DEADSOFTWARE

Create new game items holder
[cavedroid.git] / core / src / ru / deadsoftware / cavedroid / game / model / mapper / BlockMapper.kt
1 package ru.deadsoftware.cavedroid.game.model.mapper
3 import com.badlogic.gdx.graphics.Texture
4 import dagger.Reusable
5 import ru.deadsoftware.cavedroid.game.GameItemsHolder
6 import ru.deadsoftware.cavedroid.game.model.block.*
7 import ru.deadsoftware.cavedroid.game.model.block.Block.*
8 import ru.deadsoftware.cavedroid.game.model.dto.BlockDto
9 import ru.deadsoftware.cavedroid.misc.utils.AssetLoader
10 import javax.inject.Inject
12 @Reusable
13 class BlockMapper @Inject constructor(
14 private val assetLoader: AssetLoader,
15 ) {
17 fun map(key: String, dto: BlockDto): Block {
18 val commonBlockParams = mapCommonParams(key, dto)
20 return when (dto.meta) {
21 "water" -> Water(commonBlockParams)
22 "lava" -> Lava(commonBlockParams)
23 "slab" -> Slab(commonBlockParams, requireNotNull(dto.fullBlock))
24 else -> Normal(commonBlockParams)
25 }
26 }
28 private fun mapCommonParams(key: String, dto: BlockDto): CommonBlockParams {
29 return CommonBlockParams(
30 id = dto.id,
31 key = key,
32 collisionMargins = BlockMargins(
33 left = dto.left,
34 top = dto.top,
35 right = dto.right,
36 bottom = dto.bottom
37 ),
38 hitPoints = dto.hp,
39 dropInfo = mapBlockDropInfo(dto),
40 hasCollision = dto.collision,
41 isBackground = dto.background,
42 isTransparent = dto.transparent,
43 requiresBlock = dto.blockRequired,
44 animationInfo = mapBlockAnimationInfo(dto),
45 texture = loadTexture(dto.texture),
46 spriteMargins = BlockMargins(
47 left = dto.spriteLeft,
48 top = dto.spriteTop,
49 right = dto.spriteRight,
50 bottom = dto.spriteBottom,
51 )
52 )
53 }
55 private fun mapBlockDropInfo(dto: BlockDto): BlockDropInfo? {
56 val drop = dto.drop
57 val dropCount = dto.dropCount
59 if (drop == GameItemsHolder.FALLBACK_ITEM_KEY || dropCount == 0) {
60 return null
61 }
63 return BlockDropInfo(
64 itemKey = drop,
65 count = dropCount,
66 )
67 }
69 private fun mapBlockAnimationInfo(dto: BlockDto): BlockAnimationInfo? {
70 if (!dto.animated) {
71 return null
72 }
74 return BlockAnimationInfo(
75 framesCount = dto.frames,
76 )
77 }
79 private fun loadTexture(textureName: String): Texture? {
80 if (textureName == GameItemsHolder.FALLBACK_BLOCK_KEY) {
81 return null
82 }
84 return Texture(assetLoader.getAssetHandle("textures/blocks/$textureName.png"))
85 }
87 }