com.dongbat.game.stage.RadialSprite.java Source code

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Here is the source code for com.dongbat.game.stage.RadialSprite.java

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/*
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package com.dongbat.game.stage;

import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Batch;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.scenes.scene2d.utils.Drawable;

/**
 *
 * @author Admin
 */
public class RadialSprite implements Drawable {

    private final static int TOPRIGHT1 = 0;
    private final static int BOTTOMRIGHT1 = 5;
    private final static int BOTTOMLEFT1 = 10;
    private final static int TOPLEFT1 = 15;
    private final static int TOPRIGHT2 = 20;
    private final static int BOTTOMRIGHT2 = 25;
    private final static int BOTTOMLEFT2 = 30;
    private final static int TOPLEFT2 = 35;
    private final static int TOPRIGHT3 = 40;
    private final static int BOTTOMRIGHT3 = 45;
    private final static int BOTTOMLEFT3 = 50;
    private final static int TOPLEFT3 = 55;

    private Texture texture;
    private final float[] verts = new float[60];
    private float x, y, angle, width, height, u1, u2, v1, v2, du, dv;
    private boolean dirty = true;
    private int draw = 0;
    private float angleOffset = 270f;
    private float originX, originY;
    private float scaleX = 1f, scaleY = 1f;

    public RadialSprite(final TextureRegion textureRegion) {
        this.texture = textureRegion.getTexture();
        this.u1 = textureRegion.getU();
        this.v1 = textureRegion.getV();
        this.u2 = textureRegion.getU2();
        this.v2 = textureRegion.getV2();
        this.du = u2 - u1;
        this.dv = v2 - v1;
        this.width = textureRegion.getRegionWidth();
        this.height = textureRegion.getRegionHeight();
        setColor(Color.WHITE);
    }

    public void setColor(float packedColor) {
        for (int i = 0; i < 12; i++) {
            verts[i * 5 + 2] = packedColor;
        }
    }

    public void setColor(final Color color) {
        setColor(color.toFloatBits());
    }

    private final void vert(final float[] verts, final int offset, final float x, final float y) {
        final float u = u1 + du * ((x - this.x) / this.width);
        final float v = v1 + dv * (1f - ((y - this.y) / this.height));
        vert(verts, offset, x, y, u, v);
    }

    private final void vert(final float[] verts, final int offset, final float x, final float y, final float u,
            final float v) {
        verts[offset] = this.x + originX + (x - this.x - originX) * scaleX;
        verts[offset + 1] = this.y + originY + (y - this.y - originY) * scaleY;
        verts[offset + 3] = u;
        verts[offset + 4] = v;
    }

    protected void calculate(float x, float y, float width, float height, float angle, float u0, float v0, float u1,
            float v1) {
        if (!this.dirty && this.x == x && this.y == y && this.angle == angle && this.width == width
                && this.height == height && this.u1 == u0 && this.v2 == v1 && this.u2 == u1 && this.v2 == v1) {
            return;
        }
        this.x = x;
        this.y = y;
        this.width = width;
        this.height = height;
        this.angle = angle;
        this.u1 = u0;
        this.v1 = v0;
        this.u2 = u1;
        this.v2 = v1;
        final float centerX = width * 0.5f;
        final float centerY = height * 0.5f;
        final float x2 = x + width;
        final float y2 = y + height;
        final float xc = x + centerX;
        final float yc = y + centerY;
        final float ax = MathUtils.cosDeg(angle + angleOffset); // positive right, negative left
        final float ay = MathUtils.sinDeg(angle + angleOffset); // positive top, negative bottom
        final float txa = ax != 0f ? Math.abs(centerX / ax) : 99999999f; // intersection on left or right "wall"
        final float tya = ay != 0f ? Math.abs(centerY / ay) : 99999999f; // intersection on top or bottom "wall"
        final float t = Math.min(txa, tya);
        // tx and ty are the intersection points relative to centerX and centerY.
        final float tx = t * ax;
        final float ty = t * ay;
        vert(verts, BOTTOMRIGHT1, x + centerX, y);
        if (ax >= 0f) { // rotation on the rights half
            vert(verts, TOPLEFT1, x, y2);
            vert(verts, TOPRIGHT1, xc, y2);
            vert(verts, BOTTOMLEFT1, x, y);
            vert(verts, BOTTOMLEFT2, xc, yc);
            vert(verts, TOPLEFT2, xc, y2);
            if (txa < tya) { // rotation on the right side
                vert(verts, TOPRIGHT2, x2, y2);
                vert(verts, BOTTOMRIGHT2, x2, yc + ty);
                draw = 2;
            } else if (ay > 0f) { // rotation on the top side
                vert(verts, BOTTOMRIGHT2, xc + tx, y2);
                vert(verts, TOPRIGHT2, xc + tx * 0.5f, y2);
                draw = 2;
            } else { // rotation on the bottom side
                vert(verts, TOPRIGHT2, x2, y2);
                vert(verts, BOTTOMRIGHT2, x2, y);
                vert(verts, TOPLEFT3, xc, yc);
                vert(verts, TOPRIGHT3, x2, y);
                vert(verts, BOTTOMLEFT3, xc + tx, y);
                vert(verts, BOTTOMRIGHT3, xc + tx * 0.5f, y);
                draw = 3;
            }
        } else { // rotation on the left half
            vert(verts, TOPRIGHT1, x + centerX, y + centerY);
            if (txa < tya) { // rotation on the left side
                vert(verts, BOTTOMLEFT1, x, y);
                vert(verts, TOPLEFT1, x, yc + ty);
                draw = 1;
            } else if (ay < 0f) { // rotation on the bottom side
                vert(verts, TOPLEFT1, xc + tx, y);
                vert(verts, BOTTOMLEFT1, xc + tx * 0.5f, y);
                draw = 1;
            } else { // rotation on the top side
                vert(verts, TOPLEFT1, x, y2);
                vert(verts, BOTTOMLEFT1, x, y);
                vert(verts, BOTTOMRIGHT2, xc, yc);
                vert(verts, BOTTOMLEFT2, x, y2);
                vert(verts, TOPLEFT2, xc + tx * 0.5f, y2);
                vert(verts, TOPRIGHT2, xc + tx, y2);
                draw = 2;
            }
        }
        this.dirty = false;
    }

    public void draw(final Batch batch, final float x, final float y, float width, float height,
            final float angle) {
        if (width < 0) {
            scaleX = -1f;
            width = -width;
        }
        if (height < 0) {
            scaleY = -1f;
            height = -height;
        }
        calculate(x, y, width, height, angle, u1, v1, u2, v2);
        batch.draw(texture, verts, 0, 20 * draw);
    }

    public void draw(final Batch batch, final float x, final float y, final float angle) {
        draw(batch, x, y, width, height, angle);
    }

    public void setOrigin(float x, float y) {
        if (originX == x && originY == y) {
            return;
        }
        originX = x;
        originY = y;
        dirty = true;
    }

    public void setScale(float x, float y) {
        if (scaleX == x && scaleY == y) {
            return;
        }
        scaleX = x;
        scaleY = y;
        dirty = true;
    }

    public float getAngle() {
        return this.angle;
    }

    public void setAngle(final float angle) {
        if (this.angle == angle) {
            return;
        }
        this.angle = angle;
        dirty = true;
    }

    private float leftWidth = 0;
    private float rightWidth = 0;
    private float topHeight = 0;
    private float bottomHeight = 0;
    private float minWidth = 0;
    private float minHeight = 0;

    @Override
    public float getLeftWidth() {
        return leftWidth;
    }

    @Override
    public void setLeftWidth(float leftWidth) {
        this.leftWidth = leftWidth;
    }

    @Override
    public float getRightWidth() {
        return rightWidth;
    }

    @Override
    public void setRightWidth(float rightWidth) {
        this.rightWidth = rightWidth;
    }

    @Override
    public float getTopHeight() {
        return topHeight;
    }

    @Override
    public void setTopHeight(float topHeight) {
        this.topHeight = topHeight;
    }

    @Override
    public float getBottomHeight() {
        return bottomHeight;
    }

    @Override
    public void setBottomHeight(float bottomHeight) {
        this.bottomHeight = bottomHeight;
    }

    @Override
    public float getMinWidth() {
        return minWidth;
    }

    @Override
    public void setMinWidth(float minWidth) {
        this.minWidth = minWidth;
    }

    @Override
    public float getMinHeight() {
        return minHeight;
    }

    @Override
    public void setMinHeight(float minHeight) {
        this.minHeight = minHeight;
    }

    public Texture getTexture() {
        return texture;
    }

    public void setTextureRegion(final TextureRegion textureRegion) {
        this.texture = textureRegion.getTexture();
        this.u1 = textureRegion.getU();
        this.v1 = textureRegion.getV();
        this.u2 = textureRegion.getU2();
        this.v2 = textureRegion.getV2();
        this.dirty = true;
    }

    @Override
    public void draw(Batch batch, float x, float y, float width, float height) {
        draw(batch, x, y, width, height, this.angle);
    }
}