package ru.deadsoftware.cavedroid.game.mobs; import com.badlogic.gdx.graphics.g2d.Sprite; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.math.MathUtils; import com.badlogic.gdx.math.Vector2; import ru.deadsoftware.cavedroid.game.objects.Drop; import ru.deadsoftware.cavedroid.game.world.GameWorld; import ru.deadsoftware.cavedroid.misc.Assets; import ru.deadsoftware.cavedroid.misc.utils.SpriteUtilsKt; public class Player extends Mob { public final int[] inventory; public int slot; public final int gameMode; public boolean swim; public float headRotation = 0f; public Player() { super(0, 0, 4, 30, randomDir(), Type.MOB); this.gameMode = 1; inventory = new int[9]; swim = false; } public void respawn(GameWorld gameWorld) { Vector2 pos = getSpawnPoint(gameWorld); this.x = pos.x; this.y = pos.y; mVelocity.setZero(); } public void pickUpDrop(Drop drop) { for (int i = 0; i < inventory.length; i++) { if (inventory[i] == 0 || inventory[i] == drop.getId()) { inventory[i] = drop.getId(); drop.setPickedUp(true); break; } } } private Vector2 getSpawnPoint(GameWorld gameWorld) { int y; for (y = 0; y < gameWorld.getHeight(); y++) { if (y == gameWorld.getHeight() - 1) { y = 60; gameWorld.setForeMap(0, y, 1); break; } if (gameWorld.hasForeAt(0, y) && gameWorld.getForeMapBlock(0, y).hasCollision()) { break; } } return new Vector2(8 - getWidth() / 2, (float) y * 16 - getHeight()); } public void setDir(Direction dir) { if (dir != getDirection()) { switchDir(); } } @Override public void ai(GameWorld gameWorld, float delta) { } @Override public void changeDir() { } @Override public void draw(SpriteBatch spriteBatch, float x, float y, float delta) { updateAnimation(delta); final Sprite backHand = Assets.playerSprite[1][2]; final Sprite backLeg = Assets.playerSprite[1][3]; final Sprite frontLeg = Assets.playerSprite[0][3]; final Sprite head = Assets.playerSprite[dirMultiplier()][0]; final Sprite body = Assets.playerSprite[dirMultiplier()][1]; final Sprite frontHand = Assets.playerSprite[0][2]; SpriteUtilsKt.draw(spriteBatch, backHand, x + 2, y + 8, -mAnim); SpriteUtilsKt.draw(spriteBatch, backLeg, x + 2, y + 20, mAnim); SpriteUtilsKt.draw(spriteBatch, frontLeg, x + 2, y + 20, -mAnim); SpriteUtilsKt.draw(spriteBatch, head, x, y, headRotation); SpriteUtilsKt.draw(spriteBatch, body, x + 2, y + 8); SpriteUtilsKt.draw(spriteBatch, frontHand, x + 2, y + 8, mAnim); } }