DEADSOFTWARE

Rename BlocksLoader to Items
[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.graphics.Color;
9 import com.badlogic.gdx.math.Vector3;
10 import ru.deadsoftware.cavecraft.Assets;
11 import ru.deadsoftware.cavecraft.Items;
12 import ru.deadsoftware.cavecraft.GameScreen;
13 import ru.deadsoftware.cavecraft.game.objects.Player;
15 public class GameRenderer {
17 private GameProc gameProc;
19 public Vector3 camTargetPos;
20 public OrthographicCamera camera;
21 ShapeRenderer shapeRenderer;
22 SpriteBatch spriteBatch;
24 public GameRenderer(GameProc gameProc) {
25 Gdx.gl.glClearColor(0f,.6f,.6f,1f);
26 this.gameProc = gameProc;
27 camera = new OrthographicCamera();
28 camera.setToOrtho(true, 360,
29 360*((float)GameScreen.getHeight()/GameScreen.getWidth()));
30 camera.position.x=0;
31 camera.position.y=0;
32 camTargetPos = camera.position.cpy();
33 shapeRenderer = new ShapeRenderer();
34 shapeRenderer.setProjectionMatrix(camera.combined);
35 shapeRenderer.setAutoShapeType(true);
36 spriteBatch = new SpriteBatch();
37 spriteBatch.setProjectionMatrix(camera.combined);
38 }
40 private void setColor(int r, int g, int b) {
41 shapeRenderer.setColor(r/255f, g/255f, b/255f, 1f);
42 }
44 private void fillRect(float x, float y, float w, float h) {
45 shapeRenderer.set(ShapeRenderer.ShapeType.Filled);
46 shapeRenderer.rect(x,y,w,h);
47 }
49 private void drawRect(float x, float y, float w, float h) {
50 shapeRenderer.set(ShapeRenderer.ShapeType.Line);
51 shapeRenderer.rect(x,y,w,h);
52 }
54 private void drawWorld() {
55 int minX = (int) (camera.position.x/16);
56 int minY = (int) (camera.position.y/16);
57 int maxX = (int) ((camera.position.x+camera.viewportWidth)/16)+1;
58 int maxY = (int) ((camera.position.y+camera.viewportHeight)/16)+1;
59 if (minX<0) minX=0;
60 if (minY<0) minY=0;
61 if (maxX>gameProc.world.getWidth()) maxX = gameProc.world.getWidth();
62 if (maxY>gameProc.world.getHeight()) maxY = gameProc.world.getHeight();
63 for (int y=minY; y<maxY; y++) {
64 for (int x=minX; x<maxX; x++) {
65 if (gameProc.world.getForeMap(x,y)>0) {
66 spriteBatch.draw(
67 Items.BLOCKS.getValueAt(gameProc.world.getForeMap(x,y)).getTexture(),
68 x * 16 - camera.position.x,y * 16 - camera.position.y);
69 } else if (gameProc.world.getBackMap(x,y)>0) {
70 spriteBatch.draw(
71 Items.BLOCKS.getValueAt(gameProc.world.getBackMap(x,y)).getTexture(),
72 x * 16 - camera.position.x,y * 16 - camera.position.y);
73 Assets.shade.setPosition(x * 16 - camera.position.x,y * 16 - camera.position.y);
74 Assets.shade.draw(spriteBatch);
75 }
76 }
77 }
78 }
80 private void drawPlayer(Player pl) {
81 Assets.playerSprite[pl.dir].setPosition(pl.position.x - camera.position.x,
82 pl.position.y - camera.position.y);
83 Assets.playerSprite[pl.dir].draw(spriteBatch);
84 }
86 private void drawGUI() {
87 spriteBatch.draw(Assets.invBar, camera.viewportWidth/2 - Assets.invBar.getRegionWidth()/2,
88 camera.viewportHeight - Assets.invBar.getRegionHeight());
89 for (int i=0; i<8; i++) {
90 if (gameProc.player.inventory[i]>0) {
91 spriteBatch.draw(Items.BLOCKS.getValueAt(gameProc.player.inventory[i]).getTexture(),
92 camera.viewportWidth/2 - Assets.invBar.getRegionWidth()/2+3+i*20,
93 camera.viewportHeight-19);
94 }
95 }
96 spriteBatch.draw(Assets.invCur,
97 camera.viewportWidth/2 - Assets.invBar.getRegionWidth()/2 - 1 + 20*gameProc.invSlot,
98 camera.viewportHeight - Assets.invBar.getRegionHeight() - 2);
99 }
101 public void render() {
102 Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
103 spriteBatch.begin();
104 drawWorld();
105 drawPlayer(gameProc.player);
106 drawGUI();
107 spriteBatch.end();
108 shapeRenderer.begin(ShapeRenderer.ShapeType.Line);
109 shapeRenderer.setColor(Color.ORANGE);
110 drawRect(gameProc.cursorX*16-camera.position.x,
111 gameProc.cursorY*16-camera.position.y,16,16);
112 shapeRenderer.end();