still cleaning up

Making wall item textures takes SO long
This commit is contained in:
Minjae Song
2018-12-25 15:39:01 +09:00
parent a899462333
commit 288fa46418
6 changed files with 90 additions and 68 deletions

View File

@@ -18,14 +18,16 @@ import net.torvald.terrarum.gameworld.fmod
import net.torvald.terrarum.langpack.Lang
import net.torvald.terrarum.modulebasegame.Ingame
import net.torvald.terrarum.modulebasegame.IngameRenderer
import net.torvald.terrarum.modulebasegame.gameactors.*
import net.torvald.terrarum.modulebasegame.gameactors.HumanoidNPC
import net.torvald.terrarum.modulebasegame.gameworld.GameWorldExtension
import net.torvald.terrarum.modulebasegame.ui.UIRemoCon
import net.torvald.terrarum.serialise.ReadLayerData
import net.torvald.terrarum.ui.UICanvas
import net.torvald.terrarum.modulebasegame.ui.UITitleRemoConYaml
import net.torvald.terrarum.modulebasegame.weather.WeatherMixer
import net.torvald.terrarum.worlddrawer.*
import net.torvald.terrarum.serialise.ReadLayerData
import net.torvald.terrarum.ui.UICanvas
import net.torvald.terrarum.worlddrawer.FeaturesDrawer
import net.torvald.terrarum.worlddrawer.LightmapRenderer
import net.torvald.terrarum.worlddrawer.WorldCamera
import java.io.FileInputStream
/**
@@ -49,7 +51,7 @@ class TitleScreen(val batch: SpriteBatch) : Screen {
}
private var loadDone = false
//private var loadDone = false // not required; draw-while-loading is implemented in the AppLoader
private lateinit var demoWorld: GameWorldExtension
private lateinit var cameraNodes: FloatArray // camera Y-pos
@@ -128,14 +130,14 @@ class TitleScreen(val batch: SpriteBatch) : Screen {
// construct camera nodes
val nodeCount = 100
cameraNodes = kotlin.FloatArray(nodeCount, { it ->
cameraNodes = kotlin.FloatArray(nodeCount) { it ->
val tileXPos = (demoWorld.width.toFloat() * it / nodeCount).floorInt()
var travelDownCounter = 0
while (!BlockCodex[demoWorld.getTileFromTerrain(tileXPos, travelDownCounter)].isSolid) {
travelDownCounter += 4
}
travelDownCounter * FeaturesDrawer.TILE_SIZE.toFloat()
})
}
cameraPlayer = object : HumanoidNPC(cameraAI, born = 0, usePhysics = false, forceAssignRefID = Terrarum.PLAYER_REF_ID) {
@@ -164,7 +166,7 @@ class TitleScreen(val batch: SpriteBatch) : Screen {
uiContainer.add(uiMenu)
loadDone = true
//loadDone = true
}
@@ -172,7 +174,7 @@ class TitleScreen(val batch: SpriteBatch) : Screen {
}
override fun show() {
printdbg(this, "atrniartsientsarinoetsar")
printdbg(this, "show() called")
initViewPort(Terrarum.WIDTH, Terrarum.HEIGHT)
@@ -184,6 +186,10 @@ class TitleScreen(val batch: SpriteBatch) : Screen {
worldFBO = FrameBuffer(Pixmap.Format.RGBA8888, Terrarum.WIDTH, Terrarum.HEIGHT, false)
loadThingsWhileIntroIsVisible()
printdbg(this, "show() exit")
}
@@ -193,26 +199,21 @@ class TitleScreen(val batch: SpriteBatch) : Screen {
protected val renderRate = Terrarum.renderRate
override fun render(delta: Float) {
if (!loadDone) {
loadThingsWhileIntroIsVisible()
}
else {
// async update
updateDeltaCounter += delta
var updateTries = 0
while (updateDeltaCounter >= renderRate) {
updateScreen(delta)
updateDeltaCounter -= renderRate
updateTries++
// async update
updateDeltaCounter += delta
var updateTries = 0
while (updateDeltaCounter >= renderRate) {
updateScreen(delta)
updateDeltaCounter -= renderRate
updateTries++
if (updateTries >= Terrarum.UPDATE_CATCHUP_MAX_TRIES) {
break
}
if (updateTries >= Terrarum.UPDATE_CATCHUP_MAX_TRIES) {
break
}
// render? just do it anyway
renderScreen()
}
// render? just do it anyway
renderScreen()
}
fun updateScreen(delta: Float) {
@@ -289,22 +290,24 @@ class TitleScreen(val batch: SpriteBatch) : Screen {
}
override fun resize(width: Int, height: Int) {
printdbg(this, "resize() called")
// Set up viewport when window is resized
initViewPort(Terrarum.WIDTH, Terrarum.HEIGHT)
BlocksDrawer.resize(Terrarum.WIDTH, Terrarum.HEIGHT)
LightmapRenderer.resize(Terrarum.WIDTH, Terrarum.HEIGHT)
if (loadDone) {
// resize UI by re-creating it (!!)
uiMenu.resize(Terrarum.WIDTH, Terrarum.HEIGHT)
//uiMenu.setPosition(0, UITitleRemoConRoot.menubarOffY)
uiMenu.setPosition(0, 0) // shitty hack. Could be:
// 1: Init code and resize code are different
// 2: The UI is coded shit
}
// resize UI by re-creating it (!!)
uiMenu.resize(Terrarum.WIDTH, Terrarum.HEIGHT)
// TODO I forgot what the fuck kind of hack I was talking about
//uiMenu.setPosition(0, UITitleRemoConRoot.menubarOffY)
uiMenu.setPosition(0, 0) // shitty hack. Could be:
// 1: Init code and resize code are different
// 2: The UI is coded shit
IngameRenderer.resize(Terrarum.WIDTH, Terrarum.HEIGHT)
printdbg(this, "resize() exit")
}
override fun dispose() {