DEADSOFTWARE

Hide player hitbox
[cavedroid.git] / core / src / ru / deadsoftware / cavecraft / game / GameRenderer.java
1 package ru.deadsoftware.cavecraft.game;
3 import com.badlogic.gdx.Gdx;
4 import com.badlogic.gdx.graphics.Color;
5 import com.badlogic.gdx.graphics.GL20;
6 import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
7 import com.badlogic.gdx.math.MathUtils;
8 import ru.deadsoftware.cavecraft.CaveGame;
9 import ru.deadsoftware.cavecraft.GameScreen;
10 import ru.deadsoftware.cavecraft.game.mobs.Mob;
11 import ru.deadsoftware.cavecraft.game.objects.Drop;
12 import ru.deadsoftware.cavecraft.game.objects.Player;
13 import ru.deadsoftware.cavecraft.misc.Assets;
14 import ru.deadsoftware.cavecraft.misc.Renderer;
16 public class GameRenderer extends Renderer {
18 private GameProc gp;
20 GameRenderer(GameProc gp, float width, float heigth) {
21 super(width, heigth);
22 Gdx.gl.glClearColor(0f, .6f, .6f, 1f);
23 this.gp = gp;
24 }
26 private float drawX(int x) {
27 return x * 16 - getCamX();
28 }
30 private float drawY(int y) {
31 return y * 16 - getCamY();
32 }
34 private void drawWreck(int bl) {
35 if (gp.blockDmg > 0) {
36 spriter.draw(Assets.wreck[
37 10 * gp.blockDmg /
38 GameItems.getBlock(bl).getHp()],
39 gp.curX * 16 - getCamX(),
40 gp.curY * 16 - getCamY());
41 }
42 }
44 private void drawWorldBackground() {
45 int minX = (int) (getCamX() / 16) - 1;
46 int minY = (int) (getCamY() / 16) - 1;
47 int maxX = (int) ((getCamX() + getWidth()) / 16) + 1;
48 int maxY = (int) ((getCamY() + getHeight()) / 16) + 1;
49 if (minY < 0) minY = 0;
50 if (maxY > gp.world.getHeight()) maxY = gp.world.getHeight();
51 for (int y = minY; y < maxY; y++) {
52 for (int x = minX; x < maxX; x++) {
53 if ((gp.world.getForeMap(x, y) == 0 || GameItems.getBlock(gp.world.getForeMap(x, y)).isTransparent())
54 && gp.world.getBackMap(x, y) > 0) {
55 spriter.draw(
56 Assets.blockTex[GameItems.getBlock(gp.world.getBackMap(x, y)).getTex()],
57 drawX(x), drawY(y));
58 if (gp.world.getForeMap(x, y) == 0 && x == gp.curX && y == gp.curY)
59 drawWreck(gp.world.getBackMap(gp.curX, gp.curY));
60 Assets.shade.setPosition(drawX(x), drawY(y));
61 Assets.shade.draw(spriter);
62 }
63 if (gp.world.getForeMap(x, y) > 0 && GameItems.getBlock(gp.world.getForeMap(x, y)).isBackground()) {
64 spriter.draw(
65 Assets.blockTex[GameItems.getBlock(gp.world.getForeMap(x, y)).getTex()],
66 drawX(x), drawY(y));
67 if (x == gp.curX && y == gp.curY)
68 drawWreck(gp.world.getForeMap(gp.curX, gp.curY));
69 }
70 }
71 }
72 }
74 private void drawWorldForeground() {
75 int minX = (int) (getCamX() / 16) - 1;
76 int minY = (int) (getCamY() / 16) - 1;
77 int maxX = (int) ((getCamX() + getWidth()) / 16) + 1;
78 int maxY = (int) ((getCamY() + getHeight()) / 16) + 1;
79 if (minY < 0) minY = 0;
80 if (maxY > gp.world.getHeight()) maxY = gp.world.getHeight();
81 for (int y = minY; y < maxY; y++) {
82 for (int x = minX; x < maxX; x++) {
83 if (gp.world.getForeMap(x, y) > 0 && !GameItems.getBlock(gp.world.getForeMap(x, y)).isBackground()) {
84 spriter.draw(
85 Assets.blockTex[GameItems.getBlock(gp.world.getForeMap(x, y)).getTex()],
86 drawX(x), drawY(y));
87 if (x == gp.curX && y == gp.curY)
88 drawWreck(gp.world.getForeMap(gp.curX, gp.curY));
89 }
90 }
91 }
92 }
94 private void drawMob(Mob mob) {
95 float mobDrawX = mob.pos.x - getCamX();
96 float mobDrawY = mob.pos.y - getCamY();
98 if (mobDrawX + mob.getWidth() - gp.world.getWidthPx() >= 0 && mobDrawX - gp.world.getWidthPx() <= getWidth())
99 mob.draw(spriter, mobDrawX - gp.world.getWidthPx(), mobDrawY);
101 if (mobDrawX + mob.getWidth() >= 0 && mobDrawX <= getWidth())
102 mob.draw(spriter, mobDrawX, mobDrawY);
104 if (mobDrawX + mob.getWidth() + gp.world.getWidthPx() >= 0 && mobDrawX + gp.world.getWidthPx() <= getWidth())
105 mob.draw(spriter, mobDrawX + gp.world.getWidthPx(), mobDrawY);
108 private void drawDrop(Drop drop) {
109 switch (GameItems.getItem(drop.getId()).getType()) {
110 case 0:
111 Assets.blockTex[GameItems.getItem(drop.getId()).getTex()].setPosition(
112 drop.pos.x - getCamX() - gp.world.getWidthPx(),
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(),
117 drop.pos.y - getCamY());
118 Assets.blockTex[GameItems.getItem(drop.getId()).getTex()].draw(spriter);
119 Assets.blockTex[GameItems.getItem(drop.getId()).getTex()].setPosition(
120 drop.pos.x - getCamX() + gp.world.getWidthPx(),
121 drop.pos.y - getCamY());
122 Assets.blockTex[GameItems.getItem(drop.getId()).getTex()].draw(spriter);
126 private void drawPlayer(Player pl) {
128 float drawX = pl.pos.x - getCamX() - 2;
129 float drawY = pl.pos.y - getCamY();
131 if (pl.mov.x != 0 || Assets.plSprite[0][2].getRotation() != 0) {
132 Assets.plSprite[0][2].rotate(Player.ANIM_SPEED);
133 Assets.plSprite[1][2].rotate(-Player.ANIM_SPEED);
134 Assets.plSprite[0][3].rotate(-Player.ANIM_SPEED);
135 Assets.plSprite[1][3].rotate(Player.ANIM_SPEED);
136 } else {
137 Assets.plSprite[0][2].setRotation(0);
138 Assets.plSprite[1][2].setRotation(0);
139 Assets.plSprite[0][3].setRotation(0);
140 Assets.plSprite[1][3].setRotation(0);
142 if (Assets.plSprite[0][2].getRotation() >= 60 || Assets.plSprite[0][2].getRotation() <= -60)
143 Player.ANIM_SPEED = -Player.ANIM_SPEED;
145 //back hand
146 Assets.plSprite[1][2].setPosition(drawX - 6, drawY);
147 Assets.plSprite[1][2].draw(spriter);
148 //back leg
149 Assets.plSprite[1][3].setPosition(drawX - 6, drawY + 10);
150 Assets.plSprite[1][3].draw(spriter);
151 //front leg
152 Assets.plSprite[0][3].setPosition(drawX - 6, drawY + 10);
153 Assets.plSprite[0][3].draw(spriter);
154 //head
155 spriter.draw(Assets.plSprite[pl.getDir()][0], drawX - 2, drawY - 2);
156 //body
157 spriter.draw(Assets.plSprite[pl.getDir()][1], drawX - 2, drawY + 8);
158 //item in hand
159 if (pl.inv[gp.slot] > 0) {
160 float handRotation = MathUtils.degRad * Assets.plSprite[0][2].getRotation();
161 switch (GameItems.getItem(pl.inv[gp.slot]).getType()) {
162 case 0:
163 Assets.blockTex[GameItems.getItem(pl.inv[gp.slot]).getTex()].setPosition(
164 drawX - 8 * MathUtils.sin(handRotation),
165 drawY + 6 + 8 * MathUtils.cos(handRotation));
166 Assets.blockTex[GameItems.getItem(pl.inv[gp.slot]).getTex()].draw(spriter);
167 break;
168 default:
169 Assets.itemTex[GameItems.getItem(pl.inv[gp.slot]).getTex()].flip((pl.getDir() == 0), false);
170 Assets.itemTex[GameItems.getItem(pl.inv[gp.slot]).getTex()].setRotation(
171 -45 + pl.getDir() * 90 + Assets.plSprite[0][2].getRotation());
172 Assets.itemTex[GameItems.getItem(pl.inv[gp.slot]).getTex()].setPosition(
173 drawX - 10 + (12 * pl.getDir()) - 8 * MathUtils.sin(handRotation),
174 drawY + 2 + 8 * MathUtils.cos(handRotation));
175 Assets.itemTex[GameItems.getItem(pl.inv[gp.slot]).getTex()].draw(spriter);
176 Assets.itemTex[GameItems.getItem(pl.inv[gp.slot]).getTex()].flip((pl.getDir() == 0), false);
177 break;
180 //front hand
181 Assets.plSprite[0][2].setPosition(drawX - 6, drawY);
182 Assets.plSprite[0][2].draw(spriter);
185 @SuppressWarnings("IntegerDivisionInFloatingPointContext")
186 private void drawCreative() {
187 float x = getWidth() / 2 - (float) Assets.creativeInv.getRegionWidth() / 2;
188 float y = getHeight() / 2 - (float) Assets.creativeInv.getRegionHeight() / 2;
189 spriter.draw(Assets.creativeInv, x, y);
190 spriter.draw(Assets.creativeScr, x + 156,
191 y + 18 + (gp.creativeScroll * (72f / gp.maxCreativeScroll)));
192 for (int i = gp.creativeScroll * 8; i < gp.creativeScroll * 8 + 40; i++) {
193 if (i > 0 && i < GameItems.getItemsSize())
194 switch (GameItems.getItem(i).getType()) {
195 case 0:
196 spriter.draw(Assets.blockTex[GameItems.getItem(i).getTex()],
197 x + 8 + ((i - gp.creativeScroll * 8) % 8) * 18,
198 y + 18 + ((i - gp.creativeScroll * 8) / 8) * 18);
199 break;
200 case 1:
201 spriter.draw(Assets.itemTex[GameItems.getItem(i).getTex()],
202 x + 8 + ((i - gp.creativeScroll * 8) % 8) * 18,
203 y + 18 + ((i - gp.creativeScroll * 8) / 8) * 18);
204 break;
207 for (int i = 0; i < 9; i++) {
208 if (gp.player.inv[i] > 0)
209 switch (GameItems.getItem(gp.player.inv[i]).getType()) {
210 case 0:
211 spriter.draw(Assets.blockTex[GameItems.getItem(gp.player.inv[i]).getTex()],
212 x + 8 + i * 18, y + Assets.creativeInv.getRegionHeight() - 24);
213 break;
214 case 1:
215 spriter.draw(Assets.itemTex[GameItems.getItem(gp.player.inv[i]).getTex()],
216 x + 8 + i * 18, y + Assets.creativeInv.getRegionHeight() - 24);
217 break;
222 private void drawGUI() {
223 if (gp.world.getForeMap(gp.curX, gp.curY) > 0 ||
224 gp.world.getBackMap(gp.curX, gp.curY) > 0 ||
225 gp.ctrlMode == 1 ||
226 !CaveGame.TOUCH)
227 spriter.draw(Assets.guiCur,
228 gp.curX * 16 - getCamX(),
229 gp.curY * 16 - getCamY());
230 spriter.draw(Assets.invBar, getWidth() / 2 - (float) Assets.invBar.getRegionWidth() / 2, 0);
231 for (int i = 0; i < 9; i++) {
232 if (gp.player.inv[i] > 0) {
233 switch (GameItems.getItem(gp.player.inv[i]).getType()) {
234 case 0:
235 spriter.draw(Assets.blockTex[GameItems.getItem(gp.player.inv[i]).getTex()],
236 getWidth() / 2 - (float) Assets.invBar.getRegionWidth() / 2 + 3 + i * 20,
237 3);
238 break;
239 case 1:
240 spriter.draw(Assets.itemTex[GameItems.getItem(gp.player.inv[i]).getTex()],
241 getWidth() / 2 - (float) Assets.invBar.getRegionWidth() / 2 + 3 + i * 20,
242 3);
243 break;
247 spriter.draw(Assets.invBarCur,
248 getWidth() / 2 - (float) Assets.invBar.getRegionWidth() / 2 - 1 + 20 * gp.slot,
249 -1);
252 private void drawTouchGui() {
253 spriter.draw(Assets.touchArrows[0], 26, getHeight() - 52);
254 spriter.draw(Assets.touchArrows[1], 0, getHeight() - 26);
255 spriter.draw(Assets.touchArrows[2], 26, getHeight() - 26);
256 spriter.draw(Assets.touchArrows[3], 52, getHeight() - 26);
257 spriter.draw(Assets.touchLMB, getWidth() - 52, getHeight() - 26);
258 spriter.draw(Assets.touchRMB, getWidth() - 26, getHeight() - 26);
259 spriter.draw(Assets.touchMode, 78, getHeight() - 26);
260 if (gp.ctrlMode == 1) {
261 Assets.shade.setPosition(83, getHeight() - 21);
262 Assets.shade.draw(spriter);
266 private void drawGamePlay() {
267 drawWorldBackground();
268 drawPlayer(gp.player);
269 for (Mob mob : gp.mobs) drawMob(mob);
270 for (Drop drop : gp.drops) drawDrop(drop);
271 drawWorldForeground();
272 drawGUI();
275 @Override
276 public void render() {
277 Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
279 spriter.begin();
280 switch (CaveGame.STATE) {
281 case GAME_PLAY:
282 drawGamePlay();
283 break;
284 case GAME_CREATIVE_INV:
285 drawGamePlay();
286 drawCreative();
287 break;
290 if (CaveGame.TOUCH) drawTouchGui();
292 if (GameScreen.SHOW_DEBUG) {
293 drawString("FPS: " + GameScreen.FPS, 0, 0);
294 drawString("X: " + (int) (gp.player.pos.x / 16), 0, 10);
295 drawString("Y: " + (int) (gp.player.pos.y / 16), 0, 20);
296 drawString("CurX: " + gp.curX, 0, 30);
297 drawString("CurY: " + gp.curY, 0, 40);
298 drawString("Mobs: " + gp.mobs.size(), 0, 50);
299 drawString("Drops: " + gp.drops.size(), 0, 60);
300 drawString("Block: " + GameItems.getBlockKey(gp.world.getForeMap(gp.curX, gp.curY)), 0, 70);
301 drawString("Game mode: " + gp.player.gameMode, 0, 80);
303 spriter.end();