Major restructuring of Vars class- made global state less messy

This commit is contained in:
Anuken
2017-07-15 14:16:41 -04:00
parent 922ab26b0d
commit c3712d6f78
23 changed files with 420 additions and 388 deletions

View File

@@ -1,130 +1,17 @@
package io.anuke.mindustry;
import static io.anuke.mindustry.Vars.*;
import io.anuke.mindustry.ai.Pathfind;
import io.anuke.mindustry.entities.*;
import io.anuke.mindustry.world.Tile;
import io.anuke.ucore.core.Effects;
import io.anuke.ucore.core.Settings;
import io.anuke.ucore.core.Sounds;
import io.anuke.ucore.entities.Entities;
import io.anuke.ucore.util.Mathf;
import io.anuke.ucore.util.Timers;
public class GameState{
private static State state = State.menu;
public static void reset(){
for(Weapon weapon : Weapon.values()){
weapons.put(weapon, weapon.unlocked);
}
currentWeapon = Weapon.blaster;
wave = 1;
wavetime = waveSpacing();
Entities.clear();
enemies = 0;
if(!android)
player.add();
player.heal();
Inventory.clearItems();
spawnpoints.clear();
respawntime = -1;
hiscore = false;
ui.updateItems();
ui.updateWeapons();
public static void set(State astate){
state = astate;
}
public static void play(){
player.x = core.worldx();
player.y = core.worldy()-8;
control.camera.position.set(player.x, player.y, 0);
wavetime = waveSpacing();
if(showedTutorial || !Settings.getBool("tutorial")){
playing = true;
paused = false;
}else{
playing = true;
paused = true;
ui.showTutorial();
showedTutorial = true;
}
public static boolean is(State astate){
return state == astate;
}
public static void runWave(){
int amount = wave;
Sounds.play("spawn");
Pathfind.updatePath();
for(int i = 0; i < amount; i ++){
int pos = i;
for(int w = 0; w < spawnpoints.size; w ++){
int point = w;
Tile tile = spawnpoints.get(w);
Timers.run(i*30f, ()->{
Enemy enemy = null;
if(wave%5 == 0 & pos < wave/5){
enemy = new BossEnemy(point);
}else if(wave > 3 && pos < amount/2){
enemy = new FastEnemy(point);
}else if(wave > 8 && pos % 3 == 0 && wave%2==1){
enemy = new FlameEnemy(point);
}else{
enemy = new Enemy(point);
}
enemy.set(tile.worldx(), tile.worldy());
Effects.effect("spawn", enemy);
enemy.add();
});
enemies ++;
}
}
wave ++;
int last = Settings.getInt("hiscore"+maps[currentMap]);
if(wave > last){
Settings.putInt("hiscore"+maps[currentMap], wave);
Settings.save();
hiscore = true;
}
wavetime = waveSpacing();
}
public static void coreDestroyed(){
Effects.shake(5, 6);
Sounds.play("corexplode");
for(int i = 0; i < 16; i ++){
Timers.run(i*2, ()->{
Effects.effect("explosion", core.worldx()+Mathf.range(40), core.worldy()+Mathf.range(40));
});
}
Effects.effect("coreexplosion", core.worldx(), core.worldy());
Timers.run(60, ()->{
ui.showRestart();
});
}
public static float waveSpacing(){
int scale = Settings.getInt("difficulty");
float out = (scale == 0 ? 2f : scale == 1f ? 1f : 0.5f);
return wavespace*out;
public static enum State{
paused, playing, menu, dead
}
}