diff --git a/core/src/ru/deadsoftware/cavecraft/Assets.java b/core/src/ru/deadsoftware/cavecraft/Assets.java
index 17395b387a392ebc120b298536e86da01f5ae084..593a2c05fb834a923ca05642cb9d09bd25f7fc1a 100644 (file)
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Texture;
+import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
public class Assets {
+ public static final int BLOCK_TEXTURES = 18;
+
+ public static BitmapFont minecraftFont;
+
public static Texture charTexture;
- public static Sprite[] playerSprite = new Sprite[2];
+ public static Sprite[][] playerSkin = new Sprite[2][4];
+
+ public static Sprite shade;
+
+ public static Texture terrain;
+ public static TextureRegion[] blockTextures = new TextureRegion[BLOCK_TEXTURES];
+
+ public static Texture gui;
+ public static TextureRegion invBar;
+ public static TextureRegion invBarCur;
+ public static TextureRegion guiCur;
+
+ public static Texture creativeTexture;
+ public static TextureRegion creativeInv;
+ public static TextureRegion creativeScroll;
+
+ public static Texture touchGui;
+ public static TextureRegion[] touchArrows = new TextureRegion[4];
+ public static TextureRegion touchLMB, touchRMB;
+ public static TextureRegion touchToggleMode;
+ public static TextureRegion touchSpace;
public static void load() {
- charTexture = new Texture(Gdx.files.internal("char.png"));
- playerSprite[0] = new Sprite(new TextureRegion(charTexture, 0,0,8,30));
- playerSprite[0].flip(false,true);
- playerSprite[1] = new Sprite(new TextureRegion(charTexture, 8,0,8,30));
- playerSprite[1].flip(false,true);
+ minecraftFont = new BitmapFont(Gdx.files.internal("font.fnt"), true);
+ charTexture = new Texture(Gdx.files.internal("mobs/char.png"));
+ //LOOK TO LEFT
+ //head
+ playerSkin[0][0] = new Sprite(new TextureRegion(charTexture, 0,0,12,12));
+ playerSkin[0][0].flip(false,true);
+ //body
+ playerSkin[0][1] = new Sprite(new TextureRegion(charTexture, 0,13,12,12));
+ playerSkin[0][1].flip(false,true);
+ //hand
+ playerSkin[0][2] = new Sprite(new TextureRegion(charTexture, 25,5,20,20));
+ playerSkin[0][2].flip(false,true);
+ //leg
+ playerSkin[0][3] = new Sprite(new TextureRegion(charTexture, 25,27,20,20));
+ playerSkin[0][3].flip(false,true);
+ //LOOK TO RIGHT
+ //head
+ playerSkin[1][0] = new Sprite(new TextureRegion(charTexture, 13,0,12,12));
+ playerSkin[1][0].flip(false,true);
+ //body
+ playerSkin[1][1] = new Sprite(new TextureRegion(charTexture, 13,13,12,12));
+ playerSkin[1][1].flip(false,true);
+ //hand
+ playerSkin[1][2] = new Sprite(new TextureRegion(charTexture, 37,5,20,20));
+ playerSkin[1][2].flip(false,true);
+ //leg
+ playerSkin[1][3] = new Sprite(new TextureRegion(charTexture, 37,27,20,20));
+ playerSkin[1][3].flip(false,true);
+
+
+ shade = new Sprite(new Texture(Gdx.files.internal("shade.png")));
+
+ gui = new Texture(Gdx.files.internal("gui.png"));
+ guiCur = new TextureRegion(gui,0,0,16,16);
+ invBar = new TextureRegion(gui,0,16,182,22);
+ invBarCur = new TextureRegion(gui,0,38,24,24);
+
+ creativeTexture = new Texture(Gdx.files.internal("allitems.png"));
+ creativeInv = new TextureRegion(creativeTexture, 0, 0, 176, 208);
+ creativeInv.flip(false,true);
+ creativeScroll = new TextureRegion(creativeTexture, 2, 209, 12, 15);
+ creativeScroll.flip(false, true);
+
+ touchGui = new Texture(Gdx.files.internal("touch_gui.png"));
+ for (int i=0; i<4; i++) {
+ touchArrows[i] = new TextureRegion(touchGui, i*26, 0, 26,26);
+ touchArrows[i].flip(false, true);
+ }
+ touchLMB = new TextureRegion(touchGui, 0, 26, 26,26);
+ touchLMB.flip(false, true);
+ touchRMB = new TextureRegion(touchGui, 52, 26, 26,26);
+ touchRMB.flip(false, true);
+ touchToggleMode = new TextureRegion(touchGui, 26, 26, 26, 26);
+ touchToggleMode.flip(false, true);
+ touchSpace = new TextureRegion(touchGui, 0, 52, 104, 26);
+ touchSpace.flip(false, true);
+
+ terrain = new Texture(Gdx.files.internal("terrain.png"));
+ for (int i=0; i<BLOCK_TEXTURES; i++) {
+ blockTextures[i] = new TextureRegion(terrain,
+ (i%16)*16, (i/16)*16, 16,16);
+ blockTextures[i].flip(false,true);
+ }
}
}