DEADSOFTWARE

Add player animation and fly mode
[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.Vector2;
10 import com.badlogic.gdx.math.Vector3;
11 import ru.deadsoftware.cavecraft.Assets;
12 import ru.deadsoftware.cavecraft.CaveGame;
13 import ru.deadsoftware.cavecraft.Items;
14 import ru.deadsoftware.cavecraft.GameScreen;
15 import ru.deadsoftware.cavecraft.game.mobs.Mob;
16 import ru.deadsoftware.cavecraft.game.objects.Player;
18 public class GameRenderer {
20 private GameProc gameProc;
22 public Vector3 camTargetPos;
23 public OrthographicCamera camera;
24 ShapeRenderer shapeRenderer;
25 SpriteBatch spriteBatch;
27 public GameRenderer(GameProc gameProc) {
28 Gdx.gl.glClearColor(0f,.6f,.6f,1f);
29 this.gameProc = gameProc;
30 camera = new OrthographicCamera();
31 camera.setToOrtho(true, 360,
32 360*((float)GameScreen.getHeight()/GameScreen.getWidth()));
33 camera.position.x=0;
34 camera.position.y=0;
35 camTargetPos = camera.position.cpy();
36 shapeRenderer = new ShapeRenderer();
37 shapeRenderer.setProjectionMatrix(camera.combined);
38 shapeRenderer.setAutoShapeType(true);
39 spriteBatch = new SpriteBatch();
40 spriteBatch.setProjectionMatrix(camera.combined);
41 }
43 private void drawWorld() {
44 int minX = (int) (camera.position.x/16);
45 int minY = (int) (camera.position.y/16);
46 int maxX = (int) ((camera.position.x+camera.viewportWidth)/16)+1;
47 int maxY = (int) ((camera.position.y+camera.viewportHeight)/16)+1;
48 if (minX<0) minX=0;
49 if (minY<0) minY=0;
50 if (maxX>gameProc.world.getWidth()) maxX = gameProc.world.getWidth();
51 if (maxY>gameProc.world.getHeight()) maxY = gameProc.world.getHeight();
52 for (int y=minY; y<maxY; y++) {
53 for (int x=minX; x<maxX; x++) {
54 if (gameProc.world.getForeMap(x,y)>0) {
55 spriteBatch.draw(
56 Items.BLOCKS.getValueAt(gameProc.world.getForeMap(x,y)).getTexture(),
57 x * 16 - camera.position.x,y * 16 - camera.position.y);
58 } else if (gameProc.world.getBackMap(x,y)>0) {
59 spriteBatch.draw(
60 Items.BLOCKS.getValueAt(gameProc.world.getBackMap(x,y)).getTexture(),
61 x * 16 - camera.position.x,y * 16 - camera.position.y);
62 Assets.shade.setPosition(x * 16 - camera.position.x,y * 16 - camera.position.y);
63 Assets.shade.draw(spriteBatch);
64 }
65 }
66 }
67 }
69 private void drawMob(Mob mob) {
70 mob.draw(spriteBatch,
71 mob.position.x-camera.position.x, mob.position.y-camera.position.y);
72 }
74 private void drawPlayer(Player pl) {
75 if (!pl.moveX.equals(Vector2.Zero)) {
76 Assets.playerSkin[0][2].rotate(Mob.ANIM_SPEED);
77 Assets.playerSkin[1][2].rotate(-Mob.ANIM_SPEED);
78 Assets.playerSkin[0][3].rotate(-Mob.ANIM_SPEED);
79 Assets.playerSkin[1][3].rotate(Mob.ANIM_SPEED);
80 } else {
81 Assets.playerSkin[0][2].setRotation(0);
82 Assets.playerSkin[1][2].setRotation(0);
83 Assets.playerSkin[0][3].setRotation(0);
84 Assets.playerSkin[1][3].setRotation(0);
85 }
86 if (Assets.playerSkin[0][2].getRotation()>=60 || Assets.playerSkin[0][2].getRotation()<=-60)
87 Mob.ANIM_SPEED = -Mob.ANIM_SPEED;
88 Assets.playerSkin[1][2].setPosition(
89 pl.position.x - camera.position.x - 6,
90 pl.position.y - camera.position.y);
91 Assets.playerSkin[1][2].draw(spriteBatch);
92 Assets.playerSkin[1][3].setPosition(
93 pl.position.x - camera.position.x - 6,
94 pl.position.y - camera.position.y + 10);
95 Assets.playerSkin[1][3].draw(spriteBatch);
96 Assets.playerSkin[0][3].setPosition(
97 pl.position.x - camera.position.x - 6,
98 pl.position.y - camera.position.y + 10);
99 Assets.playerSkin[0][3].draw(spriteBatch);
101 spriteBatch.draw(Assets.playerSkin[pl.dir][0],
102 pl.position.x - camera.position.x - 2, pl.position.y - camera.position.y - 2);
103 spriteBatch.draw(Assets.playerSkin[pl.dir][1],
104 pl.position.x - camera.position.x - 2, pl.position.y - camera.position.y + 8);
106 Assets.playerSkin[0][2].setPosition(
107 pl.position.x - camera.position.x - 6,
108 pl.position.y - camera.position.y);
109 Assets.playerSkin[0][2].draw(spriteBatch);
112 private void drawGUI() {
113 spriteBatch.draw(Assets.invBar, camera.viewportWidth/2 - Assets.invBar.getRegionWidth()/2, 0);
114 for (int i=0; i<8; i++) {
115 if (gameProc.player.inventory[i]>0) {
116 spriteBatch.draw(Items.BLOCKS.getValueAt(gameProc.player.inventory[i]).getTexture(),
117 camera.viewportWidth/2 - Assets.invBar.getRegionWidth()/2+3+i*20,
118 3);
121 spriteBatch.draw(Assets.invCur,
122 camera.viewportWidth/2 - Assets.invBar.getRegionWidth()/2 - 1 + 20*gameProc.invSlot,
123 -1);
125 if (CaveGame.TOUCH) {
126 spriteBatch.draw(Assets.touchArrows[0],26,camera.viewportHeight-52);
127 spriteBatch.draw(Assets.touchArrows[1],0,camera.viewportHeight-26);
128 spriteBatch.draw(Assets.touchArrows[2],26,camera.viewportHeight-26);
129 spriteBatch.draw(Assets.touchArrows[3],52,camera.viewportHeight-26);
130 spriteBatch.draw(Assets.touchSpace, camera.viewportWidth/2-52, camera.viewportHeight-26);
131 spriteBatch.draw(Assets.touchLMB, camera.viewportWidth-52, camera.viewportHeight-26);
132 spriteBatch.draw(Assets.touchRMB, camera.viewportWidth-26, camera.viewportHeight-26);
133 spriteBatch.draw(Assets.touchToggleMode, 78, camera.viewportHeight-26);
134 if (gameProc.ctrlMode==1) {
135 Assets.shade.setPosition(83, camera.viewportHeight-21);
136 Assets.shade.draw(spriteBatch);
141 public void render() {
142 Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
144 spriteBatch.begin();
145 drawWorld();
146 for (Mob mob : gameProc.mobs) drawMob(mob);
147 drawPlayer(gameProc.player);
148 drawGUI();
149 spriteBatch.end();
151 if (gameProc.ctrlMode==1) {
152 shapeRenderer.begin(ShapeRenderer.ShapeType.Line);
153 shapeRenderer.setColor(Color.ORANGE);
154 shapeRenderer.set(ShapeRenderer.ShapeType.Line);
155 shapeRenderer.rect(gameProc.cursorX * 16 - camera.position.x,
156 gameProc.cursorY * 16 - camera.position.y, 16, 16);
157 shapeRenderer.end();