DEADSOFTWARE

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[cavedroid.git] / core / src / ru / deadsoftware / cavedroid / game / render / BackgroundBlocksRenderer.kt
1 package ru.deadsoftware.cavedroid.game.render
3 import com.badlogic.gdx.Gdx
4 import com.badlogic.gdx.graphics.GL20
5 import com.badlogic.gdx.graphics.g2d.SpriteBatch
6 import com.badlogic.gdx.graphics.glutils.ShapeRenderer
7 import com.badlogic.gdx.math.Rectangle
8 import ru.deadsoftware.cavedroid.game.GameScope
9 import ru.deadsoftware.cavedroid.game.mobs.MobsController
10 import ru.deadsoftware.cavedroid.game.world.GameWorld
11 import ru.deadsoftware.cavedroid.misc.utils.forEachBlockInArea
12 import javax.inject.Inject
14 @GameScope
15 class BackgroundBlocksRenderer @Inject constructor(
16 gameWorld: GameWorld,
17 mobsController: MobsController
18 ) : BlocksRenderer(gameWorld, mobsController) {
20 override val renderLayer get() = RENDER_LAYER
22 override val background = true
24 override fun draw(spriteBatch: SpriteBatch, shapeRenderer: ShapeRenderer, viewport: Rectangle, delta: Float) {
25 forEachBlockInArea(viewport) { x, y ->
26 drawBackMap(spriteBatch, viewport, x, y)
27 }
29 drawBlockDamage(spriteBatch, viewport)
31 spriteBatch.end()
32 Gdx.gl.glEnable(GL20.GL_BLEND)
33 Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)
34 shapeRenderer.begin(ShapeRenderer.ShapeType.Filled)
35 shapeRenderer.setColor(0f, 0f, 0f, .5f)
37 forEachBlockInArea(viewport) { x, y ->
38 shadeBackMap(shapeRenderer, viewport, x, y)
39 }
41 shapeRenderer.end()
42 Gdx.gl.glDisable(GL20.GL_BLEND)
43 spriteBatch.begin()
45 forEachBlockInArea(viewport) { x, y ->
46 drawForeMap(spriteBatch, viewport, x, y)
47 }
48 }
50 companion object {
51 private const val RENDER_LAYER = 100000
52 }
53 }