DEADSOFTWARE

Rename position -> pos
[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.math.MathUtils;
6 import ru.deadsoftware.cavecraft.CaveGame;
7 import ru.deadsoftware.cavecraft.GameScreen;
8 import ru.deadsoftware.cavecraft.game.mobs.Mob;
9 import ru.deadsoftware.cavecraft.game.objects.Drop;
10 import ru.deadsoftware.cavecraft.game.objects.Player;
11 import ru.deadsoftware.cavecraft.misc.Assets;
12 import ru.deadsoftware.cavecraft.misc.Renderer;
14 public class GameRenderer extends Renderer {
16 private GameProc gp;
18 public GameRenderer(GameProc gp, float width, float heigth) {
19 super(width, heigth);
20 Gdx.gl.glClearColor(0f, .6f, .6f, 1f);
21 this.gp = gp;
22 }
24 private float drawX(int x) {
25 return x * 16 - getCamX();
26 }
28 private float drawY(int y) {
29 return y * 16 - getCamY();
30 }
32 private void drawWreck() {
33 if (gp.blockDmg > 0) {
34 spriter.draw(Assets.wreck[
35 10 * gp.blockDmg /
36 GameItems.getBlock(gp.world.getForeMap(gp.curX, gp.curY)).getHp()],
37 gp.curX * 16 - getCamX(),
38 gp.curY * 16 - getCamY());
39 }
40 }
42 private void drawWorldBackground() {
43 int minX = (int) (getCamX() / 16) - 1;
44 int minY = (int) (getCamY() / 16) - 1;
45 int maxX = (int) ((getCamX() + getWidth()) / 16) + 1;
46 int maxY = (int) ((getCamY() + getHeight()) / 16) + 1;
47 if (minY < 0) minY = 0;
48 if (maxY > gp.world.getHeight()) maxY = gp.world.getHeight();
49 for (int y = minY; y < maxY; y++) {
50 for (int x = minX; x < maxX; x++) {
51 if ((gp.world.getForeMap(x, y) == 0 || GameItems.getBlock(gp.world.getForeMap(x, y)).tp)
52 && gp.world.getBackMap(x, y) > 0) {
53 spriter.draw(
54 Assets.blockTex[GameItems.getBlock(gp.world.getBackMap(x, y)).getTex()],
55 drawX(x), drawY(y));
56 if (gp.world.getForeMap(x, y) == 0) drawWreck();
57 Assets.shade.setPosition(drawX(x), drawY(y));
58 Assets.shade.draw(spriter);
59 }
60 if (gp.world.getForeMap(x, y) > 0 && GameItems.getBlock(gp.world.getForeMap(x, y)).bg) {
61 spriter.draw(
62 Assets.blockTex[GameItems.getBlock(gp.world.getForeMap(x, y)).getTex()],
63 drawX(x), drawY(y));
64 drawWreck();
65 }
66 }
67 }
68 }
70 private void drawWorldForeground() {
71 int minX = (int) (getCamX() / 16) - 1;
72 int minY = (int) (getCamY() / 16) - 1;
73 int maxX = (int) ((getCamX() + getWidth()) / 16) + 1;
74 int maxY = (int) ((getCamY() + getHeight()) / 16) + 1;
75 if (minY < 0) minY = 0;
76 if (maxY > gp.world.getHeight()) maxY = gp.world.getHeight();
77 for (int y = minY; y < maxY; y++) {
78 for (int x = minX; x < maxX; x++) {
79 if (gp.world.getForeMap(x, y) > 0 && !GameItems.getBlock(gp.world.getForeMap(x, y)).bg) {
80 spriter.draw(
81 Assets.blockTex[GameItems.getBlock(gp.world.getForeMap(x, y)).getTex()],
82 drawX(x), drawY(y));
83 drawWreck();
84 }
85 }
86 }
87 }
89 private void drawMob(Mob mob) {
90 mob.draw(spriter,
91 mob.pos.x - getCamX() - gp.world.getWidth() * 16, mob.pos.y - getCamY());
92 mob.draw(spriter,
93 mob.pos.x - getCamX(), mob.pos.y - getCamY());
94 mob.draw(spriter,
95 mob.pos.x - getCamX() + gp.world.getWidth() * 16, mob.pos.y - getCamY());
96 }
98 private void drawDrop(Drop drop) {
99 switch (GameItems.getItem(drop.getId()).getType()) {
100 case 0:
101 Assets.blockTex[GameItems.getItem(drop.getId()).getTex()].setPosition(drop.pos.x - getCamX() - gp.world.getWidth() * 16, drop.pos.y - getCamY());
102 Assets.blockTex[GameItems.getItem(drop.getId()).getTex()].draw(spriter);
103 Assets.blockTex[GameItems.getItem(drop.getId()).getTex()].setPosition(drop.pos.x - getCamX(), drop.pos.y - getCamY());
104 Assets.blockTex[GameItems.getItem(drop.getId()).getTex()].draw(spriter);
105 Assets.blockTex[GameItems.getItem(drop.getId()).getTex()].setPosition(drop.pos.x - getCamX() + gp.world.getWidth() * 16, drop.pos.y - getCamY());
106 Assets.blockTex[GameItems.getItem(drop.getId()).getTex()].draw(spriter);
110 private void drawPlayer(Player pl) {
111 if (pl.move.x != 0 || Assets.plSprite[0][2].getRotation() != 0) {
112 Assets.plSprite[0][2].rotate(Player.ANIM_SPEED);
113 Assets.plSprite[1][2].rotate(-Player.ANIM_SPEED);
114 Assets.plSprite[0][3].rotate(-Player.ANIM_SPEED);
115 Assets.plSprite[1][3].rotate(Player.ANIM_SPEED);
116 } else {
117 Assets.plSprite[0][2].setRotation(0);
118 Assets.plSprite[1][2].setRotation(0);
119 Assets.plSprite[0][3].setRotation(0);
120 Assets.plSprite[1][3].setRotation(0);
122 if (Assets.plSprite[0][2].getRotation() >= 60 || Assets.plSprite[0][2].getRotation() <= -60)
123 Player.ANIM_SPEED = -Player.ANIM_SPEED;
125 //back hand
126 Assets.plSprite[1][2].setPosition(
127 pl.pos.x - getCamX() - 6,
128 pl.pos.y - getCamY());
129 Assets.plSprite[1][2].draw(spriter);
130 //back leg
131 Assets.plSprite[1][3].setPosition(
132 pl.pos.x - getCamX() - 6,
133 pl.pos.y - getCamY() + 10);
134 Assets.plSprite[1][3].draw(spriter);
135 //front leg
136 Assets.plSprite[0][3].setPosition(
137 pl.pos.x - getCamX() - 6,
138 pl.pos.y - getCamY() + 10);
139 Assets.plSprite[0][3].draw(spriter);
140 //head
141 spriter.draw(Assets.plSprite[pl.dir][0],
142 pl.pos.x - getCamX() - 2,
143 pl.pos.y - getCamY() - 2);
144 //body
145 spriter.draw(Assets.plSprite[pl.dir][1],
146 pl.pos.x - getCamX() - 2, pl.pos.y - getCamY() + 8);
147 //item in hand
148 if (pl.inv[gp.slot] > 0)
149 switch (GameItems.getItem(pl.inv[gp.slot]).getType()) {
150 case 0:
151 Assets.blockTex[GameItems.getItem(pl.inv[gp.slot]).getTex()].setPosition(
152 pl.pos.x - getCamX() - 8 * MathUtils.sin(MathUtils.degRad * Assets.plSprite[0][2].getRotation()),
153 pl.pos.y - getCamY() + 6 + 8 * MathUtils.cos(MathUtils.degRad * Assets.plSprite[0][2].getRotation()));
154 Assets.blockTex[GameItems.getItem(pl.inv[gp.slot]).getTex()].draw(spriter);
155 break;
156 default:
157 Assets.itemTex[GameItems.getItem(pl.inv[gp.slot]).getTex()].flip((pl.dir == 0), false);
158 Assets.itemTex[GameItems.getItem(pl.inv[gp.slot]).getTex()].setRotation(
159 -45 + pl.dir * 90 + Assets.plSprite[0][2].getRotation());
160 Assets.itemTex[GameItems.getItem(pl.inv[gp.slot]).getTex()].setPosition(
161 pl.pos.x - getCamX() - 10 + (12 * pl.dir) - 8 * MathUtils.sin(MathUtils.degRad * Assets.plSprite[0][2].getRotation()),
162 pl.pos.y - getCamY() + 2 + 8 * MathUtils.cos(MathUtils.degRad * Assets.plSprite[0][2].getRotation()));
163 Assets.itemTex[GameItems.getItem(pl.inv[gp.slot]).getTex()].draw(spriter);
164 Assets.itemTex[GameItems.getItem(pl.inv[gp.slot]).getTex()].flip((pl.dir == 0), false);
165 break;
167 //front hand
168 Assets.plSprite[0][2].setPosition(
169 pl.pos.x - getCamX() - 6,
170 pl.pos.y - getCamY());
171 Assets.plSprite[0][2].draw(spriter);
174 private void drawCreative() {
175 float x = getWidth() / 2 - Assets.creativeInv.getRegionWidth() / 2;
176 float y = getHeight() / 2 - Assets.creativeInv.getRegionHeight() / 2;
177 spriter.draw(Assets.creativeInv, x, y);
178 spriter.draw(Assets.creativeScr, x + 156,
179 y + 18 + (gp.creativeScroll * (72 / gp.maxCreativeScroll)));
180 for (int i = gp.creativeScroll * 8; i < gp.creativeScroll * 8 + 40; i++) {
181 if (i > 0 && i < GameItems.getItemsSize())
182 switch (GameItems.getItem(i).getType()) {
183 case 0:
184 spriter.draw(Assets.blockTex[GameItems.getItem(i).getTex()],
185 x + 8 + ((i - gp.creativeScroll * 8) % 8) * 18,
186 y + 18 + ((i - gp.creativeScroll * 8) / 8) * 18);
187 break;
188 case 1:
189 spriter.draw(Assets.itemTex[GameItems.getItem(i).getTex()],
190 x + 8 + ((i - gp.creativeScroll * 8) % 8) * 18,
191 y + 18 + ((i - gp.creativeScroll * 8) / 8) * 18);
192 break;
195 for (int i = 0; i < 9; i++) {
196 if (gp.player.inv[i] > 0)
197 switch (GameItems.getItem(gp.player.inv[i]).getType()) {
198 case 0:
199 spriter.draw(Assets.blockTex[GameItems.getItem(gp.player.inv[i]).getTex()],
200 x + 8 + i * 18, y + Assets.creativeInv.getRegionHeight() - 24);
201 break;
202 case 1:
203 spriter.draw(Assets.itemTex[GameItems.getItem(gp.player.inv[i]).getTex()],
204 x + 8 + i * 18, y + Assets.creativeInv.getRegionHeight() - 24);
205 break;
210 private void drawGUI() {
211 if (gp.world.getForeMap(gp.curX, gp.curY) > 0 ||
212 gp.world.getBackMap(gp.curX, gp.curY) > 0 ||
213 gp.ctrlMode == 1 ||
214 !CaveGame.TOUCH)
215 spriter.draw(Assets.guiCur,
216 gp.curX * 16 - getCamX(),
217 gp.curY * 16 - getCamY());
218 spriter.draw(Assets.invBar, getWidth() / 2 - Assets.invBar.getRegionWidth() / 2, 0);
219 for (int i = 0; i < 9; i++) {
220 if (gp.player.inv[i] > 0) {
221 switch (GameItems.getItem(gp.player.inv[i]).getType()) {
222 case 0:
223 spriter.draw(Assets.blockTex[GameItems.getItem(gp.player.inv[i]).getTex()],
224 getWidth() / 2 - Assets.invBar.getRegionWidth() / 2 + 3 + i * 20,
225 3);
226 break;
227 case 1:
228 spriter.draw(Assets.itemTex[GameItems.getItem(gp.player.inv[i]).getTex()],
229 getWidth() / 2 - Assets.invBar.getRegionWidth() / 2 + 3 + i * 20,
230 3);
231 break;
235 spriter.draw(Assets.invBarCur,
236 getWidth() / 2 - Assets.invBar.getRegionWidth() / 2 - 1 + 20 * gp.slot,
237 -1);
240 private void drawTouchGui() {
241 spriter.draw(Assets.touchArrows[0], 26, getHeight() - 52);
242 spriter.draw(Assets.touchArrows[1], 0, getHeight() - 26);
243 spriter.draw(Assets.touchArrows[2], 26, getHeight() - 26);
244 spriter.draw(Assets.touchArrows[3], 52, getHeight() - 26);
245 spriter.draw(Assets.touchLMB, getWidth() - 52, getHeight() - 26);
246 spriter.draw(Assets.touchRMB, getWidth() - 26, getHeight() - 26);
247 spriter.draw(Assets.touchMode, 78, getHeight() - 26);
248 if (gp.ctrlMode == 1) {
249 Assets.shade.setPosition(83, getHeight() - 21);
250 Assets.shade.draw(spriter);
254 private void drawGamePlay() {
255 drawWorldBackground();
256 drawPlayer(gp.player);
257 for (Mob mob : gp.mobs) drawMob(mob);
258 for (Drop drop : gp.drops) drawDrop(drop);
259 drawWorldForeground();
260 drawGUI();
263 @Override
264 public void render() {
265 Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
267 spriter.begin();
268 switch (CaveGame.STATE) {
269 case GAME_PLAY:
270 drawGamePlay();
271 break;
272 case GAME_CREATIVE_INV:
273 drawGamePlay();
274 drawCreative();
275 break;
278 if (CaveGame.TOUCH) drawTouchGui();
280 if (GameScreen.SHOW_DEBUG) {
281 drawString("FPS: " + GameScreen.FPS, 0, 0);
282 drawString("X: " + (int) (gp.player.pos.x / 16), 0, 10);
283 drawString("Y: " + (int) (gp.player.pos.y / 16), 0, 20);
284 drawString("Mobs: " + gp.mobs.size(), 0, 30);
285 drawString("Drops: " + gp.drops.size(), 0, 40);
286 drawString("Block: " + GameItems.getBlockKey(gp.world.getForeMap(gp.curX, gp.curY)), 0, 50);
289 spriter.end();