diff --git a/core/src/ru/deadsoftware/cavecraft/game/GamePhysics.java b/core/src/ru/deadsoftware/cavecraft/game/GamePhysics.java
index a3410c2f11dceaf7822684654b0e304a000be025..e38e3b0b3ef12e858795cb204a4d93cd9e271744 100644 (file)
package ru.deadsoftware.cavecraft.game;
-import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.math.Intersector;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.math.Vector2;
import ru.deadsoftware.cavecraft.CaveGame;
import ru.deadsoftware.cavecraft.game.mobs.Mob;
+import ru.deadsoftware.cavecraft.game.objects.Drop;
import ru.deadsoftware.cavecraft.game.objects.Player;
import java.util.Iterator;
return gameProc.world.getForeMap((int)(rect.x+rect.width/2)/16, (int)(rect.y+rect.height/8*7)/16);
}
+ private void dropPhy(Drop drop) {
+ if (drop.move.y < 9) drop.move.y += gravity.y/4;
+ drop.position.add(drop.move);
+ drop.position.y = MathUtils.round(drop.position.y);
+ while (checkColl(drop.getRect())) {
+ drop.position.y--;
+ drop.move.y = 0;
+ }
+ }
+
private void playerPhy(Player pl) {
pl.position.add(pl.moveY);
if (checkColl(pl.getRect())) {
if (Items.isFluid(getBlock(pl.getRect()))) {
if (CaveGame.TOUCH && pl.moveX.x!=0 && !gameProc.swim && !pl.flyMode) gameProc.swim = true;
if (!gameProc.swim) {
- if (!pl.flyMode && pl.moveY.y < 9) pl.moveY.add(gravity.x / 2, gravity.y / 2);
- if (!pl.flyMode && pl.moveY.y > 9) pl.moveY.add(0, -.9f);
+ if (!pl.flyMode && pl.moveY.y < 4.5f) pl.moveY.add(gravity.x / 4, gravity.y / 4);
+ if (!pl.flyMode && pl.moveY.y > 4.5f) pl.moveY.add(0, -1f);
} else {
pl.moveY.add(0, -.5f);
if (pl.moveY.y<-3) pl.moveY.y = -3;
}
} else {
if (!pl.flyMode && pl.moveY.y<18) pl.moveY.add(gravity);
- if (CaveGame.TOUCH && gameProc.swim) gameProc.swim = false;
}
pl.position.add(pl.moveX);
}
public void update(float delta) {
- for (Mob mob : gameProc.mobs) {
- mob.ai();
- mobPhy(mob);
+ for (Iterator<Drop> it = gameProc.drops.iterator(); it.hasNext(); ) {
+ Drop drop = it.next();
+ dropPhy(drop);
+ if (Intersector.overlaps(drop.getRect(), gameProc.player.getRect()))
+ drop.pickUpDrop(gameProc.player);
+ if (drop.pickedUp) it.remove();
}
+
for (Iterator<Mob> it = gameProc.mobs.iterator(); it.hasNext();) {
- Mob m = it.next();
- if (m.dead)
+ Mob mob = it.next();
+ mob.ai();
+ mobPhy(mob);
+ if (mob.dead)
it.remove();
}
+
playerPhy(gameProc.player);
gameProc.renderer.camera.position.set(