nix funktioniert

master
Jonathan Hager 6 years ago
parent 81c0543702
commit c2e4d79691

@ -33,8 +33,8 @@ public class Controller extends ApplicationAdapter implements InputProcessor{
batch = new SpriteBatch();
v = new MainMenu();
d = new Dungeon(new Player());
dg = new DungeonGenerator();
d = dg.generateDungeon(0, 0, 0, new Player());
dg.ichWillSpielen();
e = new Entity[5];
Gdx.input.setInputProcessor(this);
@ -78,16 +78,42 @@ public class Controller extends ApplicationAdapter implements InputProcessor{
v.render(batch, d.getPlayer() , e);
}
if(v == null){
int xPosRoom = d.getPlayer().getxPos() / 48;
int yPosRoom = d.getPlayer().getyPos() / 48;
int[] tile = new int[2];
tile[0] = d.getPlayer().getxPos() / 48;
tile[1] = d.getPlayer().getyPos() / 48;
System.out.println(xPosRoom + " " + yPosRoom);
System.out.println(tile[0] + " " + tile[1]);
d.getPlayer().setxPos(d.getPlayer().getxPos()+ d.getPlayer().getMovementX());
d.getPlayer().setyPos(d.getPlayer().getyPos()+ d.getPlayer().getMovementY());
d.getPlayer().update();
int roomLengthX = d.getLevel()[0].getRooms().length;
int roomLengthY = d.getLevel()[0].getRooms()[0].length;
int roomAmount = d.getLevel()[0].getRooms().length;
int startRoom = (int) (Math.random() * roomAmount);
int[] posRoom = new int[2];
int level = 0;
int k = 0;
for(int i = 0; i < roomLengthX; i++){
for(int j = 0; j < roomLengthY; j++){
if(d.getLevel()[0].getRooms()[i][j] != null){
k++;
if(k == startRoom){
// Startraum wurde ausgewählt
posRoom[0] = i;
posRoom[1] = j;
}
}
}
}
// Render methode zum rendern der einzelnen Sprites wird aufgerufen
m.render(batch, d.getPlayer(), a, xPosRoom, yPosRoom);
m.render(batch, d.getPlayer(), a, tile, level, posRoom);
}
}

@ -27,7 +27,8 @@ public abstract class Entity {
}
public void update(){
xPos += movementX;
yPos += movementY;
}
public void die(){

@ -59,25 +59,24 @@ public class View {
TiledMap[][][] maps = mg.generateMap(7, d);
m.setMaps(maps);
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];
}
}
}
test = new TiledMap();
tmr = new OrthogonalTiledMapRenderer(test);
}
public void render (SpriteBatch batch, Player p, Archer a, int xPosRoom, int yPosRoom) {
public void render (SpriteBatch batch, Player p, Archer a, int[] tile, int level, int[] posRoom) {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
player.setX(p.getxPos());
player.setY(p.getyPos());
int xPosRoom = posRoom[0];
int yPosRoom = posRoom[1];
test = m.getMaps()[level][xPosRoom][yPosRoom];
if(p.getMovementX() == 3){
player.setRegion(regions[0][1]);
}
@ -93,6 +92,7 @@ public class View {
tmr.setView(camera);
tmr.render();
camera.zoom = 1500f;
camera.update();
batch.setProjectionMatrix(camera.combined);

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