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vAna

  package com.tilegame.sprites;
  import com.graphics.Animation;

/**

   The Player.
  • /
  public class Player extends Creature {
  
     private static final float JUMP_SPEED = -.95f;
  
     public boolean onGround;
  
     public Player(Animation left, Animation right,
       Animation deadLeft, Animation deadRight, 
       Animation runLeft, Animation runRight,
       Animation jumpLeft, Animation jumpRight,
       Animation punchLeft, Animation punchRight)
     {
        super(left, right, deadLeft, deadRight, runLeft, 
           runRight, jumpLeft, jumpRight, punchLeft, punchRight);
     }
  
  
     public void collideHorizontal() {
        setVelocityX(0);
     }
  
  
     public void collideVertical() {
       // check if collided with ground
        if (getVelocityY() > 0) {
           onGround = true;

this.setState(STATE_NORMAL);

        }
        setVelocityY(0);
     }
  
  
     public void setY(float y) {
       // check if falling
        if (Math.round(y) > Math.round(getY())) {
           onGround = false;
        }
        super.setY(y);
     }
  
  
     public void wakeUp() {
       // do nothing
     }
  
  
   /**
       Makes the player jump if the player is on the ground or
       if forceJump is true.
   */
     public void jump(boolean forceJump) {
        if (onGround || forceJump) {
           onGround = false;
           setVelocityY(JUMP_SPEED);
        	//this.anim = this.jumpRight;
        }
     }

public void hasAttacked(){

    }
  
  
     public float getMaxSpeed() {
        return 0.5f;
     }
  
  }

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