diff --git a/src/net/torvald/terrarum/StateInGame.kt b/src/net/torvald/terrarum/StateInGame.kt index 4b099087a..720220e08 100644 --- a/src/net/torvald/terrarum/StateInGame.kt +++ b/src/net/torvald/terrarum/StateInGame.kt @@ -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 ///////////////////////////// diff --git a/src/net/torvald/terrarum/StateNoiseTexGen.kt b/src/net/torvald/terrarum/StateNoiseTexGen.kt index c3ad24eba..37640d87c 100644 --- a/src/net/torvald/terrarum/StateNoiseTexGen.kt +++ b/src/net/torvald/terrarum/StateNoiseTexGen.kt @@ -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) diff --git a/src/net/torvald/terrarum/gameactors/ActorWithBody.kt b/src/net/torvald/terrarum/gameactors/ActorWithBody.kt index 8415a5b9f..557bd5fbd 100644 --- a/src/net/torvald/terrarum/gameactors/ActorWithBody.kt +++ b/src/net/torvald/terrarum/gameactors/ActorWithBody.kt @@ -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 } diff --git a/src/net/torvald/terrarum/mapdrawer/LightmapRenderer.kt b/src/net/torvald/terrarum/mapdrawer/LightmapRenderer.kt index c41543bf5..a5acd8793 100644 --- a/src/net/torvald/terrarum/mapdrawer/LightmapRenderer.kt +++ b/src/net/torvald/terrarum/mapdrawer/LightmapRenderer.kt @@ -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 */ diff --git a/src/net/torvald/terrarum/mapgenerator/WorldGenerator.kt b/src/net/torvald/terrarum/mapgenerator/WorldGenerator.kt index 530d370bd..eed893061 100644 --- a/src/net/torvald/terrarum/mapgenerator/WorldGenerator.kt +++ b/src/net/torvald/terrarum/mapgenerator/WorldGenerator.kt @@ -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 { val noiseMap = Array(HEIGHT, { BitSet(WIDTH) })