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
.DS_Store
._*
Thumbs.db
## Gource

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firework2
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4PStar.png

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firework1
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- Image Path -
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firework2
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- Image Path -
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@ -57,8 +57,8 @@ public class RhythmMapAlgorithm implements Runnable {
map.beginBuild();
for (int index = 0; index < bassPeaks.size; index++) {
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) {
//TODO basic void circle spawning
float warningTime = map.goBack((int) (windowPerSecond*1.5f))/windowPerSecond;
float endRadius = (bassPeaks.get(index)/bassMax)*(Main.GAME_AREA_HEIGHT/4f);
map.addToMap(Entities.VOID_CIRCLE,

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@ -35,7 +35,7 @@ public class CreativeDebugScreen extends ScreenAdapter {
@Override
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);
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);
}
}