mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 12:21:52 +09:00
faster jump response, more documentation (ABOUT, MECHANICS)
Former-commit-id: 1392de885f6cbcd48102a20d707f3a9e5a4df9ca Former-commit-id: e7908894aef53fde4b1cf391e48ac9b7fd3f0a13
This commit is contained in:
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4
res/config_default.json
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4
res/config_default.json
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@@ -0,0 +1,4 @@
|
||||
{
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||||
"smoothlighting" : true,
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||||
"imtooyoungtodie" : false
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}
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@@ -1,4 +1,4 @@
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"STRING_ID";"IETF language tag(s) without dash";"enUS";"frFR";"esES";"deDE";"itIT";"ptBR";"ptPT";"ruRU";"elGR";"trTR";"daDK";"noNB";"svSE";"nlNL";"plPL";"fiFI";"jaJP";"zhCN";"zhTW";"koKR";"csCZ";"huHU";"roRO";"thTH";"bgBG";"heIL";"jakanaJP"
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"STRING_ID";"IETF language tag(s) without dash";"enUS";"frFR";"esES";"deDE";"itIT";"ptBR";"ptPT";"ruRU";"elGR";"trTR";"daDK";"noNB";"svSE";"nlNL";"plPL";"fiFI";"jaJP";"zhCN";"zhTW";"koKR";"csCZ";"huHU";"roRO";"thTH";"bgBG";"heIL";"jakanaJP";"isIC"
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||||
|
||||
"APP_CALIBRATE_YOUR_MONITOR";;"Best player experience can be achieved with properly calibrated monitor. If you have not, please do it before you play.";"Meilleure expérience de joueur peut être réalisé avec écran correctement calibré. Si vous ne l'avez pas, s.v.p. le calibrez avant de jouer.";;;;;;;;;;;;;;;"このゲームは、適切に校正したモニターから最高のプレイができます。校正していなければ、プレイする前に校正して下さい。";;;"본 게임은 적절히 보정된 모니터에서 최상으로 즐길 수 있습니다. 보정하지 않았다면 플레이하기 전에 보정해 주십시오.";;;;;;;"この ゲームは てきせつに こうせい した モニターから さいこうの プレイが できます。こうせい して いなければ プレイする まえに こうせい して ください。"
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||||
"COPYRIGHT_MSG";;"All rights reserved.";"Tous les droits sont réservés.";;;;;;;;;;;;;;;"全著作権所有。";;;"모든 권리 보유.";;;;;;;"ぜん ちょさくけん しょゆう。"
|
||||
"APP_CALIBRATE_YOUR_MONITOR";;"Best player experience can be achieved with properly calibrated monitor. If you have not, please do it before you play.";"Meilleure expérience de joueur peut être réalisé avec écran correctement calibré. Si vous ne l'avez pas, s.v.p. le calibrez avant de jouer.";;;;;;;;;;;;;;;"このゲームは、適切に調整したモニターから最高のプレイができます。調整していなかったら、プレイする前に調整して下さい。";;;"본 게임은 적절히 보정된 모니터에서 최상으로 즐길 수 있습니다. 보정하지 않았다면 플레이하기 전에 보정해 주십시오.";;;;;;;"この ゲームは てきせつに ちょうせい した モニターから さいこうの プレイが できます。ちょうせい して いなかったら プレイする まえに ちょうせい して ください。";"Best leikmaður reynsla er getur náðist með rétt kvarðaður skjárinn. Ef þú ekki gerðir, gerðu svo vel að kvarða áður en þú spilar."
|
||||
"COPYRIGHT_MSG";;"All rights reserved.";"Tous les droits sont réservés.";;;;;;;;;;;;;;;"全著作権所有。";;;"모든 권리 보유.";;;;;;;"ぜん ちょさくけん しょゆう。";"Allur réttur áskilinn."
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|
@@ -17,7 +17,7 @@ public class CSVFetcher {
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private static StringBuffer csvString;
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public static List<CSVRecord> readCSV(String csvFilePath) throws IOException {
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csvString = new StringBuffer();
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csvString = new StringBuffer(); // reset buffer every time it called
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readCsvFileAsString(csvFilePath);
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CSVParser csvParser = CSVParser.parse(csvString.toString()
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@@ -6,6 +6,8 @@ import com.google.gson.JsonParser;
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import java.io.IOException;
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import java.nio.file.FileSystems;
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||||
import java.nio.file.Files;
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import java.util.ArrayList;
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import java.util.Iterator;
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||||
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||||
/**
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* Created by minjaesong on 16-02-15.
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||||
@@ -15,7 +17,7 @@ public class JsonFetcher {
|
||||
private static StringBuffer jsonString;
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||||
|
||||
public static JsonObject readJson(String jsonFilePath) throws IOException {
|
||||
jsonString = new StringBuffer();
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||||
jsonString = new StringBuffer(); // reset buffer every time it called
|
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readJsonFileAsString(jsonFilePath);
|
||||
|
||||
JsonParser jsonParser = new JsonParser();
|
||||
@@ -24,6 +26,14 @@ public class JsonFetcher {
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||||
return jsonObj;
|
||||
}
|
||||
|
||||
public static ArrayList<String> readJsonAsString(String jsonFilePath) throws IOException {
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||||
ArrayList<String> jsonFileLines = new ArrayList<>();
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||||
Files.lines(
|
||||
FileSystems.getDefault().getPath(jsonFilePath)
|
||||
).forEach(jsonFileLines::add);
|
||||
return jsonFileLines;
|
||||
}
|
||||
|
||||
private static void readJsonFileAsString(String path) throws IOException {
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||||
Files.lines(
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||||
FileSystems.getDefault().getPath(path)
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||||
|
||||
@@ -1,58 +1,62 @@
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||||
== CHALLENGING, NOT PUNISHING https://www.youtube.com/watch?v=ea6UuRTjkKs
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||||
|
||||
1. CONSISTENT RULES
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- No arbitrary unstoppable death
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||||
== CHALLENGING, NOT PUNISHING == https://www.youtube.com/watch?v=ea6UuRTjkKs
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||||
|
||||
2. Player's skill involved
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- Can play around, not restart
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||||
1. CONSISTENT RULES
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||||
- No arbitrary unstoppable death
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||||
|
||||
3. Usability of in-game tools
|
||||
- Players should be able to 'regret' their strategy and adjust.
|
||||
2. Player's skill involved
|
||||
- Can play around, not restart
|
||||
|
||||
4. Comfortable control
|
||||
3. Usability of in-game tools
|
||||
- Players should be able to 'regret' their strategy and adjust.
|
||||
|
||||
5. Make players overcome the challenge, not defeating them
|
||||
4. Comfortable control
|
||||
|
||||
6. Let players have "aha" moment when they failed.
|
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- Make them hungry to retry with new strategies.
|
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- Some small things they've could done differently
|
||||
- e.g. "One-big-hit didn't worked, may I should've picked up high DPS one"
|
||||
5. Make players overcome the challenge, not defeating them
|
||||
|
||||
6. Let players have "aha" moment when they failed.
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- Make them hungry to retry with new strategies.
|
||||
- Some small things they've could done differently
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||||
- e.g. "One-big-hit didn't worked, may I should've picked up high DPS one"
|
||||
|
||||
|
||||
== MORE DEPTH, LESS COMPLEXITY https://www.youtube.com/watch?v=jVL4st0blGU
|
||||
== MORE DEPTH, LESS COMPLEXITY == https://www.youtube.com/watch?v=jVL4st0blGU
|
||||
|
||||
1. Memorise less!
|
||||
- Less burden to, even starting the game
|
||||
- Start with gentle learning curve, getting slowly steep
|
||||
- Intuitive UX (UI, control, ...)
|
||||
- Good tutorial = lessens complexity
|
||||
1. Memorise less!
|
||||
- Less burden to, even starting the game
|
||||
- Start with gentle learning curve, getting slowly steep
|
||||
- Intuitive UX (UI, control, ...)
|
||||
- Good tutorial = lessens complexity
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||||
|
||||
2. Intuitive!
|
||||
2. Intuitive!
|
||||
|
||||
3. Calculations per second
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||||
- reduce!
|
||||
3. Calculations per second
|
||||
- reduce!
|
||||
|
||||
4. Players have to know everything to even begin the play == FAIL (irreducible complexity)
|
||||
- Make them get familiar with rules of the game
|
||||
- Dwarf Fortress failed this!
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||||
4. Players have to know everything to even begin the play == FAIL (irreducible complexity)
|
||||
- Make them get familiar with rules of the game
|
||||
- Dwarf Fortress failed this!
|
||||
|
||||
|
||||
== Lots of things players play with (aka don't make them bored)
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||||
== Lots of things players can play with (aka don't make them bored) ==
|
||||
|
||||
- Combat, battle, building, mechanics, adventure, dungeon explore, spelunking
|
||||
- Not scaled; easy combat, tough combat, tedious combat, etc.
|
||||
|
||||
|
||||
== Achieving perfect imbalance https://www.youtube.com/watch?v=e31OSVZF77w
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||||
== Achieving perfect imbalance == https://www.youtube.com/watch?v=e31OSVZF77w
|
||||
|
||||
- Make sure no matter how you skilled, your playable character cannot be good at everything
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||||
- Give players __wide pool of options__ to solve problem
|
||||
(kill the boss, defend their adobe, fast transportation, etc.)
|
||||
|
||||
|
||||
|
||||
##*=- What feeling do you want to convey to the player?
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||||
-=*## What feeling do you want to convey to the player? ##*=-
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||||
|
||||
|
||||
== Always think WHY would you want to add _something_ on the game
|
||||
== Always think WHY would you want to add _something_ on the game ==
|
||||
|
||||
- e.g. Why you are adding RPG leveling system?
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||||
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||||
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||||
@@ -60,104 +64,69 @@
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See also:
|
||||
HEARTS, CLUBS, DIAMONDS, SPADES: PLAYERS WHO SUIT MUDS
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||||
|
||||
|
||||
====================================
|
||||
|
||||
|
||||
* Friendlier version of Dwarf Fortress Adventure mode
|
||||
- Yet _lots of fun_
|
||||
- Add Fortress mode features by 'make your own settling'
|
||||
- Hard to actually die, but once you die, you're done.
|
||||
+ Config: imtooyoungtodie for easy mode
|
||||
== Friendlier version of Dwarf Fortress Adventure mode ==
|
||||
|
||||
- Genre: Adventure, Open world (towns in RPG, building, town managing (conquer existing one or
|
||||
you build one and persuade existing people to move in) -> See Dwarf Fortress and Animal Crossing)
|
||||
- Yet _lots of fun_
|
||||
- Add Fortress mode features by 'make your own settling'
|
||||
- Hard to actually die, but once you die, you're done.
|
||||
+ Config: imtooyoungtodie for easy mode
|
||||
|
||||
- Genre: Adventure, Open world (towns in RPG, building, town managing (conquer existing one or
|
||||
you build one and persuade existing people to move in) -> See Dwarf Fortress and Animal Crossing)
|
||||
|
||||
* Adventure: adventure this vast—5,5 km wide—world, discover new (and good/horrible) things
|
||||
|
||||
* Open world:
|
||||
- Building: building your own houses, structures, etc.
|
||||
- Town managing:
|
||||
1. Build your own little hamlet and manage it
|
||||
or-
|
||||
2. Conquer existing one and become a ruler
|
||||
The town is a special hamlet that can be tailored for your taste
|
||||
- Survival:
|
||||
mobs will trying to attack your assets (yourself, your hamlet, your people)
|
||||
|
||||
|
||||
|
||||
== Side view ==
|
||||
|
||||
* Adventure: adventure this vast—5,5 km wide—world, discover new (and good/horrible) things
|
||||
== Interact menu w/ mouse right ==
|
||||
|
||||
* Open world:
|
||||
- Building: building your own houses, structures, etc.
|
||||
- Town managing:
|
||||
1. Build your own little hamlet and manage it
|
||||
or-
|
||||
2. Conquer existing one and become a ruler
|
||||
The town is a special hamlet that can be tailored for your taste
|
||||
- Survival:
|
||||
mobs will trying to attack your assets (yourself, your hamlet, your people)
|
||||
|
||||
|
||||
|
||||
* Side view
|
||||
|
||||
* Interact menu w/ mouse right
|
||||
|
||||
* Pixelated sprites
|
||||
== Pixelated sprites ==
|
||||
- Use 2x sprites if rotating does not work well
|
||||
|
||||
|
||||
== User experience ==
|
||||
|
||||
### User experience ###
|
||||
|
||||
* Indicative mouse cursor
|
||||
* Indicative mouse cursor
|
||||
|
||||
|
||||
== Game mechanics ==
|
||||
|
||||
### Game mechanics ###
|
||||
|
||||
* 24 pixels == 1 metre
|
||||
* 24 pixels == 1 metre
|
||||
|
||||
|
||||
== Purpose of the game ==
|
||||
|
||||
### Purpose of the game ###
|
||||
|
||||
* Boss
|
||||
- Will be mentioned/shown as absolute _evil_.
|
||||
- But actually is not.
|
||||
|
||||
* Theme
|
||||
- Is an evil really really is what we think?
|
||||
- Is there a thing as 'absolute evil'?
|
||||
|
||||
* Boss character
|
||||
- From debugger character
|
||||
- Name key: "Sigriðr hinn Dróttningin" (can be changed)
|
||||
* Little setting
|
||||
- A ruler, hated by people
|
||||
|
||||
* Mechanics
|
||||
- Beating boss does not ends the game, but grants an ability to
|
||||
create new character as it.
|
||||
|
||||
|
||||
|
||||
### Making sprite ###
|
||||
|
||||
* Layers
|
||||
- (Optional) Hair foreground
|
||||
- Right arm dress
|
||||
- Right arm body
|
||||
- Dress
|
||||
- Boot right
|
||||
- Boot left
|
||||
- Body
|
||||
- (Optional) Hair accessory
|
||||
- Hair
|
||||
- Head
|
||||
- Left arm dress
|
||||
- Left arm body
|
||||
- (Optional) SFX
|
||||
|
||||
* Size
|
||||
- Regular sprite 'height' (hitbox height) : 40 px
|
||||
- Apparent height may vary
|
||||
|
||||
|
||||
|
||||
### Chargen ###
|
||||
|
||||
* Select hair, colours, then compile them into single spritesheet
|
||||
|
||||
* NO gender distinction, but have masculine/neutral/feminine designs (in clothing, hairstyles, etc.)
|
||||
|
||||
* Colour: 4096 colours (12-bit 0x000 - 0xFFF)
|
||||
|
||||
* Base mass: 60 kg
|
||||
* Boss
|
||||
- Will be mentioned/shown as absolute _evil_.
|
||||
- But actually is not.
|
||||
|
||||
* Theme
|
||||
- Is an evil really really is what we think?
|
||||
- Is there a thing as 'absolute evil'?
|
||||
|
||||
* Boss character
|
||||
- From debugger character
|
||||
- Name key: "Sigriðr hinn Dróttningin" (can be changed)
|
||||
* Little setting
|
||||
- A ruler, hated by people
|
||||
|
||||
* Mechanics
|
||||
- Beating boss does not ends the game, but grants an ability to
|
||||
create new character as it.
|
||||
|
||||
@@ -24,11 +24,11 @@ public class Player extends ActorWithBody implements Controllable, Pocketed, Fac
|
||||
|
||||
int jumpCounter = 0;
|
||||
int walkPowerCounter = 0;
|
||||
private final int MAX_JUMP_LENGTH = 20;
|
||||
private final int MAX_JUMP_LENGTH = 15;
|
||||
/**
|
||||
* experimental value.
|
||||
*/
|
||||
private final float JUMP_ACCELERATION_MOD = 92f / 10000f;
|
||||
private final float JUMP_ACCELERATION_MOD = 180f / 10000f;
|
||||
private final int WALK_FRAMES_TO_MAX_ACCEL = 6;
|
||||
|
||||
public float readonly_totalX = 0, readonly_totalY = 0;
|
||||
|
||||
@@ -1,45 +1,96 @@
|
||||
|
||||
* Weapon tier
|
||||
== Weapon tier ==
|
||||
|
||||
Natural / Common Stone -> Copper -> Iron -> Silver -> Titanium
|
||||
Forging --------------> Steel --------^
|
||||
Exotic ('elven') Glass Aurichalcum
|
||||
Special (something 'adamant') ??? (Use material spec of CNT, tensile strength 180 GPa)
|
||||
Natural / Common Stone -> Copper -> Iron -> Silver -> Titanium
|
||||
Forging --------------> Steel --------^
|
||||
Exotic ('elven') Glass Aurichalcum
|
||||
Special (something 'adamant') ??? (Use material spec of CNT, tensile strength 180 GPa)
|
||||
|
||||
= Metal graphics
|
||||
- Gold: Hue 43, low Saturation
|
||||
- Aurichalcum: Hue 43, mid-high Saturation
|
||||
- Copper: Hue 33,
|
||||
- Copper rust: Hue 160
|
||||
- Iron rust: Hue 21
|
||||
|
||||
|
||||
* Metal graphics
|
||||
== Size variation ==
|
||||
|
||||
Gold: Hue 43, low Saturation
|
||||
Aurichalcum: Hue 43, mid-high Saturation
|
||||
Copper: Hue 33,
|
||||
Copper rust: Hue 160
|
||||
Iron rust: Hue 21
|
||||
Race base weapon/tool size <- 10 [kg]
|
||||
Size tolerance <- (50% * str/1000), or say, 20%
|
||||
|
||||
If the size is bigger than tolerable, weapon speed severely slows down, tools become unusable
|
||||
if use time >= 0.75 second, the weapon/tool cannot be equipped.
|
||||
Small weapons/tools gains no (dis)advantage
|
||||
|
||||
When drawing: scale by (craftedWeaponSize / baseWeaponSize)
|
||||
|
||||
Crafted tool/weapon size is dependent to the baseRaceMass.
|
||||
|
||||
|
||||
* Size variation
|
||||
== Gemstone tier ==
|
||||
|
||||
Race base weapon/tool size <- 10 [kg]
|
||||
Size tolerance <- (50% * str/1000), or say, 20%
|
||||
|
||||
If the size is bigger than tolerable, weapon speed severely slows down, tools become unusable
|
||||
if use time >= 0.75 second, the weapon/tool cannot be equipped.
|
||||
Small weapons gains no (dis)advantage, tools become unusable
|
||||
|
||||
Crafted tool/weapon size is dependent on the baseRaceMass.
|
||||
Topaz -> R·G·B -> Diamond·Amethyst
|
||||
|
||||
|
||||
* Gemstone tier
|
||||
== Colouring ==
|
||||
|
||||
Topaz -> R·G·B -> Diamond·Amethyst
|
||||
|
||||
|
||||
* Colouring
|
||||
|
||||
Natural: Use 4096
|
||||
Magical/Surreal: Use 24 Bits
|
||||
Natural: Use 4096
|
||||
Magical/Surreal: Use 24 Bits
|
||||
|
||||
= Colouring of potion
|
||||
- Randomised, roguelike fashion
|
||||
- Choose Col(R40, G40, B40) from set of finite cards:
|
||||
39, 39, 19, 19, 0, 0
|
||||
- MULTIPLY blend chosen colour with white texture
|
||||
- MULTIPLY blend chosen colour with white texture
|
||||
|
||||
|
||||
== Roguelike identity ==
|
||||
|
||||
= Randomised things
|
||||
- E.g. potion
|
||||
Lime-coloured potion
|
||||
First play: "Potion (???)"
|
||||
After drank: "Potion (Healing)" is revealed.
|
||||
|
||||
Second (new) play: "Potion (???)"
|
||||
After drank: "Potion (Neurotoxin)" is revealed.
|
||||
|
||||
|
||||
== Making sprite ==
|
||||
|
||||
* Layers
|
||||
- (Optional) Glow
|
||||
- (Optional) Hair foreground
|
||||
- Right arm dress
|
||||
- Right arm body
|
||||
- Dress
|
||||
- Boots
|
||||
- Body
|
||||
- (Optional) Hair accessory
|
||||
- Hair
|
||||
- Head
|
||||
- Left arm dress
|
||||
- Left arm body
|
||||
- (Optional) SFX
|
||||
|
||||
* Size
|
||||
- Regular sprite 'height' (hitbox height) : 40 px
|
||||
- Apparent height may vary
|
||||
|
||||
|
||||
== Chargen ==
|
||||
|
||||
* Select hair, colours, then compile them into single spritesheet
|
||||
|
||||
* NO gender distinction, but have masculine/neutral/feminine looks (in clothing, hairstyles, etc.)
|
||||
|
||||
* Colour: 4096 colours (12-bit 0x000 - 0xFFF)
|
||||
|
||||
* Base mass: 60 kg
|
||||
|
||||
|
||||
== Custom pattern making ==
|
||||
|
||||
- Players can create their own décors (hang on wall), dresses.
|
||||
- Two looms (216 colour mode, 4096 colour mode)
|
||||
@@ -1,4 +0,0 @@
|
||||
* Drawing
|
||||
|
||||
- Players can create their own décors (hang on wall), dresses.
|
||||
- Two looms (216 colour mode, 4096 colour mode)
|
||||
@@ -184,63 +184,68 @@ public class MapCamera {
|
||||
int thisTerrainTile = map.getTileFromTerrain(x, y);
|
||||
|
||||
// draw
|
||||
if (
|
||||
try {
|
||||
if (
|
||||
|
||||
(
|
||||
( // wall and not blocked
|
||||
(mode == WALL) && isWallThatBeDrawn(x, y)
|
||||
)
|
||||
||
|
||||
(mode == TERRAIN)
|
||||
) // not an air tile
|
||||
&& (thisTile > 0)
|
||||
&&
|
||||
// check if light level of upper tile is zero and
|
||||
// that of this tile is also zero
|
||||
(((y > 0)
|
||||
&& !((LightmapRenderer.getValueFromMap(x, y) == 0)
|
||||
&& (LightmapRenderer.getValueFromMap(x, y - 1) == 0))
|
||||
)
|
||||
||
|
||||
// check if light level of this tile is zero, for y = 0
|
||||
((y == 0)
|
||||
&& (LightmapRenderer.getValueFromMap(x, y) > 0)
|
||||
))) {
|
||||
(
|
||||
( // wall and not blocked
|
||||
(mode == WALL) && isWallThatBeDrawn(x, y)
|
||||
)
|
||||
||
|
||||
(mode == TERRAIN)
|
||||
) // not an air tile
|
||||
&& (thisTile > 0)
|
||||
&&
|
||||
// check if light level of upper tile is zero and
|
||||
// that of this tile is also zero
|
||||
(((y > 0)
|
||||
&& !((LightmapRenderer.getValueFromMap(x, y) == 0)
|
||||
&& (LightmapRenderer.getValueFromMap(x, y - 1) == 0))
|
||||
)
|
||||
||
|
||||
// check if light level of this tile is zero, for y = 0
|
||||
((y == 0)
|
||||
&& (LightmapRenderer.getValueFromMap(x, y) > 0)
|
||||
))) {
|
||||
|
||||
int nearbyTilesInfo;
|
||||
//if (thisTile == DIRT) {
|
||||
// nearbyTilesInfo = getGrassInfo(x, y, GRASS);
|
||||
//}
|
||||
//else {
|
||||
// nearbyTilesInfo = getNearbyTilesInfo(x, y, AIR);
|
||||
//}
|
||||
int nearbyTilesInfo;
|
||||
//if (thisTile == DIRT) {
|
||||
// nearbyTilesInfo = getGrassInfo(x, y, GRASS);
|
||||
//}
|
||||
//else {
|
||||
// nearbyTilesInfo = getNearbyTilesInfo(x, y, AIR);
|
||||
//}
|
||||
|
||||
if (isDarkenAir((byte) thisTile)) {
|
||||
nearbyTilesInfo = getNearbyTilesInfo(x, y, mode, AIR);
|
||||
}
|
||||
else if (isConnectSelf((byte) thisTile)) {
|
||||
nearbyTilesInfo = getNearbyTilesInfo(x, y, mode, thisTile);
|
||||
}
|
||||
else {
|
||||
nearbyTilesInfo = 0;
|
||||
}
|
||||
if (isDarkenAir((byte) thisTile)) {
|
||||
nearbyTilesInfo = getNearbyTilesInfo(x, y, mode, AIR);
|
||||
}
|
||||
else if (isConnectSelf((byte) thisTile)) {
|
||||
nearbyTilesInfo = getNearbyTilesInfo(x, y, mode, thisTile);
|
||||
}
|
||||
else {
|
||||
nearbyTilesInfo = 0;
|
||||
}
|
||||
|
||||
|
||||
int thisTileX = nearbyTilesInfo;
|
||||
int thisTileY = thisTile;
|
||||
int thisTileX = nearbyTilesInfo;
|
||||
int thisTileY = thisTile;
|
||||
|
||||
if (drawModeTilesBlendMul) {
|
||||
if (isBlendMul((byte) thisTile)) {
|
||||
if (drawModeTilesBlendMul) {
|
||||
if (isBlendMul((byte) thisTile)) {
|
||||
drawTile(mode, x, y, thisTileX, thisTileY);
|
||||
}
|
||||
}
|
||||
else {
|
||||
// currently it draws all the transparent tile and colour mixes
|
||||
// on top of the previously drawn tile
|
||||
// TODO check wether it works as intended when skybox is dark
|
||||
// add instruction "if (!isBlendMul((byte) thisTile))"
|
||||
drawTile(mode, x, y, thisTileX, thisTileY);
|
||||
}
|
||||
}
|
||||
else {
|
||||
// currently it draws all the transparent tile and colour mixes
|
||||
// on top of the previously drawn tile
|
||||
// TODO check wether it works as intended when skybox is dark
|
||||
// add instruction "if (!isBlendMul((byte) thisTile))"
|
||||
drawTile(mode, x, y, thisTileX, thisTileY);
|
||||
}
|
||||
}
|
||||
catch (NullPointerException e) {
|
||||
// do nothing. This exception handling may hide erratic behaviour completely.
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -13,6 +13,8 @@ public class RoguelikeRandomiser {
|
||||
private static final int[] POTION_PRIMARY_COLSET = {15, 15, 8, 8, 0, 0};
|
||||
|
||||
private static Hashtable<Integer, Col4096> potionColours;
|
||||
private static Hashtable<Col4096, Boolean> coloursDiscovered;
|
||||
|
||||
private static ArrayList<Col4096> coloursTaken;
|
||||
|
||||
|
||||
|
||||
@@ -1,13 +1,16 @@
|
||||
package com.Torvald.Terrarum;
|
||||
|
||||
import java.io.File;
|
||||
import java.io.FileWriter;
|
||||
import java.io.IOException;
|
||||
import java.io.PrintWriter;
|
||||
import java.util.ArrayList;
|
||||
import java.util.logging.Level;
|
||||
import java.util.logging.Logger;
|
||||
|
||||
import com.Torvald.ImageFont.GameFontBase;
|
||||
import com.Torvald.ImageFont.GameFontWhite;
|
||||
import com.Torvald.Terrarum.ConsoleCommand.Authenticator;
|
||||
import com.Torvald.JsonFetcher;
|
||||
import com.Torvald.Terrarum.LangPack.Lang;
|
||||
import org.lwjgl.input.Controllers;
|
||||
import org.newdawn.slick.*;
|
||||
@@ -146,14 +149,14 @@ public class Terrarum extends StateBasedGame {
|
||||
}
|
||||
|
||||
private static void createFiles() throws IOException {
|
||||
File[] files = {
|
||||
new File(defaultDir + "/properties")
|
||||
};
|
||||
File configFile = new File(defaultDir + "/config.json");
|
||||
|
||||
for (File f : files){
|
||||
if (!f.exists()){
|
||||
f.createNewFile();
|
||||
}
|
||||
if (!configFile.exists() || configFile.length() == 0) {
|
||||
configFile.createNewFile();
|
||||
ArrayList<String> jsonLines = JsonFetcher.readJsonAsString("./res/config_default.json");
|
||||
PrintWriter printWriter = new PrintWriter(configFile);
|
||||
jsonLines.forEach(printWriter::println);
|
||||
printWriter.close();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user