Example usage for com.badlogic.gdx.maps.tiled TiledMapTile getTextureRegion

List of usage examples for com.badlogic.gdx.maps.tiled TiledMapTile getTextureRegion

Introduction

In this page you can find the example usage for com.badlogic.gdx.maps.tiled TiledMapTile getTextureRegion.

Prototype

public TextureRegion getTextureRegion();

Source Link

Usage

From source file:br.com.animvs.koalory.entities.engine.graphics.tiles.TileRenderer.java

License:Apache License

@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 int col1 = Math.max(0, (int) (cacheBounds.x / layerTileWidth));
    final int col2 = Math.min(layerWidth,
            (int) ((cacheBounds.x + cacheBounds.width + layerTileWidth) / layerTileWidth));

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

    canCacheMoreN = row2 < layerHeight;
    canCacheMoreE = col2 < layerWidth;
    canCacheMoreW = col1 > 0;//from w w  w  .  j a  v  a2 s  . c om
    canCacheMoreS = row1 > 0;

    float[] vertices = this.vertices;
    for (int row = row2; row >= row1; row--) {
        for (int col = col1; col < col2; col++) {
            final TiledMapTileLayer.Cell cell = layer.getCell(col, row);
            if (cell == null)
                continue;

            final TiledMapTile tile = cell.getTile();
            if (tile == null)
                continue;

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

            final TextureRegion region = tile.getTextureRegion();
            final Texture texture = region.getTexture();

            final float x1 = col * layerTileWidth + tile.getOffsetX() * unitScale;
            final float y1 = row * layerTileHeight + tile.getOffsetY() * unitScale;
            final float x2 = x1 + region.getRegionWidth() * unitScale;
            final float y2 = y1 + region.getRegionHeight() * unitScale;

            final float adjustX = 0.5f / texture.getWidth();
            final float adjustY = 0.5f / texture.getHeight();
            final float u1 = region.getU() + adjustX;
            final float v1 = region.getV2() - adjustY;
            final float u2 = region.getU2() - adjustX;
            final float v2 = region.getV() + adjustY;

            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;
                }
                }
            }
            spriteCache.add(texture, vertices, 0, 20);
        }
    }
}

From source file:com.khoa.demo1.OrthogonalTiledMapRenderer2.java

License:Apache License

@Override
public void renderTileLayer(TiledMapTileLayer layer) {
    final Color batchColor = spriteBatch.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 int col1 = Math.max(0, (int) (viewBounds.x / layerTileWidth));
    final int col2 = Math.min(layerWidth,
            (int) ((viewBounds.x + viewBounds.width + layerTileWidth) / layerTileWidth));

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

    float y = row1 * layerTileHeight;
    float xStart = col1 * layerTileWidth + displacement;
    final float[] vertices = this.vertices;

    for (int row = row1; row < row2; row++) {
        float x = xStart;
        for (int col = col1; col < col2; col++) {
            final Cell cell = layer.getCell(col, row);
            if (cell == null) {
                x += layerTileWidth;/*from   w ww  .  j a v a2s . c o m*/
                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;
                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 != 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;
                    }
                    }
                }
                spriteBatch.draw(region.getTexture(), vertices, 0, 20);
                x += layerTileWidth;
            }
        }
        y += layerTileHeight;
    }
}

From source file:com.khoa.demo1.OrthogonalTiledMapRenderer2.java

License:Apache License

public void renderTileLayer(TiledMapTileLayer layer, int xDisplacement) {
    final Color batchColor = spriteBatch.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 int col1 = Math.max(xDisplacement, (int) (viewBounds.x / layerTileWidth));
    final int col2 = Math.min(layerWidth + xDisplacement,
            (int) ((viewBounds.x + viewBounds.width + layerTileWidth) / layerTileWidth));

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

    float y = row1 * layerTileHeight;
    float xStart = col1 * layerTileWidth + displacement;

    //        System.out.println(col1);
    //        System.out.println(col2);
    //        System.out.println(xStart);
    //        System.out.println(xDisplacement);

    final float[] vertices = this.vertices;

    for (int row = row1; row < row2; row++) {
        float x = xStart;
        for (int col = col1; col < col2; col++) {
            final Cell cell = layer.getCell(col, row);
            if (cell == null) {
                x += layerTileWidth;/*from w w  w .j  a  v  a2 s .  com*/
                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;
                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 != 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;
                    }
                    }
                }
                spriteBatch.draw(region.getTexture(), vertices, 0, 20);
                x += layerTileWidth;
            }
        }
        y += layerTileHeight;
    }
}

From source file:com.letsrace.game.map.OrthogonalTiledMapRenderer.java

License:Apache License

@Override
public void renderTileLayer(TiledMapTileLayer layer) {
    final Color batchColor = spriteBatch.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 int col1 = Math.max(0, (int) (viewBounds.x / layerTileWidth));
    final int col2 = Math.min(layerWidth,
            (int) ((viewBounds.x + viewBounds.width + layerTileWidth) / layerTileWidth));

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

    float y = row2 * layerTileHeight;
    float xStart = col1 * layerTileWidth;
    final float[] vertices = this.vertices;

    for (int row = row2; row >= row1; row--) {
        float x = xStart;
        for (int col = col1; col < col2; col++) {
            final TiledMapTileLayer.Cell cell = layer.getCell(col, row);
            if (cell == null) {
                x += layerTileWidth;/* w  w w  .  ja v  a  2 s  .  com*/
                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 + tile.getOffsetX() * unitScale;
                float y1 = y + 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;
                    }
                    }
                }
                spriteBatch.draw(region.getTexture(), vertices, 0, 20);
            }
            x += layerTileWidth;
        }
        y -= layerTileHeight;
    }
}

From source file:com.mygdx.game.MyOrthogonalTiledMapRenderer.java

License:Apache License

@Override
public void renderTileLayer(TiledMapTileLayer layer) {
    final Color batchColor = spriteBatch.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 int col1 = Math.max(0, (int) (viewBounds.x / layerTileWidth));
    final int col2 = Math.min(layerWidth,
            (int) ((viewBounds.x + viewBounds.width + layerTileWidth) / layerTileWidth));

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

    float y = row2 * layerTileHeight;
    float xStart = col1 * layerTileWidth;
    final float[] vertices = this.vertices;

    for (int row = row2; row >= row1; row--) {
        float x = xStart;
        for (int col = col1; col < col2; col++) {
            final TiledMapTileLayer.Cell cell = layer.getCell(col, row);
            if (cell == null) {
                x += layerTileWidth;/*from   w  w w .j  av a2  s.  c o m*/
                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();
                fixBleeding(region);

                float x1 = x + tile.getOffsetX() * unitScale;
                float y1 = y + 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;
                    }
                    }
                }
                spriteBatch.draw(region.getTexture(), vertices, 0, 20);
            }
            x += layerTileWidth;
        }
        y -= layerTileHeight;
    }
}

From source file:de.dogedevs.photoria.rendering.map.CustomTiledMapRenderer.java

License:Apache License

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

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

    float y = row2 * layerTileHeight;
    float xStart = col1 * layerTileWidth;
    final float[] vertices = this.vertices;

    for (int row = row2; row >= row1; row--) {
        float x = xStart;
        for (int col = col1; col < col2; col++) {
            final TiledMapTileLayer.Cell cell = layer.getCell(col, row);
            if (cell == null) {
                x += layerTileWidth;/*www . j  a  v a  2  s . com*/
                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 + tile.getOffsetX() * unitScale;
                float y1 = y + 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, NUM_VERTICES);
            }
            x += layerTileWidth;
        }
        y -= layerTileHeight;
    }
}

From source file:net.sleepystudios.bankvault.FixedTiledMapRenderer.java

License:Apache License

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

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

    float y = row2 * layerTileHeight;
    float xStart = col1 * layerTileWidth;
    final float[] vertices = this.vertices;

    for (int row = row2; row >= row1; row--) {
        float x = xStart;
        for (int col = col1; col < col2; col++) {
            final TiledMapTileLayer.Cell cell = layer.getCell(col, row);
            if (cell == null) {
                x += layerTileWidth;//from w w w.  j av a 2s  .co  m
                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();
                fixBleeding(region);

                float x1 = x + tile.getOffsetX() * unitScale;
                float y1 = y + 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, NUM_VERTICES);
            }
            x += layerTileWidth;
        }
        y -= layerTileHeight;
    }
}