package ru.deadsoftware.cavecraft.game; import com.badlogic.gdx.math.*; import ru.deadsoftware.cavecraft.Items; import ru.deadsoftware.cavecraft.game.mobs.Mob; import ru.deadsoftware.cavecraft.game.objects.Player; public class GamePhysics { public static final int PL_SPEED = 2; private GameProc gameProc; private Vector2 gravity; public GamePhysics(GameProc gameProc) { this.gameProc = gameProc; gravity = new Vector2(0,1); } private boolean checkJump(Rectangle rect, int dir) { int bl = 0; switch (dir) { case 0: if ((int)((rect.x+(rect.width/2))/16) - 1>=0) bl = gameProc.world.getForeMap( (int)((rect.x+(rect.width/2))/16) - 1, (int)(rect.y/16)+1); break; case 1: if ((int)((rect.x+(rect.width/2))/16) + 10 && Items.BLOCKS.getValueAt(bl).collision); } private boolean checkColl(Rectangle rect) { int[] ids = new int[6]; ids[0] = gameProc.world.getForeMap(((int)(rect.x)/16), ((int)rect.y/16)); ids[1] = gameProc.world.getForeMap(((int)(rect.x+rect.width-1)/16), ((int)rect.y/16)); ids[2] = gameProc.world.getForeMap(((int)(rect.x)/16), ((int)(rect.y+rect.height/2)/16)); ids[3] = gameProc.world.getForeMap(((int)(rect.x+rect.width-1)/16), ((int)(rect.y+rect.height/2)/16)); ids[4] = gameProc.world.getForeMap(((int)(rect.x)/16), ((int)(rect.y+rect.height-1)/16)); ids[5] = gameProc.world.getForeMap(((int)(rect.x+rect.width-1)/16), ((int)(rect.y+(rect.height-1))/16)); Rectangle[] bl = new Rectangle[6]; if (ids[0]>0) bl[0] = Items.BLOCKS.getValueAt(ids[0]).getRect((int)(rect.x)/16,(int)rect.y/16); if (ids[1]>0) bl[1] = Items.BLOCKS.getValueAt(ids[1]).getRect(((int)(rect.x+rect.width-1)/16), ((int)rect.y/16)); if (ids[2]>0) bl[2] = Items.BLOCKS.getValueAt(ids[2]).getRect(((int)(rect.x)/16), ((int)(rect.y+rect.height/2)/16)); if (ids[3]>0) bl[3] = Items.BLOCKS.getValueAt(ids[3]).getRect(((int)(rect.x+rect.width-1)/16), ((int)(rect.y+rect.height/2)/16)); if (ids[4]>0) bl[4] = Items.BLOCKS.getValueAt(ids[4]).getRect(((int)(rect.x)/16), ((int)(rect.y+rect.height-1)/16)); if (ids[5]>0) bl[5] = Items.BLOCKS.getValueAt(ids[5]).getRect(((int)(rect.x+rect.width-1)/16), ((int)(rect.y+(rect.height-1))/16)); for (int i=0; i<6; i++) { if (ids[i]>0 && Items.BLOCKS.getValueAt(ids[i]).collision && Intersector.overlaps(rect,bl[i])) return true; } return false; } private void playerPhy(Player pl) { pl.position.add(pl.moveY); if (checkColl(pl.getRect())) { pl.flyMode = false; pl.canJump = true; int d = -1; if (pl.moveY.y<0) d=1; else if (pl.moveY.y>0) d=-1; pl.position.y = MathUtils.round(pl.position.y); while (checkColl(pl.getRect())) pl.position.y+=d; pl.moveY.setZero(); } else { pl.canJump = false; } if (!pl.flyMode) pl.moveY.add(gravity); pl.position.add(pl.moveX); if (pl.position.x<0 || pl.position.x+pl.texWidth>=gameProc.world.getWidth()*16) pl.position.sub(pl.moveX); if (checkColl(pl.getRect())) { int d = 0; if (pl.moveX.x<0) d=1; else if (pl.moveX.x>0) d=-1; pl.position.x = MathUtils.round(pl.position.x); while (checkColl(pl.getRect())) pl.position.x+=d; } /*if (checkJump(pl.getRect(), pl.dir) && !pl.flyMode && pl.canJump && !pl.moveX.equals(Vector2.Zero)) { pl.moveY.add(0, -8); pl.canJump = false; }*/ } private void mobPhy(Mob mob) { mob.position.add(mob.moveY); if (checkColl(mob.getRect())) { mob.canJump = true; int d = -1; if (mob.moveY.y<0) d=1; else if (mob.moveY.y>0) d=-1; mob.position.y = MathUtils.round(mob.position.y); while (checkColl(mob.getRect())) mob.position.y+=d; mob.moveY.setZero(); } else { mob.canJump = false; } mob.moveY.add(gravity); mob.position.add(mob.moveX); if (mob.position.x<32 || mob.position.x+mob.width>gameProc.world.getWidth()*16-32) mob.position.sub(mob.moveX); if (checkColl(mob.getRect())) { int d = 0; if (mob.moveX.x<0) d=1; else if (mob.moveX.x>0) d=-1; mob.position.x = MathUtils.round(mob.position.x); while (checkColl(mob.getRect())) mob.position.x+=d; } } public void update(float delta) { for (Mob mob : gameProc.mobs) { mob.ai(); mobPhy(mob); } playerPhy(gameProc.player); gameProc.renderer.camera.position.set( gameProc.player.position.x+gameProc.player.texWidth/2 - gameProc.renderer.camera.viewportWidth/2, gameProc.player.position.y+gameProc.player.height/2-gameProc.renderer.camera.viewportHeight/2, 0 ); } }