successfully added debug spawning system and finished void circle enemy
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@@ -14,21 +14,23 @@ public class EntityController {
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AssetManager assets;
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ShapeRenderer shapes;
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public final Array<Entity> ACTIVE_ALLIES;
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public final Array<Entity> ACTIVE_ENEMIES;
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public Array<Entity> activeAllies;
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public Array<Entity> activeEnemies;
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//Enemy pool declaration;
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private final Pool<VoidCircle> VOID_CIRCLE_POOL;
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private Pool<VoidCircle> voidCirclePool;
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//Ally pool declaration;
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private final Pool<Laser> LASER_POOL;
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public EntityController(ShapeRenderer shapeRenderer, AssetManager assetManager) {
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ACTIVE_ALLIES = new Array<Entity>();
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ACTIVE_ENEMIES = new Array<Entity>();
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private Pool<Laser> laserPool;
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public EntityController(AssetManager assetManager, ShapeRenderer shapeRenderer) {
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activeAllies = new Array<Entity>();
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activeEnemies = new Array<Entity>();
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this.assets = assetManager;
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this.shapes = shapeRenderer;
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shapes.setAutoShapeType(true);
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//Enemy pool initialization;
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VOID_CIRCLE_POOL = new Pool<VoidCircle>() {
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voidCirclePool = new Pool<VoidCircle>() {
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@Override
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protected VoidCircle newObject() {
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return new VoidCircle(shapes);
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@@ -36,7 +38,7 @@ public class EntityController {
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};
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//Ally pool initialization;
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LASER_POOL = new Pool<Laser>() {
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laserPool = new Pool<Laser>() {
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@Override
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protected Laser newObject() {
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return new Laser(assets.get("laser.png", Texture.class));
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@@ -46,19 +48,18 @@ public class EntityController {
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}
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public Entity retrieveEntity(Entities entity) {
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Gdx.app.debug("EntityController", "spawning entity " + entity.name());
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switch (entity) {
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case VOID_CIRCLE:
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VoidCircle voidCircle = VOID_CIRCLE_POOL.obtain();
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ACTIVE_ENEMIES.add(voidCircle);
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VoidCircle voidCircle = voidCirclePool.obtain();
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activeEnemies.add(voidCircle);
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return voidCircle;
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case BAR_BEAT:
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return null;
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case SHARDS:
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return null;
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case LASER:
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Laser laser = LASER_POOL.obtain();
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ACTIVE_ALLIES.add(laser);
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Laser laser = laserPool.obtain();
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activeAllies.add(laser);
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return laser;
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default:
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return null;
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@@ -74,14 +75,14 @@ public class EntityController {
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case VOID_CIRCLE:
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VoidCircle voidCircle = (VoidCircle) entity;
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voidCircle.remove();
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ACTIVE_ENEMIES.removeValue(entity, true);
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VOID_CIRCLE_POOL.free(voidCircle);
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activeEnemies.removeValue(entity, true);
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voidCirclePool.free(voidCircle);
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break;
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case LASER:
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Laser laser = (Laser) entity;
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laser.remove();
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ACTIVE_ALLIES.removeValue(entity, true);
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LASER_POOL.free(laser);
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activeAllies.removeValue(entity, true);
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laserPool.free(laser);
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break;
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default:
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break;
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