mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
save progress wheel itself is working but still wip
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@@ -5,13 +5,17 @@ import com.badlogic.gdx.graphics.Camera
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import net.torvald.terrarum.App
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import net.torvald.terrarum.Terrarum
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import net.torvald.terrarum.TitleScreen
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import net.torvald.terrarum.blendNormal
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import net.torvald.terrarum.modulebasegame.TerrarumIngame
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import net.torvald.terrarum.modulebasegame.ui.UIInventoryFull.Companion.INVENTORY_CELLS_OFFSET_Y
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import net.torvald.terrarum.modulebasegame.ui.UIInventoryFull.Companion.INVENTORY_CELLS_UI_HEIGHT
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import net.torvald.terrarum.serialise.WriteSavegame
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import net.torvald.terrarum.ui.UICanvas
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import net.torvald.terrarum.ui.UIItemTextButtonList
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import net.torvald.terrarum.ui.UIItemTextButtonList.Companion.DEFAULT_LINE_HEIGHT
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import java.io.File
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class UIInventoryEscMenu(val full: UIInventoryFull) : UICanvas() {
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@@ -79,6 +83,8 @@ class UIInventoryEscMenu(val full: UIInventoryFull) : UICanvas() {
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when (new) {
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0 -> {
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screen = 3; gameMenuButtons.deselect()
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// save the game
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WriteSavegame(Terrarum.ingame!!.savegameArchive, File(App.defaultSaveDir, "${App.getTIME_T()}"), Terrarum.ingame!! as TerrarumIngame)
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}
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4 -> {
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screen = 2; gameMenuButtons.deselect()
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@@ -5,8 +5,10 @@ import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import net.torvald.terrarum.App
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import net.torvald.terrarum.CommonResourcePool
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import net.torvald.terrarum.langpack.Lang
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import net.torvald.terrarum.serialise.WriteSavegame
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import net.torvald.terrarum.ui.UICanvas
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import net.torvald.terrarum.ui.UIItem
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import kotlin.math.roundToInt
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/**
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* Created by minjaesong on 2021-09-14.
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@@ -33,7 +35,7 @@ class UIItemSaving(parentUI: UICanvas, initialX: Int, initialY: Int) : UIItem(pa
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App.fontGame.draw(batch, t, (posX + (width - tlen) / 2).toFloat(), posY.toFloat())
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// -1..63
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val index = (App.GLOBAL_RENDER_TIMER % 256) / 4 //((WriteSavegame.saveProgress / WriteSavegame.saveProgressMax) * circles).roundToInt() - 1
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val index = ((WriteSavegame.saveProgress / WriteSavegame.saveProgressMax) * circles).roundToInt() - 1
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if (index >= 0) {
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val sx = index % circleSheet.horizontalCount
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val sy = index / circleSheet.horizontalCount
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