Android Open Source - mgcube Game Screen






From Project

Back to project page mgcube.

License

The source code is released under:

qp is licensed under the Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported http://creativecommons.org/licenses/by-nc-nd/3.0/ Your are not allowed to publish this game under your name.

If you think the Android project mgcube listed in this page is inappropriate, such as containing malicious code/tools or violating the copyright, please email info at java2s dot com, thanks.

Java Source Code

package de.redlion.qb;
//from   ww w.j a  v a  2 s .c  o m
import java.io.IOException;
import java.util.HashMap;

import com.badlogic.gdx.Application.ApplicationType;
import com.badlogic.gdx.Game;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.InputProcessor;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Mesh;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.PerspectiveCamera;
import com.badlogic.gdx.graphics.Pixmap.Format;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.graphics.glutils.FrameBuffer;
import com.badlogic.gdx.graphics.glutils.ShaderProgram;
import com.badlogic.gdx.math.Intersector;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Matrix4;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.math.collision.BoundingBox;
import com.badlogic.gdx.math.collision.Ray;
import com.badlogic.gdx.utils.Array;

public class GameScreen extends DefaultScreen implements InputProcessor {

  float startTime = 0;
  PerspectiveCamera cam;
  OrthographicCamera camMenu;
  Mesh blockModel;
  Mesh playerModel;
  Mesh coneModel;
  Mesh targetModel;
  Mesh quadModel;
  Mesh wireCubeModel;
  Mesh sphereModel;
  Mesh sphereSliceModel;
  float angleX = 0;
  float angleY = 0;

  float angleXBack = 0;
  float angleYBack = 0;
  float angleXFront = 0;
  float angleYFront = 0;
  SpriteBatch batch;
  SpriteBatch fontbatch;
  BitmapFont font;
  BitmapFont timeAttackFont; // used only for drawing the +45 notification
  Player player = new Player();
  // PlayerShadow playerShadow = new PlayerShadow();
  Target target = new Target();

  Array<Block> blocks = new Array<Block>();
  Array<Portal> portals = new Array<Portal>();
  Array<MovableBlock> movableBlocks = new Array<MovableBlock>();
  Array<Renderable> renderObjects = new Array<Renderable>();
  Array<Switch> switches = new Array<Switch>();
  Array<SwitchableBlock> switchblocks = new Array<SwitchableBlock>();

  boolean animateWorld = false;
  boolean warplock = false;
  boolean movwarplock = false;

  boolean qbert = false; // TOP SECRET

  // fade
  SpriteBatch fadeBatch;
  Sprite blackFade;
  Sprite title;
  float fade = 1.0f;
  boolean finished = false;

  float delta;

  float touchDistance = 0;
  float touchTime = 0;

  // GLES20
  Matrix4 model = new Matrix4().idt();
  Matrix4 tmp = new Matrix4().idt();
  private ShaderProgram transShader;
  private ShaderProgram bloomShader;
  FrameBuffer frameBuffer;
  FrameBuffer frameBufferVert;

  // garbage collector
  int seconds;
  int minutes;
  Ray pRay = new Ray(new Vector3(), new Vector3());
  Ray mRay = new Ray(new Vector3(), new Vector3());
  Vector3 intersection = new Vector3();
  Vector3 portalIntersection = new Vector3();
  BoundingBox box = new BoundingBox(new Vector3(-10f, -10f, -10f), new Vector3(10f, 10f, 10f));
  Vector3 exit = new Vector3();
  Portal port = new Portal();
  Vector3 position = new Vector3();
  Renderable nextBlock = new Renderable();

  protected int lastTouchX;
  protected int lastTouchY;
  private float changeLevelEffect;

  float touchStartX = 0;
  float touchStartY = 0;
  private boolean changeLevel;

  // pinchToZoom
  HashMap<Integer, Vector2> pointers = new HashMap<Integer, Vector2>();;
  Vector2 v1 = new Vector2();
  Vector2 v2 = new Vector2();
  int finger_one_pointer = -1;
  int finger_two_pointer = -1;
  float initialDistance = 0f;
  float distance = 0f;

  // 0 = puzzle
  // 1 = time attack
  int mode = 0;
  
  BoundingBox collisionLevelBackButton = new BoundingBox();

  public GameScreen(Game game, int level, int mode) {
    super(game);
    Gdx.input.setCatchBackKey(true);
    Gdx.input.setInputProcessor(this);

    this.mode = mode;
    Resources.getInstance().time = 0;
    Resources.getInstance().timeAttackTime = 120;

    Resources.getInstance().currentlevel = level;

    blockModel = Resources.getInstance().blockModel;
    playerModel = Resources.getInstance().playerModel;
    coneModel = Resources.getInstance().coneModel;
    targetModel = Resources.getInstance().targetModel;
    quadModel = Resources.getInstance().quadModel;
    wireCubeModel = Resources.getInstance().wireCubeModel;
    sphereModel = Resources.getInstance().sphereModel;

    cam = new PerspectiveCamera(60, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    cam.position.set(0, 0, 16f);
    cam.direction.set(0, 0, -1);
    cam.up.set(0, 1, 0);
    cam.near = 1f;
    cam.far = 1000;
    
    camMenu = new OrthographicCamera(800, 480);

    batch = new SpriteBatch();
    batch.getProjectionMatrix().setToOrtho2D(0, 0, 800, 480);
    fontbatch = new SpriteBatch();

    blackFade = new Sprite(new Texture(Gdx.files.internal("data/blackfade.png")));
    fadeBatch = new SpriteBatch();
    fadeBatch.getProjectionMatrix().setToOrtho2D(0, 0, 2, 2);

    font = Resources.getInstance().font;
    font.setScale(1);

    timeAttackFont = Resources.getInstance().timeAttackFont;
    timeAttackFont.setScale(1);

    transShader = Resources.getInstance().transShader;
    bloomShader = Resources.getInstance().bloomShader;

    initRender();
    angleY = 160;
    angleX = 0;
    
    if(Constants.renderBackButton) {
      collisionLevelBackButton.set(new Vector3(670, 25, 0), new Vector3(730, 85, 0));
    }

    initLevel(level);
  }

  public void initRender() {
    Gdx.graphics.getGL20().glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());

    frameBuffer = new FrameBuffer(Format.RGB565, Resources.getInstance().m_i32TexSize, Resources.getInstance().m_i32TexSize, false);
    frameBufferVert = new FrameBuffer(Format.RGB565, Resources.getInstance().m_i32TexSize, Resources.getInstance().m_i32TexSize, false);

    Gdx.gl.glClearColor(Resources.getInstance().clearColor[0], Resources.getInstance().clearColor[1], Resources.getInstance().clearColor[2], Resources.getInstance().clearColor[3]);
    Gdx.graphics.getGL20().glDepthMask(true);
    Gdx.graphics.getGL20().glColorMask(true, true, true, true);
  }

  @Override
  public void resize(int width, int height) {
    super.resize(width, height);
    cam = new PerspectiveCamera(60, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    cam.position.set(0, 0, 16f);
    cam.direction.set(0, 0, -1);
    cam.up.set(0, 1, 0);
    cam.near = 1f;
    cam.far = 1000;
    initRender();
  }

  private void initLevel(int levelnumber) {
    renderObjects.clear();
    blocks.clear();
    portals.clear();
    movableBlocks.clear();
    switchblocks.clear();
    switches.clear();
    timeAttackFont.setColor(1, 1, 1, 1);
    int[][][] level = Resources.getInstance().level1;
    try {
      level = Resources.getInstance().levels.get(levelnumber - 1);
    } catch (ArrayIndexOutOfBoundsException e) {

    }

    if (qbert)
      level = Resources.getInstance().qbert;

    // finde player pos
    int z = 0, y = 0, x = 0;
    for (z = 0; z < 10; z++) {
      for (y = 0; y < 10; y++) {
        for (x = 0; x < 10; x++) {
          if (level[z][y][x] == 1) {
            blocks.add(new Block(new Vector3(10f - (x * 2), -10f + (y * 2), -10f + (z * 2))));
          }
          if (level[z][y][x] == 2) {
            player.position.x = 10f - (x * 2);
            player.position.y = -10f + (y * 2);
            player.position.z = -10f + (z * 2);
          }
          if (level[z][y][x] == 3) {
            target.position.x = 10f - (x * 2);
            target.position.y = -10f + (y * 2);
            target.position.z = -10f + (z * 2);
          }
          if (level[z][y][x] >= 4 && level[z][y][x] <= 8) {
            Portal temp = new Portal(level[z][y][x]);
            temp.position.x = 10f - (x * 2);
            temp.position.y = -10f + (y * 2);
            temp.position.z = -10f + (z * 2);
            portals.add(temp);
          }
          if (level[z][y][x] >= -8 && level[z][y][x] <= -4) {
            Portal temp = new Portal(level[z][y][x]);
            temp.position.x = 10f - (x * 2);
            temp.position.y = -10f + (y * 2);
            temp.position.z = -10f + (z * 2);
            portals.add(temp);
          }
          if (level[z][y][x] == 9) {
            MovableBlock temp = new MovableBlock(new Vector3(10f - (x * 2), -10f + (y * 2), -10f + (z * 2)));
            movableBlocks.add(temp);
          }
          if (level[z][y][x] <= -10) {
            Switch temp = new Switch(new Vector3(10f - (x * 2), -10f + (y * 2), -10f + (z * 2)));
            temp.id = level[z][y][x];
            switches.add(temp);
          }
          if (level[z][y][x] >= 10) {
            SwitchableBlock temp = new SwitchableBlock(new Vector3(10f - (x * 2), -10f + (y * 2), -10f + (z * 2)));
            temp.id = level[z][y][x];
            switchblocks.add(temp);
          }
        }
      }
    }

    renderObjects.add(player);

    // playerShadow.position.set(player.position);
    // renderObjects.add(playerShadow);

    renderObjects.add(target);
    renderObjects.addAll(blocks);
    renderObjects.addAll(portals);
    renderObjects.addAll(movableBlocks);
    renderObjects.addAll(switches);
    renderObjects.addAll(switchblocks);

    for (Switch s : switches) {
      Array<SwitchableBlock> tmp = getCorrespondingSwitchableBlock(s.id);
      if (tmp != null) {
        s.sBlocks = tmp;
      }
    }

    for (int i = 0; i < portals.size; i++) {
      for (Portal q : portals) {
        if (portals.get(i).id == -q.id) {
          portals.get(i).correspondingPortal = q;
        }
      }
    }

  }

  private void reset() {
    if (Resources.getInstance().currentlevel - 1 >= Resources.getInstance().levels.size()) {
      finished = true;
      return;
    }

    player.collideAnimation = 1;
    animateWorld = false;
    player.stop();

    for (MovableBlock m : movableBlocks) {
      m.stop();
    }

    for (Switch s : switches) {
      s.isSwitched = false;
    }
    for (SwitchableBlock s : switchblocks) {
      s.isSwitched = false;
    }
    warplock = false;
    movwarplock = false;
    port = new Portal();

    initLevel(Resources.getInstance().currentlevel);
    // if(Resources.getInstance().lives < 1)
    // {
    // Resources.getInstance().lives = 3;
    // Resources.getInstance().currentlevel = 1;
    // initLevel(Resources.getInstance().currentlevel);
    // Resources.getInstance().time = 0;
    // game.setScreen(new MainMenuScreen(game));
    // }
  }

  @Override
  public void show() {
  }

  @Override
  public void render(float deltaTime) {
    delta = Math.min(0.02f, deltaTime);

    startTime += delta;
    touchTime += Gdx.graphics.getDeltaTime();

    angleXBack += MathUtils.sin(startTime) * delta * 10f;
    angleYBack += MathUtils.cos(startTime) * delta * 5f;

    angleXFront += MathUtils.sin(startTime) * delta * 10f;
    angleYFront += MathUtils.cos(startTime) * delta * 5f;

    cam.update();

    if (player != null && player.isMoving) {
      player.position.add(player.direction.x * delta * 10f, player.direction.y * delta * 10f, player.direction.z * delta * 10f);
    }

    // if(playerShadow!= null && playerShadow.isMoving) {
    // playerShadow.position.add(playerShadow.direction.x * delta,
    // playerShadow.direction.y * delta, playerShadow.direction.z * delta);
    // }
    // playerShadow.distance = player.position.dst(playerShadow.position);
    // if(playerShadow.distance>3.f)
    // playerShadow.position.set(player.position);

    for (MovableBlock m : movableBlocks) {
      if (m.isMoving) {
        m.position.add(m.direction.x * delta * 10f, m.direction.y * delta * 10f, m.direction.z * delta * 10f);
      }
    }

    collisionTest();

    sortScene();

    // render scene again
    renderScene();
    if(Constants.renderBackButton) {
      renderBackButton();
    }

    if (Resources.getInstance().bloomOnOff) {
      frameBuffer.begin();
      renderScene();
      frameBuffer.end();

      // PostProcessing
      Gdx.gl.glDisable(GL20.GL_CULL_FACE);
      Gdx.gl.glDisable(GL20.GL_DEPTH_TEST);
      Gdx.gl.glDisable(GL20.GL_BLEND);

      bloomShader.begin();

      frameBuffer.getColorBufferTexture().bind(0);

      bloomShader.setUniformi("sTexture", 0);
      bloomShader.setUniformf("bloomFactor", Helper.map((MathUtils.sin(startTime * 3f) * 0.5f + (changeLevelEffect * 4f)) + 0.5f, 0, 1, 0.67f, 0.75f));

      frameBufferVert.begin();
      bloomShader.setUniformf("TexelOffsetX", Resources.getInstance().m_fTexelOffset);
      bloomShader.setUniformf("TexelOffsetY", 0.0f);
      quadModel.render(bloomShader, GL20.GL_TRIANGLE_STRIP);
      frameBufferVert.end();

      frameBufferVert.getColorBufferTexture().bind(0);

      frameBuffer.begin();
      bloomShader.setUniformf("TexelOffsetX", 0.0f);
      bloomShader.setUniformf("TexelOffsetY", Resources.getInstance().m_fTexelOffset);
      quadModel.render(bloomShader, GL20.GL_TRIANGLE_STRIP);
      frameBuffer.end();

      frameBuffer.getColorBufferTexture().bind(0);

      frameBufferVert.begin();
      bloomShader.setUniformf("TexelOffsetX", Resources.getInstance().m_fTexelOffset / 2);
      bloomShader.setUniformf("TexelOffsetY", Resources.getInstance().m_fTexelOffset / 2);
      quadModel.render(bloomShader, GL20.GL_TRIANGLE_STRIP);
      frameBufferVert.end();

      bloomShader.end();

      batch.setBlendFunction(GL20.GL_ONE, GL20.GL_ONE);
      batch.getProjectionMatrix().setToOrtho2D(0, 0, Resources.getInstance().m_i32TexSize, Resources.getInstance().m_i32TexSize);
      batch.begin();
      batch.draw(frameBufferVert.getColorBufferTexture(), 0, 0);
      batch.end();
      batch.getProjectionMatrix().setToOrtho2D(0, 0, 800, 480);

      if (Gdx.graphics.getBufferFormat().coverageSampling) {
        Gdx.gl.glClear(GL20.GL_COVERAGE_BUFFER_BIT_NV);
        Gdx.graphics.getGL20().glColorMask(false, false, false, false);
        renderScene();
        Gdx.graphics.getGL20().glColorMask(true, true, true, true);

        Gdx.gl.glDisable(GL20.GL_CULL_FACE);
        Gdx.gl.glDisable(GL20.GL_DEPTH_TEST);
        Gdx.gl.glDisable(GL20.GL_BLEND);
      }

    } else {
      Gdx.gl.glDisable(GL20.GL_CULL_FACE);
      Gdx.gl.glDisable(GL20.GL_DEPTH_TEST);
      Gdx.gl.glDisable(GL20.GL_BLEND);
    }

    // GUI
    fontbatch.getProjectionMatrix().setToOrtho2D(0, 0, 800, 480);
    fontbatch.begin();

    int backButtonOffsetX = 0;
    
    if (Constants.renderBackButton) {
      font.setScale(1.5f);
      font.draw(fontbatch, "X", 682, 55);
      font.setScale(1);
      backButtonOffsetX = -570;
    }
    
    if (!qbert)
      font.draw(fontbatch, "level: " + Resources.getInstance().currentlevel, 620 + backButtonOffsetX, 60);
    else
      font.draw(fontbatch, "Qbert", 620 + backButtonOffsetX, 40);

    Resources.getInstance().time += delta;
    Resources.getInstance().timeAttackTime -= delta;

    if (mode == 0) {
      seconds = (int) Resources.getInstance().time % 60;
      minutes = (int) Resources.getInstance().time / 60;
    } else if (mode == 1) {
      seconds = (int) Resources.getInstance().timeAttackTime % 60;
      minutes = (int) Resources.getInstance().timeAttackTime / 60;
    }

    if (seconds > 9 && minutes > 9)
      font.draw(fontbatch, "time: " + minutes + ":" + seconds, 620 + backButtonOffsetX, 40);
    else if (seconds > 9 && minutes < 10)
      font.draw(fontbatch, "time: 0" + minutes + ":" + seconds, 620 + backButtonOffsetX, 40);
    else if (seconds < 10 && minutes > 9)
      font.draw(fontbatch, "time: " + minutes + ":0" + seconds, 620 + backButtonOffsetX, 40);
    else
      font.draw(fontbatch, "time: 0" + minutes + ":0" + seconds, 620 + backButtonOffsetX, 40);
    fontbatch.end();

    // FadeInOut
    if (!finished && fade > 0) {
      fade = Math.max(fade - (delta * 2.f), 0);
      fadeBatch.begin();
      blackFade.setColor(blackFade.getColor().r, blackFade.getColor().g, blackFade.getColor().b, fade);
      blackFade.draw(fadeBatch);
      fadeBatch.end();
    }

    if (finished) {
      fade = Math.min(fade + (delta * 2.f), 1);
      fadeBatch.begin();
      blackFade.setColor(blackFade.getColor().r, blackFade.getColor().g, blackFade.getColor().b, fade);
      blackFade.draw(fadeBatch);
      fadeBatch.end();
      if (fade >= 1) {
        game.setScreen(new MainMenuScreen(game));
      }
    }

    // LevelChangeEffect
    if (!changeLevel && changeLevelEffect > 0) {
      changeLevelEffect = Math.max(changeLevelEffect - (delta * 15.f), 0);
    }

    if (changeLevel) {
      changeLevelEffect = Math.min(changeLevelEffect + (delta * 15.f), 5);
      if (!Resources.getInstance().debugMode) {
        if (mode == 1) {
          fontbatch.begin();
          timeAttackFont.draw(fontbatch, "+45", 740, 40 - changeLevelEffect * 4);
          timeAttackFont.setColor(1, 1, 1, 1 / changeLevelEffect);
          fontbatch.end();
        }
      }
      if (changeLevelEffect >= 5) {
        nextLevel();
      }
    }

    if (Resources.getInstance().timeAttackTime <= 0.5 && mode == 1) {
      finished = true;
      HighScoreManager.getInstance().newTimeAttackHighScore(0, Resources.getInstance().levels.size());
    }

  }

  private void sortScene() {
    // sort blocks because of transparency
    for (Renderable renderable : renderObjects) {
      tmp.idt();
      model.idt();

      tmp.setToScaling(0.5f, 0.5f, 0.5f);
      model.mul(tmp);

      tmp.setToRotation(Vector3.X, angleX);
      model.mul(tmp);
      tmp.setToRotation(Vector3.Y, angleY);
      model.mul(tmp);

      tmp.setToTranslation(renderable.position.x, renderable.position.y, renderable.position.z);
      model.mul(tmp);

      tmp.setToScaling(0.95f, 0.95f, 0.95f);
      model.mul(tmp);

      model.getTranslation(position);

      renderable.model.set(model);

      renderable.sortPosition = cam.position.dst(position);
    }
    renderObjects.sort();
  }
  
  private void renderBackButton() {

    Gdx.gl.glEnable(GL20.GL_CULL_FACE);
    Gdx.gl.glDisable(GL20.GL_DEPTH_TEST);

    Gdx.gl20.glEnable(GL20.GL_BLEND);
    Gdx.gl20.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);

    transShader.begin();
    transShader.setUniformMatrix("VPMatrix", camMenu.combined);

    Gdx.gl.glEnable(GL20.GL_DEPTH_TEST);

    tmp.idt();
    model.idt();

    tmp.setToTranslation(-350.0f, -240.0f, 0.0f);
    model.mul(tmp);

    tmp.setToTranslation(650, 55, 0);
    model.mul(tmp);

    tmp.setToScaling(30.0f, 30.0f, 10.0f);
    model.mul(tmp);

    transShader.setUniformMatrix("MMatrix", model);

    transShader.setUniformf("a_color", Resources.getInstance().blockEdgeColor[0], Resources.getInstance().blockEdgeColor[1], Resources.getInstance().blockEdgeColor[2], Resources.getInstance().blockEdgeColor[3] + 0.2f);
    wireCubeModel.render(transShader, GL20.GL_LINE_STRIP);

    transShader.setUniformf("a_color", Resources.getInstance().blockColor[0], Resources.getInstance().blockColor[1], Resources.getInstance().blockColor[2], Resources.getInstance().blockColor[3] + 0.2f);
    blockModel.render(transShader, GL20.GL_TRIANGLES);
      
    transShader.end();
  }

  private void renderScene() {
    Gdx.gl.glEnable(GL20.GL_CULL_FACE);

    Gdx.gl20.glEnable(GL20.GL_BLEND);
    Gdx.gl20.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);

    transShader.begin();
    transShader.setUniformMatrix("VPMatrix", cam.combined);
    {
      // render Background Wire
      tmp.idt();
      model.idt();

      tmp.setToScaling(20.5f, 20.5f, 20.5f);
      model.mul(tmp);

      tmp.setToRotation(Vector3.X, angleX + angleXBack);
      model.mul(tmp);
      tmp.setToRotation(Vector3.Y, angleY + angleYBack);
      model.mul(tmp);

      tmp.setToTranslation(0, 0, 0);
      model.mul(tmp);

      transShader.setUniformMatrix("MMatrix", model);

      transShader.setUniformf("a_color", Resources.getInstance().backgroundWireColor[0], Resources.getInstance().backgroundWireColor[1], Resources.getInstance().backgroundWireColor[2], Resources.getInstance().backgroundWireColor[3]);
      playerModel.render(transShader, GL20.GL_LINE_STRIP);
    }
    {
      // render Wire
      tmp.idt();
      model.idt();

      tmp.setToScaling(5.5f, 5.5f, 5.5f);
      model.mul(tmp);

      tmp.setToRotation(Vector3.X, angleX);
      model.mul(tmp);
      tmp.setToRotation(Vector3.Y, angleY);
      model.mul(tmp);

      tmp.setToTranslation(0, 0, 0);
      model.mul(tmp);

      transShader.setUniformMatrix("MMatrix", model);

      transShader.setUniformf("a_color", Resources.getInstance().clearColor[0], Resources.getInstance().clearColor[1], Resources.getInstance().clearColor[2], Resources.getInstance().clearColor[3]);
      blockModel.render(transShader, GL20.GL_TRIANGLES);

      transShader.setUniformf("a_color", Resources.getInstance().wireCubeEdgeColor[0], Resources.getInstance().wireCubeEdgeColor[1], Resources.getInstance().wireCubeEdgeColor[2], Resources.getInstance().wireCubeEdgeColor[3]);
      wireCubeModel.render(transShader, GL20.GL_LINE_STRIP);

      // transShader.setUniformf("a_color",
      // Resources.getInstance().wireCubeColor[0],Resources.getInstance().wireCubeColor[1],Resources.getInstance().wireCubeColor[2],Resources.getInstance().wireCubeColor[3]);
      // blockModel.render(transShader, GL20.GL_TRIANGLES);
    }

    // highlight renderable in line sight
    pRay.set(player.position, player.direction);
    float oldDst = 1111f;
    nextBlock = new Renderable();
    for (int i = 0; i < renderObjects.size; i++) {
      if (!(renderObjects.get(i) instanceof Player) && !(renderObjects.get(i) instanceof Switch) && !((renderObjects.get(i) instanceof SwitchableBlock) && ((SwitchableBlock) renderObjects.get(i)).isSwitched)) {
        boolean intersect = Intersector.intersectRaySphere(pRay, renderObjects.get(i).position, 1f, intersection);
        float dst = intersection.dst(player.position);
        if (dst < oldDst && intersect) {
          nextBlock = renderObjects.get(i);
          oldDst = dst;
        }
        renderObjects.get(i).isHighlightAnimation = false;
      }
    }
    if (oldDst > 1.0f && nextBlock != null) {
      nextBlock.isHighlightAnimation = true;
    }

    // render all objects
    for (int i = 0; i < renderObjects.size; ++i) {

      // render impact
      if (renderObjects.get(i).isCollidedAnimation == true && renderObjects.get(i).collideAnimation == 0) {
        renderObjects.get(i).collideAnimation = 1.0f;
      }
      if (renderObjects.get(i).collideAnimation > 0.0f) {
        renderObjects.get(i).collideAnimation -= delta * 1.f;
        renderObjects.get(i).collideAnimation = Math.max(0.0f, renderObjects.get(i).collideAnimation);
        if (renderObjects.get(i).collideAnimation == 0.0f)
          renderObjects.get(i).isCollidedAnimation = false;
      }

      // render highlight
      if (renderObjects.get(i).isHighlightAnimation == true && renderObjects.get(i).isHighlightAnimationFadeInOut) {
        renderObjects.get(i).highlightAnimation += delta / 6.f;
        renderObjects.get(i).highlightAnimation = Math.min(0.5f, renderObjects.get(i).highlightAnimation);
        if (renderObjects.get(i).highlightAnimation >= 0.5) {
          renderObjects.get(i).isHighlightAnimationFadeInOut = !renderObjects.get(i).isHighlightAnimationFadeInOut;
        }
      }
      if (renderObjects.get(i).isHighlightAnimation == true && !renderObjects.get(i).isHighlightAnimationFadeInOut) {
        renderObjects.get(i).highlightAnimation -= delta / 6.f;
        renderObjects.get(i).highlightAnimation = Math.max(0.0f, renderObjects.get(i).highlightAnimation);
        if (renderObjects.get(i).highlightAnimation <= 0) {
          renderObjects.get(i).isHighlightAnimationFadeInOut = !renderObjects.get(i).isHighlightAnimationFadeInOut;
        }
      }
      if (renderObjects.get(i).isHighlightAnimation == false) {
        renderObjects.get(i).highlightAnimation -= delta / 1.f;
        renderObjects.get(i).highlightAnimation = Math.max(0.0f, renderObjects.get(i).highlightAnimation);
        if (renderObjects.get(i).highlightAnimation <= 0) {
          renderObjects.get(i).isHighlightAnimationFadeInOut = !renderObjects.get(i).isHighlightAnimationFadeInOut;
        }
      }

      // render switchblock fade out/in
      if (renderObjects.get(i) instanceof SwitchableBlock) {
        if (((SwitchableBlock) renderObjects.get(i)).isSwitchAnimation == true && ((SwitchableBlock) renderObjects.get(i)).isSwitched == true && ((SwitchableBlock) renderObjects.get(i)).switchAnimation == 0) {
          ((SwitchableBlock) renderObjects.get(i)).switchAnimation = 0.0f;
        }
        if (((SwitchableBlock) renderObjects.get(i)).isSwitchAnimation == true && ((SwitchableBlock) renderObjects.get(i)).isSwitched == false && ((SwitchableBlock) renderObjects.get(i)).switchAnimation == 1) {
          ((SwitchableBlock) renderObjects.get(i)).switchAnimation = 1.0f;
        }
        if (((SwitchableBlock) renderObjects.get(i)).isSwitchAnimation == true) {
          if (!((SwitchableBlock) renderObjects.get(i)).isSwitched) {
            ((SwitchableBlock) renderObjects.get(i)).switchAnimation -= delta * 1.f;
            ((SwitchableBlock) renderObjects.get(i)).switchAnimation = Math.max(0.0f, ((SwitchableBlock) renderObjects.get(i)).switchAnimation);
            if (((SwitchableBlock) renderObjects.get(i)).switchAnimation == 0.0f)
              ((SwitchableBlock) renderObjects.get(i)).isSwitchAnimation = false;
          } else {
            ((SwitchableBlock) renderObjects.get(i)).switchAnimation += delta * 1.f;
            ((SwitchableBlock) renderObjects.get(i)).switchAnimation = Math.min(1.0f, ((SwitchableBlock) renderObjects.get(i)).switchAnimation);
            if (((SwitchableBlock) renderObjects.get(i)).switchAnimation == 1.0f)
              ((SwitchableBlock) renderObjects.get(i)).isSwitchAnimation = false;
          }
        }

      }

      if (renderObjects.get(i) instanceof Block) {
        model.set(renderObjects.get(i).model);

        transShader.setUniformMatrix("MMatrix", model);

        // transShader.setUniformf("a_color",
        // Resources.getInstance().blockColor[0]-
        // (Helper.map(renderObjects.get(i).sortPosition,10,25,0,0.4f)),
        // Resources.getInstance().blockColor[1],
        // Resources.getInstance().blockColor[2] +
        // (Helper.map(renderObjects.get(i).sortPosition,10,25,0,0.15f)),
        // Resources.getInstance().blockColor[3]+
        // renderObjects.get(i).collideAnimation +
        // (Helper.map(renderObjects.get(i).sortPosition,10,25,0.15f,-0.25f)));
        // blockModel.render(transShader, GL20.GL_TRIANGLES);
        //
        // transShader.setUniformf("a_color",Resources.getInstance().blockEdgeColor[0]
        // -
        // (Helper.map(renderObjects.get(i).sortPosition,10,25,0,0.4f)),
        // Resources.getInstance().blockEdgeColor[1],Resources.getInstance().blockEdgeColor[2]
        // +
        // (Helper.map(renderObjects.get(i).sortPosition,10,25,0,0.15f)),
        // Resources.getInstance().blockEdgeColor[3] +
        // renderObjects.get(i).collideAnimation +
        // (Helper.map(renderObjects.get(i).sortPosition,10,25,0.15f,-0.25f)));
        // wireCubeModel.render(transShader, GL20.GL_LINE_STRIP);

        transShader.setUniformf("a_color", Resources.getInstance().blockColor[0], Resources.getInstance().blockColor[1], Resources.getInstance().blockColor[2], Resources.getInstance().blockColor[3] + renderObjects.get(i).collideAnimation + renderObjects.get(i).highlightAnimation);
        blockModel.render(transShader, GL20.GL_TRIANGLES);

        transShader.setUniformf("a_color", Resources.getInstance().blockEdgeColor[0], Resources.getInstance().blockEdgeColor[1], Resources.getInstance().blockEdgeColor[2], Resources.getInstance().blockEdgeColor[3] + renderObjects.get(i).collideAnimation + renderObjects.get(i).highlightAnimation);
        wireCubeModel.render(transShader, GL20.GL_LINE_STRIP);
      }

      // render movableblocks
      if (renderObjects.get(i) instanceof MovableBlock) {
        model.set(renderObjects.get(i).model);

        transShader.setUniformMatrix("MMatrix", model);

        transShader.setUniformf("a_color", Resources.getInstance().movableBlockColor[0], Resources.getInstance().movableBlockColor[1], Resources.getInstance().movableBlockColor[2], Resources.getInstance().movableBlockColor[3] + renderObjects.get(i).collideAnimation + renderObjects.get(i).highlightAnimation);
        wireCubeModel.render(transShader, GL20.GL_LINE_STRIP);

        transShader.setUniformf("a_color", Resources.getInstance().movableBlockEdgeColor[0], Resources.getInstance().movableBlockEdgeColor[1], Resources.getInstance().movableBlockEdgeColor[2], Resources.getInstance().movableBlockEdgeColor[3] + renderObjects.get(i).collideAnimation + renderObjects.get(i).highlightAnimation);
        blockModel.render(transShader, GL20.GL_TRIANGLES);
      }

      // render switchableblocks
      if (renderObjects.get(i) instanceof SwitchableBlock) {
        if (!((SwitchableBlock) renderObjects.get(i)).isSwitched || ((SwitchableBlock) renderObjects.get(i)).isSwitchAnimation == true) {
          model.set(renderObjects.get(i).model);

          SwitchableBlock tmpSwitchb = (SwitchableBlock) renderObjects.get(i);

          switch (Math.abs(tmpSwitchb.id)) {
          case 10:

            tmp.setToScaling(0.3f, 0.3f, 0.3f);
            model.mul(tmp);

            transShader.setUniformMatrix("MMatrix", model);
            transShader.setUniformf("a_color", Resources.getInstance().switchBlockColor[0], Resources.getInstance().switchBlockColor[1], Resources.getInstance().switchBlockColor[2], Resources.getInstance().switchBlockColor[3] + renderObjects.get(i).collideAnimation - ((SwitchableBlock) renderObjects.get(i)).switchAnimation + renderObjects.get(i).highlightAnimation);
            playerModel.render(transShader, GL20.GL_TRIANGLES);

            tmp.setToScaling(3f, 3f, 3f);
            model.mul(tmp);

            transShader.setUniformMatrix("MMatrix", model);

            transShader.setUniformf("a_color", Resources.getInstance().switchBlockColor[0], Resources.getInstance().switchBlockColor[1], Resources.getInstance().switchBlockColor[2], Resources.getInstance().switchBlockColor[3] + renderObjects.get(i).collideAnimation - ((SwitchableBlock) renderObjects.get(i)).switchAnimation + renderObjects.get(i).highlightAnimation);
            wireCubeModel.render(transShader, GL20.GL_LINE_STRIP);

            transShader.setUniformf("a_color", Resources.getInstance().switchBlockEdgeColor[0] * (Math.abs(((SwitchableBlock) renderObjects.get(i)).id)), Resources.getInstance().switchBlockEdgeColor[1] * (Math.abs(((SwitchableBlock) renderObjects.get(i)).id)), Resources.getInstance().switchBlockEdgeColor[2] * (Math.abs(((SwitchableBlock) renderObjects.get(i)).id)), Resources.getInstance().switchBlockEdgeColor[3] + renderObjects.get(i).collideAnimation - ((SwitchableBlock) renderObjects.get(i)).switchAnimation + renderObjects.get(i).highlightAnimation);
            blockModel.render(transShader, GL20.GL_TRIANGLES);
            break;
          case 12:

            tmp.setToScaling(0.3f, 0.3f, 0.3f);
            model.mul(tmp);

            transShader.setUniformMatrix("MMatrix", model);
            transShader.setUniformf("a_color", Resources.getInstance().switchBlockColor[0], Resources.getInstance().switchBlockColor[1], Resources.getInstance().switchBlockColor[2], Resources.getInstance().switchBlockColor[3] + renderObjects.get(i).collideAnimation - ((SwitchableBlock) renderObjects.get(i)).switchAnimation + renderObjects.get(i).highlightAnimation);
            blockModel.render(transShader, GL20.GL_TRIANGLES);

            tmp.setToScaling(3f, 3f, 3f);
            model.mul(tmp);

            transShader.setUniformMatrix("MMatrix", model);

            transShader.setUniformf("a_color", Resources.getInstance().switchBlockColor[0], Resources.getInstance().switchBlockColor[1], Resources.getInstance().switchBlockColor[2], Resources.getInstance().switchBlockColor[3] + renderObjects.get(i).collideAnimation - ((SwitchableBlock) renderObjects.get(i)).switchAnimation + renderObjects.get(i).highlightAnimation);
            wireCubeModel.render(transShader, GL20.GL_LINE_STRIP);

            transShader.setUniformf("a_color", Resources.getInstance().switchBlockEdgeColor[0] * (Math.abs(((SwitchableBlock) renderObjects.get(i)).id)), Resources.getInstance().switchBlockEdgeColor[1] * (Math.abs(((SwitchableBlock) renderObjects.get(i)).id)), Resources.getInstance().switchBlockEdgeColor[2] * (Math.abs(((SwitchableBlock) renderObjects.get(i)).id)), Resources.getInstance().switchBlockEdgeColor[3] + renderObjects.get(i).collideAnimation - ((SwitchableBlock) renderObjects.get(i)).switchAnimation + renderObjects.get(i).highlightAnimation);
            blockModel.render(transShader, GL20.GL_TRIANGLES);
            break;
          case 13:

            tmp.setToScaling(0.3f, 0.3f, 0.3f);
            model.mul(tmp);

            transShader.setUniformMatrix("MMatrix", model);
            transShader.setUniformf("a_color", Resources.getInstance().switchBlockColor[0], Resources.getInstance().switchBlockColor[1], Resources.getInstance().switchBlockColor[2], Resources.getInstance().switchBlockColor[3] + renderObjects.get(i).collideAnimation - ((SwitchableBlock) renderObjects.get(i)).switchAnimation + renderObjects.get(i).highlightAnimation);
            coneModel.render(transShader, GL20.GL_TRIANGLES);

            tmp.setToScaling(3f, 3f, 3f);
            model.mul(tmp);

            transShader.setUniformMatrix("MMatrix", model);

            transShader.setUniformf("a_color", Resources.getInstance().switchBlockColor[0], Resources.getInstance().switchBlockColor[1], Resources.getInstance().switchBlockColor[2], Resources.getInstance().switchBlockColor[3] + renderObjects.get(i).collideAnimation - ((SwitchableBlock) renderObjects.get(i)).switchAnimation + renderObjects.get(i).highlightAnimation);
            wireCubeModel.render(transShader, GL20.GL_LINE_STRIP);

            transShader.setUniformf("a_color", Resources.getInstance().switchBlockEdgeColor[0] * (Math.abs(((SwitchableBlock) renderObjects.get(i)).id)), Resources.getInstance().switchBlockEdgeColor[1] * (Math.abs(((SwitchableBlock) renderObjects.get(i)).id)), Resources.getInstance().switchBlockEdgeColor[2] * (Math.abs(((SwitchableBlock) renderObjects.get(i)).id)), Resources.getInstance().switchBlockEdgeColor[3] + renderObjects.get(i).collideAnimation - ((SwitchableBlock) renderObjects.get(i)).switchAnimation + renderObjects.get(i).highlightAnimation);
            blockModel.render(transShader, GL20.GL_TRIANGLES);
            break;
          default:

            tmp.setToScaling(0.3f, 0.3f, 0.3f);
            model.mul(tmp);

            transShader.setUniformMatrix("MMatrix", model);
            transShader.setUniformf("a_color", Resources.getInstance().switchBlockColor[0], Resources.getInstance().switchBlockColor[1], Resources.getInstance().switchBlockColor[2], Resources.getInstance().switchBlockColor[3] + renderObjects.get(i).collideAnimation - ((SwitchableBlock) renderObjects.get(i)).switchAnimation + renderObjects.get(i).highlightAnimation);
            playerModel.render(transShader, GL20.GL_TRIANGLES);

            tmp.setToScaling(3f, 3f, 3f);
            model.mul(tmp);

            transShader.setUniformMatrix("MMatrix", model);

            transShader.setUniformf("a_color", Resources.getInstance().switchBlockColor[0], Resources.getInstance().switchBlockColor[1], Resources.getInstance().switchBlockColor[2], Resources.getInstance().switchBlockColor[3] + renderObjects.get(i).collideAnimation - ((SwitchableBlock) renderObjects.get(i)).switchAnimation + renderObjects.get(i).highlightAnimation);
            wireCubeModel.render(transShader, GL20.GL_LINE_STRIP);

            transShader.setUniformf("a_color", Resources.getInstance().switchBlockEdgeColor[0] * (Math.abs(((SwitchableBlock) renderObjects.get(i)).id)), Resources.getInstance().switchBlockEdgeColor[1] * (Math.abs(((SwitchableBlock) renderObjects.get(i)).id)), Resources.getInstance().switchBlockEdgeColor[2] * (Math.abs(((SwitchableBlock) renderObjects.get(i)).id)), Resources.getInstance().switchBlockEdgeColor[3] + renderObjects.get(i).collideAnimation - ((SwitchableBlock) renderObjects.get(i)).switchAnimation);
            blockModel.render(transShader, GL20.GL_TRIANGLES);
            break;
          }
        }
      }

      // render switches
      if (renderObjects.get(i) instanceof Switch) {
        model.set(renderObjects.get(i).model);

        Switch tmpSwitch = (Switch) renderObjects.get(i);

        switch (Math.abs(tmpSwitch.id)) {
        case 10:

          tmp.setToScaling(0.3f, 0.3f, 0.3f);
          model.mul(tmp);

          transShader.setUniformMatrix("MMatrix", model);
          transShader.setUniformf("a_color", Resources.getInstance().switchBlockColor[0], Resources.getInstance().switchBlockColor[1], Resources.getInstance().switchBlockColor[2], Resources.getInstance().switchBlockColor[3] + renderObjects.get(i).collideAnimation + renderObjects.get(i).highlightAnimation);
          playerModel.render(transShader, GL20.GL_TRIANGLES);

          tmp.setToScaling(2.0f, 2.0f, 2.0f);
          model.mul(tmp);

          // render hull
          transShader.setUniformMatrix("MMatrix", model);
          transShader.setUniformf("a_color", Resources.getInstance().switchBlockEdgeColor[0], Resources.getInstance().switchBlockEdgeColor[1], Resources.getInstance().switchBlockEdgeColor[2], Resources.getInstance().switchBlockEdgeColor[3] + renderObjects.get(i).collideAnimation + renderObjects.get(i).highlightAnimation);
          playerModel.render(transShader, GL20.GL_TRIANGLES);
          break;
        case 12:

          tmp.setToScaling(0.3f, 0.3f, 0.3f);
          model.mul(tmp);

          transShader.setUniformMatrix("MMatrix", model);
          transShader.setUniformf("a_color", Resources.getInstance().switchBlockColor[0], Resources.getInstance().switchBlockColor[1], Resources.getInstance().switchBlockColor[2], Resources.getInstance().switchBlockColor[3] + renderObjects.get(i).collideAnimation + renderObjects.get(i).highlightAnimation);
          blockModel.render(transShader, GL20.GL_TRIANGLES);

          tmp.setToScaling(2.0f, 2.0f, 2.0f);
          model.mul(tmp);

          // render hull
          transShader.setUniformMatrix("MMatrix", model);
          transShader.setUniformf("a_color", Resources.getInstance().switchBlockEdgeColor[0], Resources.getInstance().switchBlockEdgeColor[1], Resources.getInstance().switchBlockEdgeColor[2], Resources.getInstance().switchBlockEdgeColor[3] + renderObjects.get(i).collideAnimation + renderObjects.get(i).highlightAnimation);
          playerModel.render(transShader, GL20.GL_TRIANGLES);
          break;
        case 13:

          tmp.setToScaling(0.3f, 0.3f, 0.3f);
          model.mul(tmp);

          transShader.setUniformMatrix("MMatrix", model);
          transShader.setUniformf("a_color", Resources.getInstance().switchBlockColor[0], Resources.getInstance().switchBlockColor[1], Resources.getInstance().switchBlockColor[2], Resources.getInstance().switchBlockColor[3] + renderObjects.get(i).collideAnimation + renderObjects.get(i).highlightAnimation);
          coneModel.render(transShader, GL20.GL_TRIANGLES);

          tmp.setToScaling(2.0f, 2.0f, 2.0f);
          model.mul(tmp);

          // render hull
          transShader.setUniformMatrix("MMatrix", model);
          transShader.setUniformf("a_color", Resources.getInstance().switchBlockEdgeColor[0], Resources.getInstance().switchBlockEdgeColor[1], Resources.getInstance().switchBlockEdgeColor[2], Resources.getInstance().switchBlockEdgeColor[3] + renderObjects.get(i).collideAnimation + renderObjects.get(i).highlightAnimation);
          playerModel.render(transShader, GL20.GL_TRIANGLES);
          break;
        default:

          tmp.setToScaling(0.3f, 0.3f, 0.3f);
          model.mul(tmp);

          transShader.setUniformMatrix("MMatrix", model);
          transShader.setUniformf("a_color", Resources.getInstance().switchBlockColor[0], Resources.getInstance().switchBlockColor[1], Resources.getInstance().switchBlockColor[2], Resources.getInstance().switchBlockColor[3] + renderObjects.get(i).collideAnimation + renderObjects.get(i).highlightAnimation);
          playerModel.render(transShader, GL20.GL_TRIANGLES);

          tmp.setToScaling(2.0f, 2.0f, 2.0f);
          model.mul(tmp);

          // render hull
          transShader.setUniformMatrix("MMatrix", model);
          transShader.setUniformf("a_color", Resources.getInstance().switchBlockEdgeColor[0], Resources.getInstance().switchBlockEdgeColor[1], Resources.getInstance().switchBlockEdgeColor[2], Resources.getInstance().switchBlockEdgeColor[3] + renderObjects.get(i).collideAnimation + renderObjects.get(i).highlightAnimation);
          playerModel.render(transShader, GL20.GL_TRIANGLES);
          break;
        }

      }

      // render Player
      if (renderObjects.get(i) instanceof Player) {
        model.set(renderObjects.get(i).model);

        tmp.setToRotation(Vector3.X, angleXBack);
        model.mul(tmp);
        tmp.setToRotation(Vector3.Y, angleYBack);
        model.mul(tmp);

        tmp.setToScaling(0.5f, 0.5f, 0.5f);
        model.mul(tmp);

        transShader.setUniformMatrix("MMatrix", model);
        transShader.setUniformf("a_color", Resources.getInstance().playerColor[0], Resources.getInstance().playerColor[1], Resources.getInstance().playerColor[2], Resources.getInstance().playerColor[3] + renderObjects.get(i).collideAnimation);
        playerModel.render(transShader, GL20.GL_TRIANGLES);

        tmp.setToScaling(2.0f - (renderObjects.get(i).collideAnimation), 2.0f - (renderObjects.get(i).collideAnimation), 2.0f - (renderObjects.get(i).collideAnimation));
        model.mul(tmp);

        // render hull
        transShader.setUniformMatrix("MMatrix", model);
        transShader.setUniformf("a_color", Resources.getInstance().playerEdgeColor[0], Resources.getInstance().playerEdgeColor[1], Resources.getInstance().playerEdgeColor[2], Resources.getInstance().playerEdgeColor[3] + renderObjects.get(i).collideAnimation);

        playerModel.render(transShader, GL20.GL_LINE_STRIP);

        // TODO add animations
        playerModel.render(transShader, GL20.GL_LINE_STRIP, 0, (int) (playerModel.getNumVertices() - (renderObjects.get(i).collideAnimation * playerModel.getNumVertices())));

        // //render direction indicator
        // model.set(renderObjects.get(i).model);
        // ((Player) renderObjects.get(i)).setDirection();
        // tmp.setToTranslation(((Player)
        // renderObjects.get(i)).direction);
        // model.mul(tmp);
        // transShader.setUniformMatrix("MMatrix", model);
        // transShader.setUniformf("a_color",Resources.getInstance().playerEdgeColor[0],
        // Resources.getInstance().playerEdgeColor[1],
        // Resources.getInstance().playerEdgeColor[2],
        // Resources.getInstance().playerEdgeColor[3] +
        // renderObjects.get(i).collideAnimation);
        // sphereSliceModel.render(transShader, GL20.GL_LINE_STRIP);
      }

      // // render player shadow
      // if(renderObjects.get(i) instanceof PlayerShadow &&
      // !player.isMoving && player.collideAnimation==0 &&
      // playerShadow.isMoving) {
      // model.set(renderObjects.get(i).model);
      //
      // tmp.setToRotation(Vector3.X, angleXBack);
      // model.mul(tmp);
      // tmp.setToRotation(Vector3.Y, angleYBack);
      // model.mul(tmp);
      //
      // tmp.setToScaling(0.5f, 0.5f, 0.5f);
      // model.mul(tmp);
      //
      // transShader.setUniformMatrix("MMatrix", model);
      // transShader.setUniformf("a_color",Resources.getInstance().playerColor[0],
      // Resources.getInstance().playerColor[1],
      // Resources.getInstance().playerColor[2],
      // Resources.getInstance().playerColor[3] -
      // (playerShadow.distance/4.f));
      // playerModel.render(transShader, GL20.GL_TRIANGLES);
      //
      // tmp.setToScaling(2.0f - (player.collideAnimation), 2.0f -
      // (player.collideAnimation), 2.0f - (player.collideAnimation));
      // model.mul(tmp);
      //
      // //render hull
      // transShader.setUniformMatrix("MMatrix", model);
      // transShader.setUniformf("a_color",Resources.getInstance().playerEdgeColor[0],
      // Resources.getInstance().playerEdgeColor[1],
      // Resources.getInstance().playerEdgeColor[2],
      // Resources.getInstance().playerEdgeColor[3] -
      // (playerShadow.distance/4.f));
      //
      // playerModel.render(transShader, GL20.GL_LINE_STRIP);
      //
      // //TODO add animations
      // playerModel.render(transShader, GL20.GL_LINE_STRIP, 0, (int)
      // (playerModel.getNumVertices()-(renderObjects.get(i).collideAnimation*playerModel.getNumVertices())));
      // }

      // render Portals
      if (renderObjects.get(i) instanceof Portal) {
        if (renderObjects.get(i).position.x != -11) {
          // render Portal
          Portal tmpPortal = (Portal) renderObjects.get(i);

          switch (Math.abs(tmpPortal.id)) {
          case 4:
            model.set(renderObjects.get(i).model);

            tmp.setToScaling(0.4f, 0.4f, 0.4f);
            model.mul(tmp);

            transShader.setUniformMatrix("MMatrix", model);

            transShader.setUniformf("a_color", Resources.getInstance().portalColor[0], Resources.getInstance().portalColor[1], Resources.getInstance().portalColor[2], Resources.getInstance().portalColor[3] + renderObjects.get(i).collideAnimation + renderObjects.get(i).highlightAnimation);
            playerModel.render(transShader, GL20.GL_TRIANGLES);

            model.set(renderObjects.get(i).model);
            // //render hull
            // transShader.setUniformMatrix("MMatrix", model);
            // transShader.setUniformf("a_color",
            // Resources.getInstance().portalEdgeColor[0],Resources.getInstance().portalEdgeColor[1]
            // , Resources.getInstance().portalEdgeColor[2],
            // Resources.getInstance().portalEdgeColor[3] +
            // renderObjects.get(i).collideAnimation);
            // wireCubeModel.render(transShader,
            // GL20.GL_LINE_STRIP);

            tmp.setToRotation(Vector3.X, angleXFront);
            model.mul(tmp);
            tmp.setToRotation(Vector3.Y, angleYFront);
            model.mul(tmp);

            tmp.setToScaling(0.8f, 0.8f, 0.8f);
            model.mul(tmp);
            transShader.setUniformMatrix("MMatrix", model);
            transShader.setUniformf("a_color", Resources.getInstance().portalColor[0], Resources.getInstance().portalColor[1], Resources.getInstance().portalColor[2], Resources.getInstance().portalColor[3] + renderObjects.get(i).collideAnimation + renderObjects.get(i).highlightAnimation);
            wireCubeModel.render(transShader, GL20.GL_LINE_STRIP);
            break;

          case 5:
            model.set(renderObjects.get(i).model);

            tmp.setToScaling(0.4f, 0.4f, 0.4f);
            model.mul(tmp);

            transShader.setUniformMatrix("MMatrix", model);

            transShader.setUniformf("a_color", Resources.getInstance().portalColor2[0], Resources.getInstance().portalColor2[1], Resources.getInstance().portalColor2[2], Resources.getInstance().portalColor2[3] + renderObjects.get(i).collideAnimation + renderObjects.get(i).highlightAnimation);
            playerModel.render(transShader, GL20.GL_TRIANGLES);

            model.set(renderObjects.get(i).model);
            // render hull
            // transShader.setUniformMatrix("MMatrix", model);
            // transShader.setUniformf("a_color",
            // Resources.getInstance().portalEdgeColor[0],Resources.getInstance().portalEdgeColor[1]
            // , Resources.getInstance().portalEdgeColor[2],
            // Resources.getInstance().portalEdgeColor[3] +
            // renderObjects.get(i).collideAnimation);
            // wireCubeModel.render(transShader,
            // GL20.GL_LINE_STRIP);

            tmp.setToRotation(Vector3.X, angleXFront);
            model.mul(tmp);
            tmp.setToRotation(Vector3.Y, angleYFront);
            model.mul(tmp);

            tmp.setToScaling(0.8f, 0.8f, 0.8f);
            model.mul(tmp);
            transShader.setUniformMatrix("MMatrix", model);
            transShader.setUniformf("a_color", Resources.getInstance().portalColor2[0], Resources.getInstance().portalColor2[1], Resources.getInstance().portalColor2[2], Resources.getInstance().portalColor2[3] + renderObjects.get(i).collideAnimation + renderObjects.get(i).highlightAnimation);
            wireCubeModel.render(transShader, GL20.GL_LINE_STRIP);
            break;

          case 6:
            model.set(renderObjects.get(i).model);

            tmp.setToScaling(0.4f, 0.4f, 0.4f);
            model.mul(tmp);

            transShader.setUniformMatrix("MMatrix", model);

            transShader.setUniformf("a_color", Resources.getInstance().portalColor3[0], Resources.getInstance().portalColor3[1], Resources.getInstance().portalColor3[2], Resources.getInstance().portalColor3[3] + renderObjects.get(i).collideAnimation + renderObjects.get(i).highlightAnimation);
            playerModel.render(transShader, GL20.GL_TRIANGLES);

            model.set(renderObjects.get(i).model);
            // render hull
            // transShader.setUniformMatrix("MMatrix", model);
            // transShader.setUniformf("a_color",
            // Resources.getInstance().portalEdgeColor[0],Resources.getInstance().portalEdgeColor[1]
            // , Resources.getInstance().portalEdgeColor[2],
            // Resources.getInstance().portalEdgeColor[3] +
            // renderObjects.get(i).collideAnimation);
            // wireCubeModel.render(transShader,
            // GL20.GL_LINE_STRIP);

            tmp.setToRotation(Vector3.X, angleXFront);
            model.mul(tmp);
            tmp.setToRotation(Vector3.Y, angleYFront);
            model.mul(tmp);

            tmp.setToScaling(0.8f, 0.8f, 0.8f);
            model.mul(tmp);
            transShader.setUniformMatrix("MMatrix", model);
            transShader.setUniformf("a_color", Resources.getInstance().portalColor3[0], Resources.getInstance().portalColor3[1], Resources.getInstance().portalColor3[2], Resources.getInstance().portalColor3[3] + renderObjects.get(i).collideAnimation + renderObjects.get(i).highlightAnimation);
            wireCubeModel.render(transShader, GL20.GL_LINE_STRIP);
            break;

          case 7:
            model.set(renderObjects.get(i).model);

            tmp.setToScaling(0.4f, 0.4f, 0.4f);
            model.mul(tmp);

            transShader.setUniformMatrix("MMatrix", model);

            transShader.setUniformf("a_color", Resources.getInstance().portalColor4[0], Resources.getInstance().portalColor4[1], Resources.getInstance().portalColor4[2], Resources.getInstance().portalColor4[3] + renderObjects.get(i).collideAnimation + renderObjects.get(i).highlightAnimation);
            playerModel.render(transShader, GL20.GL_TRIANGLES);

            model.set(renderObjects.get(i).model);
            // render hull
            // transShader.setUniformMatrix("MMatrix", model);
            // transShader.setUniformf("a_color",
            // Resources.getInstance().portalEdgeColor[0],Resources.getInstance().portalEdgeColor[1]
            // , Resources.getInstance().portalEdgeColor[2],
            // Resources.getInstance().portalEdgeColor[3] +
            // renderObjects.get(i).collideAnimation);
            // wireCubeModel.render(transShader,
            // GL20.GL_LINE_STRIP);

            tmp.setToRotation(Vector3.X, angleXFront);
            model.mul(tmp);
            tmp.setToRotation(Vector3.Y, angleYFront);
            model.mul(tmp);

            tmp.setToScaling(0.8f, 0.8f, 0.8f);
            model.mul(tmp);
            transShader.setUniformMatrix("MMatrix", model);
            transShader.setUniformf("a_color", Resources.getInstance().portalColor4[0], Resources.getInstance().portalColor4[1], Resources.getInstance().portalColor4[2], Resources.getInstance().portalColor4[3] + renderObjects.get(i).collideAnimation + renderObjects.get(i).highlightAnimation);
            wireCubeModel.render(transShader, GL20.GL_LINE_STRIP);
            break;

          case 8:
            model.set(renderObjects.get(i).model);

            tmp.setToScaling(0.4f, 0.4f, 0.4f);
            model.mul(tmp);

            transShader.setUniformMatrix("MMatrix", model);

            transShader.setUniformf("a_color", Resources.getInstance().portalColor5[0], Resources.getInstance().portalColor5[1], Resources.getInstance().portalColor5[2], Resources.getInstance().portalColor5[3] + renderObjects.get(i).collideAnimation + renderObjects.get(i).highlightAnimation);
            playerModel.render(transShader, GL20.GL_TRIANGLES);

            model.set(renderObjects.get(i).model);
            // render hull
            // transShader.setUniformMatrix("MMatrix", model);
            // transShader.setUniformf("a_color",
            // Resources.getInstance().portalEdgeColor[0],Resources.getInstance().portalEdgeColor[1]
            // , Resources.getInstance().portalEdgeColor[2],
            // Resources.getInstance().portalEdgeColor[3] +
            // renderObjects.get(i).collideAnimation);
            // wireCubeModel.render(transShader,
            // GL20.GL_LINE_STRIP);

            tmp.setToRotation(Vector3.X, angleXFront);
            model.mul(tmp);
            tmp.setToRotation(Vector3.Y, angleYFront);
            model.mul(tmp);

            tmp.setToScaling(0.8f, 0.8f, 0.8f);
            model.mul(tmp);
            transShader.setUniformMatrix("MMatrix", model);
            transShader.setUniformf("a_color", Resources.getInstance().portalColor5[0], Resources.getInstance().portalColor5[1], Resources.getInstance().portalColor5[2], Resources.getInstance().portalColor5[3] + renderObjects.get(i).collideAnimation + renderObjects.get(i).highlightAnimation);
            wireCubeModel.render(transShader, GL20.GL_LINE_STRIP);
            break;

          default:
            model.set(renderObjects.get(i).model);

            tmp.setToScaling(0.4f, 0.4f, 0.4f);
            model.mul(tmp);

            transShader.setUniformMatrix("MMatrix", model);

            transShader.setUniformf("a_color", Resources.getInstance().portalColor[0], Resources.getInstance().portalColor[1], Resources.getInstance().portalColor[2], Resources.getInstance().portalColor[3] + renderObjects.get(i).collideAnimation + renderObjects.get(i).highlightAnimation);
            playerModel.render(transShader, GL20.GL_TRIANGLES);

            model.set(renderObjects.get(i).model);
            // render hull
            // transShader.setUniformMatrix("MMatrix", model);
            // transShader.setUniformf("a_color",
            // Resources.getInstance().portalEdgeColor[0],Resources.getInstance().portalEdgeColor[1]
            // , Resources.getInstance().portalEdgeColor[2],
            // Resources.getInstance().portalEdgeColor[3] +
            // renderObjects.get(i).collideAnimation);
            // wireCubeModel.render(transShader,
            // GL20.GL_LINE_STRIP);

            tmp.setToRotation(Vector3.X, angleXFront);
            model.mul(tmp);
            tmp.setToRotation(Vector3.Y, angleYFront);
            model.mul(tmp);

            tmp.setToScaling(0.8f, 0.8f, 0.8f);
            model.mul(tmp);
            transShader.setUniformMatrix("MMatrix", model);
            transShader.setUniformf("a_color", Resources.getInstance().portalColor[0], Resources.getInstance().portalColor[1], Resources.getInstance().portalColor[2], Resources.getInstance().portalColor[3] + renderObjects.get(i).collideAnimation + renderObjects.get(i).highlightAnimation);
            wireCubeModel.render(transShader, GL20.GL_LINE_STRIP);
            break;
          }
        }
      }

      // render Target
      if (renderObjects.get(i) instanceof Target) {
        model.set(renderObjects.get(i).model);

        tmp.setToRotation(Vector3.Y, angleY + angleYBack);
        model.mul(tmp);

        transShader.setUniformMatrix("MMatrix", model);

        transShader.setUniformf("a_color", Resources.getInstance().targetColor[0], Resources.getInstance().targetColor[1], Resources.getInstance().targetColor[2], Resources.getInstance().targetColor[3] + renderObjects.get(i).collideAnimation + renderObjects.get(i).highlightAnimation);
        targetModel.render(transShader, GL20.GL_TRIANGLES);

        // render hull
        transShader.setUniformf("a_color", Resources.getInstance().targetEdgeColor[0], Resources.getInstance().targetEdgeColor[1], Resources.getInstance().targetEdgeColor[2], Resources.getInstance().targetEdgeColor[3] + renderObjects.get(i).collideAnimation + renderObjects.get(i).highlightAnimation);
        targetModel.render(transShader, GL20.GL_LINE_STRIP);
      }

    }

    transShader.end();
  }

  private void collisionTest() {
    // collision
    if (player.isMoving) {

      pRay.set(player.position, player.direction);

      for (Block block : blocks) {
        boolean intersect = Intersector.intersectRaySphere(pRay, block.position, 1f, intersection);
        float dst = intersection.dst(player.position);
        if (dst < 1.0f && intersect) {
          player.stop();
          block.isCollidedAnimation = true;
          if (Resources.getInstance().musicOnOff) {
            Resources.getInstance().collideSFX.play();
          }
          break;
        }
      }

      for (MovableBlock m : movableBlocks) {
        boolean intersect = Intersector.intersectRaySphere(pRay, m.position, 1f, intersection);
        float movdst = intersection.dst(player.position);
        if (movdst < 1.0f && box.contains(m.position) && intersect) {
          player.stop();
          m.move(player.moveDirection.cpy());
          m.isCollidedAnimation = true;
          if (Resources.getInstance().musicOnOff) {
            Resources.getInstance().collideSFX.play();
          }
        } else if (movdst < 1.0f && !box.contains(m.position) && intersect) {
          player.stop();
          m.isCollidedAnimation = true;
          if (Resources.getInstance().musicOnOff) {
            Resources.getInstance().collideSFX.play();
          }
        }

        // recursiveCollisionCheck(m);
      }

      for (SwitchableBlock s : switchblocks) {
        boolean swintersect = Intersector.intersectRaySphere(pRay, s.position, 1f, intersection);
        float swdst = intersection.dst(player.position);
        if (swdst < 1.0f && swintersect && !s.isSwitched) {
          player.stop();
          s.isCollidedAnimation = true;
          break;
        }
      }

      boolean targetIntersect = Intersector.intersectRaySphere(pRay, target.position, 1f, intersection);
      float targetdst = intersection.dst(player.position);
      boolean win = false;
      if (targetdst < 0.2f && targetIntersect) {
        win = true;
        target.isCollidedAnimation = true;
      }

      for (Switch s : switches) {
        // if (s.position.equals(player.position) && !s.isSwitched) {
        // s.isSwitched = true;
        // s.isLocked = true;
        // s.isCollidedAnimation = true;
        // setCorrespondingSwitchBlocks(s);
        // }
        // if(!s.position.equals(player.position) && s.isSwitched) {
        // s.isSwitched = false;
        // s.isLocked = false;
        // }
        s.isSwitched = false;
        setCorrespondingSwitchBlocks(s);
      }

      portalIntersection.set(0, 0, 0);
      boolean warp = false;

      if (!warplock) {
        for (Portal portal : portals) {

          boolean portalintersect = Intersector.intersectRaySphere(pRay, portal.position, 1f, portalIntersection);
          float portaldst = portalIntersection.dst(player.position);

          if (portaldst < 0.2f && portalintersect) {
            warp = true;
            warplock = false;
            port = portal;
            portal.isCollidedAnimation = true;
            player.isCollidedAnimation = true;
            break;
          }
        }
      } else {
        // end warplock
        boolean portalintersect = Intersector.intersectRaySphere(pRay, port.correspondingPortal.position, 1f, portalIntersection);
        if (!portalintersect) {
          warplock = false;
        }
      }

      // player out of bound?
      if (!box.contains(player.position)) {
        player.stop();
        if (Resources.getInstance().musicOnOff) {
          Resources.getInstance().loseSFX.play();
        }
        reset();
      }

      if (win) {
        if (!qbert) {
          HighScoreManager.getInstance().newHighScore((int) Resources.getInstance().time, Resources.getInstance().currentlevel);
        }
        player.stop();

        if (Resources.getInstance().currentlevel < Resources.getInstance().levels.size()) {
          changeLevel = true;
          if (Resources.getInstance().musicOnOff) {
            Resources.getInstance().changeLevelSFX.play();
          }
        } else {
          // game completed
          if (mode == 1 && !qbert) {
            HighScoreManager.getInstance().newTimeAttackHighScore((int) Resources.getInstance().timeAttackTime, Resources.getInstance().levels.size());
          }
          changeLevel = true;
        }

        qbert = false;
        int time = (int) Resources.getInstance().time;
        if (time == 213) {
          qbert = true;
        }

        Resources.getInstance().time = 0;
        Resources.getInstance().timeAttackTime += 45;
      }

      if (warp) {
        player.position = port.correspondingPortal.position.cpy();
        warplock = true;
        port.correspondingPortal.isCollidedAnimation = true;
        if (Resources.getInstance().musicOnOff) {
          Resources.getInstance().warpSFX.play();
        }
      }
    } else
      warplock = false;

    // collisiontest for movable blocks
    for (MovableBlock m : movableBlocks) {
      mRay.set(m.position, m.direction);
      if (m.isMoving) {
        player.stop();

        for (Block block : blocks) {
          boolean intersect = Intersector.intersectRaySphere(mRay, block.position, 1f, intersection);
          float dst = intersection.dst(m.position);
          if (dst < 1.0f && intersect) {
            m.stop();
            block.isCollidedAnimation = true;
            if (Resources.getInstance().musicOnOff) {
              Resources.getInstance().collideSFX.play();
            }
            break;
          }
        }

        // NOTE: THIS SHOULD NOT HAPPEN
        boolean targetIntersect = Intersector.intersectRaySphere(mRay, target.position, 1f, intersection);
        float targetdst = intersection.dst(m.position);
        if (targetdst < 1.0f && targetIntersect) {
          m.stop();
        }

        // NOTE: THIS REALLY SHOULD NOT HAPPEN
        boolean playerIntersect = Intersector.intersectRaySphere(mRay, player.position, 1f, intersection);
        float playerdst = intersection.dst(m.position);
        if (playerdst < 1.0f && playerIntersect) {
          m.stop();
        }

        for (SwitchableBlock s : switchblocks) {
          boolean swintersect = Intersector.intersectRaySphere(mRay, s.position, 1f, intersection);
          float swdst = intersection.dst(m.position);
          if (swdst < 1.0f && swintersect && !s.isSwitched) {
            m.stop();
            s.isCollidedAnimation = true;
          }
        }

        for (Switch s : switches) {
          // if (s.position.equals(m.position) && !s.isSwitched) {
          // s.isSwitched = !s.isSwitched;
          // s.isCollidedAnimation = true;
          // setCorrespondingSwitchBlocks(s);
          // }
          // if(!m.position.equals(s.position) && s.isSwitched)
          // s.isLocked = false;
          // s.isSwitched = false;
          s.isSwitched = false;
          setCorrespondingSwitchBlocks(s);
        }

        boolean warp = false;
        portalIntersection.set(0, 0, 0);
        if (!movwarplock) {
          for (Portal portal : portals) {

            boolean portalintersect = Intersector.intersectRaySphere(mRay, portal.position, 1f, portalIntersection);
            float portaldst = portalIntersection.dst(m.position);

            if (portaldst < 0.2f && portalintersect) {
              warp = true;
              movwarplock = false;
              port = portal;
              portal.isCollidedAnimation = true;
              m.isCollidedAnimation = true;
              break;
            }
          }
        } else {
          // end warplock
          boolean portalintersect = Intersector.intersectRaySphere(mRay, port.correspondingPortal.position, 1f, portalIntersection);
          if (!portalintersect) {
            movwarplock = false;
          }
        }

        if (warp) {
          m.position = port.correspondingPortal.position.cpy();
          movwarplock = true;
          port.correspondingPortal.isCollidedAnimation = true;
          if (Resources.getInstance().musicOnOff) {
            Resources.getInstance().warpSFX.play();
          }
        }

        for (int i = 0; i < movableBlocks.size; i++) {
          MovableBlock mm = movableBlocks.get(i);
          if (m.id != mm.id) {
            boolean intersect = Intersector.intersectRaySphere(mRay, mm.position, 1f, intersection);
            float dst = intersection.dst(m.position);
            if (dst < 1.0f && intersect) {
              m.stop();
              if (box.contains(mm.position))
                mm.move(m.direction.cpy());
              else
                player.stop();
              mm.isCollidedAnimation = true;
              if (Resources.getInstance().musicOnOff) {
                Resources.getInstance().collideSFX.play();
              }
              break;
            }
          }
        }

        // if(recursiveCollisionCheck(m)) {
        // m.stop();
        // //player.stop();
        // }

      }

      // movblock out of bound?
      if (!box.contains(m.position)) {
        m.stop();
        movwarplock = false;
        if (Resources.getInstance().musicOnOff) {
          Resources.getInstance().collideSFX.play();
        }
      }
    }

    for (Switch s : switches) {
      s.isSwitched = false;
      for (MovableBlock m : movableBlocks) {
        if (m.position.equals(s.position)) {
          s.isSwitched = true;
        }
      }
      if (s.position.equals(player.position)) {
        s.isSwitched = true;
      }
      setCorrespondingSwitchBlocks(s);
    }

  }

  @Override
  public void hide() {
  }

  @Override
  public void dispose() {
    frameBuffer.dispose();
    frameBufferVert.dispose();
  }

  @Override
  public boolean keyDown(int keycode) {
    if (Gdx.input.isTouched())
      return false;
    if (keycode == Input.Keys.ESCAPE) {
      game.setScreen(new MainMenuScreen(game));
    }

    if (keycode == Input.Keys.SPACE) {
      movePlayer();
    }

    if (keycode == Input.Keys.BACK) {
      game.setScreen(new MainMenuScreen(game));
    }

    if (keycode == Input.Keys.F) {
      if (Gdx.app.getType() == ApplicationType.Desktop) {
        if (!Gdx.graphics.isFullscreen()) {
          Gdx.graphics.setDisplayMode(Gdx.graphics.getDesktopDisplayMode().width, Gdx.graphics.getDesktopDisplayMode().height, true);
        } else {
          Gdx.graphics.setDisplayMode(800, 480, false);
        }
        Resources.getInstance().prefs.putBoolean("fullscreen", !Resources.getInstance().prefs.getBoolean("fullscreen"));
        Resources.getInstance().fullscreenOnOff = !Resources.getInstance().prefs.getBoolean("fullscreen");
        Resources.getInstance().prefs.flush();
      }
    }

    if (Resources.getInstance().debugMode) {
      if (keycode == Input.Keys.R) {
        reset();
        Resources.getInstance().time = 0;
      }

      if (keycode == Input.Keys.RIGHT) {
        changeLevel = true;
      }

      if (keycode == Input.Keys.LEFT) {
        prevLevel();
      }

      if (keycode == Input.Keys.UP) {
        Resources.getInstance().colorTheme++;
        Resources.getInstance().switchColorTheme();
      }

      if (keycode == Input.Keys.DOWN) {
        Resources.getInstance().colorTheme--;
        Resources.getInstance().switchColorTheme();
      }

      if (keycode == Input.Keys.H) {
        try {
          ScreenshotSaver.saveScreenshot("screenshot");
        } catch (IOException e) {
          // TODO Auto-generated catch block
          e.printStackTrace();
        }
      }
    }

    return false;
  }

  private void movePlayer() {
    if (!player.isMoving) {
      player.direction.set(0, 0, -1);
      player.direction.rot(new Matrix4().setToRotation(Vector3.X, -angleX));
      player.direction.rot(new Matrix4().setToRotation(Vector3.Y, -angleY));
      player.move();
      // playerShadow.isMoving = false;
    }
  }

  private void nextLevel() {
    if (Resources.getInstance().currentlevel < Resources.getInstance().levels.size()) {
      if (!qbert)
        Resources.getInstance().currentlevel++;
      Resources.getInstance().time = 0;
      initLevel(Resources.getInstance().currentlevel);
      changeLevel = false;
    } else {
      game.setScreen(new LevelSelectScreen(game, 0));
      changeLevel = false;
    }

  }

  private void prevLevel() {
    Resources.getInstance().currentlevel--;
    Resources.getInstance().time = 0;
    initLevel(Resources.getInstance().currentlevel);
    changeLevel = false;
  }

  @Override
  public boolean keyUp(int keycode) {
    // TODO Auto-generated method stub
    return false;
  }

  @Override
  public boolean keyTyped(char character) {
    // TODO Auto-generated method stub
    return false;
  }

  @Override
  public boolean touchDown(int x, int y, int pointer, int button) {
    touchDistance = 0;
    touchTime = 0;

    x = (int) (x / (float) Gdx.graphics.getWidth() * 800);
    y = (int) (y / (float) Gdx.graphics.getHeight() * 480);

    touchStartX = x;
    touchStartY = y;
    
    if (Constants.renderBackButton && collisionLevelBackButton.contains(new Vector3(x,  480 - y, 0))) {
      game.setScreen(new MainMenuScreen(game));
    }

    if (pointers.size() == 0) {
      // no fingers down so assign v1
      finger_one_pointer = pointer;
      v1 = new Vector2(x, y);
      pointers.put(pointer, v1);
    } else if (pointers.size() == 1) {
      // figure out which finger is down
      if (finger_one_pointer == -1) {
        // finger two is still down
        finger_one_pointer = pointer;
        v1 = new Vector2(x, y);
        pointers.put(pointer, v1);
        initialDistance = v1.dst(pointers.get(finger_two_pointer));

      } else {
        // finger one is still down
        finger_two_pointer = pointer;
        v2 = new Vector2(x, y);
        pointers.put(pointer, v2);
        initialDistance = v2.dst(pointers.get(finger_one_pointer));
      }
    }

    return false;
  }

  @Override
  public boolean touchUp(int x, int y, int pointer, int button) {
    x = (int) (x / (float) Gdx.graphics.getWidth() * 800);
    y = (int) (y / (float) Gdx.graphics.getHeight() * 480);

    if (pointers.size() > 1) {
      if (pointer == finger_one_pointer) {
        finger_one_pointer = -1;
      } else if (pointer == finger_two_pointer) {
        finger_two_pointer = -1;
      }

    } else {
      if (Math.abs(touchDistance) < 1.0f && touchTime < 0.3f && startTime > 0.5) {
        movePlayer();
      }

    }
    pointers.remove(pointer);

    return false;
  }

  @Override
  public boolean touchDragged(int x, int y, int pointer) {
    x = (int) (x / (float) Gdx.graphics.getWidth() * 800);
    y = (int) (y / (float) Gdx.graphics.getHeight() * 480);

    if (pointers.size() == 2) {
      // two finger pinch (zoom)
      // now fingers are being dragged so measure the distance and apply
      // zoom
      if (pointer == finger_one_pointer) {
        v1 = new Vector2(x, y);
        v2 = pointers.get(finger_two_pointer);
        pointers.put(pointer, v1);
      } else if (pointer == finger_one_pointer) {
        v2 = new Vector2(x, y);
        v1 = pointers.get(finger_one_pointer);
        pointers.put(pointer, v2);
      }
      distance = v2.dst(v1);
      cam.position.z = ((int) Helper.map((initialDistance - distance), -200, 200, 2, 20));
      if (cam.position.z < 2) {
        cam.position.z = 2;
      } else if (cam.position.z > 20) {
        cam.position.z = 20;
      }
    } else {

      angleY += ((x - touchStartX) / 5.f);
      angleX += ((y - touchStartY) / 5.f);
      
      angleX = Math.max(-90, Math.min(angleX, 90));

      touchDistance += ((x - touchStartX) / 5.f) + ((y - touchStartY) / 5.f);

      updatePlayerDirection();

      touchStartX = x;
      touchStartY = y;
    }

    return false;
  }

  private void updatePlayerDirection() {
    if (!player.isMoving) {
      player.direction.set(0, 0, -1);
      player.direction.rot(new Matrix4().setToRotation(Vector3.X, -angleX));
      player.direction.rot(new Matrix4().setToRotation(Vector3.Y, -angleY));
      player.setDirection();
    }
  }

  @Override
  public boolean mouseMoved(int x, int y) {
    // TODO Auto-generated method stub
    return false;
  }

  @Override
  public boolean scrolled(int amount) {
    cam.translate(0, 0, 1 * amount);
    if ((cam.position.z < 2 && amount < -0) || (cam.position.z > 20 && amount > 0))
      cam.translate(0, 0, 1 * -amount);
    return false;
  }

  public void setCorrespondingSwitchBlocks(Switch s) {
    for (SwitchableBlock sw : s.sBlocks) {
      if (s.isSwitched != sw.isSwitched) {
        sw.isSwitchAnimation = true;
      }
      sw.isSwitched = s.isSwitched;
    }
  }

  public Array<SwitchableBlock> getCorrespondingSwitchableBlock(int ids) {
    Array<SwitchableBlock> temp = new Array<SwitchableBlock>();
    for (SwitchableBlock sw : switchblocks) {
      if (sw.id == -ids) {
        temp.add(sw);
      }
    }
    return temp;
  }

  // for movable objects in a row
  public boolean recursiveCollisionCheck(MovableBlock mov) {
    if (!box.contains(mov.position)) {
      return true;
    }
    mRay.set(mov.position, mov.direction);
    MovableBlock next = null;
    for (MovableBlock m : movableBlocks) {
      if (m.position != mov.position && !m.isMoving) {
        boolean intersect = Intersector.intersectRaySphere(mRay, m.position, 1f, intersection);
        float dst = intersection.dst(mov.position);
        if (dst < 1.2f && intersect) {
          next = m;
          next.isCollidedAnimation = true;
          break;
        }
      }
    }
    if (next != null) {
      recursiveCollisionCheck(next);
    }
    return false;
  }

}




Java Source Code List

de.redlion.qb.Block.java
de.redlion.qb.Constants.java
de.redlion.qb.DefaultScreen.java
de.redlion.qb.EditorBlock.java
de.redlion.qb.EditorScreen.java
de.redlion.qb.GameInstance.java
de.redlion.qb.GameScreen.java
de.redlion.qb.Helper.java
de.redlion.qb.HighScoreManager.java
de.redlion.qb.HighScoreTimeAttack.java
de.redlion.qb.HighScore.java
de.redlion.qb.IntroScreen.java
de.redlion.qb.LZW.java
de.redlion.qb.LevelButton.java
de.redlion.qb.LevelSelectScreen.java
de.redlion.qb.MainActivity.java
de.redlion.qb.MainMenuScreenReduced.java
de.redlion.qb.MainMenuScreen.java
de.redlion.qb.Main.java
de.redlion.qb.MovableBlock.java
de.redlion.qb.OptionsScreen.java
de.redlion.qb.Player.java
de.redlion.qb.Portal.java
de.redlion.qb.QBLogo.java
de.redlion.qb.Renderable.java
de.redlion.qb.Resources.java
de.redlion.qb.RobovmLauncher.java
de.redlion.qb.ScreenshotSaver.java
de.redlion.qb.Starter.java
de.redlion.qb.Switch.java
de.redlion.qb.SwitchableBlock.java
de.redlion.qb.Target.java
de.redlion.qb.TutorialScreen.java
de.redlion.qb.client.GwtLauncher.java
de.redlion.qb.shader.FastBloomShader.java
de.redlion.qb.shader.TVShader.java
de.redlion.qb.shader.TransShader.java