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https://github.com/curioustorvald/Terrarum.git
synced 2026-06-10 18:44:05 +09:00
inventory equip slot icon
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@@ -18,6 +18,7 @@ import net.torvald.terrarum.modulebasegame.ui.UIPaletteSelector
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import net.torvald.terrarum.modulebasegame.weather.WeatherMixer
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import net.torvald.terrarum.ui.UICanvas
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import net.torvald.terrarum.ui.UINSMenu
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import net.torvald.terrarum.worlddrawer.FeaturesDrawer.TILE_SIZE
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import net.torvald.terrarum.worlddrawer.LightmapRenderer
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import net.torvald.terrarum.worlddrawer.WorldCamera
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import net.torvald.terrarumsansbitmap.gdx.TextureRegionPack
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@@ -163,6 +164,8 @@ class BuildingMaker(batch: SpriteBatch) : IngameInstance(batch) {
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override fun drawBody(batch: SpriteBatch) {
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batch.color = blockMarkerColour
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batch.draw(blockMarkings.get(2,0), hitbox.startX.toFloat(), hitbox.startY.toFloat())
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batch.draw(blockMarkings.get(2,0), hitbox.startX.toFloat() + world.width * TILE_SIZE, hitbox.startY.toFloat())
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batch.draw(blockMarkings.get(2,0), hitbox.startX.toFloat() - world.width * TILE_SIZE, hitbox.startY.toFloat())
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}
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override fun drawGlow(batch: SpriteBatch) { }
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@@ -394,6 +397,31 @@ class BuildingMaker(batch: SpriteBatch) : IngameInstance(batch) {
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}
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}
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}
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private fun getSelectionTotalDimension(): Point2i {
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selection.sortBy { it.y * world.width + it.x }
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return selection.last() - selection.first()
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}
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private fun serialiseSelection() {
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// save format: sparse list encoded in following binary format:
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/*
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Header: TEaT0bLD -- magic: Terrarum Attachment
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Int8 version number -- always 1
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Int8 number of layers -- always 2 or 3
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Int8 number of payloads -- always 2 or 3
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int8 compression algorithm -- always 1 (DEFLATE)
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Int16 width
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The rest: payloads defined in the map data format
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Payloads: array of (Int48 tileAddress, UInt16 blockID)
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Footer: EndAtC \xFF\xFE -- magic: end of attachment with BOM
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*/
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// proc:
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// translate boxes so that leftmost point is (0,0)
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// write to the list using translated coords
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}
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}
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class BuildingMakerController(val screen: BuildingMaker) : InputAdapter() {
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