master
Jonathan Hager 6 years ago
commit 05f8d862dc

@ -41,7 +41,7 @@ public class Controller extends ApplicationAdapter implements InputProcessor{
int levelAmount;
SpriteBatch batch;
Timer stepTimer;
Level level;
Level[] level;
int currentLevel;
OrthographicCamera camera;
@ -69,29 +69,33 @@ public class Controller extends ApplicationAdapter implements InputProcessor{
viewport.apply();
camera.position.set(GAME_WORLD_WIDTH/2, GAME_WORLD_HEIGHT/2, 0);
level = new Level[10];
currentLevel = 0;
level[0] = new Level(new Goal(500,200,150,50, 0.2f), new Projectile(0,0,0),200,200);
stepTimer = new Timer();
stepTimer.scheduleTask(new Timer.Task() {
@Override
public void run() {
if(gs != null){
if(level.getProjectile().getxPos() > Gdx.graphics.getWidth() || level.getProjectile().getxPos() < 0 || level.getProjectile().getyPos() < 0){
gs.step(level);
level.reset();
if(level[currentLevel].getProjectile().getxPos() > Gdx.graphics.getWidth() || level[currentLevel].getProjectile().getxPos() < 0 || level[currentLevel].getProjectile().getyPos() < 0){
gs.step(level[currentLevel]);
level[currentLevel].reset();
gs.dispose();
stepTimer.stop();
gs = null;
ws = new Winscreen(GAME_WORLD_WIDTH, GAME_WORLD_HEIGHT, false);
}
else{
level.step();
gs.step(level);
level[currentLevel].step();
gs.step(level[currentLevel]);
for(Rectangle rect : gs.getGoalRects()){
if(Intersector.overlaps(gs.getProjectileCirc(), rect)){
if(rect.getHeight() == 1){
level.horizontalCollision();
level[currentLevel].horizontalCollision();
}
else if(rect.getWidth() == 1){
level.verticalCollision();
level[currentLevel].verticalCollision();
}
break;
}
@ -123,7 +127,7 @@ public class Controller extends ApplicationAdapter implements InputProcessor{
currentLevel = ls.getSelectedLevel();
}
else if(gs != null){
gs.render(batch, level);
gs.render(batch, level[currentLevel]);
if(gs.getWin()){
gs.dispose();
stepTimer.stop();
@ -179,8 +183,8 @@ public class Controller extends ApplicationAdapter implements InputProcessor{
}
}
else if(gs != null){
if(!level.released()){
level.projectileReleased();
if(!level[currentLevel].released()){
level[currentLevel].projectileReleased();
}
}
else if(ws != null){

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