DEADSOFTWARE

Add player and physics
[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.glutils.ShapeRenderer;
7 import com.badlogic.gdx.graphics.Color;
8 import com.badlogic.gdx.math.Rectangle;
9 import com.badlogic.gdx.math.Vector3;
10 import ru.deadsoftware.cavecraft.GameScreen;
11 import ru.deadsoftware.cavecraft.game.objects.Player;
13 public class GameRenderer {
15 private GameProc gameProc;
17 public Vector3 camTargetPos;
18 public OrthographicCamera camera;
19 ShapeRenderer shapeRenderer;
21 public GameRenderer(GameProc gameProc) {
22 Gdx.gl.glClearColor(0f,.6f,.6f,1f);
23 this.gameProc = gameProc;
24 camera = new OrthographicCamera();
25 camera.setToOrtho(true, 320,
26 320*((float)GameScreen.getHeight()/GameScreen.getWidth()));
27 camera.position.x=0;
28 camera.position.y=0;
29 camTargetPos = camera.position.cpy();
30 shapeRenderer = new ShapeRenderer();
31 shapeRenderer.setProjectionMatrix(camera.combined);
32 shapeRenderer.setAutoShapeType(true);
33 }
35 private void setColor(int r, int g, int b) {
36 shapeRenderer.setColor(r/255f, g/255f, b/255f, 1f);
37 }
39 private void fillRect(float x, float y, float w, float h) {
40 shapeRenderer.set(ShapeRenderer.ShapeType.Filled);
41 shapeRenderer.rect(x,y,w,h);
42 }
44 private void drawRect(float x, float y, float w, float h) {
45 shapeRenderer.set(ShapeRenderer.ShapeType.Line);
46 shapeRenderer.rect(x,y,w,h);
47 }
49 private void drawWorld() {
50 int minX = (int) (camera.position.x/16);
51 int minY = (int) (camera.position.y/16);
52 int maxX = (int) ((camera.position.x+camera.viewportWidth)/16)+1;
53 int maxY = (int) ((camera.position.y+camera.viewportHeight)/16)+1;
54 if (minX<0) minX=0;
55 if (minY<0) minY=0;
56 if (maxX>=gameProc.world.getWidth()) maxX = gameProc.world.getWidth()-1;
57 if (maxY>=gameProc.world.getHeight()) maxY = gameProc.world.getHeight()-1;
58 for (int y=minY; y<maxY; y++) {
59 for (int x=minX; x<maxX; x++) {
60 if (gameProc.world.getForeMap(x,y)>0) {
61 setColor(128,128,128);
62 fillRect(x*16-camera.position.x,
63 y*16-camera.position.y,16,16);
64 setColor(0,0,0);
65 drawRect(x*16-camera.position.x,
66 y*16-camera.position.y,16,16);
67 } else {
68 if (gameProc.world.getBackMap(x,y)>0) {
69 setColor(64,64,64);
70 fillRect(x*16-camera.position.x,
71 y*16-camera.position.y,16,16);
72 setColor(0,0,0);
73 drawRect(x*16-camera.position.x,
74 y*16-camera.position.y,16,16);
75 }
76 }
78 }
79 }
80 shapeRenderer.setColor(Color.ORANGE);
81 drawRect(gameProc.cursorX*16-camera.position.x,
82 gameProc.cursorY*16-camera.position.y,16,16);
83 }
85 private void drawPlayer(Player pl) {
86 setColor(0,128,0);
87 fillRect(pl.position.x - camera.position.x,
88 pl.position.y - camera.position.y, pl.width, pl.height);
89 }
91 public void render() {
92 Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
93 shapeRenderer.begin();
94 drawWorld();
95 drawPlayer(gameProc.player);
96 shapeRenderer.end();
97 }
99 }