250 lines
5.9 KiB
Java
250 lines
5.9 KiB
Java
/**
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* GladiatorBrawler is a 2D swordfighting game.
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* Copyright (C) 2015 Jeasonfire/Allexit
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package com.saltosion.gladiator.components;
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import com.badlogic.ashley.core.Component;
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import com.badlogic.gdx.math.Vector2;
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import com.saltosion.gladiator.listeners.CollisionListener;
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import com.saltosion.gladiator.util.Direction;
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public class CPhysics extends Component {
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private final Vector2 position = new Vector2();
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private final Vector2 velocity = new Vector2();
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private final Vector2 simVelocity = new Vector2();
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private final Vector2 size = new Vector2();
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private float movespeed = 15f, jumpForce = 35f, gravity = 100f, drag = 30f;
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private CollisionListener collisionListener = null;
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private float zParallax = 1;
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private boolean movable = true;
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private boolean gravityApplied = true;
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private boolean processCollisions = true;
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private boolean ghost = false;
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private boolean grounded = true;
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// Movement (/input) vars
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public boolean movingLeft = false;
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public boolean movingRight = false;
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public boolean jumping = false;
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// Stores information about the direction last time moved in
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public boolean movedLeftLast = false;
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// Stores a float that tells how long the physics object must wait until it can play sounds with it's walking again.
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public float stepCD = 0;
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/**
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* @param movable Toggles if the entity can move by itself
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* @return Returns the instance this methdod was called from
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*/
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public CPhysics setMovable(boolean movable) {
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this.movable = movable;
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return this;
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}
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/**
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* @param gravityApplied Toggles if the entity is affected by gravity
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* @return Returns the instance this methdod was called from
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*/
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public CPhysics setGravityApplied(boolean gravityApplied) {
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this.gravityApplied = gravityApplied;
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return this;
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}
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/**
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* @param processCollisions Toggles if the entity processes collisions
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* @return Returns the instance this methdod was called from
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*/
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public CPhysics setProcessCollisions(boolean processCollisions) {
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this.processCollisions = processCollisions;
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return this;
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}
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/**
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* @param ghost Toggles if the entity is affected by collisions (will call
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* collision listener anyway if dynamic == true)
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* @return Returns the instance this methdod was called from
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*/
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public CPhysics setGhost(boolean ghost) {
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this.ghost = ghost;
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return this;
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}
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public CPhysics setSize(float w, float h) {
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this.size.set(w, h);
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return this;
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}
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public CPhysics setSize(Vector2 size) {
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this.size.set(size);
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return this;
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}
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public CPhysics setPosition(float x, float y) {
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this.position.set(x, y);
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return this;
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}
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public CPhysics setPosition(Vector2 pos) {
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this.position.set(pos);
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return this;
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}
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public CPhysics setVelocity(float x, float y) {
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this.velocity.set(x, y);
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return this;
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}
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public CPhysics setVelocity(Vector2 vel) {
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this.velocity.set(vel);
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return this;
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}
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/**
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* This velocity can be set externally and will always end up being 0 after
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* some time that depends on the value of the drag variable
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*
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* @param x The x part of the new sim velocity
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* @param y The y part of the new sim velocity
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* @return The host component
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*/
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public CPhysics setSimVelocity(float x, float y) {
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this.simVelocity.set(x, y);
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return this;
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}
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/**
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* This velocity can be set externally and will always end up being 0 after
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* some time that depends on the value of the drag variable
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*
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* @param simVel The new sim velocity
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* @return The host component
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*/
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public CPhysics setSimVelocity(Vector2 simVel) {
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this.simVelocity.set(simVel);
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return this;
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}
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public CPhysics setMoveSpeed(float movespeed) {
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this.movespeed = movespeed;
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return this;
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}
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public CPhysics setJumpForce(float jumpForce) {
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this.jumpForce = jumpForce;
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return this;
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}
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public CPhysics setGravity(float gravity) {
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this.gravity = gravity;
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return this;
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}
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public CPhysics setDrag(float drag) {
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this.drag = drag;
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return this;
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}
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public CPhysics setCollisionListener(CollisionListener collisionListener) {
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this.collisionListener = collisionListener;
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return this;
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}
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public CPhysics setGrounded(boolean grounded) {
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this.grounded = grounded;
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return this;
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}
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public CPhysics setDirection(Direction dir) {
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if (dir == Direction.RIGHT) {
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this.movedLeftLast = false;
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}
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if (dir == Direction.LEFT) {
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this.movedLeftLast = true;
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}
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return this;
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}
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public Vector2 getPosition() {
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return this.position;
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}
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public Vector2 getVelocity() {
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return this.velocity;
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}
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public Vector2 getSimVelocity() {
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return this.simVelocity;
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}
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public Vector2 getSize() {
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return this.size;
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}
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public float getMovespeed() {
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return this.movespeed;
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}
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public float getJumpForce() {
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return this.jumpForce;
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}
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public float getGravity() {
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return this.gravity;
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}
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public float getDrag() {
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return this.drag;
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}
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public CollisionListener getCollisionListener() {
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return this.collisionListener;
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}
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public boolean isMovable() {
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return this.movable;
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}
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public boolean isGravityApplied() {
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return this.gravityApplied;
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}
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public boolean isProcessCollisions() {
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return this.processCollisions;
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}
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public boolean isGhost() {
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return this.ghost;
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}
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public boolean isGrounded() {
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return this.grounded;
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}
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public CPhysics setZParallax(float zParallax) {
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this.zParallax = zParallax;
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return this;
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}
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public float getZParallax() {
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return this.zParallax;
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}
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}
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