DEADSOFTWARE

Add player and physics
[cavedroid.git] / core / src / ru / deadsoftware / cavecraft / game / GamePhysics.java
1 package ru.deadsoftware.cavecraft.game;
3 import com.badlogic.gdx.Gdx;
4 import com.badlogic.gdx.math.Rectangle;
5 import com.badlogic.gdx.math.Vector2;
6 import ru.deadsoftware.cavecraft.game.objects.Player;
8 public class GamePhysics {
10 public static final int PL_SPEED = 2;
12 private GameProc gameProc;
14 private Vector2 gravity;
16 public GamePhysics(GameProc gameProc) {
17 this.gameProc = gameProc;
18 gravity = new Vector2(0,2);
19 }
21 private boolean checkColl(Rectangle rect) {
22 int[] bl = new int [6];
23 bl[0] = gameProc.world.getForeMap(((int)rect.x/16), ((int)rect.y/16));
24 bl[1] = gameProc.world.getForeMap(((int)(rect.x+rect.width-1)/16), ((int)rect.y/16));
25 bl[2] = gameProc.world.getForeMap(((int)rect.x/16), ((int)(rect.y+rect.height/2)/16));
26 bl[3] = gameProc.world.getForeMap(((int)(rect.x+rect.width-1)/16), ((int)(rect.y+rect.height/2)/16));
27 bl[4] = gameProc.world.getForeMap(((int)rect.x/16), ((int)(rect.y+rect.height-1)/16));
28 bl[5] = gameProc.world.getForeMap(((int)(rect.x+rect.width-1)/16), ((int)(rect.y+(rect.height-1))/16));
29 for (int b: bl) if (b>0) {
30 return true;
31 }
32 return false;
33 }
35 private void movePlayer(Player pl) {
36 pl.position.add(pl.moveX);
37 if (checkColl(pl.getRect())) {
38 int d = 0;
39 if (pl.moveX.x<0) d=1; else if (pl.moveX.x>0) d=-1;
40 while (checkColl(pl.getRect())) pl.position.x+=d;
41 //pl.moveX.setZero();
42 }
43 pl.position.add(pl.moveY);
44 if (checkColl(pl.getRect())) {
45 int d = 0;
46 if (pl.moveY.y<0) d=1; else if (pl.moveY.y>0) d=-1;
47 while (checkColl(pl.getRect())) pl.position.y+=d;
48 pl.moveY.setZero();
49 }
50 pl.moveY.add(gravity);
51 switch (pl.dir) {
52 case 0:
53 gameProc.renderer.camTargetPos.x = pl.position.x-gameProc.renderer.camera.viewportWidth+100;
54 break;
55 case 1:
56 gameProc.renderer.camTargetPos.x = pl.position.x-100;
57 break;
58 }
59 }
61 public void update(float delta) {
62 movePlayer(gameProc.player);
63 if (gameProc.renderer.camera.position.x - gameProc.renderer.camTargetPos.x <= 8 &&
64 gameProc.renderer.camera.position.x - gameProc.renderer.camTargetPos.x >= -8) {
65 gameProc.renderer.camera.position.x = gameProc.renderer.camTargetPos.x;
66 }
67 if (gameProc.renderer.camera.position.x > gameProc.renderer.camTargetPos.x) {
68 gameProc.renderer.camera.position.sub(16,0,0);
69 }
70 if (gameProc.renderer.camera.position.x < gameProc.renderer.camTargetPos.x) {
71 gameProc.renderer.camera.position.add(16,0,0);
72 }
73 gameProc.renderer.camera.position.y = gameProc.player.position.y+gameProc.player.height/2
74 -gameProc.renderer.camera.viewportHeight/2;
75 }
77 }