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Update some graphics

There's now a proper idle animation for units (although only the player
has one at the moment). The new tilemap size is 16x16 and everything
has been adjusted for it.
This commit is contained in:
Joshua Goins 2022-05-02 16:42:55 -04:00
parent 209f3d4d3b
commit a55410c122
6 changed files with 153 additions and 51 deletions

View file

@ -1,16 +1,49 @@
<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.8" tiledversion="1.8.4" name="main" tilewidth="32" tileheight="32" tilecount="2" columns="0">
<grid orientation="orthogonal" width="1" height="1"/>
<tile id="0" type="grass">
<properties>
<property name="walkable" type="bool" value="true"/>
</properties>
<image width="32" height="32" source="grass.png"/>
</tile>
<tile id="1" type="fake grass (real)">
<tileset version="1.8" tiledversion="1.8.4" name="world-map" tilewidth="16" tileheight="16" tilecount="10" columns="2">
<image source="../../world-map.png" width="32" height="80"/>
<tile id="0" type="null">
<properties>
<property name="walkable" type="bool" value="false"/>
</properties>
<image width="32" height="32" source="grass.png"/>
</tile>
<tile id="1" type="grass">
<properties>
<property name="walkable" type="bool" value="true"/>
</properties>
</tile>
<tile id="2" type="village">
<properties>
<property name="walkable" type="bool" value="false"/>
</properties>
</tile>
<tile id="3" type="background">
<properties>
<property name="walkable" type="bool" value="false"/>
</properties>
</tile>
<tile id="4" type="background">
<properties>
<property name="walkable" type="bool" value="false"/>
</properties>
</tile>
<tile id="5" type="background">
<properties>
<property name="walkable" type="bool" value="false"/>
</properties>
</tile>
<tile id="6" type="background">
<properties>
<property name="walkable" type="bool" value="false"/>
</properties>
</tile>
<tile id="7" type="mountain">
<properties>
<property name="walkable" type="bool" value="true"/>
</properties>
</tile>
<tile id="8" type="forest">
<properties>
<property name="walkable" type="bool" value="true"/>
</properties>
</tile>
</tileset>

27
assets/player-idle.atlas Normal file
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@ -0,0 +1,27 @@
player-idle.png
size: 64, 32
format: RGBA8888
filter: Nearest, Nearest
repeat: none
player-idle1
rotate: false
xy: 2, 2
size: 16, 16
orig: 16, 16
offset: 0, 0
index: -1
player-idle2
rotate: false
xy: 38, 2
size: 16, 16
orig: 16, 16
offset: 0, 0
index: -1
player-idle3
rotate: false
xy: 20, 2
size: 16, 16
orig: 16, 16
offset: 0, 0
index: -1

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assets/player-idle.png Normal file

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@ -1,28 +1,58 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.8" tiledversion="1.8.4" orientation="orthogonal" renderorder="right-down" width="30" height="20" tilewidth="32" tileheight="32" infinite="0" nextlayerid="3" nextobjectid="6">
<map version="1.8" tiledversion="1.8.4" orientation="orthogonal" renderorder="right-down" width="50" height="50" tilewidth="16" tileheight="16" infinite="0" nextlayerid="3" nextobjectid="6">
<tileset firstgid="1" source="main.tsx"/>
<layer id="1" name="Tile Layer 1" width="30" height="20">
<layer id="1" name="Tile Layer 1" width="50" height="50">
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</data>
</layer>
</map>

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@ -5,6 +5,7 @@ import com.badlogic.gdx.Input;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.OrthographicCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.Animation;
import com.badlogic.gdx.graphics.g2d.Sprite;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
@ -37,6 +38,8 @@ public class GameScreen implements Screen {
Texture playerTexture;
Sprite playerSprite;
Animation<TextureRegion> playerIdleAnimation;
TextureAtlas arrowAtlas;
// data for in-turn actions
@ -50,40 +53,42 @@ public class GameScreen implements Screen {
camera = new OrthographicCamera();
camera.setToOrtho(false, 800, 480);
camera.zoom = 2.0f;
tiledMap = new TmxMapLoader().load("test.tmx");
tiledMapRenderer = new OrthogonalTiledMapRenderer(tiledMap);
Unit player = new Unit();
player.positionX = 1;
player.positionY = 1;
player.positionX = 11;
player.positionY = 16;
player.team = Unit.Team.Player;
units.add(player);
Unit player2 = new Unit();
player2.positionX = 1;
player2.positionY = 5;
player2.positionX = 11;
player2.positionY = 20;
player2.team = Unit.Team.Player;
units.add(player2);
Unit enemy = new Unit();
enemy.positionX = 5;
enemy.positionY = 1;
enemy.positionX = 15;
enemy.positionY = 18;
enemy.team = Unit.Team.Enemy;
units.add(enemy);
Unit enemy2 = new Unit();
enemy2.positionX = 15;
enemy2.positionY = 15;
enemy2.positionY = 18;
enemy2.team = Unit.Team.Enemy;
units.add(enemy2);
playerTexture = new Texture(Gdx.files.internal("player.png"));
playerSprite = new Sprite(playerTexture);
playerIdleAnimation = new Animation<TextureRegion>(0.500f, new TextureAtlas("player-idle.atlas").getRegions(), Animation.PlayMode.LOOP_PINGPONG);
arrowAtlas = new TextureAtlas("test.atlas");
@ -113,7 +118,9 @@ public class GameScreen implements Screen {
getNextUnit();
smoothlyTransitionCamera(new Vector3(currentUnit.positionX * 32, currentUnit.positionY * 32, 0));
if(currentUnit != null) {
smoothlyTransitionCamera(new Vector3(currentUnit.positionX * 16, currentUnit.positionY * 16, 0));
}
}
void updateUnits() {
@ -155,7 +162,7 @@ public class GameScreen implements Screen {
startNewTeamTurn(Unit.Team.Player);
}
} else {
smoothlyTransitionCamera(new Vector3(currentUnit.positionX * 32, currentUnit.positionY * 32, 0));
smoothlyTransitionCamera(new Vector3(currentUnit.positionX * 16, currentUnit.positionY * 16, 0));
}
}
@ -242,9 +249,12 @@ public class GameScreen implements Screen {
currentlyTransitionCamera = true;
}
private float stateTime = 0.0f;
@Override
public void render(float delta) {
ScreenUtils.clear(0, 0, 0.2f, 1);
stateTime += delta;
if(currentlyTransitionCamera) {
camera.position.set(oldCameraPosition.lerp(targetCameraPosition, lerp));
@ -263,8 +273,9 @@ public class GameScreen implements Screen {
game.batch.setProjectionMatrix(camera.combined);
for(Unit unit : units) {
playerSprite.setPosition(unit.positionX * 32, unit.positionY * 32);
playerSprite.draw(game.batch);
TextureRegion currentFrame = playerIdleAnimation.getKeyFrame(stateTime, true);
game.batch.draw(currentFrame, unit.positionX * 16, unit.positionY * 16);
}
// early exit, since we want the camera to finish its nice transition
@ -285,8 +296,8 @@ public class GameScreen implements Screen {
double newX = Math.floor(mousePos.x);
double newY = Math.floor(mousePos.y);
int newFixedX = (int) (newX / 32.0);
int newFixedY = (int) (newY / 32.0);
int newFixedX = (int) (newX / 16.0);
int newFixedY = (int) (newY / 16.0);
ArrayList<Vector2> path = AStar.path(new Vector2(currentUnit.positionX, currentUnit.positionY), new Vector2((float) newFixedX, (float) newFixedY), getCollision(), tiledMap);
if (path != null) {
@ -336,7 +347,7 @@ public class GameScreen implements Screen {
}
if (spriteRegion != null) {
game.batch.draw(spriteRegion, newPosition.x * 32, newPosition.y * 32);
game.batch.draw(spriteRegion, newPosition.x * 16, newPosition.y * 16);
}
}
}
@ -348,7 +359,7 @@ public class GameScreen implements Screen {
double newX = Math.floor(mousePos.x);
double newY = Math.floor(mousePos.y);
moveUnitTo((int) (newX / 32.0), (int) (newY / 32.0));
moveUnitTo((int) (newX / 16.0), (int) (newY / 16.0));
hasStartedMoving = false;
}
@ -397,7 +408,7 @@ public class GameScreen implements Screen {
currentUnit.positionX = (int) nextMove.x;
currentUnit.positionY = (int) nextMove.y;
smoothlyTransitionCamera(new Vector3(currentUnit.positionX * 32, currentUnit.positionY * 32, 0));
smoothlyTransitionCamera(new Vector3(currentUnit.positionX * 16, currentUnit.positionY * 16, 0));
} else {
currentlyTakingAction = false;
currentlyAwaitingAuxilaryAction = true;
@ -434,8 +445,8 @@ public class GameScreen implements Screen {
double newX = Math.floor(mousePos.x);
double newY = Math.floor(mousePos.y);
int newFixedX = (int) (newX / 32.0);
int newFixedY = (int) (newY / 32.0);
int newFixedX = (int) (newX / 16.0);
int newFixedY = (int) (newY / 16.0);
List<UnitAction> actions = getAvailableActionsForPosition(newFixedX, newFixedY);
for (int i = 0; i < actions.size(); i++) {
@ -454,7 +465,8 @@ public class GameScreen implements Screen {
@Override
public void resize(int width, int height) {
camera.setToOrtho(false, width, height);
camera.viewportWidth = 230;
camera.viewportHeight = 230 * ((float)height / (float)width);
}
@Override