DEADSOFTWARE

Rename position -> pos
[cavedroid.git] / core / src / ru / deadsoftware / cavecraft / game / GameRenderer.java
index 09a433a81e2f8d9d31702e0f910d66ac670c4e0e..96f8c786d9a0cb21ce98ef72659545a4f3c96063 100644 (file)
@@ -2,99 +2,291 @@ package ru.deadsoftware.cavecraft.game;
 
 import com.badlogic.gdx.Gdx;
 import com.badlogic.gdx.graphics.GL20;
-import com.badlogic.gdx.graphics.OrthographicCamera;
-import com.badlogic.gdx.graphics.g2d.SpriteBatch;
-import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
-import com.badlogic.gdx.graphics.Color;
-import com.badlogic.gdx.math.Rectangle;
-import com.badlogic.gdx.math.Vector3;
-import ru.deadsoftware.cavecraft.Assets;
-import ru.deadsoftware.cavecraft.BlocksLoader;
+import com.badlogic.gdx.math.MathUtils;
+import ru.deadsoftware.cavecraft.CaveGame;
 import ru.deadsoftware.cavecraft.GameScreen;
+import ru.deadsoftware.cavecraft.game.mobs.Mob;
+import ru.deadsoftware.cavecraft.game.objects.Drop;
 import ru.deadsoftware.cavecraft.game.objects.Player;
+import ru.deadsoftware.cavecraft.misc.Assets;
+import ru.deadsoftware.cavecraft.misc.Renderer;
 
-public class GameRenderer {
-
-    private GameProc gameProc;
-
-    public Vector3 camTargetPos;
-    public OrthographicCamera camera;
-    ShapeRenderer shapeRenderer;
-    SpriteBatch spriteBatch;
-
-    public GameRenderer(GameProc gameProc) {
-        Gdx.gl.glClearColor(0f,.6f,.6f,1f);
-        this.gameProc = gameProc;
-        camera = new OrthographicCamera();
-        camera.setToOrtho(true, 360,
-                360*((float)GameScreen.getHeight()/GameScreen.getWidth()));
-        camera.position.x=0;
-        camera.position.y=0;
-        camTargetPos = camera.position.cpy();
-        shapeRenderer = new ShapeRenderer();
-        shapeRenderer.setProjectionMatrix(camera.combined);
-        shapeRenderer.setAutoShapeType(true);
-        spriteBatch = new SpriteBatch();
-        spriteBatch.setProjectionMatrix(camera.combined);
+public class GameRenderer extends Renderer {
+
+    private GameProc gp;
+
+    public GameRenderer(GameProc gp, float width, float heigth) {
+        super(width, heigth);
+        Gdx.gl.glClearColor(0f, .6f, .6f, 1f);
+        this.gp = gp;
     }
 
-    private void setColor(int r, int g, int b) {
-        shapeRenderer.setColor(r/255f, g/255f, b/255f, 1f);
+    private float drawX(int x) {
+        return x * 16 - getCamX();
     }
 
-    private void fillRect(float x, float y, float w, float h) {
-        shapeRenderer.set(ShapeRenderer.ShapeType.Filled);
-        shapeRenderer.rect(x,y,w,h);
+    private float drawY(int y) {
+        return y * 16 - getCamY();
+    }
+
+    private void drawWreck() {
+        if (gp.blockDmg > 0) {
+            spriter.draw(Assets.wreck[
+                            10 * gp.blockDmg /
+                                    GameItems.getBlock(gp.world.getForeMap(gp.curX, gp.curY)).getHp()],
+                    gp.curX * 16 - getCamX(),
+                    gp.curY * 16 - getCamY());
+        }
     }
 
-    private void drawRect(float x, float y, float w, float h) {
-        shapeRenderer.set(ShapeRenderer.ShapeType.Line);
-        shapeRenderer.rect(x,y,w,h);
+    private void drawWorldBackground() {
+        int minX = (int) (getCamX() / 16) - 1;
+        int minY = (int) (getCamY() / 16) - 1;
+        int maxX = (int) ((getCamX() + getWidth()) / 16) + 1;
+        int maxY = (int) ((getCamY() + getHeight()) / 16) + 1;
+        if (minY < 0) minY = 0;
+        if (maxY > gp.world.getHeight()) maxY = gp.world.getHeight();
+        for (int y = minY; y < maxY; y++) {
+            for (int x = minX; x < maxX; x++) {
+                if ((gp.world.getForeMap(x, y) == 0 || GameItems.getBlock(gp.world.getForeMap(x, y)).tp)
+                        && gp.world.getBackMap(x, y) > 0) {
+                    spriter.draw(
+                            Assets.blockTex[GameItems.getBlock(gp.world.getBackMap(x, y)).getTex()],
+                            drawX(x), drawY(y));
+                    if (gp.world.getForeMap(x, y) == 0) drawWreck();
+                    Assets.shade.setPosition(drawX(x), drawY(y));
+                    Assets.shade.draw(spriter);
+                }
+                if (gp.world.getForeMap(x, y) > 0 && GameItems.getBlock(gp.world.getForeMap(x, y)).bg) {
+                    spriter.draw(
+                            Assets.blockTex[GameItems.getBlock(gp.world.getForeMap(x, y)).getTex()],
+                            drawX(x), drawY(y));
+                    drawWreck();
+                }
+            }
+        }
     }
 
-    private void drawWorld() {
-        int minX = (int) (camera.position.x/16);
-        int minY = (int) (camera.position.y/16);
-        int maxX = (int) ((camera.position.x+camera.viewportWidth)/16)+1;
-        int maxY = (int) ((camera.position.y+camera.viewportHeight)/16)+1;
-        if (minX<0) minX=0;
-        if (minY<0) minY=0;
-        if (maxX>gameProc.world.getWidth()) maxX = gameProc.world.getWidth();
-        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) {
-                    spriteBatch.draw(
-                            BlocksLoader.BLOCKS.getValueAt(gameProc.world.getForeMap(x,y)).getTexture(),
-                            x * 16 - camera.position.x,y * 16 - camera.position.y);
-                } else if (gameProc.world.getBackMap(x,y)>0) {
-                    spriteBatch.draw(
-                            BlocksLoader.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);
+    private void drawWorldForeground() {
+        int minX = (int) (getCamX() / 16) - 1;
+        int minY = (int) (getCamY() / 16) - 1;
+        int maxX = (int) ((getCamX() + getWidth()) / 16) + 1;
+        int maxY = (int) ((getCamY() + getHeight()) / 16) + 1;
+        if (minY < 0) minY = 0;
+        if (maxY > gp.world.getHeight()) maxY = gp.world.getHeight();
+        for (int y = minY; y < maxY; y++) {
+            for (int x = minX; x < maxX; x++) {
+                if (gp.world.getForeMap(x, y) > 0 && !GameItems.getBlock(gp.world.getForeMap(x, y)).bg) {
+                    spriter.draw(
+                            Assets.blockTex[GameItems.getBlock(gp.world.getForeMap(x, y)).getTex()],
+                            drawX(x), drawY(y));
+                    drawWreck();
                 }
             }
         }
     }
 
+    private void drawMob(Mob mob) {
+        mob.draw(spriter,
+                mob.pos.x - getCamX() - gp.world.getWidth() * 16, mob.pos.y - getCamY());
+        mob.draw(spriter,
+                mob.pos.x - getCamX(), mob.pos.y - getCamY());
+        mob.draw(spriter,
+                mob.pos.x - getCamX() + gp.world.getWidth() * 16, mob.pos.y - getCamY());
+    }
+
+    private void drawDrop(Drop drop) {
+        switch (GameItems.getItem(drop.getId()).getType()) {
+            case 0:
+                Assets.blockTex[GameItems.getItem(drop.getId()).getTex()].setPosition(drop.pos.x - getCamX() - gp.world.getWidth() * 16, drop.pos.y - getCamY());
+                Assets.blockTex[GameItems.getItem(drop.getId()).getTex()].draw(spriter);
+                Assets.blockTex[GameItems.getItem(drop.getId()).getTex()].setPosition(drop.pos.x - getCamX(), drop.pos.y - getCamY());
+                Assets.blockTex[GameItems.getItem(drop.getId()).getTex()].draw(spriter);
+                Assets.blockTex[GameItems.getItem(drop.getId()).getTex()].setPosition(drop.pos.x - getCamX() + gp.world.getWidth() * 16, drop.pos.y - getCamY());
+                Assets.blockTex[GameItems.getItem(drop.getId()).getTex()].draw(spriter);
+        }
+    }
+
     private void drawPlayer(Player pl) {
-        Assets.playerSprite[pl.dir].setPosition(pl.position.x - camera.position.x,
-                pl.position.y - camera.position.y);
-        Assets.playerSprite[pl.dir].draw(spriteBatch);
+        if (pl.move.x != 0 || Assets.plSprite[0][2].getRotation() != 0) {
+            Assets.plSprite[0][2].rotate(Player.ANIM_SPEED);
+            Assets.plSprite[1][2].rotate(-Player.ANIM_SPEED);
+            Assets.plSprite[0][3].rotate(-Player.ANIM_SPEED);
+            Assets.plSprite[1][3].rotate(Player.ANIM_SPEED);
+        } else {
+            Assets.plSprite[0][2].setRotation(0);
+            Assets.plSprite[1][2].setRotation(0);
+            Assets.plSprite[0][3].setRotation(0);
+            Assets.plSprite[1][3].setRotation(0);
+        }
+        if (Assets.plSprite[0][2].getRotation() >= 60 || Assets.plSprite[0][2].getRotation() <= -60)
+            Player.ANIM_SPEED = -Player.ANIM_SPEED;
+
+        //back hand
+        Assets.plSprite[1][2].setPosition(
+                pl.pos.x - getCamX() - 6,
+                pl.pos.y - getCamY());
+        Assets.plSprite[1][2].draw(spriter);
+        //back leg
+        Assets.plSprite[1][3].setPosition(
+                pl.pos.x - getCamX() - 6,
+                pl.pos.y - getCamY() + 10);
+        Assets.plSprite[1][3].draw(spriter);
+        //front leg
+        Assets.plSprite[0][3].setPosition(
+                pl.pos.x - getCamX() - 6,
+                pl.pos.y - getCamY() + 10);
+        Assets.plSprite[0][3].draw(spriter);
+        //head
+        spriter.draw(Assets.plSprite[pl.dir][0],
+                pl.pos.x - getCamX() - 2,
+                pl.pos.y - getCamY() - 2);
+        //body
+        spriter.draw(Assets.plSprite[pl.dir][1],
+                pl.pos.x - getCamX() - 2, pl.pos.y - getCamY() + 8);
+        //item in hand
+        if (pl.inv[gp.slot] > 0)
+            switch (GameItems.getItem(pl.inv[gp.slot]).getType()) {
+                case 0:
+                    Assets.blockTex[GameItems.getItem(pl.inv[gp.slot]).getTex()].setPosition(
+                            pl.pos.x - getCamX() - 8 * MathUtils.sin(MathUtils.degRad * Assets.plSprite[0][2].getRotation()),
+                            pl.pos.y - getCamY() + 6 + 8 * MathUtils.cos(MathUtils.degRad * Assets.plSprite[0][2].getRotation()));
+                    Assets.blockTex[GameItems.getItem(pl.inv[gp.slot]).getTex()].draw(spriter);
+                    break;
+                default:
+                    Assets.itemTex[GameItems.getItem(pl.inv[gp.slot]).getTex()].flip((pl.dir == 0), false);
+                    Assets.itemTex[GameItems.getItem(pl.inv[gp.slot]).getTex()].setRotation(
+                            -45 + pl.dir * 90 + Assets.plSprite[0][2].getRotation());
+                    Assets.itemTex[GameItems.getItem(pl.inv[gp.slot]).getTex()].setPosition(
+                            pl.pos.x - getCamX() - 10 + (12 * pl.dir) - 8 * MathUtils.sin(MathUtils.degRad * Assets.plSprite[0][2].getRotation()),
+                            pl.pos.y - getCamY() + 2 + 8 * MathUtils.cos(MathUtils.degRad * Assets.plSprite[0][2].getRotation()));
+                    Assets.itemTex[GameItems.getItem(pl.inv[gp.slot]).getTex()].draw(spriter);
+                    Assets.itemTex[GameItems.getItem(pl.inv[gp.slot]).getTex()].flip((pl.dir == 0), false);
+                    break;
+            }
+        //front hand
+        Assets.plSprite[0][2].setPosition(
+                pl.pos.x - getCamX() - 6,
+                pl.pos.y - getCamY());
+        Assets.plSprite[0][2].draw(spriter);
     }
 
+    private void drawCreative() {
+        float x = getWidth() / 2 - Assets.creativeInv.getRegionWidth() / 2;
+        float y = getHeight() / 2 - Assets.creativeInv.getRegionHeight() / 2;
+        spriter.draw(Assets.creativeInv, x, y);
+        spriter.draw(Assets.creativeScr, x + 156,
+                y + 18 + (gp.creativeScroll * (72 / gp.maxCreativeScroll)));
+        for (int i = gp.creativeScroll * 8; i < gp.creativeScroll * 8 + 40; i++) {
+            if (i > 0 && i < GameItems.getItemsSize())
+                switch (GameItems.getItem(i).getType()) {
+                    case 0:
+                        spriter.draw(Assets.blockTex[GameItems.getItem(i).getTex()],
+                                x + 8 + ((i - gp.creativeScroll * 8) % 8) * 18,
+                                y + 18 + ((i - gp.creativeScroll * 8) / 8) * 18);
+                        break;
+                    case 1:
+                        spriter.draw(Assets.itemTex[GameItems.getItem(i).getTex()],
+                                x + 8 + ((i - gp.creativeScroll * 8) % 8) * 18,
+                                y + 18 + ((i - gp.creativeScroll * 8) / 8) * 18);
+                        break;
+                }
+        }
+        for (int i = 0; i < 9; i++) {
+            if (gp.player.inv[i] > 0)
+                switch (GameItems.getItem(gp.player.inv[i]).getType()) {
+                    case 0:
+                        spriter.draw(Assets.blockTex[GameItems.getItem(gp.player.inv[i]).getTex()],
+                                x + 8 + i * 18, y + Assets.creativeInv.getRegionHeight() - 24);
+                        break;
+                    case 1:
+                        spriter.draw(Assets.itemTex[GameItems.getItem(gp.player.inv[i]).getTex()],
+                                x + 8 + i * 18, y + Assets.creativeInv.getRegionHeight() - 24);
+                        break;
+                }
+        }
+    }
+
+    private void drawGUI() {
+        if (gp.world.getForeMap(gp.curX, gp.curY) > 0 ||
+                gp.world.getBackMap(gp.curX, gp.curY) > 0 ||
+                gp.ctrlMode == 1 ||
+                !CaveGame.TOUCH)
+            spriter.draw(Assets.guiCur,
+                    gp.curX * 16 - getCamX(),
+                    gp.curY * 16 - getCamY());
+        spriter.draw(Assets.invBar, getWidth() / 2 - Assets.invBar.getRegionWidth() / 2, 0);
+        for (int i = 0; i < 9; i++) {
+            if (gp.player.inv[i] > 0) {
+                switch (GameItems.getItem(gp.player.inv[i]).getType()) {
+                    case 0:
+                        spriter.draw(Assets.blockTex[GameItems.getItem(gp.player.inv[i]).getTex()],
+                                getWidth() / 2 - Assets.invBar.getRegionWidth() / 2 + 3 + i * 20,
+                                3);
+                        break;
+                    case 1:
+                        spriter.draw(Assets.itemTex[GameItems.getItem(gp.player.inv[i]).getTex()],
+                                getWidth() / 2 - Assets.invBar.getRegionWidth() / 2 + 3 + i * 20,
+                                3);
+                        break;
+                }
+            }
+        }
+        spriter.draw(Assets.invBarCur,
+                getWidth() / 2 - Assets.invBar.getRegionWidth() / 2 - 1 + 20 * gp.slot,
+                -1);
+    }
+
+    private void drawTouchGui() {
+        spriter.draw(Assets.touchArrows[0], 26, getHeight() - 52);
+        spriter.draw(Assets.touchArrows[1], 0, getHeight() - 26);
+        spriter.draw(Assets.touchArrows[2], 26, getHeight() - 26);
+        spriter.draw(Assets.touchArrows[3], 52, getHeight() - 26);
+        spriter.draw(Assets.touchLMB, getWidth() - 52, getHeight() - 26);
+        spriter.draw(Assets.touchRMB, getWidth() - 26, getHeight() - 26);
+        spriter.draw(Assets.touchMode, 78, getHeight() - 26);
+        if (gp.ctrlMode == 1) {
+            Assets.shade.setPosition(83, getHeight() - 21);
+            Assets.shade.draw(spriter);
+        }
+    }
+
+    private void drawGamePlay() {
+        drawWorldBackground();
+        drawPlayer(gp.player);
+        for (Mob mob : gp.mobs) drawMob(mob);
+        for (Drop drop : gp.drops) drawDrop(drop);
+        drawWorldForeground();
+        drawGUI();
+    }
+
+    @Override
     public void render() {
         Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
-        spriteBatch.begin();
-        drawWorld();
-        drawPlayer(gameProc.player);
-        spriteBatch.end();
-        shapeRenderer.begin(ShapeRenderer.ShapeType.Line);
-        shapeRenderer.setColor(Color.ORANGE);
-        drawRect(gameProc.cursorX*16-camera.position.x,
-                gameProc.cursorY*16-camera.position.y,16,16);
-        shapeRenderer.end();
+
+        spriter.begin();
+        switch (CaveGame.STATE) {
+            case GAME_PLAY:
+                drawGamePlay();
+                break;
+            case GAME_CREATIVE_INV:
+                drawGamePlay();
+                drawCreative();
+                break;
+        }
+
+        if (CaveGame.TOUCH) drawTouchGui();
+
+        if (GameScreen.SHOW_DEBUG) {
+            drawString("FPS: " + GameScreen.FPS, 0, 0);
+            drawString("X: " + (int) (gp.player.pos.x / 16), 0, 10);
+            drawString("Y: " + (int) (gp.player.pos.y / 16), 0, 20);
+            drawString("Mobs: " + gp.mobs.size(), 0, 30);
+            drawString("Drops: " + gp.drops.size(), 0, 40);
+            drawString("Block: " + GameItems.getBlockKey(gp.world.getForeMap(gp.curX, gp.curY)), 0, 50);
+        }
+
+        spriter.end();
     }
 
 }