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Copy pathPhysics.java
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101 lines (86 loc) · 2.31 KB
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import java.util.ArrayList;
public class Physics {
private int speed;
private double gravity;
private double terminal;
private double velocityX;
private double velocityY;
private double friction;
public Physics (int speed) {
this.speed = speed;
this.gravity = 0.3;
this.terminal = 8;
this.velocityX = 0.0;
this.velocityY = 0.0;
this.friction = 0.8;
}
public void applyGravity() {
if (velocityY < terminal) {
velocityY += gravity;
}
}
public void update(ArrayList<Block> blocks, Player player) {
applyGravity();
applyFriction();
checkCollisions(blocks, player);
}
public double getVelocityX() {
return this.velocityX;
}
public double getVelocityY() {
return this.velocityY;
}
public void jump() {
velocityY = -speed*2;
}
public void moveLeft() {
if (velocityX > -speed ) {
velocityX--;
}
}
public void moveRight() {
if (velocityX < speed ) {
velocityX++;
}
}
public void checkCollisions(ArrayList<Block> blocks, Player player) {
for (Block block : blocks) {
if (block.isTouching(player) ) {
checkCollisionCeiling(block, player);
checkCollisionFloor(block, player);
checkCollisionRight(block, player);
checkCollisionLeft(block, player);
}
}
}
public void checkCollisionFloor(Block block, Player player) {
if (player.getY() < block.getY() && velocityY > 0 ) { //player higher than block & falling
if ( block.isTouchingX(player, 0.5) ) { //ensure player and block on same column
this.velocityY = 0;
player.isJumping(false);
}
}
}
public void checkCollisionCeiling(Block block, Player player) {
if (player.getY() > block.getY() && velocityY < 0) { //player lower than block & jumping
this.velocityY *= -0.5;
}
}
public void checkCollisionRight(Block block, Player player) {
if (player.getX() < block.getX() && velocityX > 0 ) { //player left of block & moving right
if ( block.isTouchingY(player, 0.5) ) { // ensure player and block on same row
this.velocityX *= -1;
}
}
}
public void checkCollisionLeft(Block block, Player player) {
if (player.getX() > block.getX() && velocityX < 0 ) { //player right of block & moving left
if ( block.isTouchingY(player, 0.5) ) { // ensure player and block on same row
this.velocityX *= -1;
}
}
}
public void applyFriction() {
velocityX *= friction;
}
}