X-Git-Url: http://deadsoftware.ru/gitweb?p=cavedroid.git;a=blobdiff_plain;f=core%2Fsrc%2Fru%2Fdeadsoftware%2Fcavecraft%2Fgame%2FGameRenderer.java;h=ee9d6d4d9d68c83542c76877831bfc851259e784;hp=1eef325463a41614b6d98714ba21110ffb2e5af5;hb=1cc111dfe31e7f7098e01afeaa025e19f91aa624;hpb=7370b011158c7f9a1216dbf76de5acd9d277b7e9 diff --git a/core/src/ru/deadsoftware/cavecraft/game/GameRenderer.java b/core/src/ru/deadsoftware/cavecraft/game/GameRenderer.java index 1eef325..ee9d6d4 100644 --- a/core/src/ru/deadsoftware/cavecraft/game/GameRenderer.java +++ b/core/src/ru/deadsoftware/cavecraft/game/GameRenderer.java @@ -4,6 +4,7 @@ import com.badlogic.gdx.Gdx; 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; @@ -112,6 +113,26 @@ public class GameRenderer extends Renderer { //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, @@ -127,16 +148,31 @@ public class GameRenderer extends Renderer { y+18+(gameProc.creativeScroll*(72/gameProc.maxCreativeScroll))); for (int i=gameProc.creativeScroll*8; i0 && i0) - if (Items.ITEMS.get(i).getType() == 0) - spriteBatch.draw(Assets.blockTextures[Items.ITEMS.get(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; + } } } @@ -151,10 +187,18 @@ public class GameRenderer extends Renderer { 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) { - if (Items.ITEMS.get(gameProc.player.inventory[i]).getType()==0) - spriteBatch.draw(Assets.blockTextures[Items.ITEMS.get(gameProc.player.inventory[i]).getTexture()], - camera.viewportWidth/2 - Assets.invBar.getRegionWidth()/2+3+i*20, + 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,