Added round 5 to list & implemented gore levels.
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core/assets/fonts/slkscr.ttf
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@ -32,7 +32,7 @@ public class GladiatorBrawler extends ApplicationAdapter {
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private InputHandler inputHandler;
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private Jukebox jukebox;
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private BaseState currentState;
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public static BaseState currentState;
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@Override
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public void create() {
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core/src/com/saltosion/gladiator/input/IRSkipIntros.java
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core/src/com/saltosion/gladiator/input/IRSkipIntros.java
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@ -0,0 +1,25 @@
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package com.saltosion.gladiator.input;
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import com.saltosion.gladiator.GladiatorBrawler;
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import com.saltosion.gladiator.state.IntroState;
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import com.saltosion.gladiator.util.Log;
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public class IRSkipIntros implements InputReceiver {
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@Override
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public boolean pressed() {
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if (GladiatorBrawler.currentState instanceof IntroState) {
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((IntroState) GladiatorBrawler.currentState).skipIntros();
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} else {
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Log.error("Tried to skip intros when introstate is not active!");
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}
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return true;
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}
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@Override
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public boolean released() {
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return true;
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}
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}
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@ -31,6 +31,7 @@ public class InputHandler implements InputProcessor {
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addInput(Keys.UP, Name.SWING_UP, false);
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addInput(Keys.DOWN, Name.SWING_DOWN, false);
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addInput(Keys.F2, Name.DEBUG, false);
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addInput(Keys.ESCAPE, Name.SKIP_INTRO, false);
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}
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private void addInput(int key, String action, boolean activated) {
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@ -18,6 +18,7 @@ public class InputReceivers {
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inputreceivers.put(Name.SWING_UP, new IRSwing(Direction.UP));
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inputreceivers.put(Name.SWING_DOWN, new IRSwing(Direction.DOWN));
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inputreceivers.put(Name.DEBUG, new IRDebugToggle());
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inputreceivers.put(Name.SKIP_INTRO, new IRSkipIntros());
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}
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public static InputReceiver getReceiver(String key) {
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@ -12,7 +12,6 @@ import com.saltosion.gladiator.util.Name;
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public class BasicDeathListener implements CombatListener {
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private static final float FX_FORCE = 16f, FX_GRAV = -40f;
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private static final int FX_HIT_AMT = 4, FX_DEAD_AMT = 96;
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@Override
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public void died(Entity source, Entity target, int damageTaken) {
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@ -27,7 +26,7 @@ public class BasicDeathListener implements CombatListener {
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AudioLoader.getSound(Name.SOUND_HIT05));
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s.play(AppUtil.sfxVolume);
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for (int i = 0; i < FX_DEAD_AMT; i++) {
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for (int i = 0; i < getGoreAmount(damageTaken) * 2; i++) {
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Entity fx = new Entity();
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fx.add(new CParticle().setColor(1, 0, 0, 1).setDecayTime(2).setGravity(0, FX_GRAV)
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.setVelocity((float) Math.cos(Math.toRadians(Math.random() * 360)) * FX_FORCE,
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@ -50,7 +49,7 @@ public class BasicDeathListener implements CombatListener {
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AudioLoader.getSound(Name.SOUND_HIT05));
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s.play(AppUtil.sfxVolume);
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for (int i = 0; i < FX_HIT_AMT; i++) {
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for (int i = 0; i < getGoreAmount(damageTaken); i++) {
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Entity fx = new Entity();
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fx.add(new CParticle().setColor(1, 0, 0, 1).setDecayTime(2).setGravity(0, FX_GRAV)
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.setVelocity((float) Math.cos(Math.toRadians(Math.random() * 360)) * FX_FORCE,
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@ -62,4 +61,8 @@ public class BasicDeathListener implements CombatListener {
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}
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}
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public int getGoreAmount(int damage) {
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return (damage - 89) / 8 * Global.GORE_LEVEL;
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}
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}
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@ -6,6 +6,7 @@ import com.saltosion.gladiator.level.premade.Round1Level;
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import com.saltosion.gladiator.level.premade.Round2Level;
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import com.saltosion.gladiator.level.premade.Round3Level;
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import com.saltosion.gladiator.level.premade.Round4Level;
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import com.saltosion.gladiator.level.premade.Round5Level;
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import com.saltosion.gladiator.util.AppUtil;
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import com.saltosion.gladiator.util.AudioLoader;
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import com.saltosion.gladiator.util.Name;
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@ -16,7 +17,7 @@ public class InGameState extends BaseState {
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* Add new levels to this list
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*/
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private static final Level[] levels = {new Round1Level(), new Round2Level(),
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new Round3Level(), new Round4Level()};
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new Round3Level(), new Round4Level(), new Round5Level()};
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private Level level;
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private InGameGUICreator guiCreator;
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@ -2,13 +2,15 @@ package com.saltosion.gladiator.state;
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import com.saltosion.gladiator.gui.creators.IntroGUICreator;
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import com.saltosion.gladiator.util.AppUtil;
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import com.saltosion.gladiator.util.Name;
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import com.saltosion.gladiator.util.SpriteLoader;
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public class IntroState extends BaseState {
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private static final float SPLASH_DELAY = 2f;
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private static final float SPLASH_DELAY = 4f;
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private IntroGUICreator guiCreator;
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private float currentTime;
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private boolean forceskip = false;
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@Override
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public void create() {
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@ -18,12 +20,15 @@ public class IntroState extends BaseState {
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SpriteLoader.preload();
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guiCreator = new IntroGUICreator();
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guiCreator.create();
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// Enable skipping intro for now
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AppUtil.inputHandler.setInputEnabled(Name.SKIP_INTRO, true);
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}
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@Override
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public void update(float deltaTime) {
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currentTime += deltaTime;
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if (currentTime > SPLASH_DELAY) {
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if ((currentTime > SPLASH_DELAY) || forceskip) {
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boolean finished = guiCreator.nextSplashScreen();
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if (finished && SpriteLoader.loadedAllSprites) {
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setState(new MainMenuState());
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@ -42,8 +47,15 @@ public class IntroState extends BaseState {
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return f < 0.5 ? f * 2 : 1 - ((f - 0.5f) * 2f);
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}
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public void skipIntros() {
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forceskip = true;
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}
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@Override
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public void destroy() {
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// And disable it now !
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AppUtil.inputHandler.setInputEnabled(Name.SKIP_INTRO, false);
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// Clear GUI so there's nothing leftover for the next state
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AppUtil.guiManager.clearGUI();
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}
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@ -11,6 +11,11 @@ public class Global {
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public static final int FLAG_ALIVE = 1;
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public static final int HIGH_GORE = 5;
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public static final int LOW_GORE = 1;
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public static final int NO_GORE = 0;
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public static final int GORE_LEVEL = HIGH_GORE;
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/**
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* Higher font scale = smaller text
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*/
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@ -34,6 +34,7 @@ public class Name {
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public static final String SWING_RIGHT = "SWING_RIGHT";
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public static final String SWING_UP = "SWING_UP";
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public static final String SWING_DOWN = "SWING_DOWN";
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public static final String SKIP_INTRO = "SKIP_INTRO";
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public static final String MUSIC_THEME = "MUSIC_THEME";
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public static final String MUSIC_BATTLE = "MUSIC_BATTLE";
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