DEADSOFTWARE

Add assets loader and player skin
[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.Rectangle;
10 import com.badlogic.gdx.math.Vector3;
11 import ru.deadsoftware.cavecraft.Assets;
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 setColor(128,128,128);
67 fillRect(x*16-camera.position.x,
68 y*16-camera.position.y,16,16);
69 setColor(0,0,0);
70 drawRect(x*16-camera.position.x,
71 y*16-camera.position.y,16,16);
72 } else {
73 if (gameProc.world.getBackMap(x,y)>0) {
74 setColor(64,64,64);
75 fillRect(x*16-camera.position.x,
76 y*16-camera.position.y,16,16);
77 setColor(0,0,0);
78 drawRect(x*16-camera.position.x,
79 y*16-camera.position.y,16,16);
80 }
81 }
83 }
84 }
85 shapeRenderer.setColor(Color.ORANGE);
86 drawRect(gameProc.cursorX*16-camera.position.x,
87 gameProc.cursorY*16-camera.position.y,16,16);
88 }
90 private void drawPlayer(Player pl) {
91 spriteBatch.begin();
92 Assets.playerSprite[pl.dir].setPosition(pl.position.x - camera.position.x,
93 pl.position.y - camera.position.y);
94 Assets.playerSprite[pl.dir].draw(spriteBatch);
95 spriteBatch.end();
96 }
98 public void render() {
99 Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
100 shapeRenderer.begin();
101 drawWorld();
102 shapeRenderer.end();
103 drawPlayer(gameProc.player);