예제 #1
0
  public static void convertMap(
      World box2dWorld,
      TiledMap map,
      float PPM,
      float playfieldOffsetX,
      float playfieldOffsetY,
      int defaultID) {

    TiledMapTileLayer layer = (TiledMapTileLayer) map.getLayers().get(0);

    for (int y = 0; y <= layer.getHeight() - 1; y++) {
      for (int x = 0; x <= layer.getWidth() - 1; x++) {
        Cell cell = layer.getCell(x, y);
        if (cell != null) {

          PhysicsBodyFactory.addStaticTileBodyAndFixture(
              defaultID,
              box2dWorld,
              playfieldOffsetX + ((x + 1) * layer.getTileWidth() / PPM),
              playfieldOffsetY + ((y + 1) * layer.getTileHeight() / PPM),
              layer.getTileWidth() / PPM,
              layer.getTileHeight() / PPM,
              0,
              0);
        }
      }
    }
  }
예제 #2
0
  public void LoadTilesWithoutBody(TiledMap tileMap, World world) {

    TiledMapTileLayer layer = (TiledMapTileLayer) tileMap.getLayers().get("Empty");

    float tileSize = layer.getTileHeight();

    for (int row = 0; row < layer.getHeight(); row++) {
      for (int col = 0; col < layer.getWidth(); col++) {
        Cell cell = layer.getCell(col, row);

        if (cell == null || cell.getTile() == null) continue;

        // create

        float x = col * tileSize / B2D.PPM;
        float y = row * tileSize / B2D.PPM;

        int tileType = cell.getTile().getId();
        tileType--;

        if (tileType == 15) {
          GameStats.GameSpawnPosition = new Vector2(x, y);
          Cell c = new Cell();
          layer.setCell(col, row, c);
        }

        if (tileType <= 14) {
          // e element normal
          int id = tileType;
          GameTileRenderer.tlz[col][row] = id;
        }
      }
    }
  }
예제 #3
0
 private boolean isCellBlocked(float x, float y) {
   Vector2 newCoords = UtilityMethods.screenToMapCoordinate(new Vector2(x, y));
   // System.out.println("Player: x" + sprite.getX() + " y " + sprite.getY());
   // System.out.println("Tile: x" + newCoords.x + " y " + newCoords.y);
   // sprite.setPosition(newCoords.x, newCoords.y);
   Cell cell =
       collisionLayer.getCell(
           (int) (newCoords.x / collisionLayer.getTileWidth()),
           (int) (newCoords.y / collisionLayer.getTileHeight()));
   // System.out.println(cell);
   return cell != null
       && cell.getTile() != null
       && cell.getTile().getProperties().containsKey("blocked");
 }
예제 #4
0
  private void updateCamera() {
    direction.set(0.0f, 0.0f);
    int mouseX = Gdx.input.getX();
    int mouseY = Gdx.input.getY();
    int width = Gdx.graphics.getWidth();
    int height = Gdx.graphics.getHeight();

    if (Gdx.input.isKeyPressed(Input.Keys.LEFT)
        || (Gdx.input.isTouched() && mouseX < width * 0.75f)) {
      direction.x = -1;
    } else if (Gdx.input.isKeyPressed(Input.Keys.RIGHT)
        || (Gdx.input.isTouched() && mouseX > width * 0.75f)) {
      direction.x = 1;
    }

    if (Gdx.input.isKeyPressed(Input.Keys.UP)
        || (Gdx.input.isTouched() && mouseY < height * 0.75f)) {
      direction.y = 1;
    } else if (Gdx.input.isKeyPressed(Input.Keys.DOWN)
        || (Gdx.input.isTouched() && mouseY > height * 0.75f)) {
      direction.y = -1;
    }

    direction.nor().scl(CAMERA_SPEED * Gdx.graphics.getDeltaTime());

    camera.position.x += direction.x;
    camera.position.y += direction.y;

    TiledMapTileLayer layer = (TiledMapTileLayer) tiledMap.getLayers().get(0);

    float cameraMinX = viewport.getWorldWidth() * 0.5f;
    float cameraMinY = viewport.getWorldHeight() * 0.5f;
    float cameraMaxX = layer.getWidth() * layer.getTileWidth() + (playerWidth - cameraMinX);
    float cameraMaxY = layer.getHeight() * layer.getTileHeight() - cameraMinY;

    camera.position.x = MathUtils.clamp(sprite.getX(), cameraMinX, cameraMaxX);
    camera.position.y = MathUtils.clamp(sprite.getY(), cameraMinY, cameraMaxY);

    camera.update();
  }
예제 #5
0
  private void generatePlatforms(String LayerName) {
    TiledMapTileLayer layer = (TiledMapTileLayer) tileMap.getLayers().get(LayerName);

    tileSize = layer.getTileHeight();

    BodyDef bdef = new BodyDef();
    FixtureDef fdef = new FixtureDef();

    // iterate over tiles and build box2d objects and chaining them together
    for (int row = 0; row < layer.getHeight(); row++) {
      for (int col = 0; col < layer.getWidth(); col++) {

        Cell cell = layer.getCell(col, row);

        if (cell == null) continue;
        if (cell.getTile() == null) continue;

        bdef.type = BodyType.StaticBody;
        bdef.position.set((col + 0.5f) * tileSize / PPM, (row + 0.5f) * tileSize / PPM);

        ChainShape cs = new ChainShape();
        Vector2[] v = new Vector2[3];
        v[0] = new Vector2(-tileSize / 2 / PPM, -tileSize / 2 / PPM);
        v[1] = new Vector2(-tileSize / 2 / PPM, +tileSize / 2 / PPM);
        v[2] = new Vector2(+tileSize / 2 / PPM, +tileSize / 2 / PPM);

        cs.createChain(v);
        fdef.friction = 0;
        fdef.shape = cs;
        fdef.filter.categoryBits = B2DVars.BIT_BLOCKS;
        fdef.filter.maskBits = B2DVars.BIT_PLAYER;
        fdef.isSensor = false;
        world.createBody(bdef).createFixture(fdef);
      }
    }
  }
예제 #6
0
  public void LoadTilesWithBody(TiledMap tileMap, World world) {
    TiledMapTileLayer layer = (TiledMapTileLayer) tileMap.getLayers().get("Body");
    BodyDef def = new BodyDef();
    FixtureDef fdef = new FixtureDef();
    def.type = BodyType.StaticBody;
    FixtureDef sensorDef = new FixtureDef();
    sensorDef.isSensor = true;

    int coinID = 0;
    int starID = 0;
    float tileSize = layer.getTileHeight();

    GameTileRenderer.width = layer.getWidth();
    GameTileRenderer.height = layer.getHeight();
    GameTileRenderer.tlz = new int[GameTileRenderer.width][GameTileRenderer.height];
    for (int[] row : GameTileRenderer.tlz) Arrays.fill(row, -1);

    for (int row = 0; row < layer.getHeight(); row++) {
      for (int col = 0; col < layer.getWidth(); col++) {
        Cell cell = layer.getCell(col, row);
        if (cell == null || cell.getTile() == null) continue;

        // create

        def.position.set((col + 0.5f) * tileSize / B2D.PPM, (row + 0.5f) * tileSize / B2D.PPM);
        float x = col * tileSize / B2D.PPM;
        float y = row * tileSize / B2D.PPM;

        int tileType = cell.getTile().getId();
        tileType--;
        if (tileType <= 14) {
          // e element normal
          int id = tileType;

          GameTileRenderer.tlz[col][row] = id;
          ChainShape shape = new ChainShape();
          Vector2[] v = new Vector2[5];
          if (tileType < 14) {
            v[0] = new Vector2(-tileSize / 2 / B2D.PPM, -tileSize / 2 / B2D.PPM);
            v[1] = new Vector2(-tileSize / 2 / B2D.PPM, tileSize / 2 / B2D.PPM);
            v[2] = new Vector2(tileSize / 2 / B2D.PPM, tileSize / 2 / B2D.PPM);
            v[3] = new Vector2(tileSize / 2 / B2D.PPM, -tileSize / 2 / B2D.PPM);
            v[4] = new Vector2(-tileSize / 2 / B2D.PPM, -tileSize / 2 / B2D.PPM);
          } else {
            v[0] = new Vector2(-tileSize / 2 / B2D.PPM, -tileSize / 2 / B2D.PPM);
            v[1] = new Vector2(-tileSize / 2 / B2D.PPM, 0 / B2D.PPM);
            v[2] = new Vector2(tileSize / 2 / B2D.PPM, 0 / B2D.PPM);
            v[3] = new Vector2(tileSize / 2 / B2D.PPM, -tileSize / 2 / B2D.PPM);
            v[4] = new Vector2(-tileSize / 2 / B2D.PPM, -tileSize / 2 / B2D.PPM);
          }
          shape.createChain(v);
          fdef.friction = 0;
          fdef.shape = shape;
          if (tileType < 14) world.createBody(def).createFixture(fdef).setUserData("tile");
          else world.createBody(def).createFixture(fdef).setUserData("die");
        }

        if (tileType == 16) {
          // coin
          Cell c = new Cell();
          layer.setCell(col, row, c);
          if (GameStats.AddTheCoin(coinID)) {

            GameWorld.cr.coins.add(new Vector2(x, y));

            def.position.set((col + 0.5f) * tileSize / B2D.PPM, (row + 0.5f) * tileSize / B2D.PPM);

            ChainShape shape = new ChainShape();
            Vector2[] v = new Vector2[5];
            v[0] = new Vector2(-tileSize / 2 / B2D.PPM, -tileSize / 2 / B2D.PPM);
            v[1] = new Vector2(-tileSize / 2 / B2D.PPM, tileSize / 2 / B2D.PPM);
            v[2] = new Vector2(tileSize / 2 / B2D.PPM, tileSize / 2 / B2D.PPM);
            v[3] = new Vector2(tileSize / 2 / B2D.PPM, -tileSize / 2 / B2D.PPM);
            v[4] = new Vector2(-tileSize / 2 / B2D.PPM, -tileSize / 2 / B2D.PPM);
            shape.createChain(v);

            sensorDef.shape = shape;

            TileData tmp = new TileData(coinID, "coin");
            coinID++;
            world.createBody(def).createFixture(sensorDef).setUserData(tmp);
          } else {
            GameWorld.cr.coins.add(null);
            coinID++;
          }
        }
        if (tileType == 17) {
          Cell c = new Cell();
          layer.setCell(col, row, c);
          GameWorld.cr.stars.add(new Vector2(x, y));

          def.position.set((col + 0.5f) * tileSize / B2D.PPM, (row + 0.5f) * tileSize / B2D.PPM);

          ChainShape shape = new ChainShape();
          Vector2[] v = new Vector2[5];
          v[0] = new Vector2(-tileSize / 2 / B2D.PPM, -tileSize / 2 / B2D.PPM);
          v[1] = new Vector2(-tileSize / 2 / B2D.PPM, tileSize / 2 / B2D.PPM);
          v[2] = new Vector2(tileSize / 2 / B2D.PPM, tileSize / 2 / B2D.PPM);
          v[3] = new Vector2(tileSize / 2 / B2D.PPM, -tileSize / 2 / B2D.PPM);
          v[4] = new Vector2(-tileSize / 2 / B2D.PPM, -tileSize / 2 / B2D.PPM);
          shape.createChain(v);

          sensorDef.shape = shape;

          TileData tmp = new TileData(starID, "star");
          starID++;
          world.createBody(def).createFixture(sensorDef).setUserData(tmp);
        }
        if (tileType == 18) {
          Cell c = new Cell();
          layer.setCell(col, row, c);
          GameMap.flagposition = new Vector2(x, y);
          def.position.set((col + 0.5f) * tileSize / B2D.PPM, (row + 0.5f) * tileSize / B2D.PPM);

          ChainShape shape = new ChainShape();
          Vector2[] v = new Vector2[5];
          v[0] = new Vector2(-tileSize / 2 / B2D.PPM, -tileSize / 2 / B2D.PPM);
          v[1] = new Vector2(-tileSize / 2 / B2D.PPM, tileSize / 2 / B2D.PPM);
          v[2] = new Vector2(tileSize / 2 / B2D.PPM, tileSize / 2 / B2D.PPM);
          v[3] = new Vector2(tileSize / 2 / B2D.PPM, -tileSize / 2 / B2D.PPM);
          v[4] = new Vector2(-tileSize / 2 / B2D.PPM, -tileSize / 2 / B2D.PPM);
          shape.createChain(v);

          sensorDef.shape = shape;

          world.createBody(def).createFixture(sensorDef).setUserData("finish");
        }
        // tiles.add(new Vector2(x, y));

      }
    }
  }
예제 #7
0
  public void LoadGameTiles(TiledMap tileMap, World world) {
    TiledMapTileLayer layer = (TiledMapTileLayer) tileMap.getLayers().get("Tiles");
    BodyDef def = new BodyDef();
    FixtureDef fdef = new FixtureDef();
    def.type = BodyType.StaticBody;
    FixtureDef sensorDef = new FixtureDef();
    sensorDef.isSensor = true;

    int coinID = 0;
    int starID = 0;
    float tileSize = layer.getTileHeight();

    GameTileRenderer.width = layer.getWidth();
    GameTileRenderer.height = layer.getHeight();
    GameTileRenderer.tlz = new int[GameTileRenderer.width][GameTileRenderer.height];
    for (int[] row : GameTileRenderer.tlz) Arrays.fill(row, -1);

    for (int row = 0; row < layer.getHeight(); row++) {
      for (int col = 0; col < layer.getWidth(); col++) {
        Cell cell = layer.getCell(col, row);
        if (cell == null || cell.getTile() == null) continue;

        // create

        def.position.set((col + 0.5f) * tileSize / B2D.PPM, (row + 0.5f) * tileSize / B2D.PPM);
        float x = col * tileSize / B2D.PPM;
        float y = row * tileSize / B2D.PPM;

        int tileType = cell.getTile().getId();
        tileType--;

        if (tileType == 11) {
          GameStats.GameSpawnPosition = new Vector2(x, y);
          Cell c = new Cell();
          layer.setCell(col, row, c);
        }
        if (tileType == 12) {
          Cell c = new Cell();
          layer.setCell(col, row, c);
          GameMap.flagposition = new Vector2(x, y);
          def.position.set((col + 0.5f) * tileSize / B2D.PPM, (row + 0.5f) * tileSize / B2D.PPM);
          sensorDef.shape = createShape(tileSize);
          world.createBody(def).createFixture(sensorDef).setUserData("finish");
        }
        if (tileType == 8) {
          // e spike
          int id = tileType;

          GameTileRenderer.tlz[col][row] = id;
          fdef.friction = 0;
          fdef.shape = createSpikeShape(tileSize);
          world.createBody(def).createFixture(fdef).setUserData("die");
        }
        if (tileType == 0 || tileType == 4) {
          // e element normal
          int id = tileType;

          GameTileRenderer.tlz[col][row] = id;
          fdef.friction = 0;
          fdef.shape = createShape(tileSize);
          world.createBody(def).createFixture(fdef).setUserData("tile");
        }
        if ((tileType >= 1 && tileType <= 3) || (tileType >= 5 && tileType <= 7)) {
          // e bara
          int id = tileType;

          GameTileRenderer.tlz[col][row] = id;
          fdef.friction = 0;
          fdef.shape = createShape(tileSize);
          world.createBody(def).createFixture(fdef).setUserData("rail");
        }
        if (tileType == 10) {
          // coin
          Cell c = new Cell();
          layer.setCell(col, row, c);
          if (GameStats.AddTheCoin(coinID)) {

            GameWorld.cr.coins.add(new Vector2(x, y));

            def.position.set((col + 0.5f) * tileSize / B2D.PPM, (row + 0.5f) * tileSize / B2D.PPM);

            sensorDef.shape = createShape(tileSize);

            TileData tmp = new TileData(coinID, "coin");
            coinID++;
            world.createBody(def).createFixture(sensorDef).setUserData(tmp);

          } else {
            GameWorld.cr.coins.add(null);
            coinID++;
          }
        }
        if (tileType == 9) {
          // coin

          Cell c = new Cell();
          layer.setCell(col, row, c);
          GameWorld.cr.stars.add(new Vector2(x, y));

          def.position.set((col + 0.5f) * tileSize / B2D.PPM, (row + 0.5f) * tileSize / B2D.PPM);

          sensorDef.shape = createShape(tileSize);

          TileData tmp = new TileData(starID, "star");
          starID++;
          world.createBody(def).createFixture(sensorDef).setUserData(tmp);
        }
      }
    }
  }
  @Override
  public void renderTileLayer(TiledMapTileLayer layer) {

    final float color = Color.toFloatBits(1, 1, 1, layer.getOpacity());

    final int layerWidth = layer.getWidth();
    final int layerHeight = layer.getHeight();

    final float layerTileWidth = layer.getTileWidth() * unitScale;
    final float layerTileHeight = layer.getTileHeight() * unitScale;

    final float layerTileWidth25 = layerTileWidth * 0.25f;
    final float layerTileWidth50 = layerTileWidth * 0.50f;
    final float layerTileWidth75 = layerTileWidth * 0.75f;

    final float layerTileHeight50 = layerTileHeight * 0.50f;
    final float layerTileHeight150 = layerTileHeight * 1.50f;

    final int col1 = Math.max(0, (int) (((viewBounds.x - layerTileWidth25) / layerTileWidth75)));
    final int col2 =
        Math.min(
            layerWidth,
            (int) ((viewBounds.x + viewBounds.width + layerTileWidth75) / layerTileWidth75));

    final int row1 = Math.max(0, (int) ((viewBounds.y / layerTileHeight150)));
    final int row2 =
        Math.min(
            layerHeight,
            (int) ((viewBounds.y + viewBounds.height + layerTileHeight150) / layerTileHeight));

    final float[] vertices = this.vertices;

    for (int row = row1; row < row2; row++) {
      for (int col = col1; col < col2; col++) {

        float x = layerTileWidth75 * col;
        float y = (col % 2 == (yDown ? 0 : 1) ? 0 : layerTileHeight50) + (layerTileHeight * row);

        final TiledMapTileLayer.Cell cell = layer.getCell(col, row);
        if (cell == null) {
          x += layerTileWidth;
          continue;
        }
        final TiledMapTile tile = cell.getTile();
        if (tile != null) {
          if (tile instanceof AnimatedTiledMapTile) continue;

          final boolean flipX = cell.getFlipHorizontally();
          final boolean flipY = cell.getFlipVertically();
          final int rotations = cell.getRotation();

          TextureRegion region = tile.getTextureRegion();

          float x1 = x;
          float y1 = y;
          float x2 = x1 + region.getRegionWidth() * unitScale;
          float y2 = y1 + region.getRegionHeight() * unitScale;

          float u1 = region.getU();
          float v1 = region.getV2();
          float u2 = region.getU2();
          float v2 = region.getV();

          vertices[X1] = x1;
          vertices[Y1] = y1;
          vertices[C1] = color;
          vertices[U1] = u1;
          vertices[V1] = v1;

          vertices[X2] = x1;
          vertices[Y2] = y2;
          vertices[C2] = color;
          vertices[U2] = u1;
          vertices[V2] = v2;

          vertices[X3] = x2;
          vertices[Y3] = y2;
          vertices[C3] = color;
          vertices[U3] = u2;
          vertices[V3] = v2;

          vertices[X4] = x2;
          vertices[Y4] = y1;
          vertices[C4] = color;
          vertices[U4] = u2;
          vertices[V4] = v1;

          if (flipX) {
            float temp = vertices[U1];
            vertices[U1] = vertices[U3];
            vertices[U3] = temp;
            temp = vertices[U2];
            vertices[U2] = vertices[U4];
            vertices[U4] = temp;
          }
          if (flipY) {
            float temp = vertices[V1];
            vertices[V1] = vertices[V3];
            vertices[V3] = temp;
            temp = vertices[V2];
            vertices[V2] = vertices[V4];
            vertices[V4] = temp;
          }
          if (rotations == 2) {
            float tempU = vertices[U1];
            vertices[U1] = vertices[U3];
            vertices[U3] = tempU;
            tempU = vertices[U2];
            vertices[U2] = vertices[U4];
            vertices[U4] = tempU;
            float tempV = vertices[V1];
            vertices[V1] = vertices[V3];
            vertices[V3] = tempV;
            tempV = vertices[V2];
            vertices[V2] = vertices[V4];
            vertices[V4] = tempV;
            break;
          }
          spriteBatch.draw(region.getTexture(), vertices, 0, 20);
        }
      }
    }
  }
  @Override
  public void renderTileLayer(TiledMapTileLayer layer) {
    final Color batchColor = batch.getColor();
    final float color =
        Color.toFloatBits(
            batchColor.r, batchColor.g, batchColor.b, batchColor.a * layer.getOpacity());

    final int layerWidth = layer.getWidth();
    final int layerHeight = layer.getHeight();

    final float layerTileWidth = layer.getTileWidth() * unitScale;
    final float layerTileHeight = layer.getTileHeight() * unitScale;

    final float layerTileWidth50 = layerTileWidth * 0.50f;
    final float layerTileHeight50 = layerTileHeight * 0.50f;

    final int minX = Math.max(0, (int) (((viewBounds.x - layerTileWidth50) / layerTileWidth)));
    final int maxX =
        Math.min(
            layerWidth,
            (int)
                ((viewBounds.x + viewBounds.width + layerTileWidth + layerTileWidth50)
                    / layerTileWidth));

    final int minY = Math.max(0, (int) (((viewBounds.y - layerTileHeight) / layerTileHeight)));
    final int maxY =
        Math.min(
            layerHeight,
            (int) ((viewBounds.y + viewBounds.height + layerTileHeight) / layerTileHeight50));

    for (int y = maxY - 1; y >= minY; y--) {
      float offsetX = (y % 2 == 1) ? layerTileWidth50 : 0;
      for (int x = maxX - 1; x >= minX; x--) {
        final TiledMapTileLayer.Cell cell = layer.getCell(x, y);
        if (cell == null) continue;
        final TiledMapTile tile = cell.getTile();

        if (tile != null) {
          final boolean flipX = cell.getFlipHorizontally();
          final boolean flipY = cell.getFlipVertically();
          final int rotations = cell.getRotation();
          TextureRegion region = tile.getTextureRegion();

          float x1 = x * layerTileWidth - offsetX + tile.getOffsetX() * unitScale;
          float y1 = y * layerTileHeight50 + tile.getOffsetY() * unitScale;
          float x2 = x1 + region.getRegionWidth() * unitScale;
          float y2 = y1 + region.getRegionHeight() * unitScale;

          float u1 = region.getU();
          float v1 = region.getV2();
          float u2 = region.getU2();
          float v2 = region.getV();

          vertices[X1] = x1;
          vertices[Y1] = y1;
          vertices[C1] = color;
          vertices[U1] = u1;
          vertices[V1] = v1;

          vertices[X2] = x1;
          vertices[Y2] = y2;
          vertices[C2] = color;
          vertices[U2] = u1;
          vertices[V2] = v2;

          vertices[X3] = x2;
          vertices[Y3] = y2;
          vertices[C3] = color;
          vertices[U3] = u2;
          vertices[V3] = v2;

          vertices[X4] = x2;
          vertices[Y4] = y1;
          vertices[C4] = color;
          vertices[U4] = u2;
          vertices[V4] = v1;

          if (flipX) {
            float temp = vertices[U1];
            vertices[U1] = vertices[U3];
            vertices[U3] = temp;
            temp = vertices[U2];
            vertices[U2] = vertices[U4];
            vertices[U4] = temp;
          }

          if (flipY) {
            float temp = vertices[V1];
            vertices[V1] = vertices[V3];
            vertices[V3] = temp;
            temp = vertices[V2];
            vertices[V2] = vertices[V4];
            vertices[V4] = temp;
          }

          if (rotations != 0) {
            switch (rotations) {
              case Cell.ROTATE_90:
                {
                  float tempV = vertices[V1];
                  vertices[V1] = vertices[V2];
                  vertices[V2] = vertices[V3];
                  vertices[V3] = vertices[V4];
                  vertices[V4] = tempV;

                  float tempU = vertices[U1];
                  vertices[U1] = vertices[U2];
                  vertices[U2] = vertices[U3];
                  vertices[U3] = vertices[U4];
                  vertices[U4] = tempU;
                  break;
                }
              case Cell.ROTATE_180:
                {
                  float tempU = vertices[U1];
                  vertices[U1] = vertices[U3];
                  vertices[U3] = tempU;
                  tempU = vertices[U2];
                  vertices[U2] = vertices[U4];
                  vertices[U4] = tempU;
                  float tempV = vertices[V1];
                  vertices[V1] = vertices[V3];
                  vertices[V3] = tempV;
                  tempV = vertices[V2];
                  vertices[V2] = vertices[V4];
                  vertices[V4] = tempV;
                  break;
                }
              case Cell.ROTATE_270:
                {
                  float tempV = vertices[V1];
                  vertices[V1] = vertices[V4];
                  vertices[V4] = vertices[V3];
                  vertices[V3] = vertices[V2];
                  vertices[V2] = tempV;

                  float tempU = vertices[U1];
                  vertices[U1] = vertices[U4];
                  vertices[U4] = vertices[U3];
                  vertices[U3] = vertices[U2];
                  vertices[U2] = tempU;
                  break;
                }
            }
          }
          batch.draw(region.getTexture(), vertices, 0, 20);
        }
      }
    }
  }