1 package ru
.deadsoftware
.cavedroid
.game
;
3 import com
.badlogic
.gdx
.Gdx
;
4 import com
.badlogic
.gdx
.graphics
.GL20
;
5 import com
.badlogic
.gdx
.graphics
.glutils
.ShapeRenderer
;
6 import ru
.deadsoftware
.cavedroid
.CaveGame
;
7 import ru
.deadsoftware
.cavedroid
.GameScreen
;
8 import ru
.deadsoftware
.cavedroid
.game
.mobs
.Mob
;
9 import ru
.deadsoftware
.cavedroid
.game
.objects
.Drop
;
10 import ru
.deadsoftware
.cavedroid
.misc
.Assets
;
11 import ru
.deadsoftware
.cavedroid
.misc
.Renderer
;
13 import static ru
.deadsoftware
.cavedroid
.GameScreen
.GP
;
15 public class GameRenderer
extends Renderer
{
17 GameRenderer(float width
, float height
) {
19 Gdx
.gl
.glClearColor(0f, .6f, .6f, 1f);
22 private float drawX(int x
) {
23 return x
* 16 - getCamX();
26 private float drawY(int y
) {
27 return y
* 16 - getCamY();
30 private void drawWreck(int bl
) {
31 if (GP
.blockDmg
> 0) {
32 spriter
.draw(Assets
.wreck
[
34 GameItems
.getBlock(bl
).getHp()],
35 GP
.curX
* 16 - getCamX(),
36 GP
.curY
* 16 - getCamY());
40 private void drawBlock(int x
, int y
, boolean drawBG
) {
42 if ((GP
.world
.getForeMap(x
, y
) == 0 || GameItems
.getBlock(GP
.world
.getForeMap(x
, y
)).isTransparent())
43 && GP
.world
.getBackMap(x
, y
) > 0) {
45 Assets
.blockTex
[GameItems
.getBlock(GP
.world
.getBackMap(x
, y
)).getTex()],
47 if (GP
.world
.getForeMap(x
, y
) == 0 && x
== GP
.curX
&& y
== GP
.curY
)
48 drawWreck(GP
.world
.getBackMap(GP
.curX
, GP
.curY
));
51 if (GP
.world
.getForeMap(x
, y
) > 0 && GameItems
.getBlock(GP
.world
.getForeMap(x
, y
)).isBackground() == drawBG
) {
53 Assets
.blockTex
[GameItems
.getBlock(GP
.world
.getForeMap(x
, y
)).getTex()],
55 if (x
== GP
.curX
&& y
== GP
.curY
)
56 drawWreck(GP
.world
.getForeMap(GP
.curX
, GP
.curY
));
60 private void drawWorld(boolean bg
) {
61 int minX
= (int) (getCamX() / 16) - 1;
62 int minY
= (int) (getCamY() / 16) - 1;
63 int maxX
= (int) ((getCamX() + getWidth()) / 16) + 1;
64 int maxY
= (int) ((getCamY() + getHeight()) / 16) + 1;
65 if (minY
< 0) minY
= 0;
66 if (maxY
> GP
.world
.getHeight()) maxY
= GP
.world
.getHeight();
67 for (int y
= minY
; y
< maxY
; y
++) {
68 for (int x
= minX
; x
< maxX
; x
++) {
74 Gdx
.gl
.glEnable(GL20
.GL_BLEND
);
75 Gdx
.gl
.glBlendFunc(GL20
.GL_SRC_ALPHA
, GL20
.GL_ONE_MINUS_SRC_ALPHA
);
76 shaper
.begin(ShapeRenderer
.ShapeType
.Filled
);
77 shaper
.setColor(0f, 0f, 0f, .5f);
78 for (int y
= minY
; y
< maxY
; y
++) {
79 for (int x
= minX
; x
< maxX
; x
++) {
80 if ((GP
.world
.getForeMap(x
, y
) == 0 || GameItems
.getBlock(GP
.world
.getForeMap(x
, y
)).isTransparent())
81 && GP
.world
.getBackMap(x
, y
) > 0) shaper
.rect(drawX(x
), drawY(y
), 16, 16);
85 Gdx
.gl
.glDisable(GL20
.GL_BLEND
);
90 private void drawMob(Mob mob
) {
91 float mobDrawX
= mob
.pos
.x
- getCamX();
92 float mobDrawY
= mob
.pos
.y
- getCamY();
94 if (mobDrawX
+ mob
.getWidth() - GP
.world
.getWidthPx() >= 0 && mobDrawX
- GP
.world
.getWidthPx() <= getWidth())
95 mob
.draw(spriter
, mobDrawX
- GP
.world
.getWidthPx(), mobDrawY
);
97 if (mobDrawX
+ mob
.getWidth() >= 0 && mobDrawX
<= getWidth())
98 mob
.draw(spriter
, mobDrawX
, mobDrawY
);
100 if (mobDrawX
+ mob
.getWidth() + GP
.world
.getWidthPx() >= 0 && mobDrawX
+ GP
.world
.getWidthPx() <= getWidth())
101 mob
.draw(spriter
, mobDrawX
+ GP
.world
.getWidthPx(), mobDrawY
);
104 private void drawDrop(Drop drop
) {
105 switch (GameItems
.getItem(drop
.getId()).getType()) {
107 Assets
.blockTex
[GameItems
.getItem(drop
.getId()).getTex()].setPosition(
108 drop
.pos
.x
- getCamX() - GP
.world
.getWidthPx(),
109 drop
.pos
.y
- getCamY());
110 Assets
.blockTex
[GameItems
.getItem(drop
.getId()).getTex()].draw(spriter
);
111 Assets
.blockTex
[GameItems
.getItem(drop
.getId()).getTex()].setPosition(
112 drop
.pos
.x
- getCamX(),
113 drop
.pos
.y
- getCamY());
114 Assets
.blockTex
[GameItems
.getItem(drop
.getId()).getTex()].draw(spriter
);
115 Assets
.blockTex
[GameItems
.getItem(drop
.getId()).getTex()].setPosition(
116 drop
.pos
.x
- getCamX() + GP
.world
.getWidthPx(),
117 drop
.pos
.y
- getCamY());
118 Assets
.blockTex
[GameItems
.getItem(drop
.getId()).getTex()].draw(spriter
);
122 @SuppressWarnings("IntegerDivisionInFloatingPointContext")
123 private void drawCreative() {
124 float x
= getWidth() / 2 - (float) Assets
.creativeInv
.getRegionWidth() / 2;
125 float y
= getHeight() / 2 - (float) Assets
.creativeInv
.getRegionHeight() / 2;
126 spriter
.draw(Assets
.creativeInv
, x
, y
);
127 spriter
.draw(Assets
.creativeScr
, x
+ 156,
128 y
+ 18 + (GP
.creativeScroll
* (72f / GP
.maxCreativeScroll
)));
129 for (int i
= GP
.creativeScroll
* 8; i
< GP
.creativeScroll
* 8 + 40; i
++) {
130 if (i
> 0 && i
< GameItems
.getItemsSize())
131 switch (GameItems
.getItem(i
).getType()) {
133 spriter
.draw(Assets
.blockTex
[GameItems
.getItem(i
).getTex()],
134 x
+ 8 + ((i
- GP
.creativeScroll
* 8) % 8) * 18,
135 y
+ 18 + ((i
- GP
.creativeScroll
* 8) / 8) * 18);
139 spriter
.draw(Assets
.itemTex
[GameItems
.getItem(i
).getTex()],
140 x
+ 8 + ((i
- GP
.creativeScroll
* 8) % 8) * 18,
141 y
+ 18 + ((i
- GP
.creativeScroll
* 8) / 8) * 18);
145 for (int i
= 0; i
< 9; i
++) {
146 if (GP
.player
.inv
[i
] > 0)
147 switch (GameItems
.getItem(GP
.player
.inv
[i
]).getType()) {
149 spriter
.draw(Assets
.blockTex
[GameItems
.getItem(GP
.player
.inv
[i
]).getTex()],
150 x
+ 8 + i
* 18, y
+ Assets
.creativeInv
.getRegionHeight() - 24);
154 spriter
.draw(Assets
.itemTex
[GameItems
.getItem(GP
.player
.inv
[i
]).getTex()],
155 x
+ 8 + i
* 18, y
+ Assets
.creativeInv
.getRegionHeight() - 24);
161 private void drawGUI() {
162 if (GP
.world
.getForeMap(GP
.curX
, GP
.curY
) > 0 ||
163 GP
.world
.getBackMap(GP
.curX
, GP
.curY
) > 0 ||
166 spriter
.draw(Assets
.guiCur
,
167 GP
.curX
* 16 - getCamX(),
168 GP
.curY
* 16 - getCamY());
169 spriter
.draw(Assets
.invBar
, getWidth() / 2 - (float) Assets
.invBar
.getRegionWidth() / 2, 0);
170 for (int i
= 0; i
< 9; i
++) {
171 if (GP
.player
.inv
[i
] > 0) {
172 switch (GameItems
.getItem(GP
.player
.inv
[i
]).getType()) {
174 spriter
.draw(Assets
.blockTex
[GameItems
.getItem(GP
.player
.inv
[i
]).getTex()],
175 getWidth() / 2 - (float) Assets
.invBar
.getRegionWidth() / 2 + 3 + i
* 20,
180 spriter
.draw(Assets
.itemTex
[GameItems
.getItem(GP
.player
.inv
[i
]).getTex()],
181 getWidth() / 2 - (float) Assets
.invBar
.getRegionWidth() / 2 + 3 + i
* 20,
187 spriter
.draw(Assets
.invBarCur
,
188 getWidth() / 2 - (float) Assets
.invBar
.getRegionWidth() / 2 - 1 + 20 * GP
.player
.invSlot
,
192 private void drawTouchGui() {
193 spriter
.draw(Assets
.touchArrows
[0], 26, getHeight() - 52);
194 spriter
.draw(Assets
.touchArrows
[1], 0, getHeight() - 26);
195 spriter
.draw(Assets
.touchArrows
[2], 26, getHeight() - 26);
196 spriter
.draw(Assets
.touchArrows
[3], 52, getHeight() - 26);
197 spriter
.draw(Assets
.touchLMB
, getWidth() - 52, getHeight() - 26);
198 spriter
.draw(Assets
.touchRMB
, getWidth() - 26, getHeight() - 26);
199 spriter
.draw(Assets
.touchMode
, 78, getHeight() - 26);
200 if (GP
.ctrlMode
== 1) {
201 Assets
.shade
.setPosition(83, getHeight() - 21);
202 Assets
.shade
.draw(spriter
);
206 private void drawGamePlay() {
208 GP
.player
.draw(spriter
, GP
.player
.pos
.x
- getCamX() - 2, GP
.player
.pos
.y
- getCamY());
209 for (Mob mob
: GP
.mobs
) drawMob(mob
);
210 for (Drop drop
: GP
.drops
) drawDrop(drop
);
216 public void render() {
217 Gdx
.gl
.glClear(GL20
.GL_COLOR_BUFFER_BIT
);
220 switch (CaveGame
.STATE
) {
224 case GAME_CREATIVE_INV
:
230 if (CaveGame
.TOUCH
) drawTouchGui();
232 if (GameScreen
.SHOW_DEBUG
) {
233 drawString("FPS: " + GameScreen
.FPS
, 0, 0);
234 drawString("X: " + (int) (GP
.player
.pos
.x
/ 16), 0, 10);
235 drawString("Y: " + (int) (GP
.player
.pos
.y
/ 16), 0, 20);
236 drawString("CurX: " + GP
.curX
, 0, 30);
237 drawString("CurY: " + GP
.curY
, 0, 40);
238 drawString("Mobs: " + GP
.mobs
.size(), 0, 50);
239 drawString("Drops: " + GP
.drops
.size(), 0, 60);
240 drawString("Block: " + GameItems
.getBlockKey(GP
.world
.getForeMap(GP
.curX
, GP
.curY
)), 0, 70);
241 drawString("Game mode: " + GP
.player
.gameMode
, 0, 80);