package ru.deadsoftware.cavecraft.game; import com.badlogic.gdx.math.Intersector; import com.badlogic.gdx.math.MathUtils; import com.badlogic.gdx.math.Rectangle; import com.badlogic.gdx.math.Vector2; import ru.deadsoftware.cavecraft.CaveGame; 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,.9f); } private boolean checkJump(Rectangle rect, int dir) { int bl; switch (dir) { case 0: bl = gameProc.world.getForeMap((int)((rect.x-8)/16),(int)((rect.y+rect.height-8)/16)); if (checkColl(new Rectangle(rect.x-16, rect.y-18, rect.width, rect.height))) bl=0; break; case 1: bl = gameProc.world.getForeMap((int)((rect.x+rect.width+8)/16),(int)((rect.y+rect.height-8)/16)); if (checkColl(new Rectangle(rect.x+16, rect.y-18, rect.width, rect.height))) bl=0; break; default: bl=0; } return (bl>0 && Items.BLOCKS.getValueAt(bl).collision); } private boolean checkColl(Rectangle rect) { int bl; int minX = (int) ((rect.x+rect.width/2)/16)-4; int minY = (int) ((rect.y+rect.height/2)/16)-4; int maxX = (int) ((rect.x+rect.width/2)/16)+4; int maxY = (int) ((rect.y+rect.height/2)/16)+4; if (minY<0) minY=0; if (maxY>gameProc.world.getHeight()) maxY = gameProc.world.getHeight(); for (int y=minY; y0 && Items.BLOCKS.getValueAt(bl).collision){ if (Intersector.overlaps(rect, Items.BLOCKS.getValueAt(bl).getRect(x,y))){ return true; } } } } return false; } private void playerPhy(Player pl) { pl.position.add(pl.moveY); if (checkColl(pl.getRect())) { int d = -1; if (pl.moveY.y<0) d=1; if (d==-1) { pl.flyMode = false; pl.canJump = true; } 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.y<18) pl.moveY.add(gravity); pl.position.add(pl.moveX); if (checkColl(pl.getRect())) { if (pl.canJump && !pl.flyMode) pl.position.y-=8; if (checkColl(pl.getRect())) { if (pl.canJump && !pl.flyMode) pl.position.y+=8; 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 (pl.position.x+pl.texWidth/2<0) pl.position.x+=gameProc.world.getWidth()*16; if (pl.position.x+pl.texWidth/2>gameProc.world.getWidth()*16) pl.position.x-=gameProc.world.getWidth()*16; if (pl.position.y > gameProc.world.getHeight()*16) { pl.position = gameProc.world.getSpawnPoint().cpy(); } if (CaveGame.TOUCH && 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())) { int d = -1; if (mob.moveY.y<0) d=1; if (d==-1) mob.canJump = true; mob.position.y = MathUtils.round(mob.position.y); while (checkColl(mob.getRect())) mob.position.y+=d; mob.moveY.setZero(); } else { mob.canJump = false; } if (mob.moveY.y<18) mob.moveY.add(gravity); mob.position.add(mob.moveX); if (checkColl(mob.getRect())) { if (mob.canJump) { mob.position.y-=8; } if (checkColl(mob.getRect())) { if (mob.canJump) mob.position.y+=8; 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; if (mob.canJump) mob.changeDir(); } } if (mob.position.x+mob.width/2<0) mob.position.x+=gameProc.world.getWidth()*16; if (mob.position.x+mob.width/2>gameProc.world.getWidth()*16) mob.position.x-=gameProc.world.getWidth()*16; if (mob.position.y > gameProc.world.getHeight()*16) { mob.position.y = 0; } if (checkJump(mob.getRect(), mob.dir) && mob.canJump && !mob.moveX.equals(Vector2.Zero)) { mob.moveY.add(0, -8); mob.canJump = false; } } 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 ); } }