package ru.deadsoftware.cavecraft; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.Texture; import com.badlogic.gdx.graphics.g2d.BitmapFont; import com.badlogic.gdx.graphics.g2d.Sprite; import com.badlogic.gdx.graphics.g2d.TextureRegion; public class Assets { public static final int BLOCK_TEXTURES = 18; public static BitmapFont minecraftFont; public static Texture charTexture; public static Sprite[][] playerSkin = new Sprite[2][4]; public static Sprite shade; public static Texture terrain; public static TextureRegion[] blockTextures = new TextureRegion[BLOCK_TEXTURES]; public static Texture gui; public static TextureRegion invBar; public static TextureRegion invBarCur; public static TextureRegion guiCur; public static Texture creativeTexture; public static TextureRegion creativeInv; public static TextureRegion creativeScroll; public static Texture touchGui; public static TextureRegion[] touchArrows = new TextureRegion[4]; public static TextureRegion touchLMB, touchRMB; public static TextureRegion touchToggleMode; public static TextureRegion touchSpace; public static void load() { minecraftFont = new BitmapFont(Gdx.files.internal("font.fnt"), true); charTexture = new Texture(Gdx.files.internal("mobs/char.png")); //LOOK TO LEFT //head playerSkin[0][0] = new Sprite(new TextureRegion(charTexture, 0,0,12,12)); playerSkin[0][0].flip(false,true); //body playerSkin[0][1] = new Sprite(new TextureRegion(charTexture, 0,13,12,12)); playerSkin[0][1].flip(false,true); //hand playerSkin[0][2] = new Sprite(new TextureRegion(charTexture, 25,5,20,20)); playerSkin[0][2].flip(false,true); //leg playerSkin[0][3] = new Sprite(new TextureRegion(charTexture, 25,27,20,20)); playerSkin[0][3].flip(false,true); //LOOK TO RIGHT //head playerSkin[1][0] = new Sprite(new TextureRegion(charTexture, 13,0,12,12)); playerSkin[1][0].flip(false,true); //body playerSkin[1][1] = new Sprite(new TextureRegion(charTexture, 13,13,12,12)); playerSkin[1][1].flip(false,true); //hand playerSkin[1][2] = new Sprite(new TextureRegion(charTexture, 37,5,20,20)); playerSkin[1][2].flip(false,true); //leg playerSkin[1][3] = new Sprite(new TextureRegion(charTexture, 37,27,20,20)); playerSkin[1][3].flip(false,true); shade = new Sprite(new Texture(Gdx.files.internal("shade.png"))); gui = new Texture(Gdx.files.internal("gui.png")); guiCur = new TextureRegion(gui,0,0,16,16); invBar = new TextureRegion(gui,0,16,182,22); invBarCur = new TextureRegion(gui,0,38,24,24); creativeTexture = new Texture(Gdx.files.internal("allitems.png")); creativeInv = new TextureRegion(creativeTexture, 0, 0, 176, 136); creativeInv.flip(false,true); creativeScroll = new TextureRegion(creativeTexture, 3, 137, 12, 15); creativeScroll.flip(false, true); touchGui = new Texture(Gdx.files.internal("touch_gui.png")); for (int i=0; i<4; i++) { touchArrows[i] = new TextureRegion(touchGui, i*26, 0, 26,26); touchArrows[i].flip(false, true); } touchLMB = new TextureRegion(touchGui, 0, 26, 26,26); touchLMB.flip(false, true); touchRMB = new TextureRegion(touchGui, 52, 26, 26,26); touchRMB.flip(false, true); touchToggleMode = new TextureRegion(touchGui, 26, 26, 26, 26); touchToggleMode.flip(false, true); touchSpace = new TextureRegion(touchGui, 0, 52, 104, 26); touchSpace.flip(false, true); terrain = new Texture(Gdx.files.internal("terrain.png")); for (int i=0; i