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
@@ -84,7 +84,7 @@ public class Enemy extends DestructibleEntity{
@Override
public void removed(){
if(!dead)
Vars.enemies --;
Vars.control.enemyDeath();
}
@Override
@@ -7,16 +7,21 @@ import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Vector2;
import io.anuke.mindustry.Vars;
import io.anuke.mindustry.resource.Recipe;
import io.anuke.ucore.core.*;
import io.anuke.ucore.entities.DestructibleEntity;
import io.anuke.ucore.util.Angles;
import io.anuke.ucore.util.Timers;
public class Player extends DestructibleEntity{
Vector2 direction = new Vector2();
float speed = 1f;
float rotation;
float reload;
public Weapon weapon;
public float breaktime = 0;
public Recipe recipe;
public int rotation;
private Vector2 direction = new Vector2();
private float speed = 1f;
public Player(){
hitsize = 5;
@@ -32,7 +37,7 @@ public class Player extends DestructibleEntity{
Effects.shake(4f, 5f);
Effects.sound("die", this);
respawntime = respawnduration;
Vars.control.setRespawnTime(respawnduration);
}
@Override
@@ -62,14 +67,11 @@ public class Player extends DestructibleEntity{
if(Inputs.keyDown("right"))
vector.x += speed;
reload -= delta;
boolean shooting = Inputs.buttonDown(Buttons.LEFT) && recipe == null && !ui.hasMouse();
if(shooting && reload <= 0){
currentWeapon.shoot(this);
Sounds.play(currentWeapon.shootsound);
reload = currentWeapon.reload;
if(shooting && Timers.get(this, "reload", weapon.reload)){
weapon.shoot(this);
Sounds.play(weapon.shootsound);
}
vector.limit(speed);
@@ -2,7 +2,7 @@ package io.anuke.mindustry.entities;
import com.badlogic.gdx.utils.ObjectMap;
import io.anuke.mindustry.GameState;
import io.anuke.mindustry.Vars;
import io.anuke.mindustry.resource.Item;
import io.anuke.mindustry.world.Tile;
import io.anuke.mindustry.world.blocks.Blocks;
@@ -33,7 +33,7 @@ public class TileEntity extends Entity{
dead = true;
if(tile.block() == ProductionBlocks.core){
GameState.coreDestroyed();
Vars.control.coreDestroyed();
}
tile.setBlock(Blocks.air);