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Author: GamerIDGoesHere (posted 2014-03-02 10:30:27, viewed 266 times)

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package ms.nac.spacejunk.player;

import static org.lwjgl.opengl.GL11.GL_QUADS;
import static org.lwjgl.opengl.GL11.glBegin;
import static org.lwjgl.opengl.GL11.glColor3d;
import static org.lwjgl.opengl.GL11.glEnd;
import static org.lwjgl.opengl.GL11.glPopMatrix;
import static org.lwjgl.opengl.GL11.glPushMatrix;
import static org.lwjgl.opengl.GL11.glTranslated;
import static org.lwjgl.opengl.GL11.glVertex2d;

import ms.nac.spacejunk.entity.Enemy;
import ms.nac.spacejunk.gen.RandomTerrain;

import org.lwjgl.input.Keyboard;
import org.lwjgl.opengl.Display;

public class MainPlayer {

   public static int x;
   public static int y;
   public static double xspeed;
   public static double yspeed;
   public static boolean jumpPressed;
   public static boolean jumpWasPressed;
   public static boolean dead;
   public static int jumpsRemaining;

   public MainPlayer() {
      // Spawn Coordinates
      x = 100;
      y = 100;
      // Player speed along the x axis
      xspeed = 0.4;
      dead = false;
   }

   // Basic player speed, left & right movement and momentum logic
   public static void logic() {
      x += xspeed;
      y += yspeed;

      yspeed += 0.7;
      // If Player goes off screen, put it on the other side of the screen
      if (x > Display.getWidth() + 10)
         x = -10;
      if (x < -10)
         x = Display.getWidth() + 10;

      if (dead) {
         if (y < -3000)
            dead = false;
         // fly up and fall off the screen
         return;
      }

      if (y <= 32) {
         yspeed = 0;
         y = 32;
         jumpsRemaining = 2;
         if (!Keyboard.isKeyDown(Keyboard.KEY_LEFT) && xspeed < 0)
            xspeed = xspeed * 0.4;
         if (!Keyboard.isKeyDown(Keyboard.KEY_RIGHT) && xspeed > 0)
            xspeed = xspeed * 0.4;
      }
        boolean down = Keyboard.isKeyDown(Keyboard.KEY_S);
         boolean up = Keyboard.isKeyDown(Keyboard.KEY_W);
         boolean left = Keyboard.isKeyDown(Keyboard.KEY_A);
         boolean right = Keyboard.isKeyDown(Keyboard.KEY_D);
         int xa = 0;
         int ya = 0;
         
         if(down) ya += 1;
         if(up) ya -= 1;
         if(left) xa -= 1;
         if(right) xa += 1;
         
         int speed = 2;
         
         // Do it on 2 different axis.
         if(canMove(speed * xa, 0)) {
            x += speed * xa;
         }
         
         if(canMove(0, speed * ya)) {
            y += speed * ya;
         }
      
   }

      private static boolean canMove(int xspeed, int yspeed) {
            // We will check 4 points for collision. Upper left, upper right, down right, down left.
            // We will also add the speed values.
            return canMoveP(x + xspeed, y + yspeed) && canMoveP(x + 16 + xspeed, y + yspeed) && 
                  canMoveP(x + 16 + xspeed, y + 16 + yspeed) && canMoveP(x + xspeed, y + 16 + yspeed);
         }

   private static boolean canMoveP(int x, int y) {
      // We divide to convert from pixel precision to tile precision.
      return RandomTerrain.render(x / RandomTerrain.TILE_SIZE, //Not sure what I should put here
            y / RandomTerrain.TILE_SIZE, RandomTerrain.TILE_SIZE, RandomTerrain.TILE_SIZE).canMove(); 
   }

   // Player jumping logic
   public static void jump() {

      if (jumpPressed && !jumpWasPressed && jumpsRemaining-- > 0)
         yspeed = 7;

      if (Keyboard.isKeyDown(Keyboard.KEY_LEFT))
         xspeed = Math.max(-5, xspeed - 1);
      if (Keyboard.isKeyDown(Keyboard.KEY_RIGHT))
         xspeed = Math.min(+5, xspeed + 1);

      jumpWasPressed = jumpPressed;
      jumpPressed = Keyboard.isKeyDown(Keyboard.KEY_UP);
   }

   // Enemy Collision
   public static void enemyCollide() {
      // Check if player has collided with enemy
      if (Math.abs(x - Enemy.x) > 16 || Math.abs(y - Enemy.y) > 16)
         return;
      // Player collided
      if (yspeed < 0)
         Enemy.kill();
      else
         die();
   }

   public static void die() {
      dead = true;
      // fly up in air
      yspeed = 12;
   }

   // Draw Everything
   public void draw() {
      logic();
      jump();
      enemyCollide();
      System.out.println("X = " + xspeed);
      System.out.println("Y = " + yspeed);
      // draw player
      glPushMatrix();

      glTranslated(x, y, 0);

      glBegin(GL_QUADS);

      glColor3d(1, 0, 0);
      glVertex2d(-8, 0);

      glColor3d(0, 1, 0);
      glVertex2d(8, 0);

      glColor3d(0, 0, 1);
      glVertex2d(8, 16);

      glColor3d(1, 1, 0);
      glVertex2d(-8, 16);

      glEnd();

      glPopMatrix();
   }

}





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