DEADSOFTWARE

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[cavedroid.git] / core / src / ru / deadsoftware / cavecraft / game / GameRenderer.java
1 package ru.deadsoftware.cavecraft.game;
3 import com.badlogic.gdx.Gdx;
4 import com.badlogic.gdx.graphics.GL20;
5 import com.badlogic.gdx.graphics.OrthographicCamera;
6 import com.badlogic.gdx.graphics.g2d.SpriteBatch;
7 import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
8 import com.badlogic.gdx.math.Vector2;
9 import ru.deadsoftware.cavecraft.*;
10 import ru.deadsoftware.cavecraft.game.mobs.Mob;
11 import ru.deadsoftware.cavecraft.game.objects.Player;
13 public class GameRenderer extends Renderer{
15 private GameProc gameProc;
17 public GameRenderer(GameProc gameProc,float width, float heigth) {
18 super(width,heigth);
19 Gdx.gl.glClearColor(0f,.6f,.6f,1f);
20 this.gameProc = gameProc;
21 }
23 private void drawWorldBackground() {
24 int minX = (int) (camera.position.x/16)-1;
25 int minY = (int) (camera.position.y/16)-1;
26 int maxX = (int) ((camera.position.x+camera.viewportWidth)/16)+1;
27 int maxY = (int) ((camera.position.y+camera.viewportHeight)/16)+1;
28 if (minY<0) minY=0;
29 if (maxY>gameProc.world.getHeight()) maxY = gameProc.world.getHeight();
30 for (int y=minY; y<maxY; y++) {
31 for (int x=minX; x<maxX; x++) {
32 if (gameProc.world.getForeMap(x,y)>0){
33 } else if (gameProc.world.getBackMap(x,y)>0) {
34 spriteBatch.draw(
35 Items.BLOCKS.getValueAt(gameProc.world.getBackMap(x,y)).getTexture(),
36 x * 16 - camera.position.x,y * 16 - camera.position.y);
37 Assets.shade.setPosition(x * 16 - camera.position.x,y * 16 - camera.position.y);
38 Assets.shade.draw(spriteBatch);
39 }
40 }
41 }
42 }
44 private void drawWorldForeground(){
45 int minX = (int) (camera.position.x/16)-1;
46 int minY = (int) (camera.position.y/16)-1;
47 int maxX = (int) ((camera.position.x+camera.viewportWidth)/16)+1;
48 int maxY = (int) ((camera.position.y+camera.viewportHeight)/16)+1;
49 if (minY<0) minY=0;
50 if (maxY>gameProc.world.getHeight()) maxY = gameProc.world.getHeight();
51 for (int y=minY; y<maxY; y++) {
52 for (int x=minX; x<maxX; x++) {
53 if (gameProc.world.getForeMap(x,y)>0) {
54 spriteBatch.draw(
55 Items.BLOCKS.getValueAt(gameProc.world.getForeMap(x,y)).getTexture(),
56 x * 16 - camera.position.x,y * 16 - camera.position.y);
57 }
58 }
59 }
60 }
62 private void drawMob(Mob mob) {
63 mob.draw(spriteBatch,
64 mob.position.x-camera.position.x-gameProc.world.getWidth()*16, mob.position.y-camera.position.y);
65 mob.draw(spriteBatch,
66 mob.position.x-camera.position.x, mob.position.y-camera.position.y);
67 mob.draw(spriteBatch,
68 mob.position.x-camera.position.x+gameProc.world.getWidth()*16, mob.position.y-camera.position.y);
69 }
71 private void drawPlayer(Player pl) {
72 if (!pl.moveX.equals(Vector2.Zero) || Assets.playerSprite[0][2].getRotation()!=0) {
73 Assets.playerSprite[0][2].rotate(Player.ANIM_SPEED);
74 Assets.playerSprite[1][2].rotate(-Player.ANIM_SPEED);
75 Assets.playerSprite[0][3].rotate(-Player.ANIM_SPEED);
76 Assets.playerSprite[1][3].rotate(Player.ANIM_SPEED);
77 } else {
78 Assets.playerSprite[0][2].setRotation(0);
79 Assets.playerSprite[1][2].setRotation(0);
80 Assets.playerSprite[0][3].setRotation(0);
81 Assets.playerSprite[1][3].setRotation(0);
82 }
83 if (Assets.playerSprite[0][2].getRotation()>=60 || Assets.playerSprite[0][2].getRotation()<=-60)
84 Player.ANIM_SPEED = -Player.ANIM_SPEED;
86 //back hand
87 Assets.playerSprite[1][2].setPosition(
88 pl.position.x - camera.position.x - 6,
89 pl.position.y - camera.position.y);
90 Assets.playerSprite[1][2].draw(spriteBatch);
91 //back leg
92 Assets.playerSprite[1][3].setPosition(
93 pl.position.x - camera.position.x - 6,
94 pl.position.y - camera.position.y + 10);
95 Assets.playerSprite[1][3].draw(spriteBatch);
96 //front leg
97 Assets.playerSprite[0][3].setPosition(
98 pl.position.x - camera.position.x - 6,
99 pl.position.y - camera.position.y + 10);
100 Assets.playerSprite[0][3].draw(spriteBatch);
101 //head
102 spriteBatch.draw(Assets.playerSprite[pl.dir][0],
103 pl.position.x - camera.position.x - 2,
104 pl.position.y - camera.position.y - 2);
105 //body
106 spriteBatch.draw(Assets.playerSprite[pl.dir][1],
107 pl.position.x - camera.position.x - 2, pl.position.y - camera.position.y + 8);
108 //front hand
109 Assets.playerSprite[0][2].setPosition(
110 pl.position.x - camera.position.x - 6,
111 pl.position.y - camera.position.y);
112 Assets.playerSprite[0][2].draw(spriteBatch);
115 private void drawCreative() {
116 float x = camera.viewportWidth/2-Assets.creativeInv.getRegionWidth()/2;
117 float y = camera.viewportHeight/2-Assets.creativeInv.getRegionHeight()/2;
118 spriteBatch.draw(Assets.creativeInv, x, y);
119 spriteBatch.draw(Assets.creativeScroll, x+156, y+18);
120 for (int i=1; i<Items.BLOCKS.size; i++) {
121 spriteBatch.draw(Items.BLOCKS.getValueAt(i).getTexture(),x+8+(i%8)*18,
122 y+18+(i/8)*18);
124 for (int i=0; i<9; i++) {
125 if (gameProc.player.inventory[i]>0)
126 spriteBatch.draw(Items.BLOCKS.getValueAt(gameProc.player.inventory[i]).getTexture(),
127 x+8+i*18, y+Assets.creativeInv.getRegionHeight()-24);
131 private void drawGUI() {
132 if (gameProc.world.getForeMap(gameProc.cursorX, gameProc.cursorY)>0 ||
133 gameProc.world.getBackMap(gameProc.cursorX, gameProc.cursorY)>0 ||
134 gameProc.ctrlMode==1)
135 spriteBatch.draw(Assets.guiCur,
136 gameProc.cursorX*16-camera.position.x,
137 gameProc.cursorY*16-camera.position.y);
138 spriteBatch.draw(Assets.invBar, camera.viewportWidth/2 - Assets.invBar.getRegionWidth()/2, 0);
139 for (int i=0; i<9; i++) {
140 if (gameProc.player.inventory[i]>0) {
141 spriteBatch.draw(Items.BLOCKS.getValueAt(gameProc.player.inventory[i]).getTexture(),
142 camera.viewportWidth/2 - Assets.invBar.getRegionWidth()/2+3+i*20,
143 3);
146 spriteBatch.draw(Assets.invBarCur,
147 camera.viewportWidth/2 - Assets.invBar.getRegionWidth()/2 - 1 + 20*gameProc.invSlot,
148 -1);
151 private void drawTouchGui() {
152 spriteBatch.draw(Assets.touchArrows[0],26,camera.viewportHeight-52);
153 spriteBatch.draw(Assets.touchArrows[1],0,camera.viewportHeight-26);
154 spriteBatch.draw(Assets.touchArrows[2],26,camera.viewportHeight-26);
155 spriteBatch.draw(Assets.touchArrows[3],52,camera.viewportHeight-26);
156 spriteBatch.draw(Assets.touchLMB, camera.viewportWidth-52, camera.viewportHeight-26);
157 spriteBatch.draw(Assets.touchRMB, camera.viewportWidth-26, camera.viewportHeight-26);
158 spriteBatch.draw(Assets.touchToggleMode, 78, camera.viewportHeight-26);
161 private void drawGamePlay() {
162 drawWorldBackground();
163 Mob.animateMobs();
164 for (Mob mob : gameProc.mobs) drawMob(mob);
165 drawPlayer(gameProc.player);
166 drawWorldForeground();
167 drawGUI();
170 @Override
171 public void render() {
172 Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
174 spriteBatch.begin();
175 switch (CaveGame.STATE) {
176 case GAME_PLAY:
177 drawGamePlay();
178 break;
179 case GAME_CREATIVE_INV:
180 drawGamePlay();
181 drawCreative();
182 break;
185 if (CaveGame.TOUCH) drawTouchGui();
187 setFontColor(255,255,255);
188 drawString("CaveCraft "+CaveGame.VERSION, 0, 0);
189 drawString("FPS: "+GameScreen.FPS, 0, 12);
190 drawString("X: "+(int)(gameProc.player.position.x/16), 0, 24);
191 drawString("Y: "+(gameProc.world.getHeight()-(int)(gameProc.player.position.y/16)), 0, 36);
192 drawString("Seed: "+WorldGen.getSeed(), 0, 48);
193 drawString("Mobs: "+gameProc.mobs.size, 0, 60);
195 spriteBatch.end();