Added a chunkloading system but not a unloading system
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@@ -53,6 +53,7 @@ project(":desktop") {
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api "com.badlogicgames.gdx:gdx-controllers-desktop:$gdxVersion"
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api "com.badlogicgames.gdx:gdx-controllers-platform:$gdxVersion:natives-desktop"
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api "de.tomgrill.gdxdialogs:gdx-dialogs-desktop:1.2.5"
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compile "org.mini2Dx:universal-tween-engine:6.3.3"
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}
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}
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@@ -49,7 +49,7 @@ public class InputController implements Restrictions {
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i = 0;
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directionAnimation("Up");
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player.addY(MOVEMENT_SPEED);
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//Tween.to(player,Tween.)
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cam.translate(0,MOVEMENT_SPEED);
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}
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cam.update();
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@@ -5,8 +5,7 @@ import net.dermetfan.utils.Pair;
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import java.util.HashMap;
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import static com.mygdx.game.Restrictions.CHUNK_SIZE;
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import static com.mygdx.game.Restrictions.SUPER_CHUNK_SIZE;
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import static com.mygdx.game.Restrictions.*;
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public class Superchunks {
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public static HashMap<Pair<Integer,Integer>, Chunks> overworld = new HashMap<>();
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@@ -14,8 +13,8 @@ public class Superchunks {
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private Superchunks() {}
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public static void generateSuperchunk(int x, int y) {
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int startX = x*SUPER_CHUNK_SIZE;
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int startY = y*SUPER_CHUNK_SIZE;
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int startX = x * SUPER_CHUNK_SIZE;
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int startY = y * SUPER_CHUNK_SIZE;
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int endX = startX + SUPER_CHUNK_SIZE;
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int endY = startY + SUPER_CHUNK_SIZE;
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@@ -29,11 +28,37 @@ public class Superchunks {
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}
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}
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public static void generateWithPlayer(Player player){
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for (int i = -1+player.getX()/CHUNK_SIZE*SUPER_CHUNK_SIZE; i < 1+player.getX()/CHUNK_SIZE*SUPER_CHUNK_SIZE; i++) {
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for (int j = -1+player.getY()/CHUNK_SIZE*SUPER_CHUNK_SIZE; j < 1+player.getY()/CHUNK_SIZE*SUPER_CHUNK_SIZE; j++) {
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generateSuperchunk(i,j);
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public static void loadChunks(Player player) {
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int chunkY = 0;
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int chunkX = 0;
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//Top-right
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if(0<=player.getX() && 0<=player.getY()) {
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chunkY = (player.getY() / (TILE_SIZE * SUPER_CHUNK_SIZE * CHUNK_SIZE));
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chunkX = (player.getX() / (TILE_SIZE * SUPER_CHUNK_SIZE * CHUNK_SIZE));
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}
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//Top-left
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else if(0>player.getX() && 0<player.getY()){
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chunkY = (player.getY() / (TILE_SIZE * SUPER_CHUNK_SIZE * CHUNK_SIZE));
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chunkX = ((player.getX()-48*CHUNK_SIZE) / (TILE_SIZE * SUPER_CHUNK_SIZE * CHUNK_SIZE));
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}
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//Bottom-left
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else if(0>=player.getX() && 0>=player.getY()){
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chunkY = ((player.getY()-48*CHUNK_SIZE) / (TILE_SIZE * SUPER_CHUNK_SIZE * CHUNK_SIZE));
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chunkX = ((player.getX()-48*CHUNK_SIZE) / (TILE_SIZE * SUPER_CHUNK_SIZE * CHUNK_SIZE));
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}
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//Bottom-right
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else if(0<player.getX() && 0>player.getY()){
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chunkY = ((player.getY()-48*CHUNK_SIZE) / (TILE_SIZE * SUPER_CHUNK_SIZE * CHUNK_SIZE));
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chunkX = ((player.getX()) / (TILE_SIZE * SUPER_CHUNK_SIZE * CHUNK_SIZE));
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}
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for (int i = -RENDER_DISTANCE; i < RENDER_DISTANCE; i++) {
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for (int j = -RENDER_DISTANCE; j < RENDER_DISTANCE; j++) {
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generateSuperchunk(chunkX+i,chunkY+j);
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}
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}
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}
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}
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@@ -21,6 +21,8 @@ public class Main extends ApplicationAdapter {
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private FitViewport fitViewport;
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float physicsUpdateSpeed = 1/60f; //how often you want to do a physics-update, in this case every 1/60th of a sec
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float timeSinceLastUpdate = 0f; //accumulator
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private float chunkSeconds;
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private Player player;
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@Override
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@@ -30,7 +32,7 @@ public class Main extends ApplicationAdapter {
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fitViewport = new FitViewport(VIEWPORT_WIDTH,VIEWPORT_HEIGHT, cam);
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//Starting location of the player
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Player player = new Player(0, 0, cam);
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player = new Player(0, 0, cam);
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cam.translate((float) TILE_SIZE / 2, (float) TILE_SIZE / 2);
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cam.zoom = 25f;
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@@ -38,9 +40,6 @@ public class Main extends ApplicationAdapter {
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Mouse mouse = new Mouse(player);
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gui = new GUI(mouse,fitViewport);
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Superchunks.generateWithPlayer(player);
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worldRenderer = new WorldRenderer(player, mouse, cam);
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batch = new SpriteBatch();
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}
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@@ -51,6 +50,11 @@ public class Main extends ApplicationAdapter {
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fixedStep();
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chunkSeconds +=Gdx.graphics.getRawDeltaTime();
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if(chunkSeconds > RENDER_TIME){
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chunkSeconds -= RENDER_TIME;
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Superchunks.loadChunks(player);
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}
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batch.begin();
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worldRenderer.render(batch);
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@@ -58,6 +62,7 @@ public class Main extends ApplicationAdapter {
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batch.end();
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}
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public void fixedStep() {
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timeSinceLastUpdate = Gdx.graphics.getDeltaTime(); //Accumulate delta time
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while(timeSinceLastUpdate >= physicsUpdateSpeed){ //If the accumulated delta-time is greater than, do a physics update - this can happen multiple times in a single frame, depending on fps/lag/physicsUpdateSpeed
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@@ -5,8 +5,9 @@ public interface Restrictions {
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float VIEWPORT_HEIGHT = 9/2f;
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float VIEWPORT_WIDTH = 16/2f;
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int MOVEMENT_SPEED = 16;
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int KEY_DELAY = 10;
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int KEY_DELAY = 1;
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int CHUNK_SIZE = 16;
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int SUPER_CHUNK_SIZE = 3;
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int RENDER_DISTANCE = 3;
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int RENDER_TIME = 1;
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}
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