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Copy pathPlayer.java
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97 lines (84 loc) · 3.05 KB
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package Testing;
import JavaGameEngine.Backend.Input.Input;
import JavaGameEngine.Backend.Input.Keys;
import JavaGameEngine.Backend.UpdateThread;
import JavaGameEngine.Components.Collider.SquareCollider;
import JavaGameEngine.Components.Component;
import JavaGameEngine.Components.GameObject;
import JavaGameEngine.Components.Physics.PhysicsBody;
import JavaGameEngine.Components.Sprite.Sprite;
import JavaGameEngine.Components.Ui.Label;
import JavaGameEngine.JavaGameEngine;
import JavaGameEngine.msc.Debug;
import JavaGameEngine.msc.Vector2;
import java.awt.*;
import java.util.Observer;
public class Player extends GameObject {
Label speed = new Label();
Sprite sprite = new Sprite();//,new Rectangle(0,250,250,250)
PhysicsBody physicsBody = new PhysicsBody();
public Player(Vector2 pos) {
Rectangle[] right = new Rectangle[4];
for(int i = 0;i<4;i++){
right[i] = new Rectangle(i*32,2*48,32,48);
}
Rectangle[] left = new Rectangle[4];
for(int i = 0;i<4;i++){
left[i] = new Rectangle(i*32,1*48,32,48);
}
Rectangle[] defaultAnimation = new Rectangle[4];
for(int i = 0;i<4;i++){
defaultAnimation[i] = new Rectangle(0*32,0*48,32,48);
}
sprite.loadAnimation(right,"/2.png");
sprite.loadAnimation(left,"/2.png");
sprite.loadAnimation(defaultAnimation,"/2.png");
sprite.setTimer(50);
sprite.setLocalPosition(new Vector2(0,3));
addChild(sprite);
setPosition(pos);
setScale(new Vector2(100,100));
addChild(physicsBody);
setTag("player");
SquareCollider s = new SquareCollider();
s.setLocalScale(new Vector2(-20,0));
addChild(s);
}
@Override
public void onTrigger(Component c) {
super.onTrigger(c);
if(c.getTag().equals("Coin")){
switch (Main.level){
case 1:
Main.setSelectedScene(new Main.Level2());
break;
case 2:
Main.setSelectedScene(new Main.Level3());
break;
case 3:
Main.setSelectedScene(new Main.End());
break;
}
}
}
@Override
public void update() {
super.update();
if(Input.isKeyDown((Keys.D))) {
movePosition(getPosition().add(Vector2.right.multiply(1.2f)));
sprite.animationIndex = 0;
}
else if(Input.isKeyDown((Keys.A))){
movePosition(getPosition().add(Vector2.left.multiply(1.2f)));
sprite.animationIndex = 1;
//UpdateThread.camera.setX(UpdateThread.camera.getX()-2);
}
else {
sprite.animationIndex =2;
}
if(Input.isKeyPressed(Keys.SPACE)){
physicsBody.addForce(Vector2.up,120);
}
UpdateThread.camera.setPosition(getPosition().subtract(Main.getWindowSize().devide(2)));
}
}