sprite updates

Former-commit-id: a52e024a231e54e7e837b7c717606f4f0d187758
Former-commit-id: fcdb5a9e12802c9671bea24481c94a8876dfd418
This commit is contained in:
Song Minjae
2017-01-04 22:46:51 +09:00
parent df8c0813c3
commit 3eb1fe98cd
6 changed files with 19 additions and 51 deletions

1
assets/graphics/gui/.gitattributes vendored Normal file
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@@ -0,0 +1 @@
*.{psd,tga,ogg} filter=lfs diff=lfs merge=lfs -text

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@@ -536,7 +536,7 @@ constructor() : BasicGameState() {
if (false) { // don't multithread this for now, it's SLOWER //if (Terrarum.MULTITHREAD) {
val actors = actorContainer.size.toFloat()
// set up indices
for (i in 0..ThreadParallel.POOL_SIZE - 1) {
for (i in 0..Terrarum.THREADS - 1) {
ThreadParallel.map(
i,
ThreadActorUpdate(

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@@ -1,28 +1,12 @@
package net.torvald.terrarum.concurrent
import net.torvald.terrarum.Terrarum
import java.util.*
/**
* Created by minjaesong on 16-05-25.
*/
object ThreadParallel {
val POOL_SIZE = Terrarum.THREADS + 1
private val pool: Array<Thread?> = Array(POOL_SIZE, { null })
/**
* Map array of Runnable objects to thread pool.
* @param prefix : will name each thread as "Foo-1"
* @param runnables : vararg
*/
fun mapAll(prefix: String, runnables: Array<Runnable>) {
if (runnables.size != POOL_SIZE)
throw RuntimeException("Thread pool argument size mismatch. If you have four cores, you must use four runnables.")
for (i in 0..runnables.size)
pool[i] = Thread(runnables[i], "$prefix-$i")
}
private val pool: Array<Thread?> = Array(Terrarum.THREADS, { null })
/**
* Map Runnable object to certain index of the thread pool.
@@ -34,18 +18,18 @@ object ThreadParallel {
pool[index] = Thread(runnable, "$prefix-$index")
}
/**
* Fill the thread pool with NULL value.
*/
fun purge() {
for (i in 0..POOL_SIZE)
pool[i] = null
}
/**
* Start all thread in the pool. If the thread in the pool is NULL, it will simply ignored.
*/
fun startAll() {
pool.forEach { it?.start() }
}
/**
* Primitive locking
*/
fun allFinished(): Boolean {
pool.forEach { if (it?.state != Thread.State.TERMINATED) return false }
return true
}
}

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@@ -31,14 +31,14 @@ constructor(override var width: Int, isBlackVariant: Boolean) : UICanvas {
init {
if (!isBlackVariant) {
segmentLeft = Image("./assets/graphics/gui/message_twoline_white_left.png");
segmentRight = Image("./assets/graphics/gui/message_twoline_white_right.png");
segmentBody = Image("./assets/graphics/gui/message_twoline_white_body.png");
segmentLeft = Image("./assets/graphics/gui/message_twoline_white_left.tga")
segmentRight = Image("./assets/graphics/gui/message_twoline_white_right.tga")
segmentBody = Image("./assets/graphics/gui/message_twoline_white_body.tga")
}
else {
segmentLeft = Image("./assets/graphics/gui/message_twoline_black_left.png")
segmentRight = Image("./assets/graphics/gui/message_twoline_black_right.png")
segmentBody = Image("./assets/graphics/gui/message_twoline_black_body.png")
segmentLeft = Image("./assets/graphics/gui/message_black_left.tga")
segmentRight = Image("./assets/graphics/gui/message_black_right.tga")
segmentBody = Image("./assets/graphics/gui/message_black_body.tga")
}
uiFont = GameFontWhite()
height = segmentLeft!!.height
@@ -55,34 +55,17 @@ constructor(override var width: Int, isBlackVariant: Boolean) : UICanvas {
}
override fun render(gc: GameContainer, g: Graphics) {
// using the texture
/*blendDisable()
drawSegments(g)
g.setDrawMode(Graphics.MODE_ALPHA_MAP)
blendNormal()
drawSegments(g)
g.font = uiFont
g.setDrawMode(Graphics.MODE_NORMAL)
for (i in 0..Math.min(messagesList.size, MESSAGES_DISPLAY) - 1) {
g.color = fontCol
g.drawString(messagesList[i], (messageWindowRadius + 4).toFloat(), (messageWindowRadius + GLYPH_HEIGHT * i).toFloat())
}
blendNormal()*/
// scroll-like, kinda Microsoft-y
blendNormal()
g.color = Color(0f, 0f, 0f, 0.7f)
g.fillRect(0f, 0f, width.toFloat(), height.toFloat())
g.color = Color(1f, 1f, 1f, 0.5f)
g.fillRect(0f, 0f, 2f, height.toFloat())
g.fillRect(width - 2f, 0f, 2f, height.toFloat())
for (i in 0..Math.min(messagesList.size, MESSAGES_DISPLAY) - 1) {
g.color = fontCol
g.drawString(messagesList[i], (messageWindowRadius + 4).toFloat(), (messageWindowRadius + GLYPH_HEIGHT * i).toFloat())
}
}
override fun processInput(gc: GameContainer, delta: Int, input: Input) {