Umbau im Ansatz vorhanden

master
Jonathan Hager 6 years ago
parent c206b30815
commit 81c0543702

@ -9,7 +9,6 @@ import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.dungeoncrawler.view.*;
import com.dungeoncrawler.model.Dungeon;
@ -23,7 +22,6 @@ public class Controller extends ApplicationAdapter implements InputProcessor{
Dungeon d;
DungeonGenerator dg;
MainMenu v;
Player p;
Entity[] e;
Timer t;
View m;
@ -35,8 +33,7 @@ public class Controller extends ApplicationAdapter implements InputProcessor{
batch = new SpriteBatch();
v = new MainMenu();
p = new Player();
d = new Dungeon(p);
d = new Dungeon(new Player());
dg = new DungeonGenerator();
dg.ichWillSpielen();
e = new Entity[5];
@ -78,10 +75,19 @@ public class Controller extends ApplicationAdapter implements InputProcessor{
@Override
public void render(){
if(v != null){
v.render(batch, p , e);
v.render(batch, d.getPlayer() , e);
}
if(v == null){
m.render(batch, p, a);
int xPosRoom = d.getPlayer().getxPos() / 48;
int yPosRoom = d.getPlayer().getyPos() / 48;
System.out.println(xPosRoom + " " + yPosRoom);
d.getPlayer().setxPos(d.getPlayer().getxPos()+ d.getPlayer().getMovementX());
d.getPlayer().setyPos(d.getPlayer().getyPos()+ d.getPlayer().getMovementY());
// Render methode zum rendern der einzelnen Sprites wird aufgerufen
m.render(batch, d.getPlayer(), a, xPosRoom, yPosRoom);
}
}
@ -94,19 +100,19 @@ public class Controller extends ApplicationAdapter implements InputProcessor{
public boolean keyDown(int keycode) {
if(keycode == Input.Keys.LEFT){
if(v != null){
v.moveCursor(3);
v.moveCursor(3);
}
if(m != null){
p.setMovementX(-3);
d.getPlayer().setMovementX(-3);
}
}
if(keycode == Input.Keys.RIGHT){
if(v != null){
v.moveCursor(1);
v.moveCursor(1);
}
if(m != null){
p.setMovementX(3);
d.getPlayer().setMovementX(3);
}
}
@ -115,7 +121,7 @@ public class Controller extends ApplicationAdapter implements InputProcessor{
v.moveCursor(2);
}
if(m != null){
p.setMovementY(-3);
d.getPlayer().setMovementY(-3);
}
}
@ -124,7 +130,7 @@ public class Controller extends ApplicationAdapter implements InputProcessor{
v.moveCursor(0);
}
if(m != null){
p.setMovementY(3);
d.getPlayer().setMovementY(3);
}
}
@ -148,7 +154,7 @@ public class Controller extends ApplicationAdapter implements InputProcessor{
v.stopCursor(3);
}
if(m != null){
p.setMovementX(0);
d.getPlayer().setMovementX(0);
}
}
@ -157,7 +163,7 @@ public class Controller extends ApplicationAdapter implements InputProcessor{
v.stopCursor(1);
}
if(m != null){
p.setMovementX(0);
d.getPlayer().setMovementX(0);
}
}
@ -166,7 +172,7 @@ public class Controller extends ApplicationAdapter implements InputProcessor{
v.stopCursor(2);
}
if(m != null){
p.setMovementY(0);
d.getPlayer().setMovementY(0);
}
}
@ -175,7 +181,7 @@ public class Controller extends ApplicationAdapter implements InputProcessor{
v.stopCursor(0);
}
if(m != null){
p.setMovementY(0);
d.getPlayer().setMovementY(0);
}
}

@ -24,6 +24,4 @@ public class Player extends Entity {
// TODO: Sinnvolle Werte finden
}
}

@ -28,7 +28,7 @@ public class View {
Sprite[] entitySprites;
//MAP
Map tm;
Map m;
TiledMapRenderer tmr;
TiledMap test;
OrthographicCamera camera;
@ -52,17 +52,17 @@ public class View {
//MAP
tm = new Map();
m = new Map();
camera = new OrthographicCamera(1, h/w);
d = new DungeonGenerator().generateDungeon(10, 10, 48, new Player());
MapGenerator mg = new MapGenerator(new Texture(Gdx.files.internal("tiles.gif")));
TiledMap[][][] maps = mg.generateMap(7, d);
tm.setMaps(maps);
m.setMaps(maps);
for(int i=0;i<tm.getMaps()[0].length;i++){
for(int j=0;j<tm.getMaps()[0][0].length;j++){
if(tm.getMaps()[0][i][j] != null){
test = tm.getMaps()[0][i][j];
for(int i=0;i<m.getMaps()[0].length;i++){
for(int j=0;j<m.getMaps()[0][0].length;j++){
if(m.getMaps()[0][i][j] != null){
test = m.getMaps()[0][i][j];
}
}
}
@ -71,12 +71,12 @@ public class View {
}
public void render (SpriteBatch batch, Player p, Archer a) {
public void render (SpriteBatch batch, Player p, Archer a, int xPosRoom, int yPosRoom) {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
player.setX(player.getX()+ p.getMovementX());
player.setY(player.getY()+ p.getMovementY());
player.setX(p.getxPos());
player.setY(p.getyPos());
if(p.getMovementX() == 3){
player.setRegion(regions[0][1]);

Loading…
Cancel
Save