DEADSOFTWARE

Improve autojump and AI
[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.Vector2;
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.Player;
10 import ru.deadsoftware.cavecraft.misc.Assets;
11 import ru.deadsoftware.cavecraft.misc.Renderer;
13 public class GameRenderer extends Renderer {
15 private GameProc gameProc;
17 public GameRenderer(GameProc gameProc,float width, float heigth) {
18 super(width,heigth);
19 Gdx.gl.glClearColor(0f,.6f,.6f,1f);
20 this.gameProc = gameProc;
21 }
23 private void drawWorldBackground() {
24 int minX = (int) (camera.position.x/16)-1;
25 int minY = (int) (camera.position.y/16)-1;
26 int maxX = (int) ((camera.position.x+camera.viewportWidth)/16)+1;
27 int maxY = (int) ((camera.position.y+camera.viewportHeight)/16)+1;
28 if (minY<0) minY=0;
29 if (maxY>gameProc.world.getHeight()) maxY = gameProc.world.getHeight();
30 for (int y=minY; y<maxY; y++) {
31 for (int x=minX; x<maxX; x++) {
32 if ((gameProc.world.getForeMap(x,y)==0 || Items.BLOCKS.getValueAt(gameProc.world.getForeMap(x,y)).transparent)
33 && gameProc.world.getBackMap(x,y)>0) {
34 spriteBatch.draw(
35 Assets.blockTextures[Items.BLOCKS.getValueAt(gameProc.world.getBackMap(x,y)).getTexture()],
36 x * 16 - camera.position.x,y * 16 - camera.position.y);
37 Assets.shade.setPosition(x * 16 - camera.position.x,y * 16 - camera.position.y);
38 Assets.shade.draw(spriteBatch);
39 }
40 if (gameProc.world.getForeMap(x,y)>0 && Items.BLOCKS.getValueAt(gameProc.world.getForeMap(x,y)).background) {
41 spriteBatch.draw(
42 Assets.blockTextures[Items.BLOCKS.getValueAt(gameProc.world.getForeMap(x,y)).getTexture()],
43 x * 16 - camera.position.x,y * 16 - camera.position.y);
44 }
45 }
46 }
47 }
49 private void drawWorldForeground(){
50 int minX = (int) (camera.position.x/16)-1;
51 int minY = (int) (camera.position.y/16)-1;
52 int maxX = (int) ((camera.position.x+camera.viewportWidth)/16)+1;
53 int maxY = (int) ((camera.position.y+camera.viewportHeight)/16)+1;
54 if (minY<0) minY=0;
55 if (maxY>gameProc.world.getHeight()) maxY = gameProc.world.getHeight();
56 for (int y=minY; y<maxY; y++) {
57 for (int x=minX; x<maxX; x++) {
58 if (gameProc.world.getForeMap(x,y)>0 && !Items.BLOCKS.getValueAt(gameProc.world.getForeMap(x,y)).background) {
59 spriteBatch.draw(
60 Assets.blockTextures[Items.BLOCKS.getValueAt(gameProc.world.getForeMap(x,y)).getTexture()],
61 x * 16 - camera.position.x,y * 16 - camera.position.y);
62 }
63 }
64 }
65 }
67 private void drawMob(Mob mob) {
68 mob.draw(spriteBatch,
69 mob.position.x-camera.position.x-gameProc.world.getWidth()*16, mob.position.y-camera.position.y);
70 mob.draw(spriteBatch,
71 mob.position.x-camera.position.x, mob.position.y-camera.position.y);
72 mob.draw(spriteBatch,
73 mob.position.x-camera.position.x+gameProc.world.getWidth()*16, mob.position.y-camera.position.y);
74 }
76 private void drawPlayer(Player pl) {
77 if (!pl.moveX.equals(Vector2.Zero) || Assets.playerSprite[0][2].getRotation()!=0) {
78 Assets.playerSprite[0][2].rotate(Player.ANIM_SPEED);
79 Assets.playerSprite[1][2].rotate(-Player.ANIM_SPEED);
80 Assets.playerSprite[0][3].rotate(-Player.ANIM_SPEED);
81 Assets.playerSprite[1][3].rotate(Player.ANIM_SPEED);
82 } else {
83 Assets.playerSprite[0][2].setRotation(0);
84 Assets.playerSprite[1][2].setRotation(0);
85 Assets.playerSprite[0][3].setRotation(0);
86 Assets.playerSprite[1][3].setRotation(0);
87 }
88 if (Assets.playerSprite[0][2].getRotation()>=60 || Assets.playerSprite[0][2].getRotation()<=-60)
89 Player.ANIM_SPEED = -Player.ANIM_SPEED;
91 //back hand
92 Assets.playerSprite[1][2].setPosition(
93 pl.position.x - camera.position.x - 6,
94 pl.position.y - camera.position.y);
95 Assets.playerSprite[1][2].draw(spriteBatch);
96 //back leg
97 Assets.playerSprite[1][3].setPosition(
98 pl.position.x - camera.position.x - 6,
99 pl.position.y - camera.position.y + 10);
100 Assets.playerSprite[1][3].draw(spriteBatch);
101 //front leg
102 Assets.playerSprite[0][3].setPosition(
103 pl.position.x - camera.position.x - 6,
104 pl.position.y - camera.position.y + 10);
105 Assets.playerSprite[0][3].draw(spriteBatch);
106 //head
107 spriteBatch.draw(Assets.playerSprite[pl.dir][0],
108 pl.position.x - camera.position.x - 2,
109 pl.position.y - camera.position.y - 2);
110 //body
111 spriteBatch.draw(Assets.playerSprite[pl.dir][1],
112 pl.position.x - camera.position.x - 2, pl.position.y - camera.position.y + 8);
113 //front hand
114 Assets.playerSprite[0][2].setPosition(
115 pl.position.x - camera.position.x - 6,
116 pl.position.y - camera.position.y);
117 Assets.playerSprite[0][2].draw(spriteBatch);
120 private void drawCreative() {
121 float x = camera.viewportWidth/2-Assets.creativeInv.getRegionWidth()/2;
122 float y = camera.viewportHeight/2-Assets.creativeInv.getRegionHeight()/2;
123 spriteBatch.draw(Assets.creativeInv, x, y);
124 spriteBatch.draw(Assets.creativeScroll, x+156,
125 y+18+(gameProc.creativeScroll*(72/gameProc.maxCreativeScroll)));
126 for (int i=gameProc.creativeScroll*8; i<(gameProc.creativeScroll+1)*40; i++) {
127 if (i>0 && i<Items.BLOCKS.size)
128 spriteBatch.draw(Assets.blockTextures[Items.BLOCKS.getValueAt(i).getTexture()],
129 x+8+((i-gameProc.creativeScroll*8)%8)*18,
130 y+18+((i-gameProc.creativeScroll*8)/8)*18);
132 for (int i=0; i<9; i++) {
133 if (gameProc.player.inventory[i]>0)
134 spriteBatch.draw(Assets.blockTextures[Items.BLOCKS.getValueAt(gameProc.player.inventory[i]).getTexture()],
135 x+8+i*18, y+Assets.creativeInv.getRegionHeight()-24);
139 private void drawGUI() {
140 if (gameProc.world.getForeMap(gameProc.cursorX, gameProc.cursorY)>0 ||
141 gameProc.world.getBackMap(gameProc.cursorX, gameProc.cursorY)>0 ||
142 gameProc.ctrlMode==1)
143 spriteBatch.draw(Assets.guiCur,
144 gameProc.cursorX*16-camera.position.x,
145 gameProc.cursorY*16-camera.position.y);
146 spriteBatch.draw(Assets.invBar, camera.viewportWidth/2 - Assets.invBar.getRegionWidth()/2, 0);
147 for (int i=0; i<9; i++) {
148 if (gameProc.player.inventory[i]>0) {
149 spriteBatch.draw(Assets.blockTextures[Items.BLOCKS.getValueAt(gameProc.player.inventory[i]).getTexture()],
150 camera.viewportWidth/2 - Assets.invBar.getRegionWidth()/2+3+i*20,
151 3);
154 spriteBatch.draw(Assets.invBarCur,
155 camera.viewportWidth/2 - Assets.invBar.getRegionWidth()/2 - 1 + 20*gameProc.invSlot,
156 -1);
159 private void drawTouchGui() {
160 spriteBatch.draw(Assets.touchArrows[0],26,camera.viewportHeight-52);
161 spriteBatch.draw(Assets.touchArrows[1],0,camera.viewportHeight-26);
162 spriteBatch.draw(Assets.touchArrows[2],26,camera.viewportHeight-26);
163 spriteBatch.draw(Assets.touchArrows[3],52,camera.viewportHeight-26);
164 spriteBatch.draw(Assets.touchLMB, camera.viewportWidth-52, camera.viewportHeight-26);
165 spriteBatch.draw(Assets.touchRMB, camera.viewportWidth-26, camera.viewportHeight-26);
166 spriteBatch.draw(Assets.touchToggleMode, 78, camera.viewportHeight-26);
167 if (gameProc.ctrlMode==1) {
168 Assets.shade.setPosition(83, camera.viewportHeight-21);
169 Assets.shade.draw(spriteBatch);
173 private void drawGamePlay() {
174 drawWorldBackground();
175 //Mob.animateMobs();
176 for (Mob mob : gameProc.mobs) drawMob(mob);
177 drawPlayer(gameProc.player);
178 drawWorldForeground();
179 drawGUI();
182 @Override
183 public void render() {
184 Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
186 spriteBatch.begin();
187 switch (CaveGame.STATE) {
188 case GAME_PLAY:
189 drawGamePlay();
190 break;
191 case GAME_CREATIVE_INV:
192 drawGamePlay();
193 drawCreative();
194 break;
197 if (CaveGame.TOUCH) drawTouchGui();
199 if (GameScreen.SHOW_DEBUG) {
200 drawString("FPS: "+GameScreen.FPS,0, 0);
201 drawString("X: "+(int)(gameProc.player.position.x/16),0, 10);
202 drawString("Y: "+(int)(gameProc.player.position.y/16),0, 20);
203 drawString("Mobs: "+gameProc.mobs.size(), 0, 30);
206 spriteBatch.end();