DEADSOFTWARE

Add touch controls
[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.Sprite;
6 import com.badlogic.gdx.graphics.g2d.TextureRegion;
8 public class Assets {
10 public static final int BLOCK_TEXTURES = 3;
12 public static Texture charTexture;
13 public static TextureRegion[] playerSkin = new TextureRegion[2];
15 public static Sprite shade;
17 public static Texture terrain;
18 public static TextureRegion[] blockTextures = new TextureRegion[BLOCK_TEXTURES];
20 public static Texture gui;
21 public static TextureRegion invBar;
22 public static TextureRegion invCur;
24 public static Texture touchGui;
25 public static TextureRegion[] touchArrows = new TextureRegion[4];
26 public static TextureRegion touchLMB, touchRMB;
27 public static TextureRegion touchToggleMode;
28 public static TextureRegion touchSpace;
30 public static void load() {
31 charTexture = new Texture(Gdx.files.internal("char.png"));
32 playerSkin[0] = new TextureRegion(charTexture, 0,0,8,30);
33 playerSkin[0].flip(false,true);
34 playerSkin[1] = new TextureRegion(charTexture, 8,0,8,30);
35 playerSkin[1].flip(false,true);
37 shade = new Sprite(new Texture(Gdx.files.internal("shade.png")));
39 gui = new Texture(Gdx.files.internal("gui.png"));
40 invBar = new TextureRegion(gui,0,0,182,22);
41 invCur = new TextureRegion(gui,0,22,24,24);
43 touchGui = new Texture(Gdx.files.internal("touch_gui.png"));
44 for (int i=0; i<4; i++) {
45 touchArrows[i] = new TextureRegion(touchGui, i*26, 0, 26,26);
46 touchArrows[i].flip(false, true);
47 }
48 touchLMB = new TextureRegion(touchGui, 0, 26, 26,26);
49 touchLMB.flip(false, true);
50 touchRMB = new TextureRegion(touchGui, 52, 26, 26,26);
51 touchRMB.flip(false, true);
52 touchToggleMode = new TextureRegion(touchGui, 26, 26, 26, 26);
53 touchToggleMode.flip(false, true);
54 touchSpace = new TextureRegion(touchGui, 0, 52, 104, 26);
55 touchSpace.flip(false, true);
57 terrain = new Texture(Gdx.files.internal("terrain.png"));
58 for (int i=0; i<BLOCK_TEXTURES; i++) {
59 blockTextures[i] = new TextureRegion(terrain,
60 (i%16)*16, (i/16)*16, 16,16);
61 blockTextures[i].flip(false,true);
62 }
63 }
65 }