Beispiel #1
0
 public void render2d(GL2 g) {
   for (Entry<EntityData, TileEntity> e : entities.entrySet()) {
     EntityData key = e.getKey();
     TileEntity entity = e.getValue();
     g.glPushMatrix();
     switch (key.getType()) {
       case VBORDER:
         g.glRotatef(90, 0, 0, 1);
         BorderData vBorder = (BorderData) entity;
         if (Globals.upCamera) {
           vBorder.render(g, this);
         }
         g.glColor3f(1, 1, 1);
         break;
       case HBORDER:
         BorderData hBorder = (BorderData) entity;
         if (Globals.upCamera) {
           hBorder.render(g, this);
         }
         g.glColor3f(1, 1, 1);
         break;
     }
     g.glPopMatrix();
     g.glColor3f(1, 1, 1);
   }
 }
Beispiel #2
0
  public void serialize(Document doc, Element root) {
    Element tile = doc.createElement("tile");
    tile.setAttribute("x", Integer.toString(x));
    tile.setAttribute("y", Integer.toString(y));
    tile.setAttribute("height", Float.toString(height));
    tile.setAttribute("caveHeight", Float.toString(caveHeight));
    tile.setAttribute("caveSize", Float.toString(caveSize));
    root.appendChild(tile);

    ground.serialize(doc, tile);
    cave.serialize(doc, tile);
    if (label != null) {
      label.serialize(doc, tile, false);
    }
    if (caveLabel != null) {
      caveLabel.serialize(doc, tile, true);
    }

    final HashMap<Integer, Element> levels = new HashMap<>();

    for (Entry<EntityData, TileEntity> e : entities.entrySet()) {
      final EntityData key = e.getKey();
      final TileEntity entity = e.getValue();
      final int floor = key.getFloor();

      Element level = levels.get(floor);
      if (level == null) {
        level = doc.createElement("level");
        level.setAttribute("value", Integer.toString(key.getFloor()));
        levels.put(key.getFloor(), level);
        tile.appendChild(level);
      }

      switch (key.getType()) {
        case FLOORROOF:
          entity.serialize(doc, level);
          break;
        case HWALL:
        case HFENCE:
          Element hWall = doc.createElement("hWall");
          entity.serialize(doc, hWall);
          level.appendChild(hWall);
          break;
        case VWALL:
        case VFENCE:
          Element vWall = doc.createElement("vWall");
          entity.serialize(doc, vWall);
          level.appendChild(vWall);
          break;
        case HBORDER:
          Element hDeco = doc.createElement("hBorder");
          entity.serialize(doc, hDeco);
          level.appendChild(hDeco);
          break;
        case VBORDER:
          Element vDeco = doc.createElement("vBorder");
          entity.serialize(doc, vDeco);
          level.appendChild(vDeco);
          break;
        case OBJECT:
          ObjectEntityData objectData = (ObjectEntityData) key;
          Element objectElement = doc.createElement("object");
          objectElement.setAttribute("position", objectData.getLocation().toString());
          entity.serialize(doc, objectElement);
          level.appendChild(objectElement);
          break;
      }
    }
  }
Beispiel #3
0
  private void renderEntities(GL2 g) {
    for (Entry<EntityData, TileEntity> e : entities.entrySet()) {
      EntityData key = e.getKey();
      final int floor = key.getFloor();
      float colorMod = 1;
      if (Globals.upCamera) {
        switch (Globals.floor - floor) {
          case 0:
            colorMod = 1;
            break;
          case 1:
            colorMod = 0.6f;
            break;
          case 2:
            colorMod = 0.25f;
            break;
          default:
            continue;
        }
      }
      TileEntity entity = e.getValue();
      g.glPushMatrix();
      switch (key.getType()) {
        case FLOORROOF:
          g.glTranslatef(4, 0, 3 * floor + getFloorHeight() / Constants.HEIGHT_MOD);
          g.glColor3f(colorMod, colorMod, colorMod);
          entity.render(g, this);
          break;
        case VWALL:
        case VFENCE:
          g.glTranslatef(0, 0, 3 * floor + getVerticalWallHeight() / Constants.HEIGHT_MOD);
          g.glRotatef(90, 0, 0, 1);
          float vdiff = getVerticalWallHeightDiff() / 47f;
          if (vdiff < 0) {
            g.glTranslatef(0, 0, -vdiff * 4f);
          }
          deform(g, vdiff);

          Wall vwall = (Wall) entity;
          if (Globals.upCamera) {
            vwall.data.color.use(g, colorMod);
          } else {
            g.glColor3f(1, 1, 1);
          }
          vwall.render(g, this);
          g.glColor3f(1, 1, 1);
          break;
        case HWALL:
        case HFENCE:
          g.glTranslatef(0, 0, 3 * floor + getHorizontalWallHeight() / Constants.HEIGHT_MOD);
          float hdiff = getHorizontalWallHeightDiff() / 47f;
          if (hdiff < 0) {
            g.glTranslatef(0, 0, -hdiff * 4f);
          }
          deform(g, hdiff);
          Wall hwall = (Wall) entity;
          if (Globals.upCamera) {
            hwall.data.color.use(g, colorMod);
          } else {
            g.glColor3f(1, 1, 1);
          }
          hwall.render(g, this);
          g.glColor3f(1, 1, 1);
          break;
        case OBJECT:
          ObjectEntityData objData = (ObjectEntityData) key;
          ObjectLocation loc = objData.getLocation();
          GameObject obj = (GameObject) entity;
          g.glColor3f(colorMod, colorMod, colorMod);
          g.glTranslatef(
              loc.getHorizontalAlign(),
              loc.getVerticalAlign(),
              3 * floor
                  + getHeight(loc.getHorizontalAlign() / 4f, loc.getVerticalAlign() / 4f)
                      / Constants.HEIGHT_MOD);
          obj.render(g, this);
          break;
      }
      g.glPopMatrix();
      g.glColor3f(1, 1, 1);
    }
  }