Package com.badlogic.gdx.maps.tiled.renderers

Source Code of com.badlogic.gdx.maps.tiled.renderers.IsometricStaggeredTiledMapRenderer

/*******************************************************************************
* Copyright 2013 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
*   http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/

package com.badlogic.gdx.maps.tiled.renderers;

import static com.badlogic.gdx.graphics.g2d.SpriteBatch.*;

import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.g2d.Batch;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.maps.MapObject;
import com.badlogic.gdx.maps.tiled.TiledMap;
import com.badlogic.gdx.maps.tiled.TiledMapTile;
import com.badlogic.gdx.maps.tiled.TiledMapTileLayer;
import com.badlogic.gdx.maps.tiled.TiledMapTileLayer.Cell;

public class IsometricStaggeredTiledMapRenderer extends BatchTiledMapRenderer {

  public IsometricStaggeredTiledMapRenderer (TiledMap map) {
    super(map);
  }

  public IsometricStaggeredTiledMapRenderer (TiledMap map, Batch batch) {
    super(map, batch);
  }

  public IsometricStaggeredTiledMapRenderer (TiledMap map, float unitScale) {
    super(map, unitScale);
  }

  public IsometricStaggeredTiledMapRenderer (TiledMap map, float unitScale, Batch batch) {
    super(map, unitScale, batch);
  }

  @Override
  public void renderObject (MapObject object) {

  }

  @Override
  public void renderTileLayer (TiledMapTileLayer layer) {
    final Color batchColor = spriteBatch.getColor();
    final float color = Color.toFloatBits(batchColor.r, batchColor.g, batchColor.b, batchColor.a * layer.getOpacity());

    final int layerWidth = layer.getWidth();
    final int layerHeight = layer.getHeight();

    final float layerTileWidth = layer.getTileWidth() * unitScale;
    final float layerTileHeight = layer.getTileHeight() * unitScale;

    final float layerTileWidth50 = layerTileWidth * 0.50f;
    final float layerTileHeight50 = layerTileHeight * 0.50f;

    final int minX = Math.max(0, (int)(((viewBounds.x - layerTileWidth50) / layerTileWidth)));
    final int maxX = Math.min(layerWidth,
      (int)((viewBounds.x + viewBounds.width + layerTileWidth + layerTileWidth50) / layerTileWidth));

    final int minY = Math.max(0, (int)(((viewBounds.y - layerTileHeight) / layerTileHeight)));
    final int maxY = Math.min(layerHeight, (int)((viewBounds.y + viewBounds.height + layerTileHeight) / layerTileHeight50));

    for (int y = maxY - 1; y >= minY; y--) {
      float offsetX = (y % 2 == 1) ? layerTileWidth50 : 0;
      for (int x = maxX - 1; x >= minX; x--) {
        final TiledMapTileLayer.Cell cell = layer.getCell(x, y);
        if (cell == null) continue;
        final TiledMapTile tile = cell.getTile();

        if (tile != null) {
          final boolean flipX = cell.getFlipHorizontally();
          final boolean flipY = cell.getFlipVertically();
          final int rotations = cell.getRotation();
          TextureRegion region = tile.getTextureRegion();

          float x1 = x * layerTileWidth - offsetX + tile.getOffsetX() * unitScale;
          float y1 = y * layerTileHeight50 + tile.getOffsetY() * unitScale;
          float x2 = x1 + region.getRegionWidth() * unitScale;
          float y2 = y1 + region.getRegionHeight() * unitScale;

          float u1 = region.getU();
          float v1 = region.getV2();
          float u2 = region.getU2();
          float v2 = region.getV();

          vertices[X1] = x1;
          vertices[Y1] = y1;
          vertices[C1] = color;
          vertices[U1] = u1;
          vertices[V1] = v1;

          vertices[X2] = x1;
          vertices[Y2] = y2;
          vertices[C2] = color;
          vertices[U2] = u1;
          vertices[V2] = v2;

          vertices[X3] = x2;
          vertices[Y3] = y2;
          vertices[C3] = color;
          vertices[U3] = u2;
          vertices[V3] = v2;

          vertices[X4] = x2;
          vertices[Y4] = y1;
          vertices[C4] = color;
          vertices[U4] = u2;
          vertices[V4] = v1;

          if (flipX) {
            float temp = vertices[U1];
            vertices[U1] = vertices[U3];
            vertices[U3] = temp;
            temp = vertices[U2];
            vertices[U2] = vertices[U4];
            vertices[U4] = temp;
          }

          if (flipY) {
            float temp = vertices[V1];
            vertices[V1] = vertices[V3];
            vertices[V3] = temp;
            temp = vertices[V2];
            vertices[V2] = vertices[V4];
            vertices[V4] = temp;
          }

          if (rotations != 0) {
            switch (rotations) {
            case Cell.ROTATE_90: {
              float tempV = vertices[V1];
              vertices[V1] = vertices[V2];
              vertices[V2] = vertices[V3];
              vertices[V3] = vertices[V4];
              vertices[V4] = tempV;

              float tempU = vertices[U1];
              vertices[U1] = vertices[U2];
              vertices[U2] = vertices[U3];
              vertices[U3] = vertices[U4];
              vertices[U4] = tempU;
              break;
            }
            case Cell.ROTATE_180: {
              float tempU = vertices[U1];
              vertices[U1] = vertices[U3];
              vertices[U3] = tempU;
              tempU = vertices[U2];
              vertices[U2] = vertices[U4];
              vertices[U4] = tempU;
              float tempV = vertices[V1];
              vertices[V1] = vertices[V3];
              vertices[V3] = tempV;
              tempV = vertices[V2];
              vertices[V2] = vertices[V4];
              vertices[V4] = tempV;
              break;
            }
            case Cell.ROTATE_270: {
              float tempV = vertices[V1];
              vertices[V1] = vertices[V4];
              vertices[V4] = vertices[V3];
              vertices[V3] = vertices[V2];
              vertices[V2] = tempV;

              float tempU = vertices[U1];
              vertices[U1] = vertices[U4];
              vertices[U4] = vertices[U3];
              vertices[U3] = vertices[U2];
              vertices[U2] = tempU;
              break;
            }
            }
          }
          spriteBatch.draw(region.getTexture(), vertices, 0, 20);
        }
      }
    }
  }
}
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