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Copy pathNewPhysics.java
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1403 lines (1014 loc) · 29.8 KB
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package com.smiths;
import java.util.ArrayList;
import org.andengine.engine.Engine;
import org.andengine.entity.primitive.Rectangle;
import org.andengine.entity.scene.Scene;
import org.andengine.util.debug.Debug;
import android.content.SharedPreferences;
public class NewPhysics
{
//simple physics class
private boolean icelevel;
private double friction;
SharedPreferences preferences;// = PreferenceManager.getDefaultSharedPreferences(this);
SharedPreferences.Editor settings_editor;// = preferences.edit();
public boolean RandomizerIsOpen =true;
boolean ceilingcollision = false;
GameCharacter sprite;
int accelX;
int accelY;
public float Yoffset = 0;
float velocity_y;
float velocity_x;
int jumplevel = -15;
boolean jumptrigger;
int gravity = 2;
boolean collision = false;
boolean falling;
boolean rising;
boolean currentlyjumping;
boolean calibrateaccellerometers;
ArrayList<Rectangle> horizontalshapearray;
ArrayList<Rectangle> verticalshapearray;
int feet = 0;
int body = 1;
int head = 2;
private float height;
private float width;
final int up = -1;
final int down = 1;
final int left = -1;
final int right = 1;
int xrange;
int yrange;
int ninjacount;
ArrayList<Rectangle> collidables;
private int AIxdistance;
//ArrayList<GameCharacter> ninjas = new ArrayList<GameCharacter>();
private int AIydistance;
private double currentvelocity_y;
public Box2D box2d;
public NewPhysics(float phoneheight, float phonewidth, ArrayList<Rectangle> horizontals, ArrayList<Rectangle> verticals, SharedPreferences prefs, Engine engine, Scene scene)
{
this.horizontalshapearray = horizontals;
this.verticalshapearray=verticals;
this.box2d = new Box2D(horizontals, verticals, engine, scene);
this.height = phoneheight;
this.width = phonewidth;
this.preferences = prefs;
settings_editor = prefs.edit();
if(prefs.getBoolean("calibrated",false)==false)
{
calibrateaccellerometers = true;
}
else
{
calibrateaccellerometers = false;
Yoffset = prefs.getFloat("Yoffset", 0.0f);
}
}
void PlaceSprite(GameObject object)
{
if((object.physicsBody!= null)&&(object.box2d == true))
{
box2d.TransformToBox2d(object);
}
else
{
object.bodyRect.setPosition(object.xpos, object.ypos);
}
}
void MoveSprite(GameObject sprite)
{
if((sprite.physicsBody!= null)&&(sprite.box2d == true))
{
sprite.physicsBody.setLinearVelocity(sprite.movementVector);
}
else
{
sprite.bodyRect.setPosition(sprite.xpos, sprite.ypos);
}
}
void SwitchPhysics(GameObject sprite, boolean box2dON)
{
sprite.setBox2DPhysics(box2dON);
if(box2dON == true)
{
box2d.TransformToBox2d(sprite);
}
else
{
box2d.TransformFromBox2d(sprite);
}
}
private void TranslateFromPhysics(GameCharacter sprite) {
// TODO Auto-generated method stub
box2d.TransformFromBox2d((GameObject)sprite);
}
private void TranslateToPhysics(GameCharacter sprite) {
// TODO Auto-generated method stub
box2d.TransformToBox2d((GameObject)sprite);
}
public void updatePosition(GameCharacter currentsprite, GameObject fXbox) {
updateSpritePosition(currentsprite, 0, horizontalshapearray, fXbox);
}
public void updateSpritePosition(GameCharacter player, int vehicle, ArrayList<Rectangle> horizontalshapearray, GameObject fXbox )
{
if(vehicle ==0){
player.oldxpos = player.xpos;
player.oldypos = player.ypos;
if(player.xdirection != 0){player.lastxdirection = player.xdirection;}
double speedmultiplier = 0;
if(player.lastxdirection!=player.xdirection)
{
player.uninterruptible=false;
}
int currentxvector = (int)player.xmovement;
if(currentxvector < 0){currentxvector = currentxvector * -1;}
if(currentxvector != 0)//changed this from transx
{
speedmultiplier = currentxvector * .10;
}
else
{
speedmultiplier = 1;
}
if(player.xdirection == 0)
{
player.acceleration = 0;
}
else if((currentxvector > 0)&&(player.acceleration < 0)) // if trying to go right and acceleration is left
{
player.acceleration=0;
}
else if((currentxvector < 0)&&(player.acceleration > 0)) // if trying to go left and acceleration is right
{
player.acceleration=0;
}
else if(player.lastxdirection == player.xdirection) //continuing movement
{
if((Math.abs(player.acceleration))<(player.speed*3)) //if accleration isn't maxxed at 3x speed
{
player.acceleration = player.acceleration + (player.xdirection*speedmultiplier); //accleration increases in previous direction
}
else
{
player.acceleration = player.xdirection * player.speed*2;
}
}
else
{
player.acceleration = 0;
}
int Yvector = 0;
if(player.jumpAttempt == true){Yvector = 1;}
if(player.isCrouching == true){Yvector = -1;}
if(floorCollision(player, horizontalshapearray) == true)
{
if((player.falling ==true)||(player.topofjump==true))
{
player.stopAnimation();
player.uninterruptible = false;
player.currentlyattacking=false;
player.currentlyjumping=false;
player.rising = false;
//Debug.d("Collision from updateSpritePos");
player.collision = true;
player.falling = false;
player.antigravity = gravity;
}
}
else
{
player.collision = false;
player.antigravity = 0;
}
float newypos = (float) (player.ypos + jumploop(player,Yvector, horizontalshapearray));
if((player.currentlyattacking == true)&&(player.currentlyjumping==true))
{
jumpRotate(player);
}
if(((player.isHit==false)&&(player.currentlyattacking==false))||(player.collision==true))
{
player.setRotation(0);
}
int newxpos;
if(player.isHit==true)
{
newxpos = (int) (player.xpos + player.hitvelocity_x);
if(player.collision==true)
{
slideFriction(player);
}
if(wallCollision(player,verticalshapearray)!= 0)
{
player.hitvelocity_x = player.hitvelocity_x*-1;
}
}
else
{
newxpos = (int) (player.xpos + (int)player.xmovement);
}
player.xpos = newxpos;
player.ypos = newypos;
int wall = wallCollision(player, verticalshapearray);
if(wall!=0)
{
player.xpos = wall;
}
//player.YDIRECTION GETS SET HERE
if(player.oldypos > newypos)
{
player.ydirection = -1;
} //UP
else if(player.oldypos < newypos)
{
player.ydirection = 1;
} //DOWN
else if(player.oldypos == newypos)
{
player.ydirection = 0;
} //not moving
player.setPosition(player.xpos, player.ypos);
fXbox.setPosition(player);
}
}
public boolean ceilingCollision(GameCharacter sprite, ArrayList<Rectangle> horizontalshapearray )
{
boolean iscollided = false;
for (int i=0; i<horizontalshapearray.size(); i++)
{
if(sprite.bodyRect.collidesWith(horizontalshapearray.get(i))== true)
{
//sprite.collider = horizontalshapearray.get(i);
iscollided = true;
return iscollided;
}
else
{
iscollided = false;
}
}
return iscollided;
}
public boolean floorCollision(GameCharacter sprite, ArrayList<Rectangle> horizontalshapearray )
{
boolean iscollided = false;
for (int i=0; i<horizontalshapearray.size(); i++)
{
if(sprite.feetRect.collidesWith(horizontalshapearray.get(i))== true)
{
sprite.collider = horizontalshapearray.get(i);
sprite.ypos = horizontalshapearray.get(i).getY()-sprite.Offset();
sprite.setRotation(0);
//Debug.d("collision in floor method");
iscollided = true;
return iscollided;
}
}
return iscollided;
}
public boolean floorCollision(GameObject sprite, ArrayList<Rectangle> horizontalshapearray )
{
boolean iscollided = false;
for (int i=0; i<horizontalshapearray.size(); i++)
{
if(sprite.feetRect.collidesWith(horizontalshapearray.get(i))== true)
{
sprite.collider = horizontalshapearray.get(i);
sprite.ypos = horizontalshapearray.get(i).getY()-sprite.Offset();
sprite.setRotation(0);
//Debug.d("collided in floor method GO");
iscollided = true;
return iscollided;
}
}
return iscollided;
}
double jumploop(GameCharacter sprite, int Ytrigger,ArrayList<Rectangle> horizontalshapearray)
{
double difference;
double localypos = sprite.ypos;
int jumpamount = (int) sprite.jumplevel;
sprite.antigravity = 0;
if(floorCollision(sprite, horizontalshapearray) == true)
{
//Debug.d("COLLISION! in jumploop");
sprite.collision = true;
sprite.falling = false;
sprite.antigravity = gravity;
}
else
{
sprite.collision = false;
sprite.antigravity = 0;
}
if(sprite.velocity_y > 0) // Decides based on velocity_y whether the sprite is in a state falling or rising,
{
sprite.falling = true;
sprite.rising = false;
if(sprite.isHit == false){sprite.currentlyjumping = true;}
}
else if(sprite.velocity_y < 0)
{
sprite.rising = true;
sprite.falling = false;
if(sprite.isHit == false){sprite.currentlyjumping = true;}
}
else if(sprite.velocity_y == 0)
{
sprite.rising = false;
sprite.falling = false;
}
if(sprite.collision == true)
{
if(sprite.velocity_y == 0)
{
sprite.currentlyjumping = false;
}
}
if(sprite.rising == true)
{
if(sprite.velocity_y == 0)
{
sprite.topofjump = true;
if(sprite.touching==false)
{
sprite.stopAnimation();
sprite.uninterruptible = false;
sprite.setRotation(0);
}
}
}
else
{
sprite.topofjump = false;
}
if(sprite.falling == true) // If it hits something while falling, it stops downward velocity. Bouncy stuff goes in here later
{
if(sprite.collision == true)
{
if(sprite.bouncy == true)
{
sprite.velocity_y = (int) -(sprite.velocity_y*.8);
}
else
{
sprite.velocity_y = 0;
sprite.stopAnimation();
sprite.AnimateMe = true;
sprite.uninterruptible = false;
localypos = sprite.collider.getY()-sprite.Offset();
sprite.velocity_y = 0;
sprite.falling = false;
}
}
}
if(ceilingcollision == true)
{
if(sprite.rising == true)
{
if(ceilingCollision(sprite, horizontalshapearray) == true)
{sprite.ypos = sprite.ypos +5;sprite.currentlyjumping=false;sprite.velocity_y=0;
sprite.stopAnimation();
sprite.uninterruptible = false;}
// put some top collision here later
}
}
if(sprite.isAlive == true)
{
if(sprite.isHit == false)
{
if(sprite.jumpAttempt == true) // starts jump if not already jumping, is standing on ground, and if Ytrigger is true.
{
if(sprite.collision == true)
{
if(sprite.rising == false)
{
sprite.stopAnimation();
sprite.uninterruptible = false;
sprite.velocity_y = jumpamount;
}
}
}
}
}
if((sprite.collision == true) && (sprite.falling == true)) // find floor and level sprite to it
{
//hold for a minute
}
if(sprite.hitvelocity_y != 0)
{
currentvelocity_y = sprite.hitvelocity_y;
sprite.hitvelocity_y = 0;
}
else
{
currentvelocity_y = sprite.velocity_y + gravity - sprite.antigravity;
}
if(currentvelocity_y > 35){currentvelocity_y = 35;}
sprite.velocity_y = currentvelocity_y;
localypos = localypos + sprite.velocity_y;
difference = localypos - sprite.ypos;
return difference;
}
void Yaccelcheck(GameCharacter sprite, float accellerometerSpeedY, boolean zflip) // THIS STAYS IN MAIN UNTIL WE MAKE A CONTROL CLASS
{
float accy;
if(calibrateaccellerometers == true)
{
Yoffset = accellerometerSpeedY;
settings_editor.putFloat("Yoffset", Yoffset);
settings_editor.putBoolean("calibrated",true);
settings_editor.putBoolean("firstrun", false);
settings_editor.commit();
calibrateaccellerometers = false;
}
if(zflip == true)
{
accy = 20 - accellerometerSpeedY - Yoffset;
}
else
{
accy = accellerometerSpeedY - Yoffset;
}
////Debug.d("accel2", ("accy: "+ accy +" y: "+accellerometerSpeedY));
if(sprite.isAlive== true)
{
if((accy <= -2)&&(sprite.collision == true))
{
sprite.jumpAttempt = true;
sprite.isCrouching = false;
sprite.uninterruptible=false;
//sprite.stopAnimation();
sprite.uninterruptible = false;
}
else if(accy >= 1)
{
sprite.jumpAttempt = false;
sprite.isCrouching = true;
}
else
{
sprite.jumpAttempt = false;
sprite.isCrouching = false;
}
}
if((sprite.falling == true)||(sprite.topofjump==true))
{
if(sprite.touching==false)
{
sprite.stopAnimation();
}
if((accy>0)&&(sprite.touching == true)&&(sprite.isHit == false))
{
if((sprite.intendedDirection>-1)&&(sprite.intendedDirection<1))
sprite.groundpound =true;
}
}
}
void jumpRotate(GameCharacter sprite)
{
sprite.rotationcounter=sprite.rotationcounter+30;
if(sprite.rotationcounter>359){sprite.rotationcounter=0;}
if(sprite.rotationcounter<-359){sprite.rotationcounter=0;}
sprite.setRotationCenter(32, 50);
int direction;
if(sprite.xdirection==0)
{
direction = sprite.lastxdirection;
}
else
{
direction = sprite.xdirection;
}
if((sprite.groundpound==false)&&(sprite.groundpounded==false))
{
if((sprite.currentlyattacking==true)&&(sprite.currentlyjumping==true))
{
if(sprite.weapon==1)
{
sprite.setRotation((float)(direction * sprite.rotationcounter));
}
else if(sprite.weapon==0)
{
sprite.setRotation((float)(direction * sprite.velocity_y));
}
}
}
}
void grabvectorx(GameCharacter sprite, float accellerometerSpeedX)
{
if(icelevel == true)
{
friction = 0.005;
}
else
{
friction = 0.04;
}
sprite.intendedDirection = (int)accellerometerSpeedX;
if((sprite.isHit == true)&&(sprite.isAlive ==true))
{
if(sprite.collision == false)
{
if(sprite.xdirection == -1)
{
//sprite.animate(50,1, tuckr);
}
else if (sprite.xdirection == 1)
{
//sprite.animate(50, 1, tuckl);
}
if(sprite.assailant==null)
{
//Debug.d("assailant not set!");
}
sprite.rotationcounter=(int) (sprite.rotationcounter+(2*sprite.assailant.hitPower));
if(sprite.rotationcounter>359){sprite.rotationcounter=0;}
if(sprite.rotationcounter<-359){sprite.rotationcounter=0;}
sprite.xdirection = sprite.hitDirection;
sprite.xmovement = (sprite.hitDirection * sprite.assailant.hitPower);
sprite.setRotationCenter(32, 50);
sprite.setRotation((float) (sprite.hitDirection*sprite.rotationcounter));
//sprite.deathanim = sprite.assailant.hitDirection;
}
else if(sprite.collision == true)
{
sprite.xdirection = 0;
sprite.xmovement = 0;
sprite.rotationcounter=0;
sprite.setRotation(sprite.rotationcounter);
}
}
else
{
float accx = accellerometerSpeedX;
if(sprite.isAnimationRunning()==true)
{
if(accx <0)
{
if(sprite.isFlippedHorizontal()==false)
{
sprite.stopAnimation();
}
}
else if(accx >0)
{
if(sprite.isFlippedHorizontal()==true)
{
sprite.stopAnimation();
}
}
}
if(sprite.isCrouching == true)
{
if(sprite.xmovement > -0.2)
{
if(sprite.xmovement < 0.2)
{
//sprite.isCrouching = false;
sprite.xmovement = 0;
}
}
if(sprite.xmovement > 0){sprite.xmovement = sprite.xmovement - friction;}
else if(sprite.xmovement < 0){sprite.xmovement = sprite.xmovement + friction;}
}
else
{
if(accx > 1)
{
sprite.xmovement = 2;
sprite.xdirection = 1;
if(accx > 2)
{
sprite.xmovement = 6;
sprite.xdirection = 1;
}
}
if(accx < -1)
{
sprite.xmovement=-2;
sprite.xdirection = -1;
if(accx < -2)
{
sprite.xmovement = -6;
sprite.xdirection = -1;
}
}
if(accx > -1 && accx < 1)
{
sprite.xdirection=0;
sprite.xmovement = 0;
}
}
}
if(sprite.groundpound==true)
{
sprite.xdirection=0;
sprite.xmovement = 0;
}
}
void UpdateEnemySpritePosition(GameCharacter enemy, GameCharacter player, int iteration) {
// find out if sprite is hit and what direction
// Set the Boundary limits
this.xrange = (int) (width);
this.yrange = (int) (height - player.Offset());
int xgoal = (int) player.xpos;
int ygoal = (int) player.ypos;
int newxpos = (int) enemy.xpos;
int xdistance = (int) (enemy.xpos - xgoal);
if(xdistance < 0){xdistance = xdistance * -1;}
int ydistance = (int) enemy.ypos - ygoal;
if(ydistance < 0){ydistance = ydistance * -1;}
if((xdistance > xrange)||(ydistance> 1.5*yrange))//Randomize if too far away
{
QueueRandomizeSprite(enemy);
return;
}
if((enemy.justAppeared==true)&&(enemy.collision==true))
{
//FXsmokepuff(enemy);//animate smokepuff
enemy.setVisible(true);
enemy.isAlive = true;
enemy.isHit = false;
enemy.hit = 0;
enemy.justAppeared = false;
}
if(player.isAlive == false){enemy.startattack = false; enemy.jumpAttempt = false; xdistance = 0; ydistance = 0; return;}
if((enemy.isHit == false) && (enemy.isAlive == true))
{
if(xgoal > enemy.xpos)
{
enemy.xdirection = 1;
enemy.lastxdirection=-1;
}
else if(xgoal < enemy.xpos)
{
enemy.xdirection = -1;
enemy.lastxdirection=-1;
}
int xmovement = 6;
if(enemy.isBoss==false)
{
if(xdistance < 100)
{
xmovement = 3;
}
if(xdistance < 50)
{
xmovement = enemy.speed;
}
if(xdistance < 5)
{
xmovement = 0;
}
}
else
{
if(xdistance < width)
{
xmovement = enemy.speed;
}
if(xdistance < (width/4))
{
xmovement = 0;
}
}
enemy.xmovement = xmovement * enemy.xdirection;
int randomjumpdistance = (int)(Math.random()*100)+50;
if(xdistance < randomjumpdistance)
{
if(ygoal > enemy.ypos)
{
enemy.jumpAttempt = false;
enemy.isCrouching = true;
}
else if(ygoal < enemy.ypos -50)
{
enemy.jumpAttempt = true;
enemy.isCrouching = false;
}
else
{
enemy.jumpAttempt = false;
enemy.isCrouching = false;
}
}
else
{
enemy.jumpAttempt = false;
enemy.isCrouching = false;
AIxdistance = (int)Math.abs(ygoal - enemy.xpos);
AIydistance = (int)Math.abs(ygoal - enemy.ypos);
if((AIxdistance>150)&&(xdistance < (width *.5))&&(AIydistance < 50))
{
enemy.throwingrange = true;
}
else
{
enemy.throwingrange = false;
}
}
if(enemy.currentlyattacking == false)
{
if(((ydistance < 30) && (xdistance < 50) &&(enemy.weapon == 0))||((ydistance <100)&&(xdistance <100)&&(enemy.weapon == 1)))
{
int randomseed = (int) (Math.random()*100);
if(randomseed < enemy.aggression)
{
enemy.startattack = true;
enemy.hit = 0;
}
else
{
enemy.startattack = false;
}
}
else
{
enemy.startattack = false;
}
}
}
enemy.oldxpos = enemy.xpos;
enemy.oldypos = enemy.ypos;
// Calculate New X,Y Coordinates within Limits
int Yvector = 0;
if(enemy.jumpAttempt == true){Yvector = 1;}
if(enemy.isCrouching == true){Yvector = -1;}