diff --git a/core/src/ru/deadsoftware/cavecraft/Assets.java b/core/src/ru/deadsoftware/cavecraft/Assets.java
index 45634ebfa449f2ed7fd4ec1357570d6f3e3d9562..96dbbdc328e46d8c69ddcdd70493b25fd7440389 100644 (file)
public static final int BLOCK_TEXTURES = 3;
public static Texture charTexture;
- public static Sprite[] playerSprite = new Sprite[2];
+ public static TextureRegion[] playerSkin = new TextureRegion[2];
public static Sprite shade;
public static TextureRegion invBar;
public static TextureRegion invCur;
+ 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() {
charTexture = new Texture(Gdx.files.internal("char.png"));
- playerSprite[0] = new Sprite(new TextureRegion(charTexture, 0,0,8,30));
- playerSprite[0].flip(false,true);
- playerSprite[1] = new Sprite(new TextureRegion(charTexture, 8,0,8,30));
- playerSprite[1].flip(false,true);
+ playerSkin[0] = new TextureRegion(charTexture, 0,0,8,30);
+ playerSkin[0].flip(false,true);
+ playerSkin[1] = new TextureRegion(charTexture, 8,0,8,30);
+ playerSkin[1].flip(false,true);
shade = new Sprite(new Texture(Gdx.files.internal("shade.png")));
invBar = new TextureRegion(gui,0,0,182,22);
invCur = new TextureRegion(gui,0,22,24,24);
+ 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<BLOCK_TEXTURES; i++) {
blockTextures[i] = new TextureRegion(terrain,