Back to project page mgcube.
The source code is released under:
qp is licensed under the Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported http://creativecommons.org/licenses/by-nc-nd/3.0/ Your are not allowed to publish this game under your name.
If you think the Android project mgcube listed in this page is inappropriate, such as containing malicious code/tools or violating the copyright, please email info at java2s dot com, thanks.
package de.redlion.qb; /*from w w w . j a va 2 s.c o m*/ import com.badlogic.gdx.graphics.OrthographicCamera; import com.badlogic.gdx.math.MathUtils; import com.badlogic.gdx.math.Vector3; public class Player extends Renderable { public OrthographicCamera playerCam = new OrthographicCamera(); public Vector3 direction = new Vector3(0,0,-1); public Vector3 moveDirection = new Vector3(0,0,-1); public boolean isMoving = false; public Player() { playerCam.position.set(this.position); playerCam.direction.set(direction); playerCam.up.set(0,1,0); } public void resetDirection() { playerCam.position.set(this.position); playerCam.direction.set(direction); playerCam.up.set(0,1,0); } public void move() { this.setDirection(); moveDirection.set(direction); if(Resources.getInstance().musicOnOff) { Resources.getInstance().moveSFX.play(); } this.isMoving = true; } public void stop() { this.position.x = MathUtils.ceil(this.position.x-0.5f); this.position.y = MathUtils.ceil(this.position.y-0.5f); this.position.z = MathUtils.ceil(this.position.z-0.5f); if(this.position.x%2 !=0) this.position.x -=1; if(this.position.y%2 !=0) this.position.y -=1; if(this.position.z%2 !=0) this.position.z -=1; this.isMoving = false; } public void setDirection() { if (Math.abs(this.direction.x) > Math.abs(this.direction.y) && Math.abs(this.direction.x) > Math.abs(this.direction.z)) { while (this.direction.x != -1 && this.direction.x != 1) { if (this.direction.x < 0) this.direction.x--; else this.direction.x++; if (this.direction.x < -1) this.direction.x = -1; if (this.direction.x > 1) this.direction.x = 1; this.direction.y = 0; this.direction.z = 0; } } if (Math.abs(this.direction.y) > Math.abs(this.direction.x) && Math.abs(this.direction.y) > Math.abs(this.direction.z)) { while (this.direction.y != -1 && this.direction.y != 1) { if (this.direction.y < 0) this.direction.y--; else this.direction.y++; if (this.direction.y < -1) this.direction.y = -1; if (this.direction.y > 1) this.direction.y = 1; this.direction.x = 0; this.direction.z = 0; } } if (Math.abs(this.direction.z) > Math.abs(this.direction.y) && Math.abs(this.direction.z) > Math.abs(this.direction.y)) { while (this.direction.z != -1 && this.direction.z != 1) { if (this.direction.z < 0) this.direction.z--; else this.direction.z++; if (this.direction.z < -1) this.direction.z = -1; if (this.direction.z > 1) this.direction.z = 1; this.direction.y = 0; this.direction.x = 0; } } } }