updating TODO tags

Former-commit-id: f0ce830cc72911b9c1974a394581003726dfc4e1
Former-commit-id: dfc012568d8362de583b7efa95fd79e35a22b83a
This commit is contained in:
Song Minjae
2016-12-22 02:20:23 +09:00
parent c068b0c5b1
commit 19e71fa20c
5 changed files with 5 additions and 14 deletions

View File

@@ -283,7 +283,6 @@ constructor() : BasicGameState() {
//g.translate(-MapCamera.cameraX * screenZoom, -MapCamera.cameraY * screenZoom)
tilesDrawFrameBuffer.graphics.translate(-MapCamera.cameraX.toFloat(), -MapCamera.cameraY.toFloat())
actorsDrawFrameBuffer.graphics.translate(-MapCamera.cameraX.toFloat(), -MapCamera.cameraY.toFloat())
// TODO add new framebuffer so that whole map is zoomed at once, yet not the UI
/////////////////////////////

View File

@@ -28,6 +28,8 @@ class StateNoiseTexGen : BasicGameState() {
println("Press SPACE to generate new noise")
}
// TODO multithreaded
private fun noiseRidged(): Joise {
val ridged = ModuleFractal()
ridged.setType(ModuleFractal.FractalType.RIDGEMULTI)

View File

@@ -457,7 +457,7 @@ open class ActorWithBody : Actor() {
hitAndForciblyReflectY()
grounded = false
}
else if (isColliding(nextHitbox)) { // FIXME if standing: standard box, if walking: top-squished box
else if (isColliding(nextHitbox)) {
hitAndReflectY()
grounded = true
}

View File

@@ -540,13 +540,6 @@ object LightmapRenderer {
return constructRGBFromInt(newR, newG, newB)
}
// TODO LUT of 1024 entries (int resulting light, int rectified light)
val compLut = floatArrayOf(0f, 0.61328125f, 0.6875f, 0.68359375f, 0.66015625f, 0.62109375f, 0.56640625f, 0.515625f, 0.46484375f, 0.40625f, 0.3515625f, 0.29296875f, 0.234375f, 0.17578125f, 0.1171875f, 0.0546875f, 0f)
fun getComp(lum: Float) = FastMath.interpolateLinear(
lum.mod(1f / compLut.size),
compLut[lum.times(compLut.size).toInt() / compLut.size],
compLut[lum.times(compLut.size).toInt() / compLut.size + 1])
/**
* Deprecated: Fuck it, this vittupää just doesn't want to work
*/

View File

@@ -103,8 +103,8 @@ object WorldGenerator {
/**
* Done: more perturbed overworld (harder to supra-navigate)
* Todo: veined ore distribution (metals) -- use veined simplex noise
* Todo: clustered gem distribution (clusters: [Ruby, Sapphire], Amethyst, Yellow topaz, emerald, diamond) -- use regular simplex noise
* Done: veined ore distribution (metals) -- use veined simplex noise
* Done: clustered gem distribution (clusters: [Ruby, Sapphire], Amethyst, Yellow topaz, emerald, diamond) -- use regular simplex noise
* Todo: Lakes! Aquifers! Lava chambers!
* Todo: deserts (variants: SAND_DESERT, SAND_RED)
* Todo: volcano(es?)
@@ -260,9 +260,6 @@ object WorldGenerator {
/**
* http://accidentalnoise.sourceforge.net/minecraftworlds.html
*
* TODO have it seamless
* use MappingMode.SEAMLESS_XY ?
*/
private fun raise3(): Array<BitSet> {
val noiseMap = Array(HEIGHT, { BitSet(WIDTH) })