implémentation partielle du moteur physique
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5 changed files with 159 additions and 17 deletions
73
src/globalgamejam/game/Player.java
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73
src/globalgamejam/game/Player.java
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package globalgamejam.game;
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import globalgamejam.math.Vector2f;
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import globalgamejam.physics.PhysicalEntity;
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import globalgamejam.render.Texture;
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import globalgamejam.tiles.Tile;
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/**
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*
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* @author Jean-Baptiste
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*
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*/
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public class Player extends PhysicalEntity {
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private final Tile tile;
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private float angle;
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private final PhysicalEntity brosse;
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private final float longueurBalai;
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public Player(float x, float y){
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super(x, y, 100, 0, 0, 10);
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this.tile = new PlayerTile("res/textures/default.png", -250, 0);
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this.longueurBalai = 100;
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this.brosse = new PhysicalEntity(x, y + this.longueurBalai, 20, 0, 0, 0);
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}
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public Tile getTile(){
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return this.tile;
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}
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public void rotate(float angleRotation){
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this.angle += angleRotation;
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this.angle %= 360;
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if(this.angle < 0){
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this.angle += 360;
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}
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this.tile.setRotation(this.angle);
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float angleRad = (float)(this.angle * (Math.PI / 180));
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float xBrosse = this.x + this.longueurBalai * (float)Math.cos(angleRad);
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float yBrosse = this.y + this.longueurBalai * (float)Math.sin(angleRad);
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this.brosse.setPosition(xBrosse, yBrosse);
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}
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public boolean brosseCollideWith(PhysicalEntity entity){
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return this.brosse.collideWithSquareHitBox(entity);
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}
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private class PlayerTile extends Tile {
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public PlayerTile(String texturePath, float x, float y){
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super();
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this.setTexture(Texture.loadTexture(texturePath));
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this.setPosition(x, y);
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this.setScale(new Vector2f(50, 50));
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this.applyTransform();
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}
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public void setPosition(float x, float y){
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this.setPosition(new Vector2f(x, y));
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}
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}
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}
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