DEADSOFTWARE

Add player animation and fly mode
[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)/16), ((int)rect.y/16));
25 bl[1] = gameProc.world.getForeMap(((int)(rect.x+rect.width-1)/16), ((int)rect.y/16));
26 bl[2] = gameProc.world.getForeMap(((int)(rect.x)/16), ((int)(rect.y+rect.height/2)/16));
27 bl[3] = gameProc.world.getForeMap(((int)(rect.x+rect.width-1)/16), ((int)(rect.y+rect.height/2)/16));
28 bl[4] = gameProc.world.getForeMap(((int)(rect.x)/16), ((int)(rect.y+rect.height-1)/16));
29 bl[5] = gameProc.world.getForeMap(((int)(rect.x+rect.width-1)/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.flyMode = false;
40 pl.canJump = true;
41 int d = -1;
42 if (pl.moveY.y<0) d=1; else if (pl.moveY.y>0) d=-1;
43 pl.position.y = MathUtils.round(pl.position.y);
44 while (checkColl(pl.getRect())) pl.position.y+=d;
45 pl.moveY.setZero();
46 } else {
47 pl.canJump = false;
48 }
49 if (!pl.flyMode) pl.moveY.add(gravity);
50 pl.position.add(pl.moveX);
51 if (pl.position.x<0 ||
52 pl.position.x+pl.width>gameProc.world.getWidth()*16)
53 pl.position.sub(pl.moveX);
54 if (checkColl(pl.getRect())) {
55 int d = 0;
56 if (pl.moveX.x<0) d=1; else if (pl.moveX.x>0) d=-1;
57 pl.position.x = MathUtils.round(pl.position.x);
58 while (checkColl(pl.getRect())) pl.position.x+=d;
59 }
60 switch (pl.dir) {
61 case 0:
62 gameProc.renderer.camTargetPos.x = pl.position.x-gameProc.renderer.camera.viewportWidth+100;
63 break;
64 case 1:
65 gameProc.renderer.camTargetPos.x = pl.position.x-100;
66 break;
67 }
68 if (gameProc.renderer.camTargetPos.x < 0) gameProc.renderer.camTargetPos.x = 0;
69 if (gameProc.renderer.camTargetPos.x + gameProc.renderer.camera.viewportWidth >
70 gameProc.world.getWidth()*16)
71 gameProc.renderer.camTargetPos.x = gameProc.world.getWidth()*16-gameProc.renderer.camera.viewportWidth;
72 }
74 private void mobPhy(Mob mob) {
75 mob.position.add(mob.moveY);
76 if (checkColl(mob.getRect())) {
77 mob.canJump = true;
78 int d = -1;
79 if (mob.moveY.y<0) d=1; else if (mob.moveY.y>0) d=-1;
80 mob.position.y = MathUtils.round(mob.position.y);
81 while (checkColl(mob.getRect())) mob.position.y+=d;
82 mob.moveY.setZero();
83 } else {
84 mob.canJump = false;
85 }
86 mob.moveY.add(gravity);
87 mob.position.add(mob.moveX);
88 if (mob.position.x<32 ||
89 mob.position.x+mob.width>gameProc.world.getWidth()*16-32)
90 mob.position.sub(mob.moveX);
91 if (checkColl(mob.getRect())) {
92 int d = 0;
93 if (mob.moveX.x<0) d=1; else if (mob.moveX.x>0) d=-1;
94 mob.position.x = MathUtils.round(mob.position.x);
95 while (checkColl(mob.getRect())) mob.position.x+=d;
96 }
97 }
99 public void update(float delta) {
101 for (Mob mob : gameProc.mobs) {
102 mob.ai();
103 mobPhy(mob);
105 playerPhy(gameProc.player);
107 if (gameProc.renderer.camera.position.x - gameProc.renderer.camTargetPos.x <= 8 &&
108 gameProc.renderer.camera.position.x - gameProc.renderer.camTargetPos.x >= -8) {
109 gameProc.renderer.camera.position.x = gameProc.renderer.camTargetPos.x;
111 if (gameProc.renderer.camera.position.x > gameProc.renderer.camTargetPos.x) {
112 gameProc.renderer.camera.position.sub(16,0,0);
114 if (gameProc.renderer.camera.position.x < gameProc.renderer.camTargetPos.x) {
115 gameProc.renderer.camera.position.add(16,0,0);
117 gameProc.renderer.camera.position.y = gameProc.player.position.y+gameProc.player.height/2
118 -gameProc.renderer.camera.viewportHeight/2;