Search in sources :

Example 6 with TiledMapTile

use of com.badlogic.gdx.maps.tiled.TiledMapTile in project libgdx by libgdx.

the class TiledMapPacker method stripUnusedTiles.

private void stripUnusedTiles() {
    int mapWidth = map.getProperties().get("width", Integer.class);
    int mapHeight = map.getProperties().get("height", Integer.class);
    int numlayers = map.getLayers().getCount();
    int bucketSize = mapWidth * mapHeight * numlayers;
    Iterator<MapLayer> it = map.getLayers().iterator();
    while (it.hasNext()) {
        MapLayer layer = it.next();
        // some layers can be plain MapLayer instances (ie. object groups), just ignore them
        if (layer instanceof TiledMapTileLayer) {
            TiledMapTileLayer tlayer = (TiledMapTileLayer) layer;
            for (int y = 0; y < mapHeight; ++y) {
                for (int x = 0; x < mapWidth; ++x) {
                    if (tlayer.getCell(x, y) != null) {
                        TiledMapTile tile = tlayer.getCell(x, y).getTile();
                        if (tile instanceof AnimatedTiledMapTile) {
                            AnimatedTiledMapTile aTile = (AnimatedTiledMapTile) tile;
                            for (StaticTiledMapTile t : aTile.getFrameTiles()) {
                                addTile(t, bucketSize);
                            }
                        }
                        // Adds non-animated tiles and the base animated tile
                        addTile(tile, bucketSize);
                    }
                }
            }
        }
    }
}
Also used : AnimatedTiledMapTile(com.badlogic.gdx.maps.tiled.tiles.AnimatedTiledMapTile) TiledMapTileLayer(com.badlogic.gdx.maps.tiled.TiledMapTileLayer) StaticTiledMapTile(com.badlogic.gdx.maps.tiled.tiles.StaticTiledMapTile) TiledMapTile(com.badlogic.gdx.maps.tiled.TiledMapTile) AnimatedTiledMapTile(com.badlogic.gdx.maps.tiled.tiles.AnimatedTiledMapTile) MapLayer(com.badlogic.gdx.maps.MapLayer) StaticTiledMapTile(com.badlogic.gdx.maps.tiled.tiles.StaticTiledMapTile)

Example 7 with TiledMapTile

use of com.badlogic.gdx.maps.tiled.TiledMapTile 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);
        }
    }
}
Also used : AnimatedTiledMapTile(com.badlogic.gdx.maps.tiled.tiles.AnimatedTiledMapTile) TextureRegion(com.badlogic.gdx.graphics.g2d.TextureRegion) AnimatedTiledMapTile(com.badlogic.gdx.maps.tiled.tiles.AnimatedTiledMapTile) TiledMapTile(com.badlogic.gdx.maps.tiled.TiledMapTile)

Example 8 with TiledMapTile

use of com.badlogic.gdx.maps.tiled.TiledMapTile 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);
            }
        }
    }
}
Also used : TextureRegion(com.badlogic.gdx.graphics.g2d.TextureRegion) TiledMapTileLayer(com.badlogic.gdx.maps.tiled.TiledMapTileLayer) TiledMapTile(com.badlogic.gdx.maps.tiled.TiledMapTile) Color(com.badlogic.gdx.graphics.Color) Cell(com.badlogic.gdx.maps.tiled.TiledMapTileLayer.Cell)

Aggregations

TiledMapTile (com.badlogic.gdx.maps.tiled.TiledMapTile)8 TextureRegion (com.badlogic.gdx.graphics.g2d.TextureRegion)6 TiledMapTileLayer (com.badlogic.gdx.maps.tiled.TiledMapTileLayer)6 Cell (com.badlogic.gdx.maps.tiled.TiledMapTileLayer.Cell)5 Color (com.badlogic.gdx.graphics.Color)3 OrthographicCamera (com.badlogic.gdx.graphics.OrthographicCamera)2 Texture (com.badlogic.gdx.graphics.Texture)2 MapLayer (com.badlogic.gdx.maps.MapLayer)2 AnimatedTiledMapTile (com.badlogic.gdx.maps.tiled.tiles.AnimatedTiledMapTile)2 StaticTiledMapTile (com.badlogic.gdx.maps.tiled.tiles.StaticTiledMapTile)2 OrthoCamController (com.badlogic.gdx.tests.utils.OrthoCamController)2 AssetManager (com.badlogic.gdx.assets.AssetManager)1 InternalFileHandleResolver (com.badlogic.gdx.assets.loaders.resolvers.InternalFileHandleResolver)1 BitmapFont (com.badlogic.gdx.graphics.g2d.BitmapFont)1 SpriteBatch (com.badlogic.gdx.graphics.g2d.SpriteBatch)1 MapLayers (com.badlogic.gdx.maps.MapLayers)1 TiledMap (com.badlogic.gdx.maps.tiled.TiledMap)1 TiledMapTileSet (com.badlogic.gdx.maps.tiled.TiledMapTileSet)1 TmxMapLoader (com.badlogic.gdx.maps.tiled.TmxMapLoader)1 HexagonalTiledMapRenderer (com.badlogic.gdx.maps.tiled.renderers.HexagonalTiledMapRenderer)1