DEADSOFTWARE

6a99f1d3a60a34fab05ad670b5caf81418193115
[cavedroid.git] / core / src / ru / deadsoftware / cavecraft / Assets.java
1 package ru.deadsoftware.cavecraft;
3 import com.badlogic.gdx.Gdx;
4 import com.badlogic.gdx.graphics.Texture;
5 import com.badlogic.gdx.graphics.g2d.Animation;
6 import com.badlogic.gdx.graphics.g2d.BitmapFont;
7 import com.badlogic.gdx.graphics.g2d.Sprite;
8 import com.badlogic.gdx.graphics.g2d.TextureRegion;
10 public class Assets {
12 public static final int BLOCK_TEXTURES = 18;
14 public static BitmapFont minecraftFont;
16 public static Texture charTexture;
17 public static Sprite[][] playerSkin = new Sprite[2][4];
19 public static Sprite shade;
21 public static Texture terrain;
22 public static TextureRegion[] blockTextures = new TextureRegion[BLOCK_TEXTURES];
24 public static Texture gui;
25 public static TextureRegion invBar;
26 public static TextureRegion invCur;
28 public static Texture touchGui;
29 public static TextureRegion[] touchArrows = new TextureRegion[4];
30 public static TextureRegion touchLMB, touchRMB;
31 public static TextureRegion touchToggleMode;
32 public static TextureRegion touchSpace;
34 public static void load() {
35 minecraftFont = new BitmapFont(Gdx.files.internal("font.fnt"), true);
36 charTexture = new Texture(Gdx.files.internal("mobs/char.png"));
37 //LOOK TO LEFT
38 //head
39 playerSkin[0][0] = new Sprite(new TextureRegion(charTexture, 0,0,12,12));
40 playerSkin[0][0].flip(false,true);
41 //body
42 playerSkin[0][1] = new Sprite(new TextureRegion(charTexture, 0,13,12,12));
43 playerSkin[0][1].flip(false,true);
44 //hand
45 playerSkin[0][2] = new Sprite(new TextureRegion(charTexture, 25,5,20,20));
46 playerSkin[0][2].flip(false,true);
47 //leg
48 playerSkin[0][3] = new Sprite(new TextureRegion(charTexture, 25,27,20,20));
49 playerSkin[0][3].flip(false,true);
50 //LOOK TO RIGHT
51 //head
52 playerSkin[1][0] = new Sprite(new TextureRegion(charTexture, 13,0,12,12));
53 playerSkin[1][0].flip(false,true);
54 //body
55 playerSkin[1][1] = new Sprite(new TextureRegion(charTexture, 13,13,12,12));
56 playerSkin[1][1].flip(false,true);
57 //hand
58 playerSkin[1][2] = new Sprite(new TextureRegion(charTexture, 37,5,20,20));
59 playerSkin[1][2].flip(false,true);
60 //leg
61 playerSkin[1][3] = new Sprite(new TextureRegion(charTexture, 37,27,20,20));
62 playerSkin[1][3].flip(false,true);
65 shade = new Sprite(new Texture(Gdx.files.internal("shade.png")));
67 gui = new Texture(Gdx.files.internal("gui.png"));
68 invBar = new TextureRegion(gui,0,0,182,22);
69 invCur = new TextureRegion(gui,0,22,24,24);
71 touchGui = new Texture(Gdx.files.internal("touch_gui.png"));
72 for (int i=0; i<4; i++) {
73 touchArrows[i] = new TextureRegion(touchGui, i*26, 0, 26,26);
74 touchArrows[i].flip(false, true);
75 }
76 touchLMB = new TextureRegion(touchGui, 0, 26, 26,26);
77 touchLMB.flip(false, true);
78 touchRMB = new TextureRegion(touchGui, 52, 26, 26,26);
79 touchRMB.flip(false, true);
80 touchToggleMode = new TextureRegion(touchGui, 26, 26, 26, 26);
81 touchToggleMode.flip(false, true);
82 touchSpace = new TextureRegion(touchGui, 0, 52, 104, 26);
83 touchSpace.flip(false, true);
85 terrain = new Texture(Gdx.files.internal("terrain.png"));
86 for (int i=0; i<BLOCK_TEXTURES; i++) {
87 blockTextures[i] = new TextureRegion(terrain,
88 (i%16)*16, (i/16)*16, 16,16);
89 blockTextures[i].flip(false,true);
90 }
91 }
93 }