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Oct 1st, 2016
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- @Override
- public void show() {
- MapManager.loadMap("maps/ortho.tmx");
- Engine engine = new Engine();
- batch = new SpriteBatch();
- world = new World(new Vector2(0, 0), false);
- rayHandler = new RayHandler(world);
- rayHandler.setAmbientLight(.5f);
- entityManager = new EntityManager(engine, batch);
- renderer = new OrthogonalTiledMapRenderer(MapManager.map);
- camera = new OrthographicCamera();
- camera.setToOrtho(false,Gdx.graphics.getWidth(),Gdx.graphics.getHeight());
- b2dr = new Box2DDebugRenderer();
- Gdx.input.setInputProcessor(gameInput);
- myLight = new PointLight(rayHandler, 100, Color.WHITE, 600, 1500, 1000);
- myLight.setSoftnessLength(0);
- SpawnGenerator.spawnPlayer(world, map, engine, 20f);
- SpawnGenerator.spawnAI(world, map, engine, "Enemy", 20f);
- setTileBodies();
- }
- public void render(float delta) {
- Vector2 mp = screenToMap(unproject(camera, mousePosition));
- Matrix4 debugMatrix = batch.getProjectionMatrix().cpy().scale(SteeringUtils.pixelsToMeters(), SteeringUtils.pixelsToMeters(), 0);
- Gdx.gl20.glClearColor(0, 0, 0, 1);
- Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT);
- Gdx.gl20.glEnable(GL20.GL_DEPTH_TEST);
- Gdx.gl20.glDepthFunc(GL20.GL_ALWAYS);
- Gdx.gl20.glDepthMask(true);
- world.step(Gdx.graphics.getDeltaTime(), 6, 2);
- rayHandler.update();
- camera.position.x = Math.min(Math.max(EntityManager.getPlayer().getComponent(PositionComponent.class).x, Gdx.graphics.getWidth() / 2), mapPixelWidth - (Gdx.graphics.getWidth() / 2));
- camera.position.y = Math.min(Math.max(EntityManager.getPlayer().getComponent(PositionComponent.class).y, Gdx.graphics.getHeight() / 2), mapPixelHeight - (Gdx.graphics.getHeight() / 2));
- camera.update();
- renderer.setView(camera);
- renderer.render();
- renderer.getBatch().begin();
- renderer.renderTileLayer((TiledMapTileLayer) renderer.getMap().getLayers().get(0));
- renderer.renderTileLayer((TiledMapTileLayer) renderer.getMap().getLayers().get(1));
- renderer.getBatch().end();
- batch.begin();
- entityManager.update();
- batch.setProjectionMatrix(camera.combined);
- batch.end();
- rayHandler.setCombinedMatrix(camera);
- b2dr.render(world, debugMatrix);
- rayHandler.render();
- }
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