Spieler fällt nicht mehr durch Platformen, wenn er mehrere gleichzeitig berührt
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+19
-40
@@ -58,48 +58,27 @@ public class Player extends Actor
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}
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}
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// Schwerkraft
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private void fall()
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{
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int oldY = getY();
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verticalSpeed += gravity;
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int newY = getY() + verticalSpeed;
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setLocation(getX(), newY);
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Actor ground = getOneIntersectingObject(Plattform.class);
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if (ground != null && verticalSpeed >= 0)
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{
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int groundTop = ground.getY()
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- ground.getImage().getHeight() / 2;
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int characterBottom = getY()
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+ getImage().getHeight() / 2;
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// Nur landen, wenn der Spieler vorher über dem Boden war
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int oldCharacterBottom = oldY
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+ getImage().getHeight() / 2;
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if (oldCharacterBottom <= groundTop &&
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characterBottom >= groundTop)
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{
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setLocation(
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getX(),
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groundTop - getImage().getHeight() / 2
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);
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// Schwerkraft
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private void fall() {
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int oldY = getY();
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verticalSpeed += gravity;
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int newY = getY() + verticalSpeed;
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setLocation(getX(), newY);
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// Alle Plattformen überprüfen, die der Spieler berührt
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java.util.List<Plattform> platforms = getIntersectingObjects(Plattform.class);
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boolean landed = false;
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for (Plattform platform : platforms) {
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int groundTop = platform.getY() - platform.getImage().getHeight() / 2;
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int characterBottom = getY() + getImage().getHeight() / 2;
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int oldCharacterBottom = oldY + getImage().getHeight() / 2;
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// Prüfen, ob der Spieler von oben auf diese Plattform fällt
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if (verticalSpeed >= 0 && oldCharacterBottom <= groundTop && characterBottom >= groundTop) {
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setLocation( getX(), groundTop - getImage().getHeight() / 2 );
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verticalSpeed = 0;
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onGround = true;
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}
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landed = true;
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break; }
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} onGround = landed;
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}
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else
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{
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onGround = false;
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}
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}
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public boolean collision(){
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if (getIntersectingObjects(Projectile.class).size()>0)
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