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IsometricTiledMapRenderer. Added license info, small cleanup
authorAlex Vega <semtiko@gmail.com>
Mon, 16 Sep 2013 14:15:33 +0000 (18:15 +0400)
committerAlex Vega <semtiko@gmail.com>
Mon, 16 Sep 2013 14:15:33 +0000 (18:15 +0400)
gdx/src/com/badlogic/gdx/maps/tiled/renderers/IsometricTiledMapRenderer.java

index c51fa11..ff72db7 100644 (file)
@@ -1,25 +1,22 @@
+/*******************************************************************************\r
+ * Copyright 2013 See AUTHORS file.\r
+ * \r
+ * Licensed under the Apache License, Version 2.0 (the "License");\r
+ * you may not use this file except in compliance with the License.\r
+ * You may obtain a copy of the License at\r
+ * \r
+ *   http://www.apache.org/licenses/LICENSE-2.0\r
+ * \r
+ * Unless required by applicable law or agreed to in writing, software\r
+ * distributed under the License is distributed on an "AS IS" BASIS,\r
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.\r
+ * See the License for the specific language governing permissions and\r
+ * limitations under the License.\r
+ ******************************************************************************/\r
+\r
 package com.badlogic.gdx.maps.tiled.renderers;\r
 \r
-import static com.badlogic.gdx.graphics.g2d.SpriteBatch.C1;\r
-import static com.badlogic.gdx.graphics.g2d.SpriteBatch.C2;\r
-import static com.badlogic.gdx.graphics.g2d.SpriteBatch.C3;\r
-import static com.badlogic.gdx.graphics.g2d.SpriteBatch.C4;\r
-import static com.badlogic.gdx.graphics.g2d.SpriteBatch.U1;\r
-import static com.badlogic.gdx.graphics.g2d.SpriteBatch.U2;\r
-import static com.badlogic.gdx.graphics.g2d.SpriteBatch.U3;\r
-import static com.badlogic.gdx.graphics.g2d.SpriteBatch.U4;\r
-import static com.badlogic.gdx.graphics.g2d.SpriteBatch.V1;\r
-import static com.badlogic.gdx.graphics.g2d.SpriteBatch.V2;\r
-import static com.badlogic.gdx.graphics.g2d.SpriteBatch.V3;\r
-import static com.badlogic.gdx.graphics.g2d.SpriteBatch.V4;\r
-import static com.badlogic.gdx.graphics.g2d.SpriteBatch.X1;\r
-import static com.badlogic.gdx.graphics.g2d.SpriteBatch.X2;\r
-import static com.badlogic.gdx.graphics.g2d.SpriteBatch.X3;\r
-import static com.badlogic.gdx.graphics.g2d.SpriteBatch.X4;\r
-import static com.badlogic.gdx.graphics.g2d.SpriteBatch.Y1;\r
-import static com.badlogic.gdx.graphics.g2d.SpriteBatch.Y2;\r
-import static com.badlogic.gdx.graphics.g2d.SpriteBatch.Y3;\r
-import static com.badlogic.gdx.graphics.g2d.SpriteBatch.Y4;\r
+import static com.badlogic.gdx.graphics.g2d.SpriteBatch.*;\r
 \r
 import com.badlogic.gdx.graphics.Color;\r
 import com.badlogic.gdx.graphics.g2d.SpriteBatch;\r
@@ -30,12 +27,9 @@ import com.badlogic.gdx.maps.tiled.TiledMapTile;
 import com.badlogic.gdx.maps.tiled.TiledMapTileLayer;\r
 import com.badlogic.gdx.maps.tiled.TiledMapTileLayer.Cell;\r
 \r
-public class IsometricTiledMapRenderer extends  BatchTiledMapRenderer {\r
-\r
-       private TiledMap map;\r
-       \r
+public class IsometricTiledMapRenderer extends BatchTiledMapRenderer {\r
        private float[] vertices = new float[20];\r
-       \r
+\r
        public IsometricTiledMapRenderer(TiledMap map) {\r
                super(map);\r
        }\r
@@ -43,36 +37,36 @@ public class IsometricTiledMapRenderer extends  BatchTiledMapRenderer {
        public IsometricTiledMapRenderer(TiledMap map, SpriteBatch spriteBatch) {\r
                super(map, spriteBatch);\r
        }\r
-       \r
+\r
        public IsometricTiledMapRenderer(TiledMap map, float unitScale) {\r
                super(map, unitScale);\r
-       }               \r
-       \r
+       }       \r
+\r
        public IsometricTiledMapRenderer(TiledMap map, float unitScale, SpriteBatch spriteBatch) {\r
                super(map, unitScale, spriteBatch);\r
        }\r
-       \r
+\r
        @Override\r
        public void renderObject (MapObject object) {\r
                \r
        }\r
-       \r
+\r
        @Override\r
        public void renderTileLayer (TiledMapTileLayer layer) {\r
                final Color batchColor = spriteBatch.getColor();\r
                final float color = Color.toFloatBits(batchColor.r, batchColor.g, batchColor.b, batchColor.a * layer.getOpacity());\r
-               \r
+       \r
                int col1 = 0;\r
                int col2 = layer.getWidth() - 1;\r
-               \r
+\r
                int row1 = 0;\r
                int row2 = layer.getHeight() - 1;\r
-               \r
+\r
                float tileWidth = layer.getTileWidth() * unitScale;\r
                float tileHeight = layer.getTileHeight() * unitScale;\r
                float halfTileWidth = tileWidth * 0.5f;\r
                float halfTileHeight = tileHeight * 0.5f;\r
-               \r
+\r
                for (int row = row2; row >= row1; row--) {\r
                        for (int col = col1; col <= col2; col++) {\r
                                float x = (col * halfTileWidth) + (row * halfTileWidth);\r
@@ -81,48 +75,48 @@ public class IsometricTiledMapRenderer extends  BatchTiledMapRenderer {
                                final TiledMapTileLayer.Cell cell = layer.getCell(col, row);\r
                                if(cell == null) continue;\r
                                final TiledMapTile tile = cell.getTile();\r
+\r
                                if (tile != null) {\r
-                                       \r
                                        final boolean flipX = cell.getFlipHorizontally();\r
                                        final boolean flipY = cell.getFlipVertically();\r
                                        final int rotations = cell.getRotation();\r
-                                       \r
+\r
                                        TextureRegion region = tile.getTextureRegion();\r
-                                       \r
+\r
                                        float x1 = x;\r
                                        float y1 = y;\r
                                        float x2 = x1 + region.getRegionWidth() * unitScale;\r
                                        float y2 = y1 + region.getRegionHeight() * unitScale;\r
-                                       \r
+\r
                                        float u1 = region.getU();\r
                                        float v1 = region.getV2();\r
                                        float u2 = region.getU2();\r
                                        float v2 = region.getV();\r
-                                       \r
+\r
                                        vertices[X1] = x1;\r
                                        vertices[Y1] = y1;\r
                                        vertices[C1] = color;\r
                                        vertices[U1] = u1;\r
                                        vertices[V1] = v1;\r
-                                       \r
+\r
                                        vertices[X2] = x1;\r
                                        vertices[Y2] = y2;\r
                                        vertices[C2] = color;\r
                                        vertices[U2] = u1;\r
                                        vertices[V2] = v2;\r
-                                       \r
+\r
                                        vertices[X3] = x2;\r
                                        vertices[Y3] = y2;\r
                                        vertices[C3] = color;\r
                                        vertices[U3] = u2;\r
                                        vertices[V3] = v2;\r
-                                       \r
+\r
                                        vertices[X4] = x2;\r
                                        vertices[Y4] = y1;\r
                                        vertices[C4] = color;\r
                                        vertices[U4] = u2;\r
-                                       vertices[V4] = v1;                                                      \r
-                                       \r
+                                       vertices[V4] = v1;\r
+\r
                                        if (flipX) {\r
                                                float temp = vertices[U1];\r
                                                vertices[U1] = vertices[U3];\r
@@ -152,7 +146,7 @@ public class IsometricTiledMapRenderer extends  BatchTiledMapRenderer {
                                                                vertices[U1] = vertices[U2];\r
                                                                vertices[U2] = vertices[U3];\r
                                                                vertices[U3] = vertices[U4];\r
-                                                               vertices[U4] = tempU;                                                                   \r
+                                                               vertices[U4] = tempU;\r
                                                                break;\r
                                                        }\r
                                                        case Cell.ROTATE_180: {\r
@@ -161,7 +155,7 @@ public class IsometricTiledMapRenderer extends  BatchTiledMapRenderer {
                                                                vertices[U3] = tempU;\r
                                                                tempU = vertices[U2];\r
                                                                vertices[U2] = vertices[U4];\r
-                                                               vertices[U4] = tempU;                                                                   \r
+                                                               vertices[U4] = tempU;\r
                                                                float tempV = vertices[V1];\r
                                                                vertices[V1] = vertices[V3];\r
                                                                vertices[V3] = tempV;\r
@@ -181,15 +175,14 @@ public class IsometricTiledMapRenderer extends  BatchTiledMapRenderer {
                                                                vertices[U1] = vertices[U4];\r
                                                                vertices[U4] = vertices[U3];\r
                                                                vertices[U3] = vertices[U2];\r
-                                                               vertices[U2] = tempU;                                                                   \r
+                                                               vertices[U2] = tempU;\r
                                                                break;\r
                                                        }\r
-                                               }                                                               \r
+                                               }\r
                                        }\r
                                        spriteBatch.draw(region.getTexture(), vertices, 0, 20);\r
-                               }                                       \r
+                               }\r
                        }\r
                }\r
        }\r
-       \r
-}
\ No newline at end of file
+}\r