package ru.deadsoftware.cavecraft.game; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.math.Rectangle; import com.badlogic.gdx.math.Vector2; 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(0,2); } private boolean checkColl(Rectangle rect) { int[] bl = new int [6]; bl[0] = gameProc.world.getForeMap(((int)rect.x/16), ((int)rect.y/16)); bl[1] = gameProc.world.getForeMap(((int)(rect.x+rect.width-1)/16), ((int)rect.y/16)); bl[2] = gameProc.world.getForeMap(((int)rect.x/16), ((int)(rect.y+rect.height/2)/16)); bl[3] = gameProc.world.getForeMap(((int)(rect.x+rect.width-1)/16), ((int)(rect.y+rect.height/2)/16)); bl[4] = gameProc.world.getForeMap(((int)rect.x/16), ((int)(rect.y+rect.height-1)/16)); bl[5] = gameProc.world.getForeMap(((int)(rect.x+rect.width-1)/16), ((int)(rect.y+(rect.height-1))/16)); for (int b: bl) if (b>0) { return true; } return false; } private void movePlayer(Player pl) { pl.position.add(pl.moveX); if (checkColl(pl.getRect())) { int d = 0; if (pl.moveX.x<0) d=1; else if (pl.moveX.x>0) d=-1; while (checkColl(pl.getRect())) pl.position.x+=d; //pl.moveX.setZero(); } pl.position.add(pl.moveY); if (checkColl(pl.getRect())) { int d = 0; if (pl.moveY.y<0) d=1; else if (pl.moveY.y>0) d=-1; while (checkColl(pl.getRect())) pl.position.y+=d; pl.moveY.setZero(); } pl.moveY.add(gravity); switch (pl.dir) { case 0: gameProc.renderer.camTargetPos.x = pl.position.x-gameProc.renderer.camera.viewportWidth+100; break; case 1: gameProc.renderer.camTargetPos.x = pl.position.x-100; break; } } public void update(float delta) { movePlayer(gameProc.player); if (gameProc.renderer.camera.position.x - gameProc.renderer.camTargetPos.x <= 8 && gameProc.renderer.camera.position.x - gameProc.renderer.camTargetPos.x >= -8) { gameProc.renderer.camera.position.x = gameProc.renderer.camTargetPos.x; } if (gameProc.renderer.camera.position.x > gameProc.renderer.camTargetPos.x) { gameProc.renderer.camera.position.sub(16,0,0); } if (gameProc.renderer.camera.position.x < gameProc.renderer.camTargetPos.x) { gameProc.renderer.camera.position.add(16,0,0); } gameProc.renderer.camera.position.y = gameProc.player.position.y+gameProc.player.height/2 -gameProc.renderer.camera.viewportHeight/2; } }