use of com.badlogic.gdx.maps.tiled.TiledMapTileLayer in project Red-Team by CSC480-18S.
the class GameBoardActor method draw.
@Override
public void draw(Batch batch, float parentAlpha) {
batch.end();
// probably best not to mess with this unless you know what youre doing.
renderer.setView(boardCam.combined, 0, 0, GameScreen.BOARD_SIZE, GameScreen.BOARD_SIZE);
TiledMapTileLayer playedLayer = TiledUtils.generatePlacementsTiledLayer(GameManager.getInstance().theBoard);
renderer.getMap().getLayers().add(playedLayer);
TiledMapTileLayer thinkingLayer = TiledUtils.generateThinkingTiledLayer();
renderer.getMap().getLayers().add(thinkingLayer);
renderer.render();
renderer.getMap().getLayers().remove(playedLayer);
batch.begin();
}
use of com.badlogic.gdx.maps.tiled.TiledMapTileLayer 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);
}
}
}
}
}
}
use of com.badlogic.gdx.maps.tiled.TiledMapTileLayer 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.maps.tiled.TiledMapTileLayer in project libgdx by libgdx.
the class OrthoCachedTiledMapRenderer method render.
@Override
public void render() {
if (!cached) {
cached = true;
count = 0;
spriteCache.clear();
final float extraWidth = viewBounds.width * overCache;
final float extraHeight = viewBounds.height * overCache;
cacheBounds.x = viewBounds.x - extraWidth;
cacheBounds.y = viewBounds.y - extraHeight;
cacheBounds.width = viewBounds.width + extraWidth * 2;
cacheBounds.height = viewBounds.height + extraHeight * 2;
for (MapLayer layer : map.getLayers()) {
spriteCache.beginCache();
if (layer instanceof TiledMapTileLayer) {
renderTileLayer((TiledMapTileLayer) layer);
} else if (layer instanceof TiledMapImageLayer) {
renderImageLayer((TiledMapImageLayer) layer);
}
spriteCache.endCache();
}
}
if (blending) {
Gdx.gl.glEnable(GL20.GL_BLEND);
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
}
spriteCache.begin();
MapLayers mapLayers = map.getLayers();
for (int i = 0, j = mapLayers.getCount(); i < j; i++) {
MapLayer layer = mapLayers.get(i);
if (layer.isVisible()) {
spriteCache.draw(i);
renderObjects(layer);
}
}
spriteCache.end();
if (blending)
Gdx.gl.glDisable(GL20.GL_BLEND);
}
use of com.badlogic.gdx.maps.tiled.TiledMapTileLayer in project libgdx by libgdx.
the class SuperKoalio method getTiles.
private void getTiles(int startX, int startY, int endX, int endY, Array<Rectangle> tiles) {
TiledMapTileLayer layer = (TiledMapTileLayer) map.getLayers().get("walls");
rectPool.freeAll(tiles);
tiles.clear();
for (int y = startY; y <= endY; y++) {
for (int x = startX; x <= endX; x++) {
Cell cell = layer.getCell(x, y);
if (cell != null) {
Rectangle rect = rectPool.obtain();
rect.set(x, y, 1, 1);
tiles.add(rect);
}
}
}
}
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