Jumping implemented.

This commit is contained in:
Jeasonfire 2015-05-08 21:41:17 +03:00
parent 47eb5f5702
commit d961bd21de
3 changed files with 6 additions and 7 deletions

View File

@ -102,7 +102,7 @@ public class GladiatorBrawler extends ApplicationAdapter {
CPhysics physics = new CPhysics().setMovable(false).setGravityApplied(false)
.setSize(groundSprite.getRegionWidth() * Global.SPRITE_SCALE,
groundSprite.getRegionHeight() * Global.SPRITE_SCALE);
physics.position.set(new Vector2(-2.5f, -5));
physics.position.set(new Vector2(0, -4));
ground.add(physics);
Sprite wallSprite = SpriteLoader.loadSprite(Name.WALLIMG, 0, 0, 64, 64);
@ -112,7 +112,7 @@ public class GladiatorBrawler extends ApplicationAdapter {
CPhysics wall0Physics = new CPhysics().setMovable(false).setGravityApplied(false)
.setSize(wallSprite.getRegionWidth() * Global.SPRITE_SCALE,
wallSprite.getRegionHeight() * Global.SPRITE_SCALE);
wall0Physics.position.set(new Vector2(5, 0));
wall0Physics.position.set(new Vector2(6, 0));
wall0.add(wall0RenderedObject);
wall0.add(wall0Physics);
@ -121,7 +121,7 @@ public class GladiatorBrawler extends ApplicationAdapter {
CPhysics wall1Physics = new CPhysics().setMovable(false).setGravityApplied(false)
.setSize(wallSprite.getRegionWidth() * Global.SPRITE_SCALE,
wallSprite.getRegionHeight() * Global.SPRITE_SCALE);
wall1Physics.position.set(new Vector2(-5, 0));
wall1Physics.position.set(new Vector2(-6, 0));
wall1.add(wall1RenderedObject);
wall1.add(wall1Physics);

View File

@ -8,7 +8,7 @@ public class CPhysics extends Component {
public Vector2 position = new Vector2();
public Vector2 velocity = new Vector2();
public Vector2 size = new Vector2();
public float movespeed = 5f, jumpForce = 5f, gravity = 1f;
public float movespeed = 5f, jumpForce = 0.3f, gravity = 1f;
public boolean grounded = true;
// Movable toggles if the entity can move by itself

View File

@ -37,7 +37,8 @@ public class PhysicsSystem extends EntitySystem {
move++;
}
obj.velocity.x = move * obj.movespeed * deltaTime;
if (obj.jumping) {
if (obj.jumping && obj.grounded) {
obj.grounded = false;
obj.velocity.y = obj.jumpForce;
}
}
@ -72,8 +73,6 @@ public class PhysicsSystem extends EntitySystem {
float y01 = cp0.position.y + cp0.size.y / 2;
float y10 = cp1.position.y - cp1.size.y / 2;
float y11 = cp1.position.y + cp1.size.y / 2;
cp0.grounded = false;
cp1.grounded = false;
boolean colliding = (x00 < x11) && (x01 > x10) && (y00 < y11) && (y01 > y10);