DEADSOFTWARE

Move misc classes
[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.misc.Assets;
7 import ru.deadsoftware.cavecraft.CaveGame;
8 import ru.deadsoftware.cavecraft.misc.Renderer;
9 import ru.deadsoftware.cavecraft.game.mobs.Mob;
10 import ru.deadsoftware.cavecraft.game.objects.Player;
12 public class GameRenderer extends Renderer {
14 private GameProc gameProc;
16 public GameRenderer(GameProc gameProc,float width, float heigth) {
17 super(width,heigth);
18 Gdx.gl.glClearColor(0f,.6f,.6f,1f);
19 this.gameProc = gameProc;
20 }
22 private void drawWorldBackground() {
23 int minX = (int) (camera.position.x/16)-1;
24 int minY = (int) (camera.position.y/16)-1;
25 int maxX = (int) ((camera.position.x+camera.viewportWidth)/16)+1;
26 int maxY = (int) ((camera.position.y+camera.viewportHeight)/16)+1;
27 if (minY<0) minY=0;
28 if (maxY>gameProc.world.getHeight()) maxY = gameProc.world.getHeight();
29 for (int y=minY; y<maxY; y++) {
30 for (int x=minX; x<maxX; x++) {
31 if (gameProc.world.getForeMap(x,y)>0){
32 } else if (gameProc.world.getBackMap(x,y)>0) {
33 spriteBatch.draw(
34 Items.BLOCKS.getValueAt(gameProc.world.getBackMap(x,y)).getTexture(),
35 x * 16 - camera.position.x,y * 16 - camera.position.y);
36 Assets.shade.setPosition(x * 16 - camera.position.x,y * 16 - camera.position.y);
37 Assets.shade.draw(spriteBatch);
38 }
39 }
40 }
41 }
43 private void drawWorldForeground(){
44 int minX = (int) (camera.position.x/16)-1;
45 int minY = (int) (camera.position.y/16)-1;
46 int maxX = (int) ((camera.position.x+camera.viewportWidth)/16)+1;
47 int maxY = (int) ((camera.position.y+camera.viewportHeight)/16)+1;
48 if (minY<0) minY=0;
49 if (maxY>gameProc.world.getHeight()) maxY = gameProc.world.getHeight();
50 for (int y=minY; y<maxY; y++) {
51 for (int x=minX; x<maxX; x++) {
52 if (gameProc.world.getForeMap(x,y)>0) {
53 spriteBatch.draw(
54 Items.BLOCKS.getValueAt(gameProc.world.getForeMap(x,y)).getTexture(),
55 x * 16 - camera.position.x,y * 16 - camera.position.y);
56 }
57 }
58 }
59 }
61 private void drawMob(Mob mob) {
62 mob.draw(spriteBatch,
63 mob.position.x-camera.position.x-gameProc.world.getWidth()*16, mob.position.y-camera.position.y);
64 mob.draw(spriteBatch,
65 mob.position.x-camera.position.x, mob.position.y-camera.position.y);
66 mob.draw(spriteBatch,
67 mob.position.x-camera.position.x+gameProc.world.getWidth()*16, mob.position.y-camera.position.y);
68 }
70 private void drawPlayer(Player pl) {
71 if (!pl.moveX.equals(Vector2.Zero) || Assets.playerSprite[0][2].getRotation()!=0) {
72 Assets.playerSprite[0][2].rotate(Player.ANIM_SPEED);
73 Assets.playerSprite[1][2].rotate(-Player.ANIM_SPEED);
74 Assets.playerSprite[0][3].rotate(-Player.ANIM_SPEED);
75 Assets.playerSprite[1][3].rotate(Player.ANIM_SPEED);
76 } else {
77 Assets.playerSprite[0][2].setRotation(0);
78 Assets.playerSprite[1][2].setRotation(0);
79 Assets.playerSprite[0][3].setRotation(0);
80 Assets.playerSprite[1][3].setRotation(0);
81 }
82 if (Assets.playerSprite[0][2].getRotation()>=60 || Assets.playerSprite[0][2].getRotation()<=-60)
83 Player.ANIM_SPEED = -Player.ANIM_SPEED;
85 //back hand
86 Assets.playerSprite[1][2].setPosition(
87 pl.position.x - camera.position.x - 6,
88 pl.position.y - camera.position.y);
89 Assets.playerSprite[1][2].draw(spriteBatch);
90 //back leg
91 Assets.playerSprite[1][3].setPosition(
92 pl.position.x - camera.position.x - 6,
93 pl.position.y - camera.position.y + 10);
94 Assets.playerSprite[1][3].draw(spriteBatch);
95 //front leg
96 Assets.playerSprite[0][3].setPosition(
97 pl.position.x - camera.position.x - 6,
98 pl.position.y - camera.position.y + 10);
99 Assets.playerSprite[0][3].draw(spriteBatch);
100 //head
101 spriteBatch.draw(Assets.playerSprite[pl.dir][0],
102 pl.position.x - camera.position.x - 2,
103 pl.position.y - camera.position.y - 2);
104 //body
105 spriteBatch.draw(Assets.playerSprite[pl.dir][1],
106 pl.position.x - camera.position.x - 2, pl.position.y - camera.position.y + 8);
107 //front hand
108 Assets.playerSprite[0][2].setPosition(
109 pl.position.x - camera.position.x - 6,
110 pl.position.y - camera.position.y);
111 Assets.playerSprite[0][2].draw(spriteBatch);
114 private void drawCreative() {
115 float x = camera.viewportWidth/2-Assets.creativeInv.getRegionWidth()/2;
116 float y = camera.viewportHeight/2-Assets.creativeInv.getRegionHeight()/2;
117 spriteBatch.draw(Assets.creativeInv, x, y);
118 spriteBatch.draw(Assets.creativeScroll, x+156, y+18);
119 for (int i=1; i<Items.BLOCKS.size; i++) {
120 spriteBatch.draw(Items.BLOCKS.getValueAt(i).getTexture(),x+8+(i%8)*18,
121 y+18+(i/8)*18);
123 for (int i=0; i<9; i++) {
124 if (gameProc.player.inventory[i]>0)
125 spriteBatch.draw(Items.BLOCKS.getValueAt(gameProc.player.inventory[i]).getTexture(),
126 x+8+i*18, y+Assets.creativeInv.getRegionHeight()-24);
130 private void drawGUI() {
131 if (gameProc.world.getForeMap(gameProc.cursorX, gameProc.cursorY)>0 ||
132 gameProc.world.getBackMap(gameProc.cursorX, gameProc.cursorY)>0 ||
133 gameProc.ctrlMode==1)
134 spriteBatch.draw(Assets.guiCur,
135 gameProc.cursorX*16-camera.position.x,
136 gameProc.cursorY*16-camera.position.y);
137 spriteBatch.draw(Assets.invBar, camera.viewportWidth/2 - Assets.invBar.getRegionWidth()/2, 0);
138 for (int i=0; i<9; i++) {
139 if (gameProc.player.inventory[i]>0) {
140 spriteBatch.draw(Items.BLOCKS.getValueAt(gameProc.player.inventory[i]).getTexture(),
141 camera.viewportWidth/2 - Assets.invBar.getRegionWidth()/2+3+i*20,
142 3);
145 spriteBatch.draw(Assets.invBarCur,
146 camera.viewportWidth/2 - Assets.invBar.getRegionWidth()/2 - 1 + 20*gameProc.invSlot,
147 -1);
150 private void drawTouchGui() {
151 spriteBatch.draw(Assets.touchArrows[0],26,camera.viewportHeight-52);
152 spriteBatch.draw(Assets.touchArrows[1],0,camera.viewportHeight-26);
153 spriteBatch.draw(Assets.touchArrows[2],26,camera.viewportHeight-26);
154 spriteBatch.draw(Assets.touchArrows[3],52,camera.viewportHeight-26);
155 spriteBatch.draw(Assets.touchLMB, camera.viewportWidth-52, camera.viewportHeight-26);
156 spriteBatch.draw(Assets.touchRMB, camera.viewportWidth-26, camera.viewportHeight-26);
157 spriteBatch.draw(Assets.touchToggleMode, 78, camera.viewportHeight-26);
160 private void drawGamePlay() {
161 drawWorldBackground();
162 Mob.animateMobs();
163 for (Mob mob : gameProc.mobs) drawMob(mob);
164 drawPlayer(gameProc.player);
165 drawWorldForeground();
166 drawGUI();
169 @Override
170 public void render() {
171 Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
173 spriteBatch.begin();
174 switch (CaveGame.STATE) {
175 case GAME_PLAY:
176 drawGamePlay();
177 break;
178 case GAME_CREATIVE_INV:
179 drawGamePlay();
180 drawCreative();
181 break;
184 if (CaveGame.TOUCH) drawTouchGui();
186 spriteBatch.end();