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Personnage.java
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196 lines (153 loc) · 6.17 KB
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package com.example.f1;
import android.util.Log;
import com.example.f1.graphisme.Triangle;
public class Personnage extends Object{
public final float ACCELERATION = 6f;
public final float VITESSEFREINAGE = ACCELERATION*0.2f;
public final float ACCELERATIONBOOST = ACCELERATION*7f;
public final float VITESSEMAXIMAL= 10f;
public final float ACCELERATIONGRAVITE = -9.81f;
public final float DECALAGEDROITE = 1f;
public final float DECALAGEGAUCHE = 0f;
public final float DECALAGEHAUT = 1f;
public final float COEFFICIENTPNEU = 0.9f;
private Triangle triangle;
private float angle=0;
private float angleActuel=0;
private int accelerer=0;// -1 arret, 0 rien, 1 avancer, 2 boost
public Personnage(Game game){
super(0,-3, game);
triangle = new Triangle(-0.5f, -0.5f, 0f, 0.5f, 0.5f, -0.5f, 128, 23, 37);
}
public void physique(Balle balle){
/*
Description: calcul la position du personnage
1. Difference temps
2. Accélération et angle
3. Vitesse
4. Balle
5. Deplacement
6. Limite position, vitesse
7. Maj ancienne vitesse
*/
// 1. Différence temps
if(timeLastUpdate==0){
timeLastUpdate=System.currentTimeMillis();
return;
}
long timeNow = System.currentTimeMillis();
long differenceTimeMilliseconde = timeNow-timeLastUpdate;
double differenceTime = differenceTimeMilliseconde/1000.0f;
timeLastUpdate=timeNow;
// 2. Accélération et angle
angle+=angleActuel*differenceTime;
float accelerationX=0f, accelerationY=0f;
switch (accelerer){
case -1:
accelerationX = (float) (-Math.sin(Math.toRadians(angle))*ACCELERATION);
accelerationY = (float) (-Math.cos(Math.toRadians(angle))*ACCELERATION);
Log.i("Triangle moa", "Triangle moa v accelerer 1 (" + accelerationX + ";" + accelerationY + ")");
break;
case 0:
accelerationX = -vitesseXi*VITESSEFREINAGE;
accelerationY = -vitesseYi*VITESSEFREINAGE;
break;
case 1:
accelerationX = (float) (Math.sin(Math.toRadians(angle))*ACCELERATION);
accelerationY = (float) (Math.cos(Math.toRadians(angle))*ACCELERATION);
break;
case 2:
accelerationX = (float) (Math.sin(Math.toRadians(angle))*ACCELERATIONBOOST);
accelerationY = (float) (Math.cos(Math.toRadians(angle))*ACCELERATIONBOOST);
break;
default:
Log.e("Triangle moa", "Triangle moa valeur de accelerer impossible. -1 reculer, 0 rien, 1 accelerer, 2 boost");
}
// 3. vitesse
vitesseXf = (float) (vitesseXi + differenceTime * accelerationX);
vitesseYf = (float) (vitesseYi + differenceTime * accelerationY);
// Corriger trajectoire enlever drift
while(angle<-180){angle+=360;}
while(angle>180){angle-=360;}
float direction = (float) (Math.toDegrees(Math.atan2(vitesseXf,vitesseYf)));
float difference = direction - angle;
float vitesse = (float) Math.sqrt(Math.pow(vitesseXf,2) + Math.pow(vitesseYf,2));
vitesse*=Math.cos(Math.toRadians(difference));
vitesseXf = (float) Math.sin(Math.toRadians(angle))*vitesse;
vitesseYf = (float) Math.cos(Math.toRadians(angle))*vitesse;
// 4. Balle
float positionBalleX = balle.getPositionX();
float positionBalleY = balle.getPositionY();
float distanceBalleJoueur = (float) Math.sqrt(Math.pow(positionBalleX-positionX, 2) + Math.pow(positionBalleY-positionY,2));
if(distanceBalleJoueur<1){
Log.i("Triangle moa", "Triangle moa balle touche");
float vitesseBalleX = balle.getVitesseX();
float vitesseBalleY = balle.getVitesseY();
float directionDepart = (float) Math.atan2(positionBalleX-positionX,positionBalleY-positionY);
balle.addVitesseX((float) Math.sin(directionDepart));
balle.addVitesseY((float) Math.cos(directionDepart));
}
// 5. Deplacement
float deplacementX = (float) ((vitesseXf+vitesseXi)*differenceTime/2.0f);
float deplacementY = (float) ((vitesseYf+vitesseYi)*differenceTime/2.0f);
Log.i("Triangle moa", "Triangle moa v deplacement " + deplacementX + ";" + deplacementY);
positionX+=deplacementX;
positionY+=deplacementY;
// 6. Limite position, vitesse
// vitesse X max
if(vitesseXf>VITESSEMAXIMAL){
vitesseXf=VITESSEMAXIMAL;
}else if(vitesseXf<-VITESSEMAXIMAL){
vitesseXf=-VITESSEMAXIMAL;
}
// vitesse Y
if(vitesseYf>VITESSEMAXIMAL){
vitesseYf=VITESSEMAXIMAL;
}else if(vitesseYf<-VITESSEMAXIMAL){
vitesseYf=-VITESSEMAXIMAL;
}
//vitesse min
if(Math.pow(vitesseXf,2) + Math.pow(vitesseYf,2)<game.VITESSEMINIMALAUCARRE){
vitesseXf=0;
vitesseYf=0;
}
//positionX
if(positionX>game.BORDDEMAPX){
positionX=game.BORDDEMAPX;
vitesseXf*=-game.COEFFICIENTREBOND;
}else if(positionX<-game.BORDDEMAPX){
positionX=-game.BORDDEMAPX;
vitesseXf*=-game.COEFFICIENTREBOND;
}
//positionY
if(positionY>game.BORDDEMAPY){
positionY=game.BORDDEMAPY;
vitesseYf*=-game.COEFFICIENTREBOND;
}else if(positionY<-game.BORDDEMAPY){
positionY=-game.BORDDEMAPY;
vitesseYf=0;
}
// 7. Maj ancienne vitesse
vitesseXi=vitesseXf;
vitesseYi=vitesseYf;
}
void draw(float []mvpMatrix){
triangle.draw(mvpMatrix);
}
void setColor(int r, int g, int b){
triangle.setColor(r, g, b);
}
void setAccelerer(int a){accelerer=a; }
void setPositionX(float x){
positionX=x;
}
void setPositionY(float y){
positionY=y;
}
public void setAngle(float a) {
angleActuel=a;
}
public float getAngle(){
return angle;
}
}