DEADSOFTWARE

Add creative inventory
[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 creativeTexture;
29 public static TextureRegion creativeInv;
30 public static TextureRegion creativeScroll;
32 public static Texture touchGui;
33 public static TextureRegion[] touchArrows = new TextureRegion[4];
34 public static TextureRegion touchLMB, touchRMB;
35 public static TextureRegion touchToggleMode;
36 public static TextureRegion touchSpace;
38 public static void load() {
39 minecraftFont = new BitmapFont(Gdx.files.internal("font.fnt"), true);
40 charTexture = new Texture(Gdx.files.internal("mobs/char.png"));
41 //LOOK TO LEFT
42 //head
43 playerSkin[0][0] = new Sprite(new TextureRegion(charTexture, 0,0,12,12));
44 playerSkin[0][0].flip(false,true);
45 //body
46 playerSkin[0][1] = new Sprite(new TextureRegion(charTexture, 0,13,12,12));
47 playerSkin[0][1].flip(false,true);
48 //hand
49 playerSkin[0][2] = new Sprite(new TextureRegion(charTexture, 25,5,20,20));
50 playerSkin[0][2].flip(false,true);
51 //leg
52 playerSkin[0][3] = new Sprite(new TextureRegion(charTexture, 25,27,20,20));
53 playerSkin[0][3].flip(false,true);
54 //LOOK TO RIGHT
55 //head
56 playerSkin[1][0] = new Sprite(new TextureRegion(charTexture, 13,0,12,12));
57 playerSkin[1][0].flip(false,true);
58 //body
59 playerSkin[1][1] = new Sprite(new TextureRegion(charTexture, 13,13,12,12));
60 playerSkin[1][1].flip(false,true);
61 //hand
62 playerSkin[1][2] = new Sprite(new TextureRegion(charTexture, 37,5,20,20));
63 playerSkin[1][2].flip(false,true);
64 //leg
65 playerSkin[1][3] = new Sprite(new TextureRegion(charTexture, 37,27,20,20));
66 playerSkin[1][3].flip(false,true);
69 shade = new Sprite(new Texture(Gdx.files.internal("shade.png")));
71 gui = new Texture(Gdx.files.internal("gui.png"));
72 invBar = new TextureRegion(gui,0,0,182,22);
73 invCur = new TextureRegion(gui,0,22,24,24);
75 creativeTexture = new Texture(Gdx.files.internal("allitems.png"));
76 creativeInv = new TextureRegion(creativeTexture, 0, 0, 176, 208);
77 creativeInv.flip(false,true);
78 creativeScroll = new TextureRegion(creativeTexture, 2, 209, 12, 15);
79 creativeScroll.flip(false, true);
81 touchGui = new Texture(Gdx.files.internal("touch_gui.png"));
82 for (int i=0; i<4; i++) {
83 touchArrows[i] = new TextureRegion(touchGui, i*26, 0, 26,26);
84 touchArrows[i].flip(false, true);
85 }
86 touchLMB = new TextureRegion(touchGui, 0, 26, 26,26);
87 touchLMB.flip(false, true);
88 touchRMB = new TextureRegion(touchGui, 52, 26, 26,26);
89 touchRMB.flip(false, true);
90 touchToggleMode = new TextureRegion(touchGui, 26, 26, 26, 26);
91 touchToggleMode.flip(false, true);
92 touchSpace = new TextureRegion(touchGui, 0, 52, 104, 26);
93 touchSpace.flip(false, true);
95 terrain = new Texture(Gdx.files.internal("terrain.png"));
96 for (int i=0; i<BLOCK_TEXTURES; i++) {
97 blockTextures[i] = new TextureRegion(terrain,
98 (i%16)*16, (i/16)*16, 16,16);
99 blockTextures[i].flip(false,true);