DEADSOFTWARE

fac4ba2a9f25d42c987e1c6d68e1adaa33d38562
[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.Color;
5 import com.badlogic.gdx.graphics.GL20;
6 import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
7 import com.badlogic.gdx.math.Vector2;
8 import ru.deadsoftware.cavecraft.CaveGame;
9 import ru.deadsoftware.cavecraft.GameScreen;
10 import ru.deadsoftware.cavecraft.game.mobs.Mob;
11 import ru.deadsoftware.cavecraft.game.objects.Player;
12 import ru.deadsoftware.cavecraft.misc.Assets;
13 import ru.deadsoftware.cavecraft.misc.Renderer;
15 public class GameRenderer extends Renderer {
17 private GameProc gameProc;
19 public GameRenderer(GameProc gameProc,float width, float heigth) {
20 super(width,heigth);
21 Gdx.gl.glClearColor(0f,.6f,.6f,1f);
22 this.gameProc = gameProc;
23 }
25 private void drawWorldBackground() {
26 int minX = (int) (camera.position.x/16)-1;
27 int minY = (int) (camera.position.y/16)-1;
28 int maxX = (int) ((camera.position.x+camera.viewportWidth)/16)+1;
29 int maxY = (int) ((camera.position.y+camera.viewportHeight)/16)+1;
30 if (minY<0) minY=0;
31 if (maxY>gameProc.world.getHeight()) maxY = gameProc.world.getHeight();
32 for (int y=minY; y<maxY; y++) {
33 for (int x=minX; x<maxX; x++) {
34 if ((gameProc.world.getForeMap(x,y)==0 || Items.BLOCKS.getValueAt(gameProc.world.getForeMap(x,y)).transparent)
35 && gameProc.world.getBackMap(x,y)>0) {
36 spriteBatch.draw(
37 Assets.blockTextures[Items.BLOCKS.getValueAt(gameProc.world.getBackMap(x,y)).getTexture()],
38 x * 16 - camera.position.x,y * 16 - camera.position.y);
39 Assets.shade.setPosition(x * 16 - camera.position.x,y * 16 - camera.position.y);
40 Assets.shade.draw(spriteBatch);
41 }
42 if (gameProc.world.getForeMap(x,y)>0 && Items.BLOCKS.getValueAt(gameProc.world.getForeMap(x,y)).background) {
43 spriteBatch.draw(
44 Assets.blockTextures[Items.BLOCKS.getValueAt(gameProc.world.getForeMap(x,y)).getTexture()],
45 x * 16 - camera.position.x,y * 16 - camera.position.y);
46 }
47 }
48 }
49 }
51 private void drawWorldForeground(){
52 int minX = (int) (camera.position.x/16)-1;
53 int minY = (int) (camera.position.y/16)-1;
54 int maxX = (int) ((camera.position.x+camera.viewportWidth)/16)+1;
55 int maxY = (int) ((camera.position.y+camera.viewportHeight)/16)+1;
56 if (minY<0) minY=0;
57 if (maxY>gameProc.world.getHeight()) maxY = gameProc.world.getHeight();
58 for (int y=minY; y<maxY; y++) {
59 for (int x=minX; x<maxX; x++) {
60 if (gameProc.world.getForeMap(x,y)>0 && !Items.BLOCKS.getValueAt(gameProc.world.getForeMap(x,y)).background) {
61 spriteBatch.draw(
62 Assets.blockTextures[Items.BLOCKS.getValueAt(gameProc.world.getForeMap(x,y)).getTexture()],
63 x * 16 - camera.position.x,y * 16 - camera.position.y);
64 }
65 }
66 }
67 }
69 private void drawMob(Mob mob) {
70 mob.draw(spriteBatch,
71 mob.position.x-camera.position.x-gameProc.world.getWidth()*16, mob.position.y-camera.position.y);
72 mob.draw(spriteBatch,
73 mob.position.x-camera.position.x, mob.position.y-camera.position.y);
74 mob.draw(spriteBatch,
75 mob.position.x-camera.position.x+gameProc.world.getWidth()*16, mob.position.y-camera.position.y);
76 }
78 private void drawPlayer(Player pl) {
79 if (!pl.moveX.equals(Vector2.Zero) || Assets.playerSprite[0][2].getRotation()!=0) {
80 Assets.playerSprite[0][2].rotate(Player.ANIM_SPEED);
81 Assets.playerSprite[1][2].rotate(-Player.ANIM_SPEED);
82 Assets.playerSprite[0][3].rotate(-Player.ANIM_SPEED);
83 Assets.playerSprite[1][3].rotate(Player.ANIM_SPEED);
84 } else {
85 Assets.playerSprite[0][2].setRotation(0);
86 Assets.playerSprite[1][2].setRotation(0);
87 Assets.playerSprite[0][3].setRotation(0);
88 Assets.playerSprite[1][3].setRotation(0);
89 }
90 if (Assets.playerSprite[0][2].getRotation()>=60 || Assets.playerSprite[0][2].getRotation()<=-60)
91 Player.ANIM_SPEED = -Player.ANIM_SPEED;
93 //back hand
94 Assets.playerSprite[1][2].setPosition(
95 pl.position.x - camera.position.x - 6,
96 pl.position.y - camera.position.y);
97 Assets.playerSprite[1][2].draw(spriteBatch);
98 //back leg
99 Assets.playerSprite[1][3].setPosition(
100 pl.position.x - camera.position.x - 6,
101 pl.position.y - camera.position.y + 10);
102 Assets.playerSprite[1][3].draw(spriteBatch);
103 //front leg
104 Assets.playerSprite[0][3].setPosition(
105 pl.position.x - camera.position.x - 6,
106 pl.position.y - camera.position.y + 10);
107 Assets.playerSprite[0][3].draw(spriteBatch);
108 //head
109 spriteBatch.draw(Assets.playerSprite[pl.dir][0],
110 pl.position.x - camera.position.x - 2,
111 pl.position.y - camera.position.y - 2);
112 //body
113 spriteBatch.draw(Assets.playerSprite[pl.dir][1],
114 pl.position.x - camera.position.x - 2, pl.position.y - camera.position.y + 8);
115 //front hand
116 Assets.playerSprite[0][2].setPosition(
117 pl.position.x - camera.position.x - 6,
118 pl.position.y - camera.position.y);
119 Assets.playerSprite[0][2].draw(spriteBatch);
122 private void drawCreative() {
123 float x = camera.viewportWidth/2-Assets.creativeInv.getRegionWidth()/2;
124 float y = camera.viewportHeight/2-Assets.creativeInv.getRegionHeight()/2;
125 spriteBatch.draw(Assets.creativeInv, x, y);
126 spriteBatch.draw(Assets.creativeScroll, x+156,
127 y+18+(gameProc.creativeScroll*(72/gameProc.maxCreativeScroll)));
128 for (int i=gameProc.creativeScroll*8; i<gameProc.creativeScroll*8+40; i++) {
129 if (i>0 && i<Items.BLOCKS.size)
130 spriteBatch.draw(Assets.blockTextures[Items.BLOCKS.getValueAt(i).getTexture()],
131 x+8+((i-gameProc.creativeScroll*8)%8)*18,
132 y+18+((i-gameProc.creativeScroll*8)/8)*18);
134 for (int i=0; i<9; i++) {
135 if (gameProc.player.inventory[i]>0)
136 spriteBatch.draw(Assets.blockTextures[Items.BLOCKS.getValueAt(gameProc.player.inventory[i]).getTexture()],
137 x+8+i*18, y+Assets.creativeInv.getRegionHeight()-24);
141 private void drawGUI() {
142 if (gameProc.world.getForeMap(gameProc.cursorX, gameProc.cursorY)>0 ||
143 gameProc.world.getBackMap(gameProc.cursorX, gameProc.cursorY)>0 ||
144 gameProc.ctrlMode==1)
145 spriteBatch.draw(Assets.guiCur,
146 gameProc.cursorX*16-camera.position.x,
147 gameProc.cursorY*16-camera.position.y);
148 spriteBatch.draw(Assets.invBar, camera.viewportWidth/2 - Assets.invBar.getRegionWidth()/2, 0);
149 for (int i=0; i<9; i++) {
150 if (gameProc.player.inventory[i]>0) {
151 spriteBatch.draw(Assets.blockTextures[Items.BLOCKS.getValueAt(gameProc.player.inventory[i]).getTexture()],
152 camera.viewportWidth/2 - Assets.invBar.getRegionWidth()/2+3+i*20,
153 3);
156 spriteBatch.draw(Assets.invBarCur,
157 camera.viewportWidth/2 - Assets.invBar.getRegionWidth()/2 - 1 + 20*gameProc.invSlot,
158 -1);
161 private void drawTouchGui() {
162 spriteBatch.draw(Assets.touchArrows[0],26,camera.viewportHeight-52);
163 spriteBatch.draw(Assets.touchArrows[1],0,camera.viewportHeight-26);
164 spriteBatch.draw(Assets.touchArrows[2],26,camera.viewportHeight-26);
165 spriteBatch.draw(Assets.touchArrows[3],52,camera.viewportHeight-26);
166 spriteBatch.draw(Assets.touchLMB, camera.viewportWidth-52, camera.viewportHeight-26);
167 spriteBatch.draw(Assets.touchRMB, camera.viewportWidth-26, camera.viewportHeight-26);
168 spriteBatch.draw(Assets.touchToggleMode, 78, camera.viewportHeight-26);
169 if (gameProc.ctrlMode==1) {
170 Assets.shade.setPosition(83, camera.viewportHeight-21);
171 Assets.shade.draw(spriteBatch);
175 private void drawGamePlay() {
176 drawWorldBackground();
177 //Mob.animateMobs();
178 for (Mob mob : gameProc.mobs) drawMob(mob);
179 drawPlayer(gameProc.player);
180 drawWorldForeground();
181 drawGUI();
184 @Override
185 public void render() {
186 Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
188 spriteBatch.begin();
189 switch (CaveGame.STATE) {
190 case GAME_PLAY:
191 drawGamePlay();
192 break;
193 case GAME_CREATIVE_INV:
194 drawGamePlay();
195 drawCreative();
196 break;
199 if (CaveGame.TOUCH) drawTouchGui();
201 if (GameScreen.SHOW_DEBUG) {
202 drawString("FPS: "+GameScreen.FPS,0, 0);
203 drawString("X: "+(int)(gameProc.player.position.x/16),0, 10);
204 drawString("Y: "+(int)(gameProc.player.position.y/16),0, 20);
205 drawString("Mobs: "+gameProc.mobs.size(), 0, 30);
208 spriteBatch.end();