package fi.hbp.angr.models.levels; import com.badlogic.gdx.audio.Music; import com.badlogic.gdx.physics.box2d.FixtureDef; import fi.hbp.angr.G; import fi.hbp.angr.models.CollisionFilterMasks; /** * Test map/level. */ public class TestLevel extends Level { /** * Music file path. */ private static final String MUSIC_PATH = "data/march.mp3"; /** * Game music. */ private Music music; /** * Constructor for this level. */ public TestLevel() { super("mappi", 5); } @Override public void doOnPreload() { G.getAssetManager().load(MUSIC_PATH, Music.class); } @Override public void doOnUnload() { music.stop(); G.getAssetManager().unload(MUSIC_PATH); } @Override public void doOnCreate() { /* Initialize game state */ gs.init(550, /* Badge scaling */ 10, /* Enemy count */ 10); /* Grenade count */ /* Create terrain fixture definition */ FixtureDef fd = new FixtureDef(); fd.density = 0.6f; fd.friction = 0.7f; fd.restitution = 0.3f; fd.filter.categoryBits = CollisionFilterMasks.GROUND; /* Show map/terrain */ super.showMap(fd, 555, 545); /* Testing *****/ testCode(); /* Start playing music */ music = G.getAssetManager().get(MUSIC_PATH); music.setLooping(true); music.play(); } private void testCode() { /* Testing *****/ for (int i = 0; i < 10; i++) { bf.spawnBox(1000 + i * 300, 400, 0); } } @Override public float getLevelWidth() { return 3800f; } @Override public void hide() { music.pause(); } @Override public void show() { music.play(); } @Override public void create() { } }