package ru.deadsoftware.cavedroid.game.mobs; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.math.Vector2; import ru.deadsoftware.cavedroid.misc.Assets; import static ru.deadsoftware.cavedroid.GameScreen.GP; public class Player extends Mob { public final int[] inventory; public final int gameMode; public int slot; public boolean swim; public Player(int gameMode) { super(0, 0, 4, 30, randomDir(), Type.MOB); this.gameMode = gameMode; inventory = new int[9]; swim = false; } public void respawn() { Vector2 pos = getSpawnPoint(); this.x = pos.x; this.y = pos.y; move.setZero(); } private Vector2 getSpawnPoint() { int x = 0, y; for (y = 0; y < GP.world.getHeight(); y++) { if (y == GP.world.getHeight() - 1) { y = 60; GP.world.setForeMap(x, y, 1); break; } if (GP.world.hasForeAt(x, y) && GP.world.getForeMapBlock(x, y).hasCollision()) { break; } } return new Vector2(x * 16 + 8 - getWidth() / 2, (float) y * 16 - getHeight()); } public void setDir(Direction dir) { if (dir != getDirection()) { switchDir(); } } @Override public void ai() { } @Override public void changeDir() { } @Override public void draw(SpriteBatch spriteBatch, float x, float y) { if (move.x != 0 || Assets.playerSprite[0][2].getRotation() != 0) { Assets.playerSprite[0][2].rotate(animDelta); Assets.playerSprite[1][2].rotate(-animDelta); Assets.playerSprite[0][3].rotate(-animDelta); Assets.playerSprite[1][3].rotate(animDelta); } else { Assets.playerSprite[0][2].setRotation(0); Assets.playerSprite[1][2].setRotation(0); Assets.playerSprite[0][3].setRotation(0); Assets.playerSprite[1][3].setRotation(0); } if (Assets.playerSprite[0][2].getRotation() >= 60 || Assets.playerSprite[0][2].getRotation() <= -60) { animDelta = -animDelta; } //back hand Assets.playerSprite[1][2].setPosition(x - 6, y); Assets.playerSprite[1][2].draw(spriteBatch); //back leg Assets.playerSprite[1][3].setPosition(x - 6, y + 10); Assets.playerSprite[1][3].draw(spriteBatch); //front leg Assets.playerSprite[0][3].setPosition(x - 6, y + 10); Assets.playerSprite[0][3].draw(spriteBatch); //head spriteBatch.draw(Assets.playerSprite[dirMultiplier()][0], x - 2, y - 2); //body spriteBatch.draw(Assets.playerSprite[dirMultiplier()][1], x - 2, y + 8); //front hand Assets.playerSprite[0][2].setPosition(x - 6, y); Assets.playerSprite[0][2].draw(spriteBatch); } }