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Rubble.java
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120 lines (98 loc) · 2.78 KB
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/*
* Copyright 2018 MovingBlocks
*
* 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 org.destinationsol.game;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.Body;
import org.destinationsol.game.drawables.Drawable;
import java.util.ArrayList;
import java.util.List;
public class Rubble implements SolObject {
private final Body body;
private final Vector2 position;
private final ArrayList<Drawable> drawables;
private final float mass;
private float angle;
Rubble(Body body, ArrayList<Drawable> drawables) {
this.drawables = drawables;
this.body = body;
position = new Vector2();
mass = this.body.getMass();
setParamsFromBody();
}
@Override
public Vector2 getPosition() {
return position;
}
@Override
public FarObject toFarObject() {
return null;
}
@Override
public List<Drawable> getDrawables() {
return drawables;
}
@Override
public float getAngle() {
return angle;
}
@Override
public Vector2 getVelocity() {
return body.getLinearVelocity();
}
@Override
public void handleContact(SolObject other, float absImpulse,
SolGame game, Vector2 collPos) {
}
@Override
public Boolean isMetal() {
return null;
}
@Override
public boolean hasBody() {
return true;
}
@Override
public void update(SolGame game) {
setParamsFromBody();
}
private void setParamsFromBody() {
position.set(body.getPosition());
angle = body.getAngle() * MathUtils.radDeg;
}
@Override
public boolean shouldBeRemoved(SolGame game) {
return false;
}
@Override
public void onRemove(SolGame game) {
body.getWorld().destroyBody(body);
}
@Override
public void receiveDmg(float dmg, SolGame game, Vector2 position, DmgType dmgType, SolObject instigator) {
}
@Override
public boolean receivesGravity() {
return true;
}
@Override
public void receiveForce(Vector2 force, SolGame game, boolean acc) {
if (acc) {
force.scl(mass);
}
body.applyForceToCenter(force, true);
}
}