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package game.entity;
import org.lwjgl.glfw.GLFW;
import game.Options;
import game.graphics.Shader;
import game.graphics.VertexArray;
import game.input.Input;
import game.math.Matrix4f;
public class Player extends Entity{
private int playerKeyUp, playerKeyDown, playerKeyLeft, playerKeyRight;
public Player(float x, float y) {
SIZE = 0.5f;
position.x = x;
position.y = y;
speed = .05f;
vertices = new float[] {
-SIZE / 2.0f, -SIZE / 2.0f, 0.2f,
-SIZE / 2.0f, SIZE / 2.0f, 0.2f,
SIZE / 2.0f, SIZE / 2.0f, 0.2f,
SIZE / 2.0f, -SIZE / 2.0f, 0.2f,
};
indices = new byte[] {
0, 1, 2,
2, 3, 0
};
tcs = new float[] {
0, 1,
0, 0,
1, 0,
1, 1
};
mesh = new VertexArray(vertices, indices, tcs);
// Just for testing at the moment
setColor();
if (Options.isWASD) {
playerKeyUp = GLFW.GLFW_KEY_W;
playerKeyDown = GLFW.GLFW_KEY_S;
playerKeyLeft = GLFW.GLFW_KEY_A;
playerKeyRight = GLFW.GLFW_KEY_D;
} else {
playerKeyUp = GLFW.GLFW_KEY_UP;
playerKeyDown = GLFW.GLFW_KEY_DOWN;
playerKeyLeft = GLFW.GLFW_KEY_LEFT;
playerKeyRight = GLFW.GLFW_KEY_RIGHT;
}
}
public void update() {
if (Input.keys[playerKeyUp]) {
position.y += speed;
}
if (Input.keys[playerKeyDown]) {
position.y -= speed;
}
if (Input.keys[playerKeyLeft]) {
position.x -= speed;
}
if (Input.keys[playerKeyRight]) {
position.x += speed;
}
// Just for testing, change color by pressing corresponding number buttons
if (Input.keys[GLFW.GLFW_KEY_0]) {
Options.setBallColor(0);
setColor();
} else if (Input.keys[GLFW.GLFW_KEY_1]) {
Options.setBallColor(1);
setColor();
} else if (Input.keys[GLFW.GLFW_KEY_2]) {
Options.setBallColor(2);
setColor();
}
}
public void render() {
Shader.PLAYER.enable();
Shader.PLAYER.setUniformMat4f("ml_matrix", Matrix4f.translate(position));
texture.bind();
mesh.render();
Shader.PLAYER.disable();
}
public float getX() {
return position.x;
}
public float getY() {
return position.y;
}
private void setColor() {
texture = Options.getBallTexture();
}
public void setPosition(float x, float y) {
this.position.x = x;
this.position.y = y;
}
}