refacto: verifyLanding of Arrow
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@ -22,6 +22,9 @@ public class Arrow extends BaseActor {
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private float TTL = initTTL;
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private boolean landed;
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private Planet crash;
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private Vector2 offset;
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// ---------- CONSTRUCTORs ----------
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/**
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@ -51,10 +54,14 @@ public class Arrow extends BaseActor {
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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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if (TTL <= 0) {
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GameScreen.arrows.removeActor(this);
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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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}
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}
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@ -81,7 +88,7 @@ public class Arrow extends BaseActor {
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float len2 = dx*dx + dy*dy;
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float coeff = (float) (SagittariusGame.G * ((Planet) actor).getMass() * Math.pow(len2, -3/2));
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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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@ -106,39 +113,30 @@ public class Arrow extends BaseActor {
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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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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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if (len2 < ((Planet) actor).getRadius()*((Planet) actor).getRadius()) {
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landed = true;
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break;
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}
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}
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if (TTL < initTTL - 0.5) {
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for (Actor actor : GameScreen.players.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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if (len2 < 200) {
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SagittariusGame.gameScreen.removePlayer((Player) actor);
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}
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}
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}
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this.force = computeForce();
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this.velocity.x += dt * ( this.acceleration.x + this.force.x ) / 2;
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this.velocity.y += dt * ( this.acceleration.y + this.force.y ) / 2;
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}
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/**
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* TODO
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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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landed = true;
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this.crash = planet;
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this.offset = this.getPosition().sub( planet.getPosition() );
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break;
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}
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}
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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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@ -23,13 +23,10 @@ public class Bow extends Actor {
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private float power;
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private boolean playing;
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// ---------- CONSTRUCTORs ----------
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Bow(Player shooter, boolean aimAssist) {
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public Bow(Player shooter, boolean aimAssist) {
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super();
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this.playing = false;
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this.shooter = shooter;
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this.aimAssist = aimAssist;
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}
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@ -38,27 +35,22 @@ public class Bow extends Actor {
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@Override
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public void act(float dt) {
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if (playing) {
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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 = 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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GameScreen.arrows.addActor(getArrow());
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pressed = false;
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playing = false;
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}
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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 = 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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GameScreen.arrows.addActor(getArrow());
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pressed = false;
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}
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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 (pressed && playing) {
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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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@ -88,19 +80,8 @@ public class Bow extends Actor {
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return new Arrow(angle, power, shooter);
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}
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/**
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* Change the active state of the {@link Bow}.
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* @param bool true or false
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*/
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public void setPlaying(boolean bool) {
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playing = bool;
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}
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/**
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* @return the active state of the {@link Bow}.
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*/
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public boolean isPlaying() {
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return playing;
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public void changeShooter(Player newShooter) {
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this.shooter = newShooter;
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}
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}
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@ -11,7 +11,6 @@ public class Player extends BaseActor {
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// ---------- ATTRIBUTEs ----------
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private Planet home;
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private Bow bow;
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private boolean playing;
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// ---------- CONSTRUCTORs ----------
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@ -27,7 +26,6 @@ public class Player extends BaseActor {
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this.setRotation(angle-90);
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this.home = home;
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this.bow = new Bow(this, true);
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}
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// ---------- METHODs ----------
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@ -36,7 +34,6 @@ public class Player extends BaseActor {
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public void drawDebug(ShapeRenderer shapes) {
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super.drawDebug(shapes);
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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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@ -56,8 +53,13 @@ public class Player extends BaseActor {
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setY(home.getY() + (home.getRadius() + getHeight()/2)*MathUtils.sinDeg(angle));
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this.setRotation(angle-90);
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}
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bow.act(dt);
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@Override
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protected String getInfo() {
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return
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"pos=" + (int)getX() + "," + (int)getY()
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;
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}
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/**
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@ -67,19 +69,11 @@ public class Player extends BaseActor {
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return this.home;
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}
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/**
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* @return the player's bow.
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*/
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public Bow getBow() {
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return bow;
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}
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/**
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* Change the active state of the {@link Player}.
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* @param bool true or false
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*/
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public void setPlaying(boolean bool) {
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bow.setPlaying(bool);
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playing = bool;
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}
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@ -90,11 +84,4 @@ public class Player extends BaseActor {
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return playing;
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}
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@Override
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protected String getInfo() {
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return
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"pos=" + (int)getX() + "," + (int)getY()
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;
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}
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}
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@ -3,6 +3,9 @@ package sagittarius.view;
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import com.badlogic.gdx.Gdx;
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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 sagittarius.model.BaseActor;
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import com.badlogic.gdx.Screen;
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public abstract class BaseScreen implements Screen {
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@ -52,8 +55,4 @@ public abstract class BaseScreen implements Screen {
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@Override public void show() {}
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@Override public void hide() {}
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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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@ -53,13 +53,15 @@ public class GameScreen extends BaseScreen {
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players.addActor(player2);
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mainStage.addActor(players);
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playerTurn = 0;
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player1.setPlaying(true);
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// arrows
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arrows = new Group();
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mainStage.addActor(arrows);
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// The one and only Bow
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Bow bow = new Bow(player1, true);
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mainStage.addActor(bow);
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// others
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FPS fpsCounter = new FPS(uiStage);
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uiStage.addActor(fpsCounter);
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@ -70,6 +72,10 @@ public class GameScreen extends BaseScreen {
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mainStage.setDebugAll(true); // TODO: disable later
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uiStage.setDebugAll(true); // TODO: disable later
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// game turns
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playerTurn = 0;
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player1.setPlaying(true);
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}
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@Override
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@ -80,7 +86,7 @@ public class GameScreen extends BaseScreen {
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worldCursor = new Vector2(unprojectedCursor.x, unprojectedCursor.y);
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Player actualPlayer = (Player) players.getChild(playerTurn);
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if (actualPlayer.isPlaying() && !actualPlayer.getBow().isPlaying()) {
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if (actualPlayer.isPlaying()) {
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actualPlayer.setPlaying(true);
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playerTurn++;
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playerTurn %= players.getChildren().size;
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