diff --git a/core/src/sagittarius/model/Player.java b/core/src/sagittarius/model/Player.java index cfb581b..e04f645 100644 --- a/core/src/sagittarius/model/Player.java +++ b/core/src/sagittarius/model/Player.java @@ -2,77 +2,55 @@ package sagittarius.model; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.Input.Keys; +import com.badlogic.gdx.graphics.Color; import com.badlogic.gdx.graphics.g2d.Batch; import com.badlogic.gdx.graphics.g2d.BitmapFont; import com.badlogic.gdx.graphics.glutils.ShapeRenderer; import com.badlogic.gdx.math.MathUtils; import com.badlogic.gdx.math.Vector2; +import com.badlogic.gdx.scenes.scene2d.Actor; -public class Player extends Entity { +public class Player extends Actor { // ---------- ATTRIBUTEs ---------- private Planet home; - private final float width = 50; - private final float height = 100; private Bow bow; - - private Vector2 positionBottom = new Vector2(); // TODO : reorganize, center of mass.... + private BitmapFont fontDebug; // ---------- CONSTRUCTORs ---------- - public Player(Planet home) { - super(home.position, 1); + public Player(Planet home, Color color) { + super(); + this.setSize(50, 100); + this.setRotation(MathUtils.random(360)); + this.setColor(color); + this.setOrigin(25, 50); this.home = home; this.bow = new Bow(this, true); - this.angle = 45; // TODO : tmp } // ---------- METHODs ---------- - void render(ShapeRenderer shapeRenderer) { - shapeRenderer.setColor(color); - shapeRenderer.rect(positionBottom.x - width/2, positionBottom.y, width/2, 0, width, height, 1, 1, angle-90); - this.bow.render(shapeRenderer); - } - - void renderDebug(Batch batch, BitmapFont font) { - font.draw(batch, "x = " + (int) position.x + ", y = " + (int) position.y, position.x, position.y); + @Override + public void draw(Batch batch, float parentAlpha) { + super.draw(batch, parentAlpha); + fontDebug.draw(batch, "x = " + (int) this.getX() + ", y = " + (int) this.getY(), this.getX(), this.getY()); } - /** - * Updates the attributes of the Player, - * must be called in the main update loop. - * - * @param deltaTime time elapsed between 2 frames. - */ - void update(float deltaTime) { - - // TODO : do eventListening instead of polling - // TODO : if player moving, add his speed to the arrow - - if (Gdx.input.isKeyPressed(Keys.LEFT)) { - this.angle += 100.0f / home.getRadius(); - } else if (Gdx.input.isKeyPressed(Keys.RIGHT)) { - this.angle -= 100.0f / home.getRadius(); - } - - computePosition(); - - bow.update(deltaTime); - + @Override + public void drawDebug(ShapeRenderer shapes) { + super.drawDebug(shapes); } - /** - * Computes the position of the Player according to its attributes. - */ - void computePosition() { - Vector2 homePosition = this.home.position; - float homeRadius = this.home.getRadius(); - this.position.x = homePosition.x + (homeRadius + height/2)*MathUtils.cosDeg(angle); - this.position.y = homePosition.y + (homeRadius + height/2)*MathUtils.sinDeg(angle); // TODO, faire des opérations vectorielles ? - this.positionBottom.x = homePosition.x + homeRadius*MathUtils.cosDeg(angle); - this.positionBottom.y = homePosition.y + homeRadius*MathUtils.sinDeg(angle); + @Override + public void act(float deltaTime) { + super.act(deltaTime); + + this.setX(home.getX() + this.home.getRadius()*MathUtils.cosDeg(this.getRotation())); + this.setY(home.getY() + this.home.getRadius()*MathUtils.cosDeg(this.getRotation())); + + this.bow.act(deltaTime); } /**