DEADSOFTWARE

Gameplay enhancements
[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.MathUtils;
9 import com.badlogic.gdx.math.Vector2;
10 import ru.deadsoftware.cavecraft.Assets;
11 import ru.deadsoftware.cavecraft.CaveGame;
12 import ru.deadsoftware.cavecraft.Items;
13 import ru.deadsoftware.cavecraft.GameScreen;
14 import ru.deadsoftware.cavecraft.game.mobs.Mob;
15 import ru.deadsoftware.cavecraft.game.objects.Player;
17 public class GameRenderer {
19 private GameProc gameProc;
21 public OrthographicCamera camera, fontCam, touchCam;
22 ShapeRenderer shapeRenderer;
23 SpriteBatch spriteBatch, fontBatch, touchBatch;
25 public GameRenderer(GameProc gameProc) {
26 Gdx.gl.glClearColor(0f,.6f,.6f,1f);
27 this.gameProc = gameProc;
28 camera = new OrthographicCamera();
29 if (!CaveGame.TOUCH) {
30 camera.setToOrtho(true, 480,
31 480 * ((float) GameScreen.getHeight() / GameScreen.getWidth()));
32 } else {
33 camera.setToOrtho(true, 240,
34 240 * ((float) GameScreen.getHeight() / GameScreen.getWidth()));
35 }
36 shapeRenderer = new ShapeRenderer();
37 shapeRenderer.setProjectionMatrix(camera.combined);
38 shapeRenderer.setAutoShapeType(true);
39 spriteBatch = new SpriteBatch();
40 spriteBatch.setProjectionMatrix(camera.combined);
42 fontCam = new OrthographicCamera();
43 fontCam.setToOrtho(true, GameScreen.getWidth(), GameScreen.getHeight());
44 fontBatch = new SpriteBatch();
45 fontBatch.setProjectionMatrix(fontCam.combined);
46 touchCam = new OrthographicCamera();
47 touchCam.setToOrtho(true, 240,
48 240*((float)GameScreen.getHeight()/GameScreen.getWidth()));
49 touchBatch = new SpriteBatch();
50 touchBatch.setProjectionMatrix(touchCam.combined);
51 }
53 private void setFontColor(int r, int g, int b) {
54 Assets.minecraftFont.setColor(r/255f, g/255f, b/255f, 1f);
55 }
57 private void drawString(String str, float x, float y) {
58 Assets.minecraftFont.draw(fontBatch, str, x, y);
59 }
61 private void drawWorld() {
62 int minX = (int) (camera.position.x/16);
63 int minY = (int) (camera.position.y/16);
64 int maxX = (int) ((camera.position.x+camera.viewportWidth)/16)+1;
65 int maxY = (int) ((camera.position.y+camera.viewportHeight)/16)+1;
66 if (minX<0) minX=0;
67 if (minY<0) minY=0;
68 if (maxX>gameProc.world.getWidth()) maxX = gameProc.world.getWidth();
69 if (maxY>gameProc.world.getHeight()) maxY = gameProc.world.getHeight();
70 for (int y=minY; y<maxY; y++) {
71 for (int x=minX; x<maxX; x++) {
72 if (gameProc.world.getForeMap(x,y)>0){/* &&
73 !Items.BLOCKS.getValueAt(gameProc.world.getForeMap(x,y)).foreground) {
74 spriteBatch.draw(
75 Items.BLOCKS.getValueAt(gameProc.world.getForeMap(x,y)).getTexture(),
76 x * 16 - camera.position.x,y * 16 - camera.position.y);*/
77 } else if (gameProc.world.getBackMap(x,y)>0) {
78 spriteBatch.draw(
79 Items.BLOCKS.getValueAt(gameProc.world.getBackMap(x,y)).getTexture(),
80 x * 16 - camera.position.x,y * 16 - camera.position.y);
81 Assets.shade.setPosition(x * 16 - camera.position.x,y * 16 - camera.position.y);
82 Assets.shade.draw(spriteBatch);
83 }
84 }
85 }
86 }
88 private void drawWorldForeground(){
89 int minX = (int) (camera.position.x/16);
90 int minY = (int) (camera.position.y/16);
91 int maxX = (int) ((camera.position.x+camera.viewportWidth)/16)+1;
92 int maxY = (int) ((camera.position.y+camera.viewportHeight)/16)+1;
93 if (minX<0) minX=0;
94 if (minY<0) minY=0;
95 if (maxX>gameProc.world.getWidth()) maxX = gameProc.world.getWidth();
96 if (maxY>gameProc.world.getHeight()) maxY = gameProc.world.getHeight();
97 for (int y=minY; y<maxY; y++) {
98 for (int x=minX; x<maxX; x++) {
99 if (gameProc.world.getForeMap(x,y)>0) { /*&&
100 Items.BLOCKS.getValueAt(gameProc.world.getForeMap(x,y)).foreground) {*/
101 spriteBatch.draw(
102 Items.BLOCKS.getValueAt(gameProc.world.getForeMap(x,y)).getTexture(),
103 x * 16 - camera.position.x,y * 16 - camera.position.y);
109 private void drawMob(Mob mob) {
110 mob.draw(spriteBatch,
111 mob.position.x-camera.position.x, mob.position.y-camera.position.y);
114 private void drawPlayer(Player pl) {
115 if (!pl.moveX.equals(Vector2.Zero) || Assets.playerSkin[0][2].getRotation()!=0) {
116 Assets.playerSkin[0][2].rotate(Mob.ANIM_SPEED);
117 Assets.playerSkin[1][2].rotate(-Mob.ANIM_SPEED);
118 Assets.playerSkin[0][3].rotate(-Mob.ANIM_SPEED);
119 Assets.playerSkin[1][3].rotate(Mob.ANIM_SPEED);
120 } else {
121 Assets.playerSkin[0][2].setRotation(0);
122 Assets.playerSkin[1][2].setRotation(0);
123 Assets.playerSkin[0][3].setRotation(0);
124 Assets.playerSkin[1][3].setRotation(0);
126 if (Assets.playerSkin[0][2].getRotation()>=60 || Assets.playerSkin[0][2].getRotation()<=-60)
127 Mob.ANIM_SPEED = -Mob.ANIM_SPEED;
129 //back hand
130 Assets.playerSkin[1][2].setPosition(
131 pl.position.x - camera.position.x - 6,
132 pl.position.y - camera.position.y);
133 Assets.playerSkin[1][2].draw(spriteBatch);
134 //back leg
135 Assets.playerSkin[1][3].setPosition(
136 pl.position.x - camera.position.x - 6,
137 pl.position.y - camera.position.y + 10);
138 Assets.playerSkin[1][3].draw(spriteBatch);
139 //front leg
140 Assets.playerSkin[0][3].setPosition(
141 pl.position.x - camera.position.x - 6,
142 pl.position.y - camera.position.y + 10);
143 Assets.playerSkin[0][3].draw(spriteBatch);
144 //head
145 spriteBatch.draw(Assets.playerSkin[pl.dir][0],
146 pl.position.x - camera.position.x - 2,
147 pl.position.y - camera.position.y - 2);
148 //body
149 spriteBatch.draw(Assets.playerSkin[pl.dir][1],
150 pl.position.x - camera.position.x - 2, pl.position.y - camera.position.y + 8);
151 //front hand
152 Assets.playerSkin[0][2].setPosition(
153 pl.position.x - camera.position.x - 6,
154 pl.position.y - camera.position.y);
155 Assets.playerSkin[0][2].draw(spriteBatch);
158 private void drawCreative() {
159 float x = camera.viewportWidth/2-Assets.creativeInv.getRegionWidth()/2;
160 float y = camera.viewportHeight/2-Assets.creativeInv.getRegionHeight()/2;
161 spriteBatch.draw(Assets.creativeInv, x, y);
162 spriteBatch.draw(Assets.creativeScroll, x+156, y+18);
163 for (int i=1; i<Items.BLOCKS.size; i++) {
164 spriteBatch.draw(Items.BLOCKS.getValueAt(i).getTexture(),x+8+(i%8)*18,
165 y+18+(i/8)*18);
167 for (int i=0; i<9; i++) {
168 if (gameProc.player.inventory[i]>0)
169 spriteBatch.draw(Items.BLOCKS.getValueAt(gameProc.player.inventory[i]).getTexture(),
170 x+8+i*18, y+184);
174 private void drawGUI() {
175 if (gameProc.world.getForeMap(gameProc.cursorX, gameProc.cursorY)>0 ||
176 gameProc.world.getBackMap(gameProc.cursorX, gameProc.cursorY)>0 ||
177 gameProc.ctrlMode==1)
178 spriteBatch.draw(Assets.guiCur,
179 gameProc.cursorX*16-camera.position.x,
180 gameProc.cursorY*16-camera.position.y);
181 spriteBatch.draw(Assets.invBar, camera.viewportWidth/2 - Assets.invBar.getRegionWidth()/2, 0);
182 for (int i=0; i<9; i++) {
183 if (gameProc.player.inventory[i]>0) {
184 spriteBatch.draw(Items.BLOCKS.getValueAt(gameProc.player.inventory[i]).getTexture(),
185 camera.viewportWidth/2 - Assets.invBar.getRegionWidth()/2+3+i*20,
186 3);
189 spriteBatch.draw(Assets.invBarCur,
190 camera.viewportWidth/2 - Assets.invBar.getRegionWidth()/2 - 1 + 20*gameProc.invSlot,
191 -1);
194 private void drawTouchGui() {
195 touchBatch.draw(Assets.touchArrows[0],26,touchCam.viewportHeight-52);
196 touchBatch.draw(Assets.touchArrows[1],0,touchCam.viewportHeight-26);
197 touchBatch.draw(Assets.touchArrows[2],26,touchCam.viewportHeight-26);
198 touchBatch.draw(Assets.touchArrows[3],52,touchCam.viewportHeight-26);
199 touchBatch.draw(Assets.touchLMB, touchCam.viewportWidth-52, touchCam.viewportHeight-26);
200 touchBatch.draw(Assets.touchRMB, touchCam.viewportWidth-26, touchCam.viewportHeight-26);
201 touchBatch.draw(Assets.touchToggleMode, 78, touchCam.viewportHeight-26);
204 private void drawGamePlay() {
205 drawWorld();
206 for (Mob mob : gameProc.mobs) drawMob(mob);
207 drawPlayer(gameProc.player);
208 drawWorldForeground();
209 drawGUI();
212 public void render() {
213 Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
215 spriteBatch.begin();
216 switch (CaveGame.STATE) {
217 case GAME_PLAY:
218 drawGamePlay();
219 break;
220 case GAME_CREATIVE_INV:
221 drawGamePlay();
222 drawCreative();
223 break;
225 spriteBatch.end();
227 if (CaveGame.TOUCH) {
228 touchBatch.begin();
229 drawTouchGui();
230 touchBatch.end();
233 fontBatch.begin();
234 setFontColor(255,255,255);
235 drawString("CaveCraft "+CaveGame.VERSION, 0, 0);
236 drawString("FPS: "+GameScreen.FPS, 0, 20);
237 drawString("X: "+(int)(gameProc.player.position.x/16), 0, 40);
238 drawString("Y: "+(int)(gameProc.player.position.y/16), 0, 60);
239 fontBatch.end();