DEADSOFTWARE

Add mobs
[cavedroid.git] / core / src / ru / deadsoftware / cavecraft / game / GamePhysics.java
1 package ru.deadsoftware.cavecraft.game;
3 import com.badlogic.gdx.math.MathUtils;
4 import com.badlogic.gdx.math.Rectangle;
5 import com.badlogic.gdx.math.Vector2;
6 import ru.deadsoftware.cavecraft.game.mobs.Mob;
7 import ru.deadsoftware.cavecraft.game.objects.Player;
9 public class GamePhysics {
11 public static final int PL_SPEED = 2;
13 private GameProc gameProc;
15 private Vector2 gravity;
17 public GamePhysics(GameProc gameProc) {
18 this.gameProc = gameProc;
19 gravity = new Vector2(0,1);
20 }
22 private boolean checkColl(Rectangle rect) {
23 int[] bl = new int [6];
24 bl[0] = gameProc.world.getForeMap(((int)(rect.x+2)/16), ((int)rect.y/16));
25 bl[1] = gameProc.world.getForeMap(((int)(rect.x+rect.width-2)/16), ((int)rect.y/16));
26 bl[2] = gameProc.world.getForeMap(((int)(rect.x+2)/16), ((int)(rect.y+rect.height/2)/16));
27 bl[3] = gameProc.world.getForeMap(((int)(rect.x+rect.width-2)/16), ((int)(rect.y+rect.height/2)/16));
28 bl[4] = gameProc.world.getForeMap(((int)(rect.x+2)/16), ((int)(rect.y+rect.height-1)/16));
29 bl[5] = gameProc.world.getForeMap(((int)(rect.x+rect.width-2)/16), ((int)(rect.y+(rect.height-1))/16));
30 for (int b: bl) if (b>0) {
31 return true;
32 }
33 return false;
34 }
36 private void playerPhy(Player pl) {
37 pl.position.add(pl.moveY);
38 if (checkColl(pl.getRect())) {
39 pl.canJump = true;
40 int d = -1;
41 if (pl.moveY.y<0) d=1; else if (pl.moveY.y>0) d=-1;
42 pl.position.y = MathUtils.round(pl.position.y);
43 while (checkColl(pl.getRect())) pl.position.y+=d;
44 pl.moveY.setZero();
45 } else {
46 pl.canJump = false;
47 }
48 pl.moveY.add(gravity);
49 pl.position.add(pl.moveX);
50 if (pl.position.x<0 ||
51 pl.position.x+pl.width>gameProc.world.getWidth()*16)
52 pl.position.sub(pl.moveX);
53 if (checkColl(pl.getRect())) {
54 int d = 0;
55 if (pl.moveX.x<0) d=1; else if (pl.moveX.x>0) d=-1;
56 pl.position.x = MathUtils.round(pl.position.x);
57 while (checkColl(pl.getRect())) pl.position.x+=d;
58 }
59 switch (pl.dir) {
60 case 0:
61 gameProc.renderer.camTargetPos.x = pl.position.x-gameProc.renderer.camera.viewportWidth+100;
62 break;
63 case 1:
64 gameProc.renderer.camTargetPos.x = pl.position.x-100;
65 break;
66 }
67 if (gameProc.renderer.camTargetPos.x < 0) gameProc.renderer.camTargetPos.x = 0;
68 if (gameProc.renderer.camTargetPos.x + gameProc.renderer.camera.viewportWidth >
69 gameProc.world.getWidth()*16)
70 gameProc.renderer.camTargetPos.x = gameProc.world.getWidth()*16-gameProc.renderer.camera.viewportWidth;
71 }
73 private void mobPhy(Mob mob) {
74 mob.position.add(mob.moveY);
75 if (checkColl(mob.getRect())) {
76 mob.canJump = true;
77 int d = -1;
78 if (mob.moveY.y<0) d=1; else if (mob.moveY.y>0) d=-1;
79 mob.position.y = MathUtils.round(mob.position.y);
80 while (checkColl(mob.getRect())) mob.position.y+=d;
81 mob.moveY.setZero();
82 } else {
83 mob.canJump = false;
84 }
85 mob.moveY.add(gravity);
86 mob.position.add(mob.moveX);
87 if (mob.position.x<32 ||
88 mob.position.x+mob.width>gameProc.world.getWidth()*16-32)
89 mob.position.sub(mob.moveX);
90 if (checkColl(mob.getRect())) {
91 int d = 0;
92 if (mob.moveX.x<0) d=1; else if (mob.moveX.x>0) d=-1;
93 mob.position.x = MathUtils.round(mob.position.x);
94 while (checkColl(mob.getRect())) mob.position.x+=d;
95 }
96 }
98 public void update(float delta) {
100 for (Mob mob : gameProc.mobs) {
101 mob.ai();
102 mobPhy(mob);
104 playerPhy(gameProc.player);
106 if (gameProc.renderer.camera.position.x - gameProc.renderer.camTargetPos.x <= 8 &&
107 gameProc.renderer.camera.position.x - gameProc.renderer.camTargetPos.x >= -8) {
108 gameProc.renderer.camera.position.x = gameProc.renderer.camTargetPos.x;
110 if (gameProc.renderer.camera.position.x > gameProc.renderer.camTargetPos.x) {
111 gameProc.renderer.camera.position.sub(16,0,0);
113 if (gameProc.renderer.camera.position.x < gameProc.renderer.camTargetPos.x) {
114 gameProc.renderer.camera.position.add(16,0,0);
116 gameProc.renderer.camera.position.y = gameProc.player.position.y+gameProc.player.height/2
117 -gameProc.renderer.camera.viewportHeight/2;