diff --git a/core/src/ru/deadsoftware/cavecraft/game/GameRenderer.java b/core/src/ru/deadsoftware/cavecraft/game/GameRenderer.java
index d8063264b58fb34102d6dc2ed0ce5dc345af613e..ee9d6d4d9d68c83542c76877831bfc851259e784 100644 (file)
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
+import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Vector2;
import ru.deadsoftware.cavecraft.CaveGame;
import ru.deadsoftware.cavecraft.GameScreen;
//body
spriteBatch.draw(Assets.playerSprite[pl.dir][1],
pl.position.x - camera.position.x - 2, pl.position.y - camera.position.y + 8);
+ //item in hand
+ if (pl.inventory[gameProc.invSlot]>0)
+ switch (Items.ITEMS.get(pl.inventory[gameProc.invSlot]).getType()) {
+ case 0:
+ Assets.blockTextures[Items.ITEMS.get(pl.inventory[gameProc.invSlot]).getTexture()].setPosition(
+ pl.position.x - camera.position.x - 8*MathUtils.sin(MathUtils.degRad*Assets.playerSprite[0][2].getRotation()),
+ pl.position.y - camera.position.y + 6 + 8*MathUtils.cos(MathUtils.degRad*Assets.playerSprite[0][2].getRotation()));
+ Assets.blockTextures[Items.ITEMS.get(pl.inventory[gameProc.invSlot]).getTexture()].draw(spriteBatch);
+ break;
+ default:
+ Assets.itemTextures[Items.ITEMS.get(pl.inventory[gameProc.invSlot]).getTexture()].flip((pl.dir==0), false);
+ Assets.itemTextures[Items.ITEMS.get(pl.inventory[gameProc.invSlot]).getTexture()].setRotation(
+ -45+pl.dir*90+Assets.playerSprite[0][2].getRotation());
+ Assets.itemTextures[Items.ITEMS.get(pl.inventory[gameProc.invSlot]).getTexture()].setPosition(
+ pl.position.x - camera.position.x -10+(12*pl.dir) - 8*MathUtils.sin(MathUtils.degRad*Assets.playerSprite[0][2].getRotation()),
+ pl.position.y - camera.position.y + 2 + 8*MathUtils.cos(MathUtils.degRad*Assets.playerSprite[0][2].getRotation()));
+ Assets.itemTextures[Items.ITEMS.get(pl.inventory[gameProc.invSlot]).getTexture()].draw(spriteBatch);
+ Assets.itemTextures[Items.ITEMS.get(pl.inventory[gameProc.invSlot]).getTexture()].flip((pl.dir==0), false);
+ break;
+ }
//front hand
Assets.playerSprite[0][2].setPosition(
pl.position.x - camera.position.x - 6,
spriteBatch.draw(Assets.creativeScroll, x+156,
y+18+(gameProc.creativeScroll*(72/gameProc.maxCreativeScroll)));
for (int i=gameProc.creativeScroll*8; i<gameProc.creativeScroll*8+40; i++) {
- if (i>0 && i<Items.BLOCKS.size)
- spriteBatch.draw(Assets.blockTextures[Items.BLOCKS.getValueAt(i).getTexture()],
- x+8+((i-gameProc.creativeScroll*8)%8)*18,
- y+18+((i-gameProc.creativeScroll*8)/8)*18);
+ if (i>0 && i<Items.ITEMS.size())
+ switch (Items.ITEMS.get(i).getType()) {
+ case 0:
+ spriteBatch.draw(Assets.blockTextures[Items.ITEMS.get(i).getTexture()],
+ x + 8 + ((i - gameProc.creativeScroll * 8) % 8) * 18,
+ y + 18 + ((i - gameProc.creativeScroll * 8) / 8) * 18);
+ break;
+ case 1:
+ spriteBatch.draw(Assets.itemTextures[Items.ITEMS.get(i).getTexture()],
+ x + 8 + ((i - gameProc.creativeScroll * 8) % 8) * 18,
+ y + 18 + ((i - gameProc.creativeScroll * 8) / 8) * 18);
+ break;
+ }
}
for (int i=0; i<9; i++) {
if (gameProc.player.inventory[i]>0)
- spriteBatch.draw(Assets.blockTextures[Items.BLOCKS.getValueAt(gameProc.player.inventory[i]).getTexture()],
- x+8+i*18, y+Assets.creativeInv.getRegionHeight()-24);
+ switch (Items.ITEMS.get(gameProc.player.inventory[i]).getType()) {
+ case 0:
+ spriteBatch.draw(Assets.blockTextures[Items.ITEMS.get(gameProc.player.inventory[i]).getTexture()],
+ x + 8 + i * 18, y + Assets.creativeInv.getRegionHeight() - 24);
+ break;
+ case 1:
+ spriteBatch.draw(Assets.itemTextures[Items.ITEMS.get(gameProc.player.inventory[i]).getTexture()],
+ x + 8 + i * 18, y + Assets.creativeInv.getRegionHeight() - 24);
+ break;
+ }
}
}
spriteBatch.draw(Assets.invBar, camera.viewportWidth/2 - Assets.invBar.getRegionWidth()/2, 0);
for (int i=0; i<9; i++) {
if (gameProc.player.inventory[i]>0) {
- spriteBatch.draw(Assets.blockTextures[Items.BLOCKS.getValueAt(gameProc.player.inventory[i]).getTexture()],
- camera.viewportWidth/2 - Assets.invBar.getRegionWidth()/2+3+i*20,
- 3);
+ switch (Items.ITEMS.get(gameProc.player.inventory[i]).getType()) {
+ case 0:
+ spriteBatch.draw(Assets.blockTextures[Items.ITEMS.get(gameProc.player.inventory[i]).getTexture()],
+ camera.viewportWidth / 2 - Assets.invBar.getRegionWidth() / 2 + 3 + i * 20,
+ 3);
+ break;
+ case 1:
+ spriteBatch.draw(Assets.itemTextures[Items.ITEMS.get(gameProc.player.inventory[i]).getTexture()],
+ camera.viewportWidth / 2 - Assets.invBar.getRegionWidth() / 2 + 3 + i * 20,
+ 3);
+ break;
+ }
}
}
spriteBatch.draw(Assets.invBarCur,