package com.jonathan.survivor.renderers; import com.badlogic.gdx.graphics.OrthographicCamera; import com.badlogic.gdx.graphics.g2d.SpriteBatch; import com.jonathan.survivor.Assets; import com.jonathan.survivor.World; import com.jonathan.survivor.World.WorldState; import com.jonathan.survivor.animations.VersusAnimation; /* * Renders the game's FX displayed on screen, such as the crosshairs. */ public class EffectRenderer { /** Stores the world, whose methods we call when certain animations are finished. */ private World world; /** Stores the SpriteBatcher used to draw the Spine animations. */ private SpriteBatch batcher; /** Stores the OrthographicCamera where the Spine animations are drawn. */ private OrthographicCamera worldCamera; /** Holds the CrosshairRenderer instance used to draw all of the gun crosshairs to the screen. */ private CrosshairRenderer crosshairRenderer; /** Accepts the world from which we find the effects to draw, the SpriteBatch used to draw the effects, and the world camera * where the effects are rendered. */ public EffectRenderer(World world, SpriteBatch batcher, OrthographicCamera worldCamera) { //Stores the world where we find the GameObjects to draw. this.world = world; //Stores the SpriteBatch used to draw the GameObjects. this.batcher = batcher; //Stores the world camera where all the sprites are drawn. this.worldCamera = worldCamera; //Creates the CrosshairRenderer used to draw the crosshairs or trajectory lines of the ranged weapons. Accepts the world, which contains information about the crosshairs. crosshairRenderer = new CrosshairRenderer(world, worldCamera); } public void render(float deltaTime) { //Render the crosshairs to the screen. crosshairRenderer.render(deltaTime); } }