mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-11 11:04:05 +09:00
backend stuffs in the Terrarum moved to the AppLoader
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@@ -38,7 +38,7 @@ class TitleScreen(batch: SpriteBatch) : IngameInstance(batch) {
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// todo register titlescreen as the ingame, similar in a way that the buildingmaker did
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var camera = OrthographicCamera(Terrarum.WIDTH.toFloat(), Terrarum.HEIGHT.toFloat())
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var camera = OrthographicCamera(AppLoader.screenW.toFloat(), AppLoader.screenH.toFloat())
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// invert Y
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@@ -172,7 +172,7 @@ class TitleScreen(batch: SpriteBatch) : IngameInstance(batch) {
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override fun show() {
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printdbg(this, "show() called")
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initViewPort(Terrarum.WIDTH, Terrarum.HEIGHT)
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initViewPort(AppLoader.screenW, AppLoader.screenH)
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logo = TextureRegion(Texture(Gdx.files.internal("assets/graphics/logo_placeholder.tga")))
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logo.flip(false, true)
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@@ -181,7 +181,7 @@ class TitleScreen(batch: SpriteBatch) : IngameInstance(batch) {
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Gdx.input.inputProcessor = TitleScreenController(this)
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worldFBO = FrameBuffer(Pixmap.Format.RGBA8888, Terrarum.WIDTH, Terrarum.HEIGHT, false)
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worldFBO = FrameBuffer(Pixmap.Format.RGBA8888, AppLoader.screenW, AppLoader.screenH, false)
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loadThingsWhileIntroIsVisible()
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@@ -233,7 +233,7 @@ class TitleScreen(batch: SpriteBatch) : IngameInstance(batch) {
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Gdx.graphics.setTitle(TerrarumIngame.getCanonicalTitle())
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//camera.setToOrtho(true, Terrarum.WIDTH.toFloat(), Terrarum.HEIGHT.toFloat())
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//camera.setToOrtho(true, AppLoader.screenW.toFloat(), AppLoader.screenH.toFloat())
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// render world
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gdxClearAndSetBlend(.64f, .754f, .84f, 1f)
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@@ -270,14 +270,14 @@ class TitleScreen(batch: SpriteBatch) : IngameInstance(batch) {
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COPYTING.forEachIndexed { index, s ->
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val textWidth = AppLoader.fontGame.getWidth(s)
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AppLoader.fontGame.draw(batch, s,
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(Terrarum.WIDTH - textWidth - 1f).toInt().toFloat(),
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(Terrarum.HEIGHT - AppLoader.fontGame.lineHeight * (COPYTING.size - index) - 1f).toInt().toFloat()
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(AppLoader.screenW - textWidth - 1f).toInt().toFloat(),
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(AppLoader.screenH - AppLoader.fontGame.lineHeight * (COPYTING.size - index) - 1f).toInt().toFloat()
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)
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}
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AppLoader.fontGame.draw(batch, "${AppLoader.GAME_NAME} ${AppLoader.getVERSION_STRING()}",
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1f.toInt().toFloat(),
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(Terrarum.HEIGHT - AppLoader.fontGame.lineHeight - 1f).toInt().toFloat()
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(AppLoader.screenH - AppLoader.fontGame.lineHeight - 1f).toInt().toFloat()
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)
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}
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@@ -292,11 +292,11 @@ class TitleScreen(batch: SpriteBatch) : IngameInstance(batch) {
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printdbg(this, "resize() called")
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// Set up viewport when window is resized
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initViewPort(Terrarum.WIDTH, Terrarum.HEIGHT)
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initViewPort(AppLoader.screenW, AppLoader.screenH)
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// resize UI by re-creating it (!!)
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uiMenu.resize(Terrarum.WIDTH, Terrarum.HEIGHT)
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uiMenu.resize(AppLoader.screenW, AppLoader.screenH)
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// TODO I forgot what the fuck kind of hack I was talking about
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//uiMenu.setPosition(0, UITitleRemoConRoot.menubarOffY)
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uiMenu.setPosition(0, 0) // shitty hack. Could be:
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@@ -304,7 +304,7 @@ class TitleScreen(batch: SpriteBatch) : IngameInstance(batch) {
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// 2: The UI is coded shit
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IngameRenderer.resize(Terrarum.WIDTH, Terrarum.HEIGHT)
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IngameRenderer.resize(AppLoader.screenW, AppLoader.screenH)
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printdbg(this, "resize() exit")
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}
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