DEADSOFTWARE

Refactor rendering
[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.GameInput
9 import ru.deadsoftware.cavedroid.game.GameScope
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 gameInput: GameInput
18 ) : BlocksRenderer(gameWorld, gameInput) {
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 spriteBatch.end()
30 Gdx.gl.glEnable(GL20.GL_BLEND)
31 Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)
32 shapeRenderer.begin(ShapeRenderer.ShapeType.Filled)
33 shapeRenderer.setColor(0f, 0f, 0f, .5f)
35 forEachBlockInArea(viewport) { x, y ->
36 shadeBackMap(shapeRenderer, viewport, x, y)
37 }
39 shapeRenderer.end()
40 Gdx.gl.glDisable(GL20.GL_BLEND)
41 spriteBatch.begin()
43 forEachBlockInArea(viewport) { x, y ->
44 drawForeMap(spriteBatch, viewport, x, y)
45 }
46 }
48 companion object {
49 private const val RENDER_LAYER = 100000
50 }
51 }