Converted ShatteredPD to Build from Gradle

Major Changes:
- Shattered now builds effortlessly either from gradle CLI or android studio
- Much better dependency management through gradle (although it's not really used atm)
- Separate PD-classes repo is now SPD-classes module within main repo
This commit is contained in:
Evan Debenham
2016-08-13 02:11:29 -04:00
parent 188523b2a5
commit 36e44340a8
954 changed files with 8530 additions and 14 deletions

View File

@@ -0,0 +1,130 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2016 Evan Debenham
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.watabou.noosa;
import com.watabou.glwrap.Texture;
import android.graphics.RectF;
public class SkinnedBlock extends Image {
protected float scaleX;
protected float scaleY;
protected float offsetX;
protected float offsetY;
public boolean autoAdjust = false;
public SkinnedBlock( float width, float height, Object tx ) {
super( tx );
texture.wrap( Texture.REPEAT, Texture.REPEAT );
size( width, height );
}
@Override
public void frame( RectF frame ) {
scaleX = 1;
scaleY = 1;
offsetX = 0;
offsetY = 0;
super.frame( new RectF( 0, 0, 1, 1 ) );
}
@Override
protected void updateFrame() {
if (autoAdjust) {
while (offsetX > texture.width) {
offsetX -= texture.width;
}
while (offsetX < -texture.width) {
offsetX += texture.width;
}
while (offsetY > texture.height) {
offsetY -= texture.height;
}
while (offsetY < -texture.height) {
offsetY += texture.height;
}
}
float tw = 1f / texture.width;
float th = 1f / texture.height;
float u0 = offsetX * tw;
float v0 = offsetY * th;
float u1 = u0 + width * tw / scaleX;
float v1 = v0 + height * th / scaleY;
vertices[2] = u0;
vertices[3] = v0;
vertices[6] = u1;
vertices[7] = v0;
vertices[10] = u1;
vertices[11] = v1;
vertices[14] = u0;
vertices[15] = v1;
dirty = true;
}
public void offsetTo( float x, float y ) {
offsetX = x;
offsetY = y;
updateFrame();
}
public void offset( float x, float y ) {
offsetX += x;
offsetY += y;
updateFrame();
}
public float offsetX() {
return offsetX;
}
public float offsetY() {
return offsetY;
}
public void scale( float x, float y ) {
scaleX = x;
scaleY = y;
updateFrame();
}
public void size( float w, float h ) {
this.width = w;
this.height = h;
updateFrame();
updateVertices();
}
}