Back to project page GravityShip.
The source code is released under:
GNU General Public License
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/******************************************************************************* * Copyright 2013 Jn Hajnr./* ww w.j a v a2 s . com*/ * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. ******************************************************************************/ package com.hajnar.GravityShip.GameObjects; import com.badlogic.gdx.graphics.g2d.Sprite; import com.badlogic.gdx.physics.box2d.BodyDef.BodyType; import com.badlogic.gdx.physics.box2d.FixtureDef; import com.badlogic.gdx.physics.box2d.World; import com.hajnar.GravityShip.Assets; import com.hajnar.GravityShip.Helper; public class Player extends GameObject { public static final int SHIP_STATE_FLYING = 1; public static final int SHIP_STATE_LANDED = 2; public static final int SHIP_STATE_DEAD = 3; private int state; private boolean thrusterState; private float rotationRatio; private Sprite sprite; private float fuelAmmount; private float lifeAmmount; public Player(World world, float x, float y) { super(world, BodyType.DynamicBody, OBJECT_TYPE_PLAYER, x, y, 0); sprite = new Sprite(Assets.spaceshipRegion); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.density = 1.5f; fixtureDef.friction = 6f; fixtureDef.restitution = 0f; Assets.objectBodiesLoader.attachFixture(objectBody, "spaceship", fixtureDef, 1.28f); objectBody.setUserData(this); objectBody.setAngularDamping(9); fuelAmmount = 5000; lifeAmmount = 100; state = SHIP_STATE_FLYING; thrusterState = false; rotationRatio = 0; } public Player(World world, float x, float y, int fuelAmmount) { super(world, BodyType.DynamicBody, OBJECT_TYPE_PLAYER, x, y, 0); sprite = new Sprite(Assets.spaceshipRegion); FixtureDef fixtureDef = new FixtureDef(); fixtureDef.density = 1.5f; fixtureDef.friction = 6f; fixtureDef.restitution = 0f; Assets.objectBodiesLoader.attachFixture(objectBody, "spaceship", fixtureDef, 1.28f); objectBody.setUserData(this); objectBody.setAngularDamping(9); this.fuelAmmount = fuelAmmount; lifeAmmount = 100; state = SHIP_STATE_FLYING; thrusterState = false; rotationRatio = 0; } public void update() { sprite.setPosition(objectBody.getPosition().x * Helper.BOX_TO_WORLD - sprite.getWidth() / 2, objectBody.getPosition().y * Helper.BOX_TO_WORLD - sprite.getHeight() / 2); sprite.setRotation((float) Math.toDegrees(objectBody.getAngle())); } public void consumeFuel(float delta) { fuelAmmount -= delta * 60; } public void refuel(float delta) { fuelAmmount += delta * 60; } public void kill() { lifeAmmount = 0; state = SHIP_STATE_DEAD; } public void doDamage(int ammount) { lifeAmmount -= ammount; if (lifeAmmount <= 0) { state = SHIP_STATE_DEAD; thrusterState = false; lifeAmmount = 0; } } public Sprite getSprite() { return sprite; } public float getFuelAmmount() { return fuelAmmount; } public float getLifeAmmount() { return lifeAmmount; } public int getState() { return state; } public void setState(int state) { this.state = state; } public void thrustOn() { thrusterState = true; } public void thrustOff() { thrusterState = false; } public boolean isThrustEnabled() { return thrusterState; } public float getRotationRatio() { return rotationRatio; } public void setRotationRatio(float rotationRatio) { this.rotationRatio = rotationRatio; } }