DEADSOFTWARE

Attempt to make more convenient controls
[cavedroid.git] / core / src / ru / deadsoftware / cavecraft / game / GameProc.java
index b100ddc77251572ddee3e4e54d8cde36ce5e2542..5ba62a2e1307fc7dd16e0169dc0624960ce46217 100644 (file)
@@ -2,28 +2,34 @@ package ru.deadsoftware.cavecraft.game;
 
 import com.badlogic.gdx.Gdx;
 import com.badlogic.gdx.Input;
-import com.badlogic.gdx.utils.Array;
 import com.badlogic.gdx.utils.TimeUtils;
-import ru.deadsoftware.cavecraft.*;
+import ru.deadsoftware.cavecraft.CaveGame;
+import ru.deadsoftware.cavecraft.GameScreen;
 import ru.deadsoftware.cavecraft.game.mobs.Mob;
 import ru.deadsoftware.cavecraft.game.mobs.Pig;
 import ru.deadsoftware.cavecraft.game.objects.Player;
+import ru.deadsoftware.cavecraft.misc.AppState;
+import ru.deadsoftware.cavecraft.misc.Assets;
 
-public class GameProc {
+import java.io.Serializable;
+import java.util.ArrayList;
+
+public class GameProc implements Serializable{
 
     public static double RUN_TIME = 0;
 
     public Player player;
 
-    public Array<Mob> mobs;
+    public ArrayList<Mob> mobs;
 
-    public GameWorld world;
-    public GameRenderer renderer;
-    public GamePhysics physics;
+    public transient GameWorld world;
+    public transient GameRenderer renderer;
+    public transient GamePhysics physics;
 
     public int cursorX, cursorY;
     public int invSlot;
     public int ctrlMode;
+    public int creativeScroll, maxCreativeScroll;
 
     public boolean isTouchDown, isKeyDown;
     public int touchDownX, touchDownY, keyDownCode;
@@ -31,21 +37,24 @@ public class GameProc {
     public long touchDownTime;
 
     public GameProc() {
-        world = new GameWorld(1024,256);
+        world = new GameWorld();
+        world.generate(1024,256);
+        player = new Player(world.getSpawnPoint());
+        mobs = new ArrayList<Mob>();
+        for (int i=0; i<16; i++) {
+            mobs.add(new Pig(i*256, 196*16));
+        }
+        physics = new GamePhysics(this);
         if (CaveGame.TOUCH) {
             renderer = new GameRenderer(this,320,
                     320*((float)GameScreen.getHeight()/GameScreen.getWidth()));
         } else {
+            ctrlMode = 1;
             renderer = new GameRenderer(this,480,
                     480*((float)GameScreen.getHeight()/GameScreen.getWidth()));
         }
-        physics = new GamePhysics(this);
-        player = new Player(world.getSpawnPoint());
-        mobs = new Array<Mob>();
-        for (int i=0; i<world.getWidth(); i+=64) {
-            mobs.add(new Pig(i*16, 0, world));
-        }
-        if (!CaveGame.TOUCH) ctrlMode = 1;
+        maxCreativeScroll = Items.BLOCKS.size/40;
+        GameSaver.save(this);
     }
 
     public void resetRenderer() {
@@ -112,11 +121,10 @@ public class GameProc {
             if (touchDownButton== Input.Buttons.RIGHT) {
                 world.placeToBackground(cursorX, cursorY,
                         player.inventory[invSlot]);
-            } else if (touchDownButton==Input.Buttons.LEFT &&
-                    touchDownY< Assets.invBar.getRegionHeight() &&
+            } else if (touchDownY< Assets.invBar.getRegionHeight() &&
                     touchDownX>renderer.camera.viewportWidth/2-Assets.invBar.getRegionWidth()/2 &&
                     touchDownX<renderer.camera.viewportWidth/2+Assets.invBar.getRegionWidth()/2) {
-                CaveGame.STATE = GameState.GAME_CREATIVE_INV;
+                CaveGame.STATE = AppState.GAME_CREATIVE_INV;
             }
             isTouchDown = false;
         }