use of com.badlogic.gdx.graphics.g2d.TextureRegion in project libgdx by libgdx.
the class TideMapLoader method loadTileSheet.
private void loadTileSheet(TiledMap map, Element element, FileHandle tideFile, ImageResolver imageResolver) {
if (element.getName().equals("TileSheet")) {
String id = element.getAttribute("Id");
String description = element.getChildByName("Description").getText();
String imageSource = element.getChildByName("ImageSource").getText();
Element alignment = element.getChildByName("Alignment");
String sheetSize = alignment.getAttribute("SheetSize");
String tileSize = alignment.getAttribute("TileSize");
String margin = alignment.getAttribute("Margin");
String spacing = alignment.getAttribute("Spacing");
String[] sheetSizeParts = sheetSize.split(" x ");
int sheetSizeX = Integer.parseInt(sheetSizeParts[0]);
int sheetSizeY = Integer.parseInt(sheetSizeParts[1]);
String[] tileSizeParts = tileSize.split(" x ");
int tileSizeX = Integer.parseInt(tileSizeParts[0]);
int tileSizeY = Integer.parseInt(tileSizeParts[1]);
String[] marginParts = margin.split(" x ");
int marginX = Integer.parseInt(marginParts[0]);
int marginY = Integer.parseInt(marginParts[1]);
String[] spacingParts = margin.split(" x ");
int spacingX = Integer.parseInt(spacingParts[0]);
int spacingY = Integer.parseInt(spacingParts[1]);
FileHandle image = getRelativeFileHandle(tideFile, imageSource);
TextureRegion texture = imageResolver.getImage(image.path());
TiledMapTileSets tilesets = map.getTileSets();
int firstgid = 1;
for (TiledMapTileSet tileset : tilesets) {
firstgid += tileset.size();
}
TiledMapTileSet tileset = new TiledMapTileSet();
tileset.setName(id);
tileset.getProperties().put("firstgid", firstgid);
int gid = firstgid;
int stopWidth = texture.getRegionWidth() - tileSizeX;
int stopHeight = texture.getRegionHeight() - tileSizeY;
for (int y = marginY; y <= stopHeight; y += tileSizeY + spacingY) {
for (int x = marginX; x <= stopWidth; x += tileSizeX + spacingX) {
TiledMapTile tile = new StaticTiledMapTile(new TextureRegion(texture, x, y, tileSizeX, tileSizeY));
tile.setId(gid);
tileset.putTile(gid++, tile);
}
}
Element properties = element.getChildByName("Properties");
if (properties != null) {
loadProperties(tileset.getProperties(), properties);
}
tilesets.addTileSet(tileset);
}
}
use of com.badlogic.gdx.graphics.g2d.TextureRegion in project libgdx by libgdx.
the class BatchTiledMapRenderer method renderImageLayer.
@Override
public void renderImageLayer(TiledMapImageLayer layer) {
final Color batchColor = batch.getColor();
final float color = Color.toFloatBits(batchColor.r, batchColor.g, batchColor.b, batchColor.a * layer.getOpacity());
final float[] vertices = this.vertices;
TextureRegion region = layer.getTextureRegion();
if (region == null) {
return;
}
final float x = layer.getX();
final float y = layer.getY();
final float x1 = x * unitScale;
final float y1 = y * unitScale;
final float x2 = x1 + region.getRegionWidth() * unitScale;
final float y2 = y1 + region.getRegionHeight() * unitScale;
imageBounds.set(x1, y1, x2 - x1, y2 - y1);
if (viewBounds.contains(imageBounds) || viewBounds.overlaps(imageBounds)) {
final float u1 = region.getU();
final float v1 = region.getV2();
final float u2 = region.getU2();
final 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;
batch.draw(region.getTexture(), vertices, 0, NUM_VERTICES);
}
}
use of com.badlogic.gdx.graphics.g2d.TextureRegion in project libgdx by libgdx.
the class HexagonalTiledMapRenderer method renderCell.
/** render a single cell */
private void renderCell(final TiledMapTileLayer.Cell cell, final float x, final float y, final float color) {
if (cell != null) {
final TiledMapTile tile = cell.getTile();
if (tile != null) {
if (tile instanceof AnimatedTiledMapTile)
return;
final boolean flipX = cell.getFlipHorizontally();
final boolean flipY = cell.getFlipVertically();
final int rotations = cell.getRotation();
TextureRegion region = tile.getTextureRegion();
float x1 = x + tile.getOffsetX() * unitScale;
float y1 = y + 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 == 2) {
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;
}
batch.draw(region.getTexture(), vertices, 0, NUM_VERTICES);
}
}
}
use of com.badlogic.gdx.graphics.g2d.TextureRegion in project libgdx by libgdx.
the class IsometricStaggeredTiledMapRenderer method renderTileLayer.
@Override
public void renderTileLayer(TiledMapTileLayer layer) {
final Color batchColor = batch.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 layerOffsetX = layer.getOffsetX() * unitScale;
// offset in tiled is y down, so we flip it
final float layerOffsetY = -layer.getOffsetY() * unitScale;
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 - layerOffsetX) / layerTileWidth)));
final int maxX = Math.min(layerWidth, (int) ((viewBounds.x + viewBounds.width + layerTileWidth + layerTileWidth50 - layerOffsetX) / layerTileWidth));
final int minY = Math.max(0, (int) (((viewBounds.y - layerTileHeight - layerOffsetY) / layerTileHeight)));
final int maxY = Math.min(layerHeight, (int) ((viewBounds.y + viewBounds.height + layerTileHeight - layerOffsetY) / 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 + layerOffsetX;
float y1 = y * layerTileHeight50 + tile.getOffsetY() * unitScale + layerOffsetY;
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;
}
}
}
batch.draw(region.getTexture(), vertices, 0, NUM_VERTICES);
}
}
}
}
use of com.badlogic.gdx.graphics.g2d.TextureRegion in project libgdx by libgdx.
the class OrthoCachedTiledMapRenderer method renderImageLayer.
@Override
public void renderImageLayer(TiledMapImageLayer layer) {
final float color = Color.toFloatBits(1.0f, 1.0f, 1.0f, layer.getOpacity());
final float[] vertices = this.vertices;
TextureRegion region = layer.getTextureRegion();
if (region == null) {
return;
}
final float x = layer.getX();
final float y = layer.getY();
final float x1 = x * unitScale;
final float y1 = y * unitScale;
final float x2 = x1 + region.getRegionWidth() * unitScale;
final float y2 = y1 + region.getRegionHeight() * unitScale;
final float u1 = region.getU();
final float v1 = region.getV2();
final float u2 = region.getU2();
final 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;
spriteCache.add(region.getTexture(), vertices, 0, NUM_VERTICES);
}
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