Exemple #1
0
  /** Constructor: Sets up this panel and loads the images. */
  public Engine() {
    addKeyListener(new Controller());

    setBackground(Color.black);
    setPreferredSize(new Dimension(WIDTH, HEIGHT));
    setFocusable(true);

    // init world
    final int defWidth = 150;
    final int defHeight = 15;
    final Random gen = new Random();
    // 50% random, 25% hills, 25% platform
    if (gen.nextBoolean()) {
      world = RandomLevel.genWorldRandom(defWidth, defHeight, tp);
    } else {
      if (gen.nextBoolean()) {
        world = RandomLevel.genWorldHills(defWidth, defHeight, tp);
      } else {
        world = RandomLevel.genWorldPlatform(defWidth, defHeight, tp);
      }
    }
    //        world = new Level("house.txt", tp);

    // init hero
    hero = new Hero();
    hero.setImage(tp.get(Texture.hero));
    hero.setPos(world.getStart());
    renderer.addDynProp(hero);
    renderer.setWorld(world);

    // init test light
    Point[] bgLights = world.getAll(Texture.bgLightDead);
    Light tempLight;
    final int cso = 15; // Cell size offset.
    final int rRange = 100;
    final int rMin = 75;

    for (Point light : bgLights) {
      tempLight = new Light(light.x + cso, light.y + cso, world);
      tempLight.setRadius((short) (Math.random() * rRange + rMin));
      renderer.addStaticProp(tempLight);
      triggers.add(tempLight);
    }

    // Don't start this loop until setup is complete!
    if (thread == null) {
      running = true;
      thread = new Thread(this);
      thread.start();
    }
  }
Exemple #2
0
  /**
   * Compare an object to the world to identify any collisions. The obj is compared to blocks it is
   * directly overtop of. Returns null if no collisions are found.
   *
   * @param obj The entity to test against the world.
   * @param target The block type to test for
   * @return the first collision found, if any. Null if none.
   */
  private Point getWorldCollision(Dynamic obj, Texture target) {
    Rectangle r = obj.getCollisionBox();
    Point lowerLeft = new Point(r.x, r.y);
    Point upperRight = new Point(r.x + r.width - 1, r.y + r.height - 1);
    int cell = World.CELL_SIZE;

    // If x is negative, offset by 1. It sucks but is necessary.
    if (lowerLeft.x < 0) {
      lowerLeft.x -= cell;
    }
    if (upperRight.x < 0) {
      upperRight.x -= cell;
    }

    // Convert pixel coordinates to world coordinates.
    lowerLeft.x /= cell;
    lowerLeft.y /= cell;
    upperRight.x /= cell;
    upperRight.y /= cell;

    // Test for overlap with the target block type
    for (int x = (lowerLeft.x); x <= (upperRight.x); x++) {
      for (int y = (lowerLeft.y); y <= (upperRight.y); y++) {
        if (world.getCell(x, y) == target) {
          return new Point(x, y);
        }
      }
    }
    return null;
  }
Exemple #3
0
  /**
   * Calculate the physics in our world for the given object.
   *
   * @param obj The object to move
   * @param timeStep The time since last evaluation in nanoseconds
   */
  public void simulate(Dynamic obj, long timeStep) {
    /* Actions:
     * 1. apply drag
     * 2. add forces to object
     *     - gravity (unless resting on block)
     *     - arrow keys
     *
     * 3. apply forces to object. (done by the object)
     *
     * 4. a) move in x axis
     * 5. a) resolve collisions in x axis
     *
     * 4. b) move in y axis
     * 5. b) resolve collisions in y axis
     */
    double seconds = timeStep / (double) NS_PER_S;

    // 1. apply drag
    obj.applyDrag(seconds);

    // 2. add forces
    obj.addForce(new Vector2D(0, GRAVITY));
    obj.addForce(keyForce);

    // 3. apply forces
    obj.applyForces(seconds);

    // get velocity in preparation for step 4
    Vector2D vel = obj.getVel();
    hero.setImage(tp.get(Texture.hero));

    // 4. a)  move x
    obj.move((int) (vel.x * seconds), 0);

    // 5. a) resolve collisions in x
    Point bad = getWorldCollision(obj, Texture.brick);
    //        bad = null;
    if (bad != null) {
      int resolution = world.escapeX(obj, vel.x * seconds, bad);

      obj.move(resolution, 0);
      obj.getVel().setX(0);
    }

    // 4. b)  move y
    obj.move(0, (int) (vel.y * seconds));

    // 5. b) resolve collisions in y
    bad = getWorldCollision(obj, Texture.brick);
    //        bad = null;
    if (bad != null) {
      int resolution = world.escapeY(obj, vel.y * seconds, bad);
      if (vel.y < 0) {
        hero.setOnGround(true);
        hero.setImage(tp.get(Texture.heroGround));
      }
      obj.move(0, resolution);
      obj.getVel().setY(0);
    } else {
      hero.setOnGround(false);
    }
  }