Files
SpaceShooter/com/spaceshooter/BulletManager.java
T
2014-07-06 15:07:28 -07:00

127 lines
3.5 KiB
Java

package com.spaceshooter;
import java.util.ArrayList;
import java.util.LinkedList;
import java.util.List;
import java.util.ListIterator;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.math.Intersector;
import com.badlogic.gdx.math.MathUtils;
public class BulletManager {
private List<Bullet> bulletList;
private Explosion explosion = null;
float blowX = 0.0f, blowY = 0.0f;
float blowTimer = 0.0f;
private boolean collision = false;
BulletManager() {
bulletList = new LinkedList<Bullet>();
}
public void update(EnemyManager enemyManager, SpriteBatch batch,
ScoreHandler scorehandler, Player player,PickupManager pickupManager) {
// Where 'b' = bullet && 'e' = enemy
if (player != null) {
ListIterator<Bullet> bulletIter = bulletList.listIterator();
while (bulletIter.hasNext()) {
Bullet b = bulletIter.next();
b.updateBullet(batch,enemyManager);
ListIterator<Enemy> enemyIter = enemyManager.getList().listIterator();
while (enemyIter.hasNext()) {
Enemy e = enemyIter.next();
if (Intersector.overlaps(b.getBoundingRectangle(), e.getBoundingRectangle()) == true
&& b instanceof PlayerBullet) {
e.hit(player.getWeaponLevel());
if (e.isDead) {
blowX = b.getX();
blowY = b.getY();
explosion = new Explosion(blowX, blowY);
int rand = MathUtils.random(8);
if (rand == 0) {
/*pickupManager.getList().add(new CoinPickup(e.getX(),
e.getY()));*/
scorehandler.addScore(1000);
}
else if (rand == 1) {
pickupManager.getList().add(new WeaponPickup(e.getX(),
e.getY()));
}
else if (rand == 2) {
pickupManager.getList().add(new MissilePickup(e.getX(),
e.getY()));
}
enemyIter.remove();
}
collision = true; // tells that the bullet has collided w/
// enemy
if (e != null && !e.isInvincible)
scorehandler.addScore(10); // Add 10pts to score.
/*
* In the future, check for enemy types and add a higher or
* lower score Depending on the enemy
*/
}
else if (Intersector.overlaps(b
.getBoundingRectangle(), player.getBoundingRectangle()) == true
&& (!(b instanceof PlayerBullet))) {
if (!(player.isBlinking || collision)) { //Why must I check the collision boolean?
player.killPlayer();
collision = true;
}
/*
* In the future, check for enemy types and add a higher or
* lower score Depending on the enemy
*/
}
}
if (b.getY() > SpaceShooter.getTopBound() || b.getY() < SpaceShooter.getBottomBound()) {
bulletIter.remove();
}
else if (collision) {
bulletIter.remove();
collision = false; // follows up and removes the bullet, then
// resets boolean.
}
}
}
else {
ListIterator<Bullet> bulletIter = bulletList.listIterator();
while (bulletIter.hasNext()) {
Bullet b = bulletIter.next();
b.updateBullet(batch,enemyManager);
}
}
}
public List<Bullet> getList() {
return bulletList;
}
public void draw(SpriteBatch batch) {
// Looping through the Linked List with O(n).
for (Bullet b : bulletList) {
if (b != null && (!(b instanceof PlayerBullet))) //Don't draw the actual hitbox sprite
b.draw(batch);
}
if (explosion != null)
explosion.draw(batch);
}
public void clear() {
bulletList.clear();
}
public void dispose() {
bulletList.clear();
}
}