Moved the properties of Blocks into the class Block. Also made Blocks and Superchunks singletons, to prevent the creation of unnecessary objects

This commit is contained in:
2020-03-31 21:09:21 -06:00
parent 00609bc8ed
commit 2476be3808
11 changed files with 182 additions and 78 deletions

View File

@@ -1,5 +1,6 @@
package com.mygdx.game.Character;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.Animation;
import com.badlogic.gdx.graphics.g2d.Batch;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
@@ -12,9 +13,12 @@ public class Player implements Restrictions {
private TextureAtlas textureAtlas;
private Animation<TextureAtlas.AtlasRegion> animation;
public Player(int x, int y) {
this.x = 0;
this.y = 0;
public Player(int x, int y, OrthographicCamera cam) {
this.x = x*TILE_SIZE;
this.y = y*TILE_SIZE;
cam.translate(this.x,this.y);
this.spriteName = "man";
this.textureAtlas = new TextureAtlas("core/assets/" + spriteName + ".atlas");
Array<TextureAtlas.AtlasRegion> keyFrames = textureAtlas.findRegions(spriteName + "_Down");

View File

@@ -0,0 +1,63 @@
package com.mygdx.game.Dimension;
public class Block {
private String name;
private Boolean floor, wall, harvestable, breakable, passable;
public Block(String name, Boolean floor, Boolean wall, Boolean harvestable, Boolean breakable, Boolean passable) {
this.name = name;
this.floor = floor;
this.wall = wall;
this.harvestable = harvestable;
this.breakable = breakable;
this.passable = passable;
}
public String getName() {
return name;
}
public void setName(String name) {
this.name = name;
}
public Boolean getFloor() {
return floor;
}
public void setFloor(Boolean floor) {
this.floor = floor;
}
public Boolean getWall() {
return wall;
}
public void setWall(Boolean wall) {
this.wall = wall;
}
public Boolean getHarvestable() {
return harvestable;
}
public void setHarvestable(Boolean harvestable) {
this.harvestable = harvestable;
}
public Boolean getBreakable() {
return breakable;
}
public void setBreakable(Boolean breakable) {
this.breakable = breakable;
}
public Boolean getPassable() {
return passable;
}
public void setPassable(Boolean passable) {
this.passable = passable;
}
}

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@@ -1,19 +1,25 @@
package com.mygdx.game.Dimension;
import com.badlogic.gdx.graphics.Texture;
import net.dermetfan.utils.Pair;
import java.util.HashMap;
public class Blocks {
private static HashMap<String,Texture> textures = new HashMap<>();
public static HashMap<String,Block> materials = new HashMap<>();
public static HashMap<String,Texture> textures = new HashMap<>();
//Private so the singleton can't be instantiated
private Blocks() {}
public Texture getTexture(String material) {
return textures.get(material);
}
public static void create(){
textures.put("grass",new Texture("core/assets/grass.png"));
textures.put("wood",new Texture("core/assets/wood.png"));
materials.put("grass",new Block("grass",true,false,true,true,true));
materials.put("wood",new Block("wood",false,true,true,true,false));
textures.put("grass", new Texture("core/assets/grass.png"));
textures.put("wood", new Texture("core/assets/wood.png"));
}
}

View File

@@ -7,9 +7,9 @@ import java.util.HashMap;
import static com.mygdx.game.Restrictions.CHUNK_SIZE;
public class Chunks {
public static HashMap<Pair<Integer,Integer>, Blocks> blocks = new HashMap<>();
public HashMap<Pair<Integer, Integer>, Block> blocks = new HashMap<>();
public Chunks(int x, int y) {
public void generateChunk(int x, int y){
int startX = x*CHUNK_SIZE;
int startY = y*CHUNK_SIZE;
int endX = startX + CHUNK_SIZE;
@@ -18,20 +18,16 @@ public class Chunks {
//Going from start of selected chunk to end of selected chunk in x and y
for (int i = startX; i != endX; i++){
for (int j = startY; j != endY; j++) {
blocks.put(new Pair<>(i, j), new Blocks());
blocks.put(new Pair<>(i, j), Blocks.materials.get("grass"));
}
}
}
public static void create(){
Blocks.create();
}
public HashMap<Pair<Integer, Integer>, Blocks> getBlocks() {
public HashMap<Pair<Integer, Integer>, Block> getBlocks() {
return blocks;
}
public void setBlocks(HashMap<Pair<Integer, Integer>, Blocks> blocks) {
public void setBlocks(HashMap<Pair<Integer, Integer>, Block> blocks) {
this.blocks = blocks;
}
}

View File

@@ -0,0 +1,38 @@
package com.mygdx.game.Dimension;
import net.dermetfan.utils.Pair;
import java.util.HashMap;
import static com.mygdx.game.Restrictions.RENDER_DISTANCE;
import static com.mygdx.game.Restrictions.SUPER_CHUNK_SIZE;
public class Superchunks {
public static HashMap<Pair, Chunks> overworld = new HashMap<>();
private Superchunks() {}
public static void generateSuperchunk(int x, int y) {
int startX = x*SUPER_CHUNK_SIZE;
int startY = y*SUPER_CHUNK_SIZE;
int endX = startX + SUPER_CHUNK_SIZE;
int endY = startY + SUPER_CHUNK_SIZE;
for (int i = startX; i != endX; i++){
for (int j = startY; j != endY; j++) {
Chunks chunks = new Chunks();
Blocks.create();
chunks.generateChunk(i, j);
overworld.put(new Pair<>(i, j), chunks);
}
}
}
public static void generateWithPlayer(){
for (int i = -RENDER_DISTANCE; i < RENDER_DISTANCE; i++) {
for (int j = -RENDER_DISTANCE; j < RENDER_DISTANCE; j++) {
generateSuperchunk(i,j);
}
}
}
}

View File

@@ -9,29 +9,35 @@ import com.mygdx.game.Character.Player;
import com.mygdx.game.Restrictions;
import net.dermetfan.utils.Pair;
import java.util.HashMap;
public class WorldRenderer implements Restrictions {
private Mouse mouse;
private OrthographicCamera cam;
private Player player;
private InputController inputController;
private Worlds worlds;
public WorldRenderer(Player player, Mouse mouse, OrthographicCamera cam, Worlds worlds) {
public WorldRenderer(Player player, Mouse mouse, OrthographicCamera cam) {
this.player = player;
this.mouse = mouse;
this.cam = cam;
this.worlds = worlds;
inputController = new InputController(this.cam, this.player);
}
public void create(){
worlds.create();
}
@SuppressWarnings("unchecked")
public void drawWorld(Batch batch) {
for (Pair worldpair: Worlds.overworld.keySet()) {
for (Pair<Integer,Integer> chunkpair:Chunks.blocks.keySet()) {
batch.draw( Worlds.overworld.get(worldpair).getBlocks().get(chunkpair).getTexture("grass"), chunkpair.getKey() * TILE_SIZE, chunkpair.getValue()* TILE_SIZE);
for (Pair<Integer, Integer> worldpair: Superchunks.overworld.keySet()) {
Chunks chunks = Superchunks.overworld.get(worldpair);
for (Pair<Integer,Integer> chunkpair: chunks.blocks.keySet()) {
HashMap<Pair<Integer, Integer>, Block> blocks = chunks.getBlocks();
Block chunkBlock = blocks.get(chunkpair);
String name = chunkBlock.getName();
int drawingLocationX = chunkpair.getKey() * TILE_SIZE;
int drawingLocationY = chunkpair.getValue()* TILE_SIZE;
batch.draw(Blocks.textures.get(name),drawingLocationX ,drawingLocationY);
}
}
}

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@@ -1,29 +0,0 @@
package com.mygdx.game.Dimension;
import net.dermetfan.utils.Pair;
import java.util.HashMap;
import static com.mygdx.game.Restrictions.CHUNK_SIZE;
import static com.mygdx.game.Restrictions.SUPER_CHUNK_SIZE;
public class Worlds {
public static HashMap<Pair, Chunks> overworld = new HashMap<>();
public Worlds(int x, int y) {
int startX = x*SUPER_CHUNK_SIZE;
int startY = y*SUPER_CHUNK_SIZE;
int endX = startX + SUPER_CHUNK_SIZE;
int endY = startY + SUPER_CHUNK_SIZE;
for (int i = startX; i != endX; i++){
for (int j = startY; j != endY; j++) {
overworld.put(new Pair<>(i, j), new Chunks(i,j));
}
}
}
public void create() {
Chunks.create();
}
}

View File

@@ -5,11 +5,14 @@ import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL30;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.Label;
import com.badlogic.gdx.scenes.scene2d.ui.Table;
import com.mygdx.game.Character.Mouse;
import com.mygdx.game.Character.Player;
import com.mygdx.game.Dimension.Worlds;
import com.mygdx.game.UI.GUI;
import com.mygdx.game.Dimension.Superchunks;
import com.mygdx.game.Dimension.WorldRenderer;
import com.mygdx.game.UI.GUI;
import static com.mygdx.game.Restrictions.*;
@@ -19,7 +22,9 @@ public class Main extends ApplicationAdapter {
private GUI gui;
private Mouse mouse;
private OrthographicCamera cam;
private Worlds worlds;
private Stage stage;
private Table table;
private Label label;
float physicsUpdateSpeed = 1/60f; //how often you want to do a physics-update, in this case every 1/60th of a sec
float timeSinceLastUpdate = 0f; //accumulator
@@ -27,19 +32,31 @@ public class Main extends ApplicationAdapter {
@Override
public void create () {
Gdx.graphics.setWindowedMode(1024,576);
Player player = new Player(0, 0);
mouse = new Mouse(player);
cam = new OrthographicCamera(VIEWPORT_WIDTH,VIEWPORT_HEIGHT);
cam.translate(TILE_SIZE/2,TILE_SIZE/2);
cam.zoom = 25f;
worlds = new Worlds(0,0);
worlds = new Worlds(-1,0);
worlds = new Worlds(0,-1);
worlds = new Worlds(-1,-1);
worlds.create();
worldRenderer = new WorldRenderer(player, mouse,cam, worlds);
worldRenderer.create();
//
stage = new Stage();
Gdx.input.setInputProcessor(stage);
table = new Table();
table.add(label);
table.setFillParent(true);
stage.addActor(table);
table.setDebug(true);
//Starting location of the player
Player player = new Player(0,0, cam);
cam.translate((float) TILE_SIZE / 2, (float) TILE_SIZE / 2);
cam.zoom = 25f;
Superchunks.generateWithPlayer();
mouse = new Mouse(player);
worldRenderer = new WorldRenderer(player, mouse,cam);
batch = new SpriteBatch();
gui = new GUI(mouse,cam);
}
@@ -48,16 +65,19 @@ public class Main extends ApplicationAdapter {
public void render () {
Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT);
timeSinceLastUpdate = Gdx.graphics.getDeltaTime(); //Accumulate delta time
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
timeSinceLastUpdate -= physicsUpdateSpeed; //Subtract physicsUpdateSpeed from timeSinceLastUpdate - if timeSinceLastUpdate is STILL >= physicsUpdateSpeed, repeat, if not, the loop breaks
}
fixedStep();
batch.begin();
worldRenderer.render(batch);
gui.render(batch);
batch.end();
System.gc();
}
public void fixedStep() {
timeSinceLastUpdate = Gdx.graphics.getDeltaTime(); //Accumulate delta time
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
timeSinceLastUpdate -= physicsUpdateSpeed; //Subtract physicsUpdateSpeed from timeSinceLastUpdate - if timeSinceLastUpdate is STILL >= physicsUpdateSpeed, repeat, if not, the loop breaks
}
}
@Override

View File

@@ -8,4 +8,5 @@ public interface Restrictions {
int KEY_DELAY = 10;
int CHUNK_SIZE = 16;
int SUPER_CHUNK_SIZE = 3;
int RENDER_DISTANCE = 3;
}