package mindustry.graphics; import arc.*; import arc.graphics.*; import arc.graphics.g2d.*; import arc.math.*; import arc.math.geom.*; import arc.util.ArcAnnotate.*; import arc.util.*; import mindustry.*; import mindustry.gen.*; import mindustry.type.*; import mindustry.ui.*; import mindustry.world.*; import static mindustry.Vars.*; public class Drawf{ //an experiment, to be removed public static void runes(float x, float y, int[] text){ int height = 6, width = 5; float scale = 3; float th = height * scale, tw = width * scale; float skewx = width * scale, skewy = 0; Draw.color(Pal.accent); for(int i = 0; i < text.length; i++){ float ox = x + i*tw*width; for(int j = 0; j < width * height; j++){ int cx = j % width, cy = j / width; float rx = ox + cx * tw + skewx * cy, ry = y + cy * th; if((text[i] & (1 << j)) != 0){ Fill.quad(rx, ry, rx + tw, ry, rx + tw + skewx, ry + th + skewy, rx + skewx, ry + th + skewy); } } } } public static float text(){ float z = Draw.z(); if(renderer.pixelator.enabled()){ Draw.z(Layer.endPixeled); } return z; } public static void light(float x, float y, float radius, Color color, float opacity){ renderer.lights.add(x, y, radius, color, opacity); } public static void light(Position pos, float radius, Color color, float opacity){ light(pos.getX(), pos.getY(), radius, color, opacity); } public static void light(float x, float y, TextureRegion region, Color color, float opacity){ renderer.lights.add(x, y, region, color, opacity); } public static void light(float x, float y, float x2, float y2){ renderer.lights.line(x, y, x2, y2, 30, Color.orange, 0.3f); } public static void light(float x, float y, float x2, float y2, float stroke, Color tint, float alpha){ renderer.lights.line(x, y, x2, y2, stroke, tint, alpha); } public static void selected(Tilec tile, Color color){ selected(tile.tile(), color); } public static void selected(Tile tile, Color color){ selected(tile.x, tile.y, tile.block(), color); } public static void selected(int x, int y, Block block, Color color){ Draw.color(color); for(int i = 0; i < 4; i++){ Point2 p = Geometry.d8edge[i]; float offset = -Math.max(block.size - 1, 0) / 2f * tilesize; Draw.rect("block-select", x*tilesize + block.offset() + offset * p.x, y*tilesize + block.offset() + offset * p.y, i * 90); } Draw.reset(); } public static void shadow(float x, float y, float rad){ shadow(x, y, rad, 1f); } public static void shadow(float x, float y, float rad, float alpha){ Draw.color(0, 0, 0, 0.4f * alpha); Draw.rect("circle-shadow", x, y, rad, rad); Draw.color(); } public static void dashCircle(float x, float y, float rad, Color color){ Lines.stroke(3f, Pal.gray); Lines.dashCircle(x, y, rad); Lines.stroke(1f, color); Lines.dashCircle(x, y, rad); Draw.reset(); } public static void circles(float x, float y, float rad){ circles(x, y, rad, Pal.accent); } public static void circles(float x, float y, float rad, Color color){ Lines.stroke(3f, Pal.gray); Lines.circle(x, y, rad); Lines.stroke(1f, color); Lines.circle(x, y, rad); Draw.reset(); } public static void select(float x, float y, float radius, Color color){ Lines.stroke(3f, Pal.gray); Lines.square(x, y, radius + 1f); Lines.stroke(1f, color); Lines.square(x, y, radius); Draw.reset(); } public static void square(float x, float y, float radius, Color color){ Lines.stroke(3f, Pal.gray); Lines.square(x, y, radius + 1f, 45); Lines.stroke(1f, color); Lines.square(x, y, radius + 1f, 45); Draw.reset(); } public static void square(float x, float y, float radius){ square(x, y, radius, Pal.accent); } public static void arrow(float x, float y, float x2, float y2, float length, float radius){ arrow(x, y, x2, y2, length, radius, Pal.accent); } public static void arrow(float x, float y, float x2, float y2, float length, float radius, Color color){ float angle = Angles.angle(x, y, x2, y2); float space = 2f; Tmp.v1.set(x2, y2).sub(x, y).limit(length); float vx = Tmp.v1.x + x, vy = Tmp.v1.y + y; Draw.color(Pal.gray); Fill.poly(vx, vy, 3, radius + space, angle); Draw.color(color); Fill.poly(vx, vy, 3, radius, angle); Draw.color(); } public static void laser(TextureRegion line, TextureRegion edge, float x, float y, float x2, float y2, float scale){ laser(line, edge, x, y, x2, y2, Mathf.angle(x2 - x, y2 - y), scale); } public static void laser(TextureRegion line, TextureRegion edge, float x, float y, float x2, float y2){ laser(line, edge, x, y, x2, y2, Mathf.angle(x2 - x, y2 - y), 1f); } public static void laser(TextureRegion line, TextureRegion edge, float x, float y, float x2, float y2, float rotation, float scale){ Tmp.v1.trns(rotation, 8f * scale * Draw.scl); Draw.rect(edge, x, y, edge.getWidth() * scale * Draw.scl, edge.getHeight() * scale * Draw.scl, rotation + 180); Draw.rect(edge, x2, y2, edge.getWidth() * scale * Draw.scl, edge.getHeight() * scale * Draw.scl, rotation); Lines.stroke(12f * scale); Lines.precise(true); Lines.line(line, x + Tmp.v1.x, y + Tmp.v1.y, x2 - Tmp.v1.x, y2 - Tmp.v1.y, CapStyle.none, 0f); Lines.precise(false); Lines.stroke(1f); Drawf.light(x, y, x2, y2); } public static void tri(float x, float y, float width, float length, float rotation){ float oy = 17f / 63f * length; Draw.rect(Core.atlas.find("shape-3"), x, y - oy + length / 2f, width, length, width / 2f, oy, rotation - 90); } public static void construct(Tilec t, UnitType unit, float rotation, float progress, float speed, float time){ TextureRegion region = unit.icon(Cicon.full); Shaders.build.region = region; Shaders.build.progress = progress; Shaders.build.color.set(Pal.accent); Shaders.build.color.a = speed; Shaders.build.time = -time / 20f; Draw.shader(Shaders.build); Draw.rect(region, t.x(), t.y(), rotation); Draw.shader(); Draw.color(Pal.accent); Draw.alpha(speed); Lines.lineAngleCenter(t.x() + Mathf.sin(time, 20f, Vars.tilesize / 2f * t.block().size - 2f), t.y(), 90, t.block().size * Vars.tilesize - 4f); Draw.reset(); } public static void respawn(Tilec tile, float heat, float progress, float time, UnitType to, @Nullable Playerc player){ float x = tile.x(), y = tile.y(); progress = Mathf.clamp(progress); Draw.color(Pal.darkMetal); Lines.stroke(2f * heat); Fill.poly(x, y, 4, 10f * heat); Draw.reset(); if(player != null){ TextureRegion region = to.icon(Cicon.full); Draw.color(0f, 0f, 0f, 0.4f * progress); Draw.rect("circle-shadow", x, y, region.getWidth() / 3f, region.getWidth() / 3f); Draw.color(); Shaders.build.region = region; Shaders.build.progress = progress; Shaders.build.color.set(Pal.accent); Shaders.build.time = -time / 10f; Draw.shader(Shaders.build, true); Draw.rect(region, x, y); Draw.shader(); Draw.color(Pal.accentBack); float pos = Mathf.sin(time, 6f, 8f); Lines.lineAngleCenter(x + pos, y, 90, 16f - Math.abs(pos) * 2f); Draw.reset(); } Lines.stroke(2f * heat); Draw.color(Pal.accentBack); Lines.poly(x, y, 4, 8f * heat); float oy = -7f, len = 6f * heat; Lines.stroke(5f); Draw.color(Pal.darkMetal); Lines.line(x - len, y + oy, x + len, y + oy, CapStyle.none); for(int i : Mathf.signs){ Fill.tri(x + len * i, y + oy - Lines.getStroke()/2f, x + len * i, y + oy + Lines.getStroke()/2f, x + (len + Lines.getStroke() * heat) * i, y + oy); } Lines.stroke(3f); Draw.color(Pal.accent); Lines.line(x - len, y + oy, x - len + len*2 * progress, y + oy, CapStyle.none); for(int i : Mathf.signs){ Fill.tri(x + len * i, y + oy - Lines.getStroke()/2f, x + len * i, y + oy + Lines.getStroke()/2f, x + (len + Lines.getStroke() * heat) * i, y + oy); } Draw.reset(); if(Vars.net.active() && player != null){ tile.block().drawPlaceText(player.name(), tile.tileX(), tile.tileY() - (Math.max((tile.block().size-1)/2, 0)), true); } } }