Entity.
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*/
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private void verifyActivity() {
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for (Planet planet : Sagittarius.planetList) {
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if (this.distanceTo(planet) < planet.getRadius()) {
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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 : Sagittarius.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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}
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@Override
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public void act(float dt) {
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/**
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* Updates the physical attributes of the Arrow,
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* must be called in the main update loop.
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*
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* @param dt time elapsed between 2 frames.
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*/
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public void update(float dt) {
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if (this.active) {
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verifyActivity();
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integrationVerlet(dt);
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this.TTL -= dt;
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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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this.setRotation(this.velocity.angleDeg());
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}
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/**
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@ -114,8 +86,8 @@ public class Arrow extends Actor {
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this.acceleration = this.force.cpy();
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this.position.x += dt * ( this.velocity.x + dt * this.acceleration.x / 2 );
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this.position.y += dt * ( this.velocity.y + dt * this.acceleration.y / 2 );
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this.moveBy(dt * ( this.velocity.x + dt * this.acceleration.x / 2 ),
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dt * ( this.velocity.y + dt * this.acceleration.y / 2 ));
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this.force = computeForce();
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@ -126,21 +98,19 @@ public class Arrow extends Actor {
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// ---------- GRAPHICAL METHODs ----------
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public void render(ShapeRenderer shapeRenderer) {
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Vector2 tail = new Vector2(-this.length, 0).rotateDeg(this.angle).add(this.position);
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shapeRenderer.line(this.position, tail);
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// Vector2 tail = new Vector2(-this.length, 0).rotateDeg(this.getRotation()).add(this.position);
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// shapeRenderer.line(this.getX(), this.getY(), tail.x, tail.y);
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}
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public void renderDebug(Batch batch, BitmapFont font) {
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// TODO : dirty, do it in an other way ?
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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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font.draw(batch, "accel = " + this.acceleration, this.position.x, this.position.y + font.getCapHeight()*2);
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font.draw(batch, "force = " + this.force, this.position.x, this.position.y + font.getCapHeight()*1);
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font.draw(batch, "angle = " + this.angle, this.position.x, this.position.y);
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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, "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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}
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// ---------- STATIC METHODs ----------
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@ -157,11 +127,9 @@ public class Arrow extends Actor {
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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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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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path.add(dummyArrow.getX());
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path.add(dummyArrow.getY());
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}
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// TODO : optimize, lots of useless stuff + change name
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@ -176,4 +144,8 @@ public class Arrow extends Actor {
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return arr;
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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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@ -7,7 +7,7 @@ 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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import sagittarius.Sagittarius;
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import sagittarius.view.GameScreen;
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class Bow extends Actor {
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@ -18,8 +18,8 @@ class Bow extends Actor {
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private boolean pressed = false;
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private float angle;
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private Vector2 anchor;
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private Vector2 aim;
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private Vector2 anchor = new Vector2();
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private Vector2 aim = new Vector2();
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private float power;
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@ -36,47 +36,55 @@ class Bow extends Actor {
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@Override
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public void act(float dt) {
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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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this.anchor = Sagittarius.worldCursor.cpy();
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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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} else if (pressed) {
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Sagittarius.arrowList.add(getArrow());
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// Sagittarius.arrowList.add(getArrow());
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pressed = false;
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}
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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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// * 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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* 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(Sagittarius.worldCursor);
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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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void render(ShapeRenderer shapeRenderer) {
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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 (pressed) {
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shapeRenderer.line(this.anchor, Sagittarius.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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if (traj.length > 2) {
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shapeRenderer.polyline(traj);
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}
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}
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shapes.line(this.anchor, GameScreen.worldCursor);
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}
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}
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// void render(ShapeRenderer shapeRenderer) {
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// if (pressed) {
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// if (aimAssist) {
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// float[] traj = Arrow.traj(angle, power, shooter, 400, 0.05f);
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// if (traj.length > 2) {
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// shapeRenderer.polyline(traj);
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// }
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// }
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// }
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// })
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}
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@ -55,4 +55,12 @@ public class Planet extends Group {
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this.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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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 +15,7 @@ public class Player extends Actor {
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// ---------- ATTRIBUTEs ----------
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private Planet home;
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// private Bow bow;
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private Bow bow;
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private BitmapFont fontDebug = new BitmapFont();
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// ---------- CONSTRUCTORs ----------
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@ -27,7 +27,7 @@ public class Player extends Actor {
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this.setColor(color);
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this.setOrigin(0, getHeight()/2);
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this.home = home;
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//this.bow = new Bow(this, true);
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this.bow = new Bow(this, true);
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}
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// ---------- METHODs ----------
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@ -55,6 +55,7 @@ public class Player extends Actor {
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getScaleX(), getScaleY(),
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getRotation());
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shapes.line(home.getX(), home.getY(), getX(), getY());
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bow.drawDebug(shapes);
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}
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@Override
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@ -70,6 +71,8 @@ public class Player extends Actor {
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setX(home.getX() + home.getRadius()*MathUtils.cosDeg(getRotation()));
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setY(home.getY() + home.getRadius()*MathUtils.sinDeg(getRotation()));
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bow.act(dt);
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}
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/**
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@ -55,4 +55,5 @@ public abstract class BaseScreen implements Screen {
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public Stage getUIStage() {
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return uiStage;
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}
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}
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