Map.java 2.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104
  1. package me.hammerle.snuviengine.api;
  2. import me.hammerle.snuviengine.game.Chunk;
  3. import java.util.Random;
  4. public class Map
  5. {
  6. protected final static int PARTION = 16;
  7. private int layers;
  8. private int width;
  9. private int height;
  10. private short[][][] tiles;
  11. private int pWidth;
  12. private int pHeight;
  13. private Chunk[][][] chunks = null;
  14. public Map()
  15. {
  16. }
  17. public void load(String path)
  18. {
  19. /*layers = 2;
  20. width = 64;
  21. height = 64;
  22. tiles = new short[layers][width][height];
  23. Random r = new Random(100);
  24. for(int x = 0; x < width; x++)
  25. {
  26. for(int y = 0; y < height; y++)
  27. {
  28. tiles[0][x][y] = 0;
  29. }
  30. }
  31. for(int x = 0; x < width; x++)
  32. {
  33. for(int y = 0; y < height; y++)
  34. {
  35. tiles[1][x][y] = (short) (r.nextInt(2));
  36. }
  37. }
  38. if(chunks != null)
  39. {
  40. for(Chunk[][] a : chunks)
  41. {
  42. for(Chunk[] b : a)
  43. {
  44. for(Chunk c : b)
  45. {
  46. c.delete();
  47. }
  48. }
  49. }
  50. }
  51. pWidth = width / PARTION;
  52. pHeight = height / PARTION;
  53. chunks = new Chunk[layers][pWidth][pHeight];
  54. for(int l = 0; l < layers; l++)
  55. {
  56. for(int x = 0; x < pWidth; x++)
  57. {
  58. for(int y = 0; y < pHeight; y++)
  59. {
  60. chunks[l][x][y] = new Chunk();
  61. }
  62. }
  63. }*/
  64. }
  65. private float getViewX(float x)
  66. {
  67. x -= Shader.getViewWidth() >> 1;
  68. if(x < 0)
  69. {
  70. return 0;
  71. }
  72. float max = width * Engine.TILE_SIZE * Engine.SCALE - Shader.getViewWidth();
  73. if(x > max)
  74. {
  75. return max;
  76. }
  77. return x;
  78. }
  79. private float getViewY(float y)
  80. {
  81. y -= Shader.getViewHeight() >> 1;
  82. if(y < 0)
  83. {
  84. return 0;
  85. }
  86. float max = height * Engine.TILE_SIZE * Engine.SCALE - Shader.getViewHeight();
  87. if(y > max)
  88. {
  89. return max;
  90. }
  91. return y;
  92. }
  93. }