Added IndexedRenderer color, block team indicator
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@@ -1,8 +1,11 @@
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package io.anuke.mindustry.editor;
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import com.badlogic.gdx.graphics.Color;
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import com.badlogic.gdx.graphics.g2d.TextureRegion;
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import com.badlogic.gdx.utils.IntSet;
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import com.badlogic.gdx.utils.IntSet.IntSetIterator;
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import io.anuke.mindustry.content.blocks.Blocks;
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import io.anuke.mindustry.game.Team;
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import io.anuke.mindustry.io.MapTileData.TileDataMarker;
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import io.anuke.mindustry.world.Block;
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import io.anuke.ucore.core.Core;
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@@ -36,7 +39,7 @@ public class MapRenderer {
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for(int x = 0; x < chunks.length; x ++){
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for(int y = 0; y < chunks[0].length; y ++){
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chunks[x][y] = new IndexedRenderer(chunksize*chunksize*2);
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chunks[x][y] = new IndexedRenderer(chunksize*chunksize*3);
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}
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}
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this.width = width;
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@@ -98,14 +101,26 @@ public class MapRenderer {
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String fregion = Draw.hasRegion(floor.name) ? floor.name : (Draw.hasRegion(floor.name + "1") ? (floor.name + "1") : "clear");
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TextureRegion region = Draw.region(fregion);
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mesh.draw((wx % chunksize) + (wy % chunksize)*chunksize, region, wx * tilesize, wy * tilesize, -1f, 8, 8);
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mesh.draw((wx % chunksize) + (wy % chunksize)*chunksize, region, wx * tilesize, wy * tilesize, 8, 8);
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String wregion = Draw.hasRegion(wall.name) ? wall.name : (Draw.hasRegion(wall.name + "1") ? (wall.name + "1") : "clear");
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TextureRegion wregion = (wall == Blocks.air || wall == Blocks.blockpart) ? Draw.region("clear"): wall.getBlockIcon()[wall.getBlockIcon().length-1];
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region = Draw.region(wregion);
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region = wregion;
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mesh.draw((wx % chunksize) + (wy % chunksize)*chunksize + chunksize*chunksize, region,
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wx * tilesize + offsetx*tilesize, wy * tilesize + offsety * tilesize, 0f,
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wx * tilesize + offsetx*tilesize, wy * tilesize + offsety * tilesize,
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region.getRegionWidth(), region.getRegionHeight());
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if(wall.update || wall.destructible) {
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mesh.setColor(Team.values()[data.team].color);
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region = Draw.region("block-border");
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}else{
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region = Draw.region("clear");
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}
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mesh.draw((wx % chunksize) + (wy % chunksize)*chunksize + chunksize*chunksize*2, region,
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wx * tilesize + offsetx*tilesize, wy * tilesize + offsety * tilesize,
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region.getRegionWidth(), region.getRegionHeight());
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mesh.setColor(Color.WHITE);
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}
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}
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