Add GameState class with controlling bullet left and enemies left states
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@ -0,0 +1,45 @@
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package com.annimon.militaryhero;
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import com.annimon.jecp.Graphics;
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/**
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* @author aNNiMON
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*/
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public class GameState {
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private static int bulletLeft, enemiesLeft;
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public static void init(int enemiesLeft) {
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GameState.bulletLeft = enemiesLeft + enemiesLeft / 2;
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GameState.enemiesLeft = enemiesLeft;
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}
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public static void decreaseBulletLeft() {
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bulletLeft--;
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}
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public static void setEnemiesLeft(int enemiesLeft) {
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GameState.enemiesLeft = enemiesLeft;
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}
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public static boolean isEndGame() {
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return (bulletLeft == 0) || (enemiesLeft == 0);
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}
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public static void drawState(Graphics g, int width, int height) {
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g.setColor(0xFFFFFFFF);
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g.drawString("Bullets: " + bulletLeft, 0, 0);
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g.drawString("Enemies: " + enemiesLeft, 0, g.getTextHeight() + 5);
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if (isEndGame()) {
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g.setColor(0xFF000000);
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g.fillRect(0, 0, width, height);
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final boolean winState = (enemiesLeft == 0);
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g.setColor(winState ? 0xFF00FF00 : 0xFFFF0000);
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final String message = winState ? "CONGRATULATIONS" : "GAME OVER";
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final int x = (width - g.getTextWidth(message)) / 2;
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final int y = (height - g.getTextHeight()) / 2;
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g.drawString(message, x, y);
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}
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}
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}
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@ -21,7 +21,6 @@ public class MainApp extends InputProcessor implements ApplicationListener {
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private Background background;
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private Background background;
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private SniperAim aim;
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private SniperAim aim;
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private Enemy[] enemies;
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private Enemy[] enemies;
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private int enemiesLeft;
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public void onStartApp(int width, int height) {
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public void onStartApp(int width, int height) {
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this.width = width;
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this.width = width;
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@ -33,7 +32,7 @@ public class MainApp extends InputProcessor implements ApplicationListener {
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for (int i = 0; i < enemies.length; i++) {
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for (int i = 0; i < enemies.length; i++) {
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enemies[i] = new Enemy(COORD[i * 2], COORD[i * 2 + 1]);
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enemies[i] = new Enemy(COORD[i * 2], COORD[i * 2 + 1]);
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}
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}
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enemiesLeft = enemies.length;
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GameState.init(enemies.length);
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Jecp.inputListener = this;
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Jecp.inputListener = this;
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Keys.numericdAsDpad = true;
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Keys.numericdAsDpad = true;
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@ -53,6 +52,7 @@ public class MainApp extends InputProcessor implements ApplicationListener {
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}
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}
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background.drawObstacles(g);
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background.drawObstacles(g);
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aim.draw(g);
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aim.draw(g);
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GameState.drawState(g, width, height);
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}
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}
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public void onUpdate() {
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public void onUpdate() {
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@ -69,7 +69,7 @@ public class MainApp extends InputProcessor implements ApplicationListener {
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}
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}
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public void isFirePressed() {
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public void isFirePressed() {
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if (enemiesLeft == 0) return;
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if (GameState.isEndGame()) return;
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final int x = aim.getAimX();
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final int x = aim.getAimX();
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final int y = aim.getAimY();
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final int y = aim.getAimY();
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@ -79,7 +79,8 @@ public class MainApp extends InputProcessor implements ApplicationListener {
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counter++;
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counter++;
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}
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}
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}
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}
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enemiesLeft = counter;
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GameState.setEnemiesLeft(counter);
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GameState.decreaseBulletLeft();
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}
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}
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public void onPointerPressed(int x, int y) {
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public void onPointerPressed(int x, int y) {
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