1 package ru
.deadsoftware
.cavedroid
.game
.mobs
;
3 import com
.badlogic
.gdx
.graphics
.g2d
.Sprite
;
4 import com
.badlogic
.gdx
.graphics
.g2d
.SpriteBatch
;
5 import com
.badlogic
.gdx
.math
.MathUtils
;
6 import com
.badlogic
.gdx
.math
.Vector2
;
7 import ru
.deadsoftware
.cavedroid
.game
.GameItemsHolder
;
8 import ru
.deadsoftware
.cavedroid
.game
.model
.item
.InventoryItem
;
9 import ru
.deadsoftware
.cavedroid
.game
.model
.item
.Item
;
10 import ru
.deadsoftware
.cavedroid
.game
.objects
.Drop
;
11 import ru
.deadsoftware
.cavedroid
.game
.world
.GameWorld
;
12 import ru
.deadsoftware
.cavedroid
.misc
.Assets
;
13 import ru
.deadsoftware
.cavedroid
.misc
.utils
.SpriteOrigin
;
14 import ru
.deadsoftware
.cavedroid
.misc
.utils
.SpriteUtilsKt
;
16 import javax
.annotation
.CheckForNull
;
18 public class Player
extends Mob
{
20 private static final float SPEED
= 69.072f;
21 private static final float JUMP_VELOCITY
= -133.332f;
22 private static final int MAX_HEALTH
= 20;
24 private boolean hitting
= false;
25 private float hitAnim
= 0f;
26 private float hitAnimDelta
= ANIMATION_SPEED
;
28 public final InventoryItem
[] inventory
;
32 public float headRotation
= 0f;
34 public Player(GameItemsHolder gameItemsHolder
) {
35 super(0, 0, 4, 30, randomDir(), Type
.MOB
, MAX_HEALTH
);
36 inventory
= new InventoryItem
[9];
37 for (int i
= 0; i
< 9; i
++) {
38 inventory
[i
] = gameItemsHolder
.getFallbackItem().toInventoryItem();
43 public void initInventory(GameItemsHolder gameItemsHolder
) {
44 for (InventoryItem invItem
: inventory
) {
45 invItem
.init(gameItemsHolder
);
50 public Item
inventory(int i
) {
51 return inventory
[i
].getItem();
54 public void respawn(GameWorld gameWorld
, GameItemsHolder itemsHolder
) {
55 Vector2 pos
= getSpawnPoint(gameWorld
, itemsHolder
);
63 public void pickUpDrop(Drop drop
) {
64 for (int i
= 0; i
< inventory
.length
; i
++) {
65 if (inventory(i
) == null || inventory(i
).getParams().getKey().equals(GameItemsHolder
.FALLBACK_ITEM_KEY
) || inventory(i
) == drop
.getItem()) {
66 inventory
[i
] = drop
.getItem().toInventoryItem();
67 drop
.setPickedUp(true);
73 private Vector2
getSpawnPoint(GameWorld gameWorld
, GameItemsHolder itemsHolder
) {
75 for (y
= 0; y
< gameWorld
.getHeight(); y
++) {
76 if (y
== gameWorld
.getHeight() - 1) {
78 gameWorld
.setForeMap(0, y
, itemsHolder
.getBlock("grass"));
81 if (gameWorld
.hasForeAt(0, y
) && gameWorld
.getForeMap(0, y
).hasCollision()) {
85 return new Vector2(8 - getWidth() / 2, (float) y
* 16 - getHeight());
88 public void setDir(Direction dir
) {
89 if (dir
!= getDirection()) {
94 public void setCurrentInventorySlotItem(Item item
) {
95 inventory
[slot
] = item
.toInventoryItem();
99 public float getSpeed() {
105 mVelocity
.y
= JUMP_VELOCITY
;
109 public void ai(GameWorld gameWorld
, GameItemsHolder gameItemsHolder
, float delta
) {
113 public void changeDir() {
117 public void damage(int damage
) {
121 super.damage(damage
);
125 public void heal(int heal
) {
132 private void drawItem(SpriteBatch spriteBatch
, float x
, float y
, float anim
) {
133 final Item item
= inventory(slot
);
135 if (item
== null || item
.getParams().getKey().equals(GameItemsHolder
.FALLBACK_ITEM_KEY
)) {
139 final Sprite sprite
= item
.getSprite();
141 if (!item
.isTool()) {
142 sprite
.setSize(Drop
.DROP_SIZE
, Drop
.DROP_SIZE
);
145 final float handLength
= Assets
.playerSprite
[0][2].getHeight();
147 final SpriteOrigin spriteOrigin
= item
.getParams().getInHandSpriteOrigin();
148 final int handMultiplier
= -getDirection().getBasis();
149 final float xOffset
= (-1 + getDirection().getIndex()) * sprite
.getWidth() + 4 + handMultiplier
* (sprite
.getWidth() * spriteOrigin
.getX());
150 final float yOffset
= item
.isTool() ?
-sprite
.getHeight() / 2 : 0;
152 float rotate
= anim
+ 30;
154 final float itemX
= x
+ handLength
* MathUtils
.sin(handMultiplier
* anim
* MathUtils
.degRad
) + xOffset
;
155 final float itemY
= y
+ handLength
* MathUtils
.cos(handMultiplier
* anim
* MathUtils
.degRad
) + yOffset
;
158 sprite
.setFlip(true, sprite
.isFlipY());
159 SpriteUtilsKt
.applyOrigin(sprite
, spriteOrigin
.getFlipped(true, false));
161 sprite
.setFlip(false, sprite
.isFlipY());
162 SpriteUtilsKt
.applyOrigin(sprite
, spriteOrigin
);
165 SpriteUtilsKt
.drawSprite(spriteBatch
, sprite
, itemX
, itemY
, -handMultiplier
* rotate
);
167 // dont forget to reset
168 sprite
.setFlip(false, sprite
.isFlipY());
169 sprite
.setRotation(0);
170 sprite
.setOriginCenter();
173 public void startHitting() {
180 hitAnimDelta
= ANIMATION_SPEED
;
183 public void stopHitting() {
187 private float getRightHandAnim(float delta
) {
188 hitAnim
-= hitAnimDelta
* delta
;
190 if (hitAnim
< 30f || hitAnim
> 90f) {
192 hitAnim
= MathUtils
.clamp(hitAnim
, 30f, 90f);
193 hitAnimDelta
= -hitAnimDelta
;
195 hitAnimDelta
= ANIMATION_SPEED
;
200 if (hitAnim
< hitAnimDelta
* delta
) {
211 public void draw(SpriteBatch spriteBatch
, float x
, float y
, float delta
) {
212 updateAnimation(delta
);
214 final Sprite backHand
= Assets
.playerSprite
[1][2];
215 final Sprite backLeg
= Assets
.playerSprite
[1][3];
216 final Sprite frontLeg
= Assets
.playerSprite
[0][3];
217 final Sprite head
= Assets
.playerSprite
[getDirection().getIndex()][0];
218 final Sprite body
= Assets
.playerSprite
[getDirection().getIndex()][1];
219 final Sprite frontHand
= Assets
.playerSprite
[0][2];
221 float backHandAnim
, frontHandAnim
;
223 final float rightHandAnim
= getRightHandAnim(delta
);
226 backHandAnim
= rightHandAnim
;
227 frontHandAnim
= mAnim
;
229 backHandAnim
= -mAnim
;
230 frontHandAnim
= -rightHandAnim
;
233 SpriteUtilsKt
.drawSprite(spriteBatch
, backHand
, x
+ 2, y
+ 8, backHandAnim
);
236 drawItem(spriteBatch
, x
, y
, -backHandAnim
);
239 SpriteUtilsKt
.drawSprite(spriteBatch
, backLeg
, x
+ 2, y
+ 20, mAnim
);
240 SpriteUtilsKt
.drawSprite(spriteBatch
, frontLeg
, x
+ 2, y
+ 20, -mAnim
);
241 SpriteUtilsKt
.drawSprite(spriteBatch
, head
, x
, y
, headRotation
);
242 SpriteUtilsKt
.drawSprite(spriteBatch
, body
, x
+ 2, y
+ 8);
245 drawItem(spriteBatch
, x
, y
, frontHandAnim
);
248 SpriteUtilsKt
.drawSprite(spriteBatch
, frontHand
, x
+ 2, y
+ 8, frontHandAnim
);