mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
updating TODO tags
Former-commit-id: f0ce830cc72911b9c1974a394581003726dfc4e1 Former-commit-id: dfc012568d8362de583b7efa95fd79e35a22b83a
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@@ -283,7 +283,6 @@ constructor() : BasicGameState() {
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//g.translate(-MapCamera.cameraX * screenZoom, -MapCamera.cameraY * screenZoom)
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tilesDrawFrameBuffer.graphics.translate(-MapCamera.cameraX.toFloat(), -MapCamera.cameraY.toFloat())
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actorsDrawFrameBuffer.graphics.translate(-MapCamera.cameraX.toFloat(), -MapCamera.cameraY.toFloat())
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// TODO add new framebuffer so that whole map is zoomed at once, yet not the UI
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/////////////////////////////
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@@ -28,6 +28,8 @@ class StateNoiseTexGen : BasicGameState() {
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println("Press SPACE to generate new noise")
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}
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// TODO multithreaded
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private fun noiseRidged(): Joise {
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val ridged = ModuleFractal()
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ridged.setType(ModuleFractal.FractalType.RIDGEMULTI)
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@@ -457,7 +457,7 @@ open class ActorWithBody : Actor() {
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hitAndForciblyReflectY()
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grounded = false
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}
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else if (isColliding(nextHitbox)) { // FIXME if standing: standard box, if walking: top-squished box
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else if (isColliding(nextHitbox)) {
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hitAndReflectY()
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grounded = true
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}
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@@ -540,13 +540,6 @@ object LightmapRenderer {
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return constructRGBFromInt(newR, newG, newB)
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}
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// TODO LUT of 1024 entries (int resulting light, int rectified light)
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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)
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fun getComp(lum: Float) = FastMath.interpolateLinear(
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lum.mod(1f / compLut.size),
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compLut[lum.times(compLut.size).toInt() / compLut.size],
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compLut[lum.times(compLut.size).toInt() / compLut.size + 1])
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/**
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* Deprecated: Fuck it, this vittupää just doesn't want to work
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*/
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@@ -103,8 +103,8 @@ object WorldGenerator {
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/**
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* Done: more perturbed overworld (harder to supra-navigate)
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* Todo: veined ore distribution (metals) -- use veined simplex noise
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* Todo: clustered gem distribution (clusters: [Ruby, Sapphire], Amethyst, Yellow topaz, emerald, diamond) -- use regular simplex noise
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* Done: veined ore distribution (metals) -- use veined simplex noise
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* Done: clustered gem distribution (clusters: [Ruby, Sapphire], Amethyst, Yellow topaz, emerald, diamond) -- use regular simplex noise
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* Todo: Lakes! Aquifers! Lava chambers!
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* Todo: deserts (variants: SAND_DESERT, SAND_RED)
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* Todo: volcano(es?)
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@@ -260,9 +260,6 @@ object WorldGenerator {
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/**
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* http://accidentalnoise.sourceforge.net/minecraftworlds.html
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*
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* TODO have it seamless
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* use MappingMode.SEAMLESS_XY ?
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*/
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private fun raise3(): Array<BitSet> {
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val noiseMap = Array(HEIGHT, { BitSet(WIDTH) })
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