DEADSOFTWARE

Better collision, disable auto jump
[cavedroid.git] / core / src / ru / deadsoftware / cavecraft / game / GamePhysics.java
index 3bd467d2ab05ce5ae97f0f9dc7f93efb49e0ead4..c91b1766720a60f0ffb1ee4614ffc8e2fd837713 100644 (file)
@@ -1,9 +1,7 @@
 package ru.deadsoftware.cavecraft.game;
 
-import com.badlogic.gdx.math.MathUtils;
-import com.badlogic.gdx.math.Rectangle;
-import com.badlogic.gdx.math.Vector2;
-import com.badlogic.gdx.math.Vector3;
+import com.badlogic.gdx.math.*;
+import ru.deadsoftware.cavecraft.Items;
 import ru.deadsoftware.cavecraft.game.mobs.Mob;
 import ru.deadsoftware.cavecraft.game.objects.Player;
 
@@ -21,34 +19,46 @@ public class GamePhysics {
     }
 
     private boolean checkJump(Rectangle rect, int dir) {
-        int bl;
+        int bl = 0;
         switch (dir) {
             case 0:
-                bl = gameProc.world.getForeMap(
+                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:
-                bl = gameProc.world.getForeMap(
+                if ((int)((rect.x+(rect.width/2))/16) + 1<gameProc.world.getWidth())
+                    bl = gameProc.world.getForeMap(
                         (int)((rect.x+(rect.width/2))/16) + 1,
                         (int)(rect.y/16)+1);
                 break;
             default:
                 bl=0;
         }
-        return (bl!=0);
+        return (bl>0 && Items.BLOCKS.getValueAt(bl).collision);
     }
 
     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;
+        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;
     }
@@ -78,10 +88,10 @@ public class GamePhysics {
             while (checkColl(pl.getRect())) pl.position.x+=d;
         }
 
-        if (checkJump(pl.getRect(), pl.dir) && !pl.flyMode && pl.canJump && !pl.moveX.equals(Vector2.Zero)) {
+        /*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) {