diff --git a/core/src/ru/deadsoftware/cavecraft/game/GameRenderer.java b/core/src/ru/deadsoftware/cavecraft/game/GameRenderer.java
index 09a433a81e2f8d9d31702e0f910d66ac670c4e0e..3c6d7b38b7aa26b3ee4ec750220c0c1862867b9c 100644 (file)
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.graphics.Color;
-import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.math.Vector3;
import ru.deadsoftware.cavecraft.Assets;
-import ru.deadsoftware.cavecraft.BlocksLoader;
+import ru.deadsoftware.cavecraft.Items;
import ru.deadsoftware.cavecraft.GameScreen;
import ru.deadsoftware.cavecraft.game.objects.Player;
for (int x=minX; x<maxX; x++) {
if (gameProc.world.getForeMap(x,y)>0) {
spriteBatch.draw(
- BlocksLoader.BLOCKS.getValueAt(gameProc.world.getForeMap(x,y)).getTexture(),
+ Items.BLOCKS.getValueAt(gameProc.world.getForeMap(x,y)).getTexture(),
x * 16 - camera.position.x,y * 16 - camera.position.y);
} else if (gameProc.world.getBackMap(x,y)>0) {
spriteBatch.draw(
- BlocksLoader.BLOCKS.getValueAt(gameProc.world.getBackMap(x,y)).getTexture(),
+ Items.BLOCKS.getValueAt(gameProc.world.getBackMap(x,y)).getTexture(),
x * 16 - camera.position.x,y * 16 - camera.position.y);
Assets.shade.setPosition(x * 16 - camera.position.x,y * 16 - camera.position.y);
Assets.shade.draw(spriteBatch);
Assets.playerSprite[pl.dir].draw(spriteBatch);
}
+ private void drawGUI() {
+ spriteBatch.draw(Assets.invBar, camera.viewportWidth/2 - Assets.invBar.getRegionWidth()/2,
+ camera.viewportHeight - Assets.invBar.getRegionHeight());
+ for (int i=0; i<8; i++) {
+ if (gameProc.player.inventory[i]>0) {
+ spriteBatch.draw(Items.BLOCKS.getValueAt(gameProc.player.inventory[i]).getTexture(),
+ camera.viewportWidth/2 - Assets.invBar.getRegionWidth()/2+3+i*20,
+ camera.viewportHeight-19);
+ }
+ }
+ spriteBatch.draw(Assets.invCur,
+ camera.viewportWidth/2 - Assets.invBar.getRegionWidth()/2 - 1 + 20*gameProc.invSlot,
+ camera.viewportHeight - Assets.invBar.getRegionHeight() - 2);
+ }
+
public void render() {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
spriteBatch.begin();
drawWorld();
drawPlayer(gameProc.player);
+ drawGUI();
spriteBatch.end();
+
shapeRenderer.begin(ShapeRenderer.ShapeType.Line);
shapeRenderer.setColor(Color.ORANGE);
drawRect(gameProc.cursorX*16-camera.position.x,