Back to project page acceptableLosses.
The source code is released under:
MIT License
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package acceptableLosses.systems; /* ww w. jav a 2s. c om*/ import acceptableLosses.assets.TileType; import acceptableLosses.map.Region; import acceptableLosses.screens.GameScreen; import com.artemis.systems.VoidEntitySystem; import com.badlogic.gdx.graphics.g2d.SpriteBatch; /** * This is not a real system, it prints the visible map */ public class MapRenderSystem extends VoidEntitySystem { private SpriteBatch spriteBatch; private Region region; private GameScreen gameScreen; public MapRenderSystem(GameScreen gameScreen, SpriteBatch spriteBatch, Region region) { this.gameScreen = gameScreen; this.spriteBatch = spriteBatch; this.region = region; } @Override protected void processSystem() { // Don't use transparency... yet spriteBatch.disableBlending(); // if we can limit this to what the camera sees, we can speed it up slightly for (int x = 0; x < region.xSize; x++) { for (int y = 0; y < region.ySize; y++) { TileType tileType = region.tiles[x][y][gameScreen.zLevel]; if (tileType.texture != null) { spriteBatch.setColor(1, 1, 1, 1); spriteBatch.draw(tileType.texture, x, y, 1, 1); } else if (gameScreen.zLevel - 1 >= 0 && region.tiles[x][y][gameScreen.zLevel - 1].floor != null) { spriteBatch.setColor(0.5f, 0.5f, 0.5f, 1); spriteBatch.draw(region.tiles[x][y][gameScreen.zLevel - 1].floor, x, y, 1, 1); } else if (gameScreen.zLevel - 2 >= 0 && region.tiles[x][y][gameScreen.zLevel - 2].floor != null) { spriteBatch.setColor(0.25f, 0.25f, 0.25f, 1); spriteBatch.draw(region.tiles[x][y][gameScreen.zLevel - 2].floor, x, y, 1, 1); } } } spriteBatch.enableBlending(); } }