Changed DesignerGameState to exit the game if ESC is pressed.
Changed Projectile to render an ugly explosion effect on impact.
Changed EntityEmitter to keep shooting projectiles as long as the primary fire button is pressed.
Changed SignalController to allow to use the space key for primary fire as well.
Changed signature of GameStateFactory.createGameState(...) to createGameState(StateInfo stateInfo).
Added instance variables for a ResourceLoader and a Scenario to GameStateFactory class.
Adapted AsteroidPushMain and AsteroidPush classes to work with the refactored GameStateFactory class.
Adapted corresponding unit tests.
Replaced magic numbers for the facing mapping in class Rotation with already defined but unused constants.
Changed visibility of constants for the facing mapping in class Rotation to private since they aren't use anywhere else.
Changed method DesignerGameState.keyPressed(...) to use ESC key to enter StateInfo.MATCH state and therefore toggle between designer and match states. Also set 'q'-key to exit the game while in designer state.
Fixed bug where initially in designer state the catalogue selection doesn't match the selection view by:
- removing hard coded initialization of BlueprintManipulator.data field
- and explicitly calling BlueprintManipulator.select(...) for the correct ModuleData object in the ShipModuleList's constructor.
Changed ProjectileGunFactory to create a gun pointing forward rather than pointing left.
Changed AsteroidPushMain.main(...) to set the flag for always rendering the game screen to true.