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Example 16 with TiledMapTileLayer

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();
}
Also used : TiledMapTileLayer(com.badlogic.gdx.maps.tiled.TiledMapTileLayer)

Example 17 with TiledMapTileLayer

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);
                    }
                }
            }
        }
    }
}
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 18 with TiledMapTileLayer

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);
            }
        }
    }
}
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)

Example 19 with TiledMapTileLayer

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);
}
Also used : TiledMapImageLayer(com.badlogic.gdx.maps.tiled.TiledMapImageLayer) TiledMapTileLayer(com.badlogic.gdx.maps.tiled.TiledMapTileLayer) MapLayer(com.badlogic.gdx.maps.MapLayer) MapLayers(com.badlogic.gdx.maps.MapLayers)

Example 20 with TiledMapTileLayer

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);
            }
        }
    }
}
Also used : TiledMapTileLayer(com.badlogic.gdx.maps.tiled.TiledMapTileLayer) Rectangle(com.badlogic.gdx.math.Rectangle) Cell(com.badlogic.gdx.maps.tiled.TiledMapTileLayer.Cell)

Aggregations

TiledMapTileLayer (com.badlogic.gdx.maps.tiled.TiledMapTileLayer)31 Cell (com.badlogic.gdx.maps.tiled.TiledMapTileLayer.Cell)18 TiledMapTile (com.badlogic.gdx.maps.tiled.TiledMapTile)12 TextureRegion (com.badlogic.gdx.graphics.g2d.TextureRegion)11 StaticTiledMapTile (com.badlogic.gdx.maps.tiled.tiles.StaticTiledMapTile)9 MapLayer (com.badlogic.gdx.maps.MapLayer)7 TiledMap (com.badlogic.gdx.maps.tiled.TiledMap)7 Rectangle (com.badlogic.gdx.math.Rectangle)5 Color (com.badlogic.gdx.graphics.Color)4 MapLayers (com.badlogic.gdx.maps.MapLayers)4 TiledMapImageLayer (com.badlogic.gdx.maps.tiled.TiledMapImageLayer)4 Point (java.awt.Point)4 Tile (objects.Tile)4 Texture (com.badlogic.gdx.graphics.Texture)3 TextureAtlas (com.badlogic.gdx.graphics.g2d.TextureAtlas)3 MapProperties (com.badlogic.gdx.maps.MapProperties)3 AnimatedTiledMapTile (com.badlogic.gdx.maps.tiled.tiles.AnimatedTiledMapTile)3 OrthographicCamera (com.badlogic.gdx.graphics.OrthographicCamera)2 MapObject (com.badlogic.gdx.maps.MapObject)2 OrthoCamController (com.badlogic.gdx.tests.utils.OrthoCamController)2