began working on win screen

This commit is contained in:
Harrison Deng 2017-07-24 23:39:37 -05:00
parent ec234af091
commit 247d87e9d1
9 changed files with 610 additions and 2 deletions

1
.gitignore vendored
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@ -111,6 +111,7 @@ gradle-app.setting
## OS Specific ## OS Specific
.DS_Store .DS_Store
._*
Thumbs.db Thumbs.db
## Gource ## Gource

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@ -0,0 +1,188 @@
firework2
- Delay -
active: false
- Duration -
lowMin: 300.0
lowMax: 300.0
- Count -
min: 20
max: 150
- Emission -
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lowMax: 0.0
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- Gravity -
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aligned: false
additive: true
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premultipliedAlpha: false
- Image Path -
4PStar.png

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@ -0,0 +1,367 @@
firework1
- Delay -
active: false
- Duration -
lowMin: 250.0
lowMax: 250.0
- Count -
min: 20
max: 150
- Emission -
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- Life -
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relative: false
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- Life Offset -
active: false
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active: false
- Y Offset -
active: false
- Spawn Shape -
shape: point
- Spawn Width -
lowMin: 0.0
lowMax: 0.0
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lowMax: 0.0
highMin: 0.0
highMax: 0.0
relative: false
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relative: false
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active: true
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highMin: 0.0
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relative: false
scalingCount: 1
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timelineCount: 1
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active: true
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lowMax: 360.0
highMin: 180.0
highMax: 180.0
relative: false
scalingCount: 2
scaling0: 0.0
scaling1: 1.0
timelineCount: 2
timeline0: 0.0
timeline1: 1.0
- Wind -
active: false
- Gravity -
active: true
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highMax: -9.5
relative: false
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timeline3: 1.0
- Options -
attached: false
continuous: false
aligned: false
additive: true
behind: false
premultipliedAlpha: false
- Image Path -
4PStar.png
firework2
- Delay -
active: false
- Duration -
lowMin: 300.0
lowMax: 300.0
- Count -
min: 20
max: 150
- Emission -
lowMin: 0.0
lowMax: 0.0
highMin: 500.0
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- Angle -
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- Rotation -
active: true
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lowMax: 360.0
highMin: 180.0
highMax: 180.0
relative: false
scalingCount: 2
scaling0: 0.0
scaling1: 1.0
timelineCount: 2
timeline0: 0.0
timeline1: 1.0
- Wind -
active: false
- Gravity -
active: true
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highMax: -9.5
relative: false
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scaling3: 1.0
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colors3: 0.047058824
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relative: false
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scaling3: 0.0
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timeline0: 0.0
timeline1: 0.43150684
timeline2: 0.8
timeline3: 1.0
- Options -
attached: false
continuous: false
aligned: false
additive: true
behind: false
premultipliedAlpha: false
- Image Path -
4PStar.png

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@ -57,8 +57,8 @@ public class RhythmMapAlgorithm implements Runnable {
map.beginBuild(); map.beginBuild();
for (int index = 0; index < bassPeaks.size; index++) { for (int index = 0; index < bassPeaks.size; index++) {
if (bassPeaks.get(index) != 0 || UMPeaks.get(index) != 0) { if (bassPeaks.get(index) != 0 || UMPeaks.get(index) != 0) {
//If there is a value of some sorts that is not zero, we generate some beat for the map
if (bassPeaks.get(index) >= avgBass) { if (bassPeaks.get(index) >= avgBass) {
//TODO basic void circle spawning
float warningTime = map.goBack((int) (windowPerSecond*1.5f))/windowPerSecond; float warningTime = map.goBack((int) (windowPerSecond*1.5f))/windowPerSecond;
float endRadius = (bassPeaks.get(index)/bassMax)*(Main.GAME_AREA_HEIGHT/4f); float endRadius = (bassPeaks.get(index)/bassMax)*(Main.GAME_AREA_HEIGHT/4f);
map.addToMap(Entities.VOID_CIRCLE, map.addToMap(Entities.VOID_CIRCLE,

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@ -35,7 +35,7 @@ public class CreativeDebugScreen extends ScreenAdapter {
@Override @Override
public void render(float delta) { public void render(float delta) {
Gdx.gl.glClearColor(1f, 1f, 1f, 1f); Gdx.gl.glClearColor(0.2f, 0.2f, 0.2f, 1f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
gamePlayArea.getViewport().apply(); gamePlayArea.getViewport().apply();

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@ -0,0 +1,8 @@
package zero1hd.polyjet.screens;
import com.badlogic.gdx.ScreenAdapter;
public class EndScreen extends ScreenAdapter {
public EndScreen() {
}
}

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@ -0,0 +1,44 @@
package zero1hd.polyjet.ui.pages;
import com.badlogic.gdx.scenes.scene2d.ui.Label;
import com.badlogic.gdx.scenes.scene2d.ui.Skin;
import com.badlogic.gdx.scenes.scene2d.ui.Table;
public class StatPage extends Page {
private Table table;
private Label winLabel;
private Label finalScore, damageTaken, enemiesKilled, shotsTaken, shotsMissed, accuracy;
public StatPage(Skin skin, int score, int damageTake, int enemiesKilled, int shotsTaken, int shotsMissed, int accuracy) {
table = new Table(skin);
addActor(table);
table.setFillParent(true);
winLabel = new Label("Win!", skin);
table.add(winLabel);
table.row();
this.finalScore = new Label("Your score: " + score, skin, "sub-font", skin.getColor("default"));
table.add(this.finalScore);
table.row();
this.damageTaken = new Label("Damage Taken: " + damageTake, skin, "sub-font", skin.getColor("default"));
table.add(this.damageTaken);
table.row();
this.enemiesKilled = new Label("Enemies slayed: " + enemiesKilled, skin, "sub-font", skin.getColor("default"));
table.add(this.enemiesKilled);
table.row();
this.shotsTaken = new Label("Shots taken: " + shotsTaken, skin, "sub-font", skin.getColor("default"));
table.add(this.shotsTaken);
table.row();
this.shotsMissed = new Label("Shots missed: " + shotsMissed, skin, "sub-font", skin.getColor("default"));
table.add(this.shotsMissed);
table.row();
this.accuracy = new Label("Accuracy: " + accuracy, skin, "sub-font", skin.getColor("default"));
table.add(this.accuracy);
}
}