DEADSOFTWARE

Minor changes
[cavedroid.git] / core / src / ru / deadsoftware / cavecraft / game / GameRenderer.java
index 2db89c345912f1bca64c97a241b4b4798f9e6de6..93618f20b0b4aa0e9fae23ae8ef2f565440d46ba 100644 (file)
@@ -1,14 +1,16 @@
 package ru.deadsoftware.cavecraft.game;
 
 import com.badlogic.gdx.Gdx;
+import com.badlogic.gdx.graphics.Color;
 import com.badlogic.gdx.graphics.GL20;
+import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
 import com.badlogic.gdx.math.Vector2;
-import ru.deadsoftware.cavecraft.Assets;
 import ru.deadsoftware.cavecraft.CaveGame;
-import ru.deadsoftware.cavecraft.Items;
-import ru.deadsoftware.cavecraft.Renderer;
+import ru.deadsoftware.cavecraft.GameScreen;
 import ru.deadsoftware.cavecraft.game.mobs.Mob;
 import ru.deadsoftware.cavecraft.game.objects.Player;
+import ru.deadsoftware.cavecraft.misc.Assets;
+import ru.deadsoftware.cavecraft.misc.Renderer;
 
 public class GameRenderer extends Renderer {
 
@@ -29,14 +31,19 @@ public class GameRenderer extends Renderer {
         if (maxY>gameProc.world.getHeight()) maxY = gameProc.world.getHeight();
         for (int y=minY; y<maxY; y++) {
             for (int x=minX; x<maxX; x++) {
-                if (gameProc.world.getForeMap(x,y)>0){
-                } else if (gameProc.world.getBackMap(x,y)>0) {
+                if ((gameProc.world.getForeMap(x,y)==0 || Items.BLOCKS.getValueAt(gameProc.world.getForeMap(x,y)).transparent)
+                        && gameProc.world.getBackMap(x,y)>0) {
                     spriteBatch.draw(
-                            Items.BLOCKS.getValueAt(gameProc.world.getBackMap(x,y)).getTexture(),
+                            Assets.blockTextures[Items.BLOCKS.getValueAt(gameProc.world.getBackMap(x,y)).getTexture()],
                             x * 16 - camera.position.x,y * 16 - camera.position.y);
                     Assets.shade.setPosition(x * 16 - camera.position.x,y * 16 - camera.position.y);
                     Assets.shade.draw(spriteBatch);
                 }
+                if (gameProc.world.getForeMap(x,y)>0 && Items.BLOCKS.getValueAt(gameProc.world.getForeMap(x,y)).background) {
+                    spriteBatch.draw(
+                            Assets.blockTextures[Items.BLOCKS.getValueAt(gameProc.world.getForeMap(x,y)).getTexture()],
+                            x * 16 - camera.position.x,y * 16 - camera.position.y);
+                }
             }
         }
     }
@@ -50,9 +57,9 @@ public class GameRenderer extends Renderer {
         if (maxY>gameProc.world.getHeight()) maxY = gameProc.world.getHeight();
         for (int y=minY; y<maxY; y++) {
             for (int x=minX; x<maxX; x++) {
-                if (gameProc.world.getForeMap(x,y)>0) {
+                if (gameProc.world.getForeMap(x,y)>0 && !Items.BLOCKS.getValueAt(gameProc.world.getForeMap(x,y)).background) {
                     spriteBatch.draw(
-                            Items.BLOCKS.getValueAt(gameProc.world.getForeMap(x,y)).getTexture(),
+                            Assets.blockTextures[Items.BLOCKS.getValueAt(gameProc.world.getForeMap(x,y)).getTexture()],
                             x * 16 - camera.position.x,y * 16 - camera.position.y);
                 }
             }
@@ -116,14 +123,17 @@ public class GameRenderer extends Renderer {
         float x = camera.viewportWidth/2-Assets.creativeInv.getRegionWidth()/2;
         float y = camera.viewportHeight/2-Assets.creativeInv.getRegionHeight()/2;
         spriteBatch.draw(Assets.creativeInv, x, y);
-        spriteBatch.draw(Assets.creativeScroll, x+156, y+18);
-        for (int i=1; i<Items.BLOCKS.size; i++) {
-            spriteBatch.draw(Items.BLOCKS.getValueAt(i).getTexture(),x+8+(i%8)*18,
-                    y+18+(i/8)*18);
+        spriteBatch.draw(Assets.creativeScroll, x+156,
+                y+18+(gameProc.creativeScroll*(72/gameProc.maxCreativeScroll)));
+        for (int i=gameProc.creativeScroll*8; i<gameProc.creativeScroll*8+40; i++) {
+            if (i>0 && i<Items.BLOCKS.size)
+                spriteBatch.draw(Assets.blockTextures[Items.BLOCKS.getValueAt(i).getTexture()],
+                        x+8+((i-gameProc.creativeScroll*8)%8)*18,
+                        y+18+((i-gameProc.creativeScroll*8)/8)*18);
         }
         for (int i=0; i<9; i++) {
             if (gameProc.player.inventory[i]>0)
-                spriteBatch.draw(Items.BLOCKS.getValueAt(gameProc.player.inventory[i]).getTexture(),
+                spriteBatch.draw(Assets.blockTextures[Items.BLOCKS.getValueAt(gameProc.player.inventory[i]).getTexture()],
                         x+8+i*18, y+Assets.creativeInv.getRegionHeight()-24);
         }
     }
@@ -138,7 +148,7 @@ public class GameRenderer extends Renderer {
         spriteBatch.draw(Assets.invBar, camera.viewportWidth/2 - Assets.invBar.getRegionWidth()/2, 0);
         for (int i=0; i<9; i++) {
             if (gameProc.player.inventory[i]>0) {
-                spriteBatch.draw(Items.BLOCKS.getValueAt(gameProc.player.inventory[i]).getTexture(),
+                spriteBatch.draw(Assets.blockTextures[Items.BLOCKS.getValueAt(gameProc.player.inventory[i]).getTexture()],
                         camera.viewportWidth/2 - Assets.invBar.getRegionWidth()/2+3+i*20,
                         3);
             }
@@ -156,13 +166,16 @@ public class GameRenderer extends Renderer {
         spriteBatch.draw(Assets.touchLMB, camera.viewportWidth-52, camera.viewportHeight-26);
         spriteBatch.draw(Assets.touchRMB, camera.viewportWidth-26, camera.viewportHeight-26);
         spriteBatch.draw(Assets.touchToggleMode, 78, camera.viewportHeight-26);
+        if (gameProc.ctrlMode==1) {
+            Assets.shade.setPosition(83, camera.viewportHeight-21);
+            Assets.shade.draw(spriteBatch);
+        }
     }
 
     private void drawGamePlay() {
         drawWorldBackground();
-        Mob.animateMobs();
-        for (Mob mob : gameProc.mobs) drawMob(mob);
         drawPlayer(gameProc.player);
+        for (Mob mob : gameProc.mobs) drawMob(mob);
         drawWorldForeground();
         drawGUI();
     }
@@ -184,6 +197,13 @@ public class GameRenderer extends Renderer {
 
         if (CaveGame.TOUCH) drawTouchGui();
 
+        if (GameScreen.SHOW_DEBUG) {
+            drawString("FPS: "+GameScreen.FPS,0, 0);
+            drawString("X: "+(int)(gameProc.player.position.x/16),0, 10);
+            drawString("Y: "+(int)(gameProc.player.position.y/16),0, 20);
+            drawString("Mobs: "+gameProc.mobs.size(), 0, 30);
+        }
+
         spriteBatch.end();
     }