working demo; fixed chinese shading bug

operation not guaranteed on Slick2d
This commit is contained in:
minjaesong
2018-07-26 05:32:28 +09:00
parent 379c84c22e
commit f6e2a3b049
6 changed files with 120 additions and 83 deletions

View File

@@ -4,6 +4,7 @@ import com.badlogic.gdx.Screen
import com.badlogic.gdx.backends.lwjgl.LwjglApplication
import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration
import com.badlogic.gdx.graphics.GL20
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import net.torvald.terrarumsansbitmap.gdx.GameFontBase
/**
@@ -13,8 +14,19 @@ class FontTestGDX : Game() {
lateinit var font: GameFontBase
lateinit var inputText: List<String>
lateinit var batch: SpriteBatch
override fun create() {
font = GameFontBase("./assets")
font = GameFontBase("./assets", flipY = false) // must test for two cases
val inTextFile = Gdx.files.internal("./FontTestGDX/demotext.txt")
val reader = inTextFile.reader()
inputText = reader.readLines()
reader.close()
batch = SpriteBatch()
}
override fun getScreen(): Screen? {
@@ -26,12 +38,20 @@ class FontTestGDX : Game() {
override fun render() {
Gdx.gl.glClearColor(.094f, .094f, .094f, 1f)
Gdx.gl.glClearColor(1f - 0xBA/255f, 1f - 0xDA/255f, 1f - 0x55/255f, 1f)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
Gdx.gl.glEnable(GL20.GL_TEXTURE_2D)
Gdx.gl.glEnable(GL20.GL_BLEND)
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA)
batch.begin()
inputText.reversed().forEachIndexed { index, s ->
font.draw(batch, s, 10f, 10f + index * font.lineHeight)
}
batch.end()
}
override fun pause() {
@@ -52,8 +72,8 @@ fun main(args: Array<String>) {
val appConfig = LwjglApplicationConfiguration()
appConfig.vSyncEnabled = false
appConfig.resizable = false//true;
appConfig.width = 740 // photographic ratio (1.5:1)
appConfig.height = 1110 // photographic ratio (1.5:1)
appConfig.width = 1024 // photographic ratio (1.5:1)
appConfig.height = 1024 // photographic ratio (1.5:1)
appConfig.title = "Terrarum Sans Bitmap Test (GDX)"
LwjglApplication(FontTestGDX(), appConfig)