Player.java 6.5 KB

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  1. package pathgame.gameplay;
  2. import java.util.Iterator;
  3. import java.util.LinkedList;
  4. import pathgame.tilemap.Tile;
  5. import pathgame.tilemap.TileMap;
  6. import pathgame.tilemap.Tiles;
  7. public class Player
  8. {
  9. private static final float SPEED = 0.125f;
  10. private PlayerAbilities abilities = PlayerAbilities.NORMAL;
  11. private float lastX = 0;
  12. private float lastY = 0;
  13. private float x = 0;
  14. private float y = 0;
  15. private float velX = 0;
  16. private float velY = 0;
  17. private boolean isMoving = false;
  18. private int currSpeedSlowdown = 1;
  19. private int energySupply;
  20. private int energyUsed = 0;
  21. private int objectivesAmount;
  22. private int objectivesVisited = 0;
  23. private final LinkedList<MinusStepsValues> steps = new LinkedList<>();
  24. private Tile currentTile;// = Tiles.GRASS;
  25. public Player()
  26. {
  27. }
  28. public float getLastX()
  29. {
  30. return lastX;
  31. }
  32. public float getLastY()
  33. {
  34. return lastY;
  35. }
  36. public float getX()
  37. {
  38. return x;
  39. }
  40. public float getY()
  41. {
  42. return y;
  43. }
  44. private void tickSteps()
  45. {
  46. Iterator<MinusStepsValues> iter = steps.iterator();
  47. while(iter.hasNext())
  48. {
  49. MinusStepsValues next = iter.next();
  50. if(next.tick())
  51. {
  52. iter.remove();
  53. }
  54. }
  55. }
  56. public void tick(TileMap map)
  57. {
  58. tickSteps();
  59. int currentTileX = Math.round(x);
  60. int currentTileY = Math.round(y);
  61. //TODO: Bug beheben: Exception, wenn Spieler sofort an den unteren Levelrand geht (auch am rechten Levelrand)
  62. //ArrayIndexOutOfBoundsException: Index 10 out of bounds for length 10
  63. //System.out.println(currentTileY);
  64. //currentTile = Tiles.GRASS;
  65. currentTile = map.getTile(currentTileX, currentTileY);
  66. //System.out.println(currentTile);
  67. currSpeedSlowdown = currentTile.getEnergyCost(abilities);
  68. lastX = x;
  69. lastY = y;
  70. if(isOnTile())
  71. {
  72. velX = 0.0f;
  73. velY = 0.0f;
  74. if(isMoving)
  75. {
  76. currentTile.onEnter(this, map, currentTileX, currentTileY);
  77. steps.addLast(new MinusStepsValues(currSpeedSlowdown));
  78. energyUsed += currSpeedSlowdown;
  79. }
  80. isMoving = false;
  81. }
  82. if(Keys.LEFT_KEY.isDown() && !isMoving && x > 0 && !map.getTile(currentTileX - 1, currentTileY).isBlockingMovement())
  83. {
  84. velX = -SPEED;
  85. isMoving = true;
  86. currentTile.onLeave(this, map, currentTileX, currentTileY);
  87. }
  88. else if(Keys.RIGHT_KEY.isDown() && !isMoving && x < map.getWidth() - 1 && !map.getTile(currentTileX + 1, currentTileY).isBlockingMovement())
  89. {
  90. velX = SPEED;
  91. isMoving = true;
  92. currentTile.onLeave(this, map, currentTileX, currentTileY);
  93. }
  94. else if(Keys.UP_KEY.isDown() && !isMoving && y > 0 && !map.getTile(currentTileX, currentTileY - 1).isBlockingMovement())
  95. {
  96. velY = -SPEED;
  97. isMoving = true;
  98. currentTile.onLeave(this, map, currentTileX, currentTileY);
  99. }
  100. else if(Keys.DOWN_KEY.isDown() && !isMoving && y < map.getHeight() - 1 && !map.getTile(currentTileX, currentTileY + 1).isBlockingMovement())
  101. {
  102. velY = SPEED;
  103. isMoving = true;
  104. currentTile.onLeave(this, map, currentTileX, currentTileY);
  105. }
  106. float moveX = Math.abs(velX / currSpeedSlowdown);
  107. float moveY = Math.abs(velY / currSpeedSlowdown);
  108. if(velX < 0.0f)
  109. {
  110. float d = x - (float) Math.floor(x);
  111. if(d < 0.01f)
  112. {
  113. d = 1.0f;
  114. }
  115. moveX = -Math.min(moveX, d);
  116. }
  117. else if(velX > 0.0f)
  118. {
  119. float d = (float) Math.ceil(x) - x;
  120. if(d < 0.01f)
  121. {
  122. d = 1.0f;
  123. }
  124. moveX = Math.min(moveX, d);
  125. }
  126. else if(velY < 0.0f)
  127. {
  128. float d = y - (float) Math.floor(y);
  129. if(d < 0.01f)
  130. {
  131. d = 1.0f;
  132. }
  133. moveY = -Math.min(moveY, d);
  134. }
  135. else if(velY > 0.0f)
  136. {
  137. float d = (float) Math.ceil(y) - y;
  138. if(d < 0.01f)
  139. {
  140. d = 1.0f;
  141. }
  142. moveY = Math.min(moveY, d);
  143. }
  144. x += moveX;
  145. y += moveY;
  146. }
  147. private boolean isOnTile()
  148. {
  149. return Math.abs(x - Math.round(x)) < 0.01f && Math.abs(y - Math.round(y)) < 0.01f;
  150. }
  151. public float getVelX()
  152. {
  153. return velX;
  154. }
  155. public float getVelY()
  156. {
  157. return velY;
  158. }
  159. public int getEnergySupply()
  160. {
  161. return energySupply;
  162. }
  163. public int getEnergyLeft()
  164. {
  165. return energySupply - energyUsed;
  166. }
  167. public int getEnergyUsed()
  168. {
  169. return energyUsed;
  170. }
  171. public int getObjectivesAmount()
  172. {
  173. return objectivesAmount;
  174. }
  175. public void setObjectivesAmount(int objectivesAmount)
  176. {
  177. this.objectivesAmount = objectivesAmount;
  178. }
  179. public int getObjectivesVisited()
  180. {
  181. return objectivesVisited;
  182. }
  183. public void visitTown()
  184. {
  185. objectivesVisited++;
  186. }
  187. public LinkedList<MinusStepsValues> getLastSteps()
  188. {
  189. return steps;
  190. }
  191. public void setAbilities(PlayerAbilities playerAbilities)
  192. {
  193. abilities = playerAbilities;
  194. }
  195. public PlayerAbilities getAbilities()
  196. {
  197. return abilities;
  198. }
  199. public void setEnergySupply(int energySupply)
  200. {
  201. this.energySupply = energySupply;
  202. }
  203. public boolean hasWon()
  204. {
  205. return objectivesVisited >= objectivesAmount;
  206. }
  207. public boolean hasLost()
  208. {
  209. return energyUsed >= energySupply;
  210. }
  211. public void reset(int energySupply, int objectivesAmount, PlayerAbilities abilities)
  212. {
  213. lastX = 0;
  214. lastY = 0;
  215. x = 0;
  216. y = 0;
  217. velX = 0;
  218. velY = 0;
  219. isMoving = false;
  220. currSpeedSlowdown = 1;
  221. energyUsed = 0;
  222. objectivesVisited = 0;
  223. steps.clear();
  224. this.energySupply = energySupply;
  225. this.objectivesAmount = objectivesAmount;
  226. this.abilities = abilities;
  227. }
  228. public void reset()
  229. {
  230. reset(1000, 10, PlayerAbilities.NORMAL);
  231. }
  232. public boolean isMoving()
  233. {
  234. return isMoving;
  235. }
  236. public Tile getCurrTile()
  237. {
  238. return currentTile;
  239. }
  240. }