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