DEADSOFTWARE

Add assets loader and player skin
[cavedroid.git] / core / src / ru / deadsoftware / cavecraft / game / GameRenderer.java
index 61f7a3af2302ab4792588f60f85125845d6309a7..b93de89b8d756f9e42470882954f262fa0a03e2d 100644 (file)
@@ -3,22 +3,104 @@ package ru.deadsoftware.cavecraft.game;
 import com.badlogic.gdx.Gdx;
 import com.badlogic.gdx.graphics.GL20;
 import com.badlogic.gdx.graphics.OrthographicCamera;
+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.GameScreen;
+import ru.deadsoftware.cavecraft.game.objects.Player;
 
 public class GameRenderer {
 
-    private OrthographicCamera camera;
-    private ShapeRenderer shapeRenderer;
+    private GameProc gameProc;
 
-    public GameRenderer() {
-        Gdx.gl.glClearColor(0f,.8f,.8f,1f);
+    public Vector3 camTargetPos;
+    public OrthographicCamera camera;
+    ShapeRenderer shapeRenderer;
+    SpriteBatch spriteBatch;
+
+    public GameRenderer(GameProc gameProc) {
+        Gdx.gl.glClearColor(0f,.6f,.6f,1f);
+        this.gameProc = gameProc;
+        camera = new OrthographicCamera();
+        camera.setToOrtho(true, 360,
+                360*((float)GameScreen.getHeight()/GameScreen.getWidth()));
+        camera.position.x=0;
+        camera.position.y=0;
+        camTargetPos = camera.position.cpy();
+        shapeRenderer = new ShapeRenderer();
+        shapeRenderer.setProjectionMatrix(camera.combined);
+        shapeRenderer.setAutoShapeType(true);
+        spriteBatch = new SpriteBatch();
+        spriteBatch.setProjectionMatrix(camera.combined);
+    }
+
+    private void setColor(int r, int g, int b) {
+        shapeRenderer.setColor(r/255f, g/255f, b/255f, 1f);
+    }
+
+    private void fillRect(float x, float y, float w, float h) {
+        shapeRenderer.set(ShapeRenderer.ShapeType.Filled);
+        shapeRenderer.rect(x,y,w,h);
+    }
+
+    private void drawRect(float x, float y, float w, float h) {
+        shapeRenderer.set(ShapeRenderer.ShapeType.Line);
+        shapeRenderer.rect(x,y,w,h);
+    }
+
+    private void drawWorld() {
+        int minX = (int) (camera.position.x/16);
+        int minY = (int) (camera.position.y/16);
+        int maxX = (int) ((camera.position.x+camera.viewportWidth)/16)+1;
+        int maxY = (int) ((camera.position.y+camera.viewportHeight)/16)+1;
+        if (minX<0) minX=0;
+        if (minY<0) minY=0;
+        if (maxX>gameProc.world.getWidth()) maxX = gameProc.world.getWidth();
+        if (maxY>gameProc.world.getHeight()) maxY = gameProc.world.getHeight();
+        for (int y=minY; y<maxY; y++) {
+            for (int x=minX; x<maxX; x++) {
+                if (gameProc.world.getForeMap(x,y)>0) {
+                    setColor(128,128,128);
+                    fillRect(x*16-camera.position.x,
+                            y*16-camera.position.y,16,16);
+                    setColor(0,0,0);
+                    drawRect(x*16-camera.position.x,
+                            y*16-camera.position.y,16,16);
+                } else {
+                    if (gameProc.world.getBackMap(x,y)>0) {
+                        setColor(64,64,64);
+                        fillRect(x*16-camera.position.x,
+                                y*16-camera.position.y,16,16);
+                        setColor(0,0,0);
+                        drawRect(x*16-camera.position.x,
+                                y*16-camera.position.y,16,16);
+                    }
+                }
+
+            }
+        }
+        shapeRenderer.setColor(Color.ORANGE);
+        drawRect(gameProc.cursorX*16-camera.position.x,
+                gameProc.cursorY*16-camera.position.y,16,16);
+    }
+
+    private void drawPlayer(Player pl) {
+        spriteBatch.begin();
+        Assets.playerSprite[pl.dir].setPosition(pl.position.x - camera.position.x,
+                pl.position.y - camera.position.y);
+        Assets.playerSprite[pl.dir].draw(spriteBatch);
+        spriteBatch.end();
     }
 
     public void render() {
         Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
-
+        shapeRenderer.begin();
+        drawWorld();
+        shapeRenderer.end();
+        drawPlayer(gameProc.player);
     }
 
 }