v0.8.0: fixed the following bugs:
- various screen layout + orientation errors with power saver mode on - DM-300s sprite exploding many times if it is stunned as it dies
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@ -60,7 +60,11 @@ public class AndroidPlatformSupport extends PlatformSupport {
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Game.dispWidth = AndroidGame.view.getMeasuredWidth();
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Game.dispWidth = AndroidGame.view.getMeasuredWidth();
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Game.dispHeight = AndroidGame.view.getMeasuredHeight();
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Game.dispHeight = AndroidGame.view.getMeasuredHeight();
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if ((Game.dispWidth >= Game.dispHeight) != PixelScene.landscape()){
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boolean fullscreen = Build.VERSION.SDK_INT < Build.VERSION_CODES.N
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|| !AndroidGame.instance.isInMultiWindowMode();
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if (fullscreen && SPDSettings.landscape() != null
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&& (Game.dispWidth >= Game.dispHeight) != SPDSettings.landscape()){
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int tmp = Game.dispWidth;
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int tmp = Game.dispWidth;
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Game.dispWidth = Game.dispHeight;
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Game.dispWidth = Game.dispHeight;
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Game.dispHeight = tmp;
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Game.dispHeight = tmp;
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@ -75,7 +79,7 @@ public class AndroidPlatformSupport extends PlatformSupport {
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if (Game.dispWidth < renderWidth*2 || Game.dispHeight < renderHeight*2)
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if (Game.dispWidth < renderWidth*2 || Game.dispHeight < renderHeight*2)
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SPDSettings.put( SPDSettings.KEY_POWER_SAVER, true );
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SPDSettings.put( SPDSettings.KEY_POWER_SAVER, true );
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if (SPDSettings.powerSaver()){
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if (SPDSettings.powerSaver() && fullscreen){
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int maxZoom = (int)Math.min(Game.dispWidth/renderWidth, Game.dispHeight/renderHeight);
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int maxZoom = (int)Math.min(Game.dispWidth/renderWidth, Game.dispHeight/renderHeight);
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@ -90,6 +90,8 @@ public class DM300Sprite extends MobSprite {
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Camera.main.shake( 3, 0.7f );
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Camera.main.shake( 3, 0.7f );
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}
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}
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private boolean exploded = false;
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@Override
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@Override
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public void onComplete( Animation anim ) {
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public void onComplete( Animation anim ) {
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@ -103,7 +105,8 @@ public class DM300Sprite extends MobSprite {
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super.onComplete( anim );
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super.onComplete( anim );
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if (anim == die) {
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if (anim == die && !exploded) {
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exploded = true;
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Sample.INSTANCE.play(Assets.SND_BLAST);
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Sample.INSTANCE.play(Assets.SND_BLAST);
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emitter().burst( BlastParticle.FACTORY, 25 );
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emitter().burst( BlastParticle.FACTORY, 25 );
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}
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}
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