package ru.deadsoftware.cavedroid.game.mobs; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.badlogic.gdx.math.Vector2; import ru.deadsoftware.cavedroid.game.world.GameWorld; import ru.deadsoftware.cavedroid.misc.Assets; public class Player extends Mob { public final int[] inventory; public int slot; public final int gameMode; public boolean swim; 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(); } 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()); } private boolean isAnimationIncreasing() { return mAnim > 0 && mAnimDelta > 0 || mAnim < 0 && mAnimDelta < 0; } 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) { if (mVelocity.x != 0f || Math.abs(mAnim) > 5f) { mAnim += mAnimDelta * delta; } else { mAnim = 0; } Assets.playerSprite[0][2].setRotation(mAnim); Assets.playerSprite[1][2].setRotation(-mAnim); Assets.playerSprite[0][3].setRotation(-mAnim); Assets.playerSprite[1][3].setRotation(mAnim); if (mAnim >= 60 || mAnim <= -60 ||(mVelocity.x == 0f && isAnimationIncreasing())) { mAnimDelta = -mAnimDelta; } //back hand Assets.playerSprite[1][2].setPosition(x + 2, y + 8); Assets.playerSprite[1][2].draw(spriteBatch); //back leg Assets.playerSprite[1][3].setPosition(x + 2, y + 20); Assets.playerSprite[1][3].draw(spriteBatch); //front leg Assets.playerSprite[0][3].setPosition(x + 2, y + 20); Assets.playerSprite[0][3].draw(spriteBatch); //head spriteBatch.draw(Assets.playerSprite[dirMultiplier()][0], x, y); //body spriteBatch.draw(Assets.playerSprite[dirMultiplier()][1], x + 2, y + 8); //front hand Assets.playerSprite[0][2].setPosition(x + 2, y + 8); Assets.playerSprite[0][2].draw(spriteBatch); } }