mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 12:21:52 +09:00
fixture ghost is now red when it cant be placed there
This commit is contained in:
@@ -34,10 +34,10 @@ class ItemHomeComputer(originalID: ItemID) : GameItem(originalID) {
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equipPosition = EquipPosition.HAND_GRIP
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}
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override fun startPrimaryUse(actor: ActorWithBody, delta: Float) = mouseInInteractableRange(actor) {
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override fun startPrimaryUse(actor: ActorWithBody, delta: Float) = mouseInInteractableRange(actor) { _, _, mtx, mty ->
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val item = FixtureHomeComputer()
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if (item.spawn(Terrarum.mouseTileX, Terrarum.mouseTileY, if (actor is IngamePlayer) actor.uuid else null)) 1L else -1L
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if (item.spawn(mtx, mty, if (actor is IngamePlayer) actor.uuid else null)) 1L else -1L
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// return true when placed, false when cannot be placed
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}
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}
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@@ -4,6 +4,7 @@ import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import net.torvald.spriteanimation.SpriteAnimation
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import net.torvald.terrarum.App
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import net.torvald.terrarum.App.printdbg
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import net.torvald.terrarum.CommonResourcePool
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import net.torvald.terrarum.INGAME
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import net.torvald.terrarum.Terrarum
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@@ -53,19 +54,22 @@ class BlockMarkerActor : ActorWithBody(Actor.RenderOrder.OVERLAY, physProp = Phy
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if (isVisible) {
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if (markerMode == MarkerMode.FIXTURE_GHOST) {
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if (INGAME.actorNowPlaying != null) {
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mouseInInteractableRange(INGAME.actorNowPlaying!!) {
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// mouseInInteractableRange(INGAME.actorNowPlaying!!) { _, _, _, _ ->
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batch.shader = App.shaderGhastlyWhite
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if (ghost != null) {
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batch.color = ghostColour
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// batch.color = ghostColour
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batch.shader.setUniformf("ghostColour", ghostColour.r, ghostColour.g, ghostColour.b, ghostColour.a)
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drawSpriteInGoodPosition(ghost!!, batch)
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}
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0L
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}
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// 0L
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// }
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}
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else {
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batch.shader = App.shaderGhastlyWhite
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if (ghost != null) {
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batch.color = ghostColour
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// batch.color = ghostColour
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batch.shader.setUniformf("ghostColour", ghostColour.r, ghostColour.g, ghostColour.b, ghostColour.a)
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drawSpriteInGoodPosition(ghost!!, batch)
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}
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}
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@@ -114,5 +118,6 @@ class BlockMarkerActor : ActorWithBody(Actor.RenderOrder.OVERLAY, physProp = Phy
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fun setGhostColourNone() { ghostColour = Color.WHITE }
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fun setGhostColourAllow() { ghostColour = Color(-1) }
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fun setGhostColourDeny() { ghostColour = Color(0xff8080ff.toInt()) }
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fun setGhostColourBlock() { ghostColour = Color(0) }
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}
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@@ -384,13 +384,13 @@ abstract class GameItem(val originalID: ItemID) : Comparable<GameItem>, Cloneabl
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* The reach is calculated using the actor's reach, reach buff actorvalue and the actor's scale.
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*
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* @param actor actor to check the reach
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* @param action returns non-negative integer if the action was successfully performed
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* @param action (Double, Double, Int, Int) to Long; takes `Terrarum.mouseX`, `Terrarum.mouseY`, `Terrarum.mouseTileX`, `Terrarum.mouseTileY` as an input and returns non-negative integer if the action was successfully performed
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* @return an amount to remove from the inventory (>= 0); -1 if the action failed or not in interactable range
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*/
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fun mouseInInteractableRange(actor: ActorWithBody, action: () -> Long): Long {
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fun mouseInInteractableRange(actor: ActorWithBody, action: (Double, Double, Int, Int) -> Long): Long {
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val mousePos1 = Vector2(Terrarum.mouseX, Terrarum.mouseY)
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val distMax = actor.actorValue.getAsDouble(AVKey.REACH)!! * (actor.actorValue.getAsDouble(AVKey.REACHBUFF) ?: 1.0) * actor.scale // perform some error checking here
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return if (distBetween(actor, mousePos1) <= distMax) action() else -1
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return if (distBetween(actor, mousePos1) <= distMax) action(Terrarum.mouseX, Terrarum.mouseY, Terrarum.mouseTileX, Terrarum.mouseTileY) else -1
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}
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/**
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@@ -643,8 +643,8 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
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}
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// #2. If I'm not holding any item and I can do barehandaction (size big enough that barehandactionminheight check passes), perform it
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else if (itemOnGrip == null) {
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mouseInInteractableRange(actor) {
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performBarehandAction(actor, delta)
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mouseInInteractableRange(actor) { mwx, mwy, mtx, mty ->
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performBarehandAction(actor, delta, mwx, mwy, mtx, mty)
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0L
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}
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}
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@@ -675,7 +675,7 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
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// scan for the one with non-null UI.
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// what if there's multiple of such fixtures? whatever, you are supposed to DISALLOW such situation.
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for (kk in actorsUnderMouse.indices) {
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if (mouseInInteractableRange(actor) {
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if (mouseInInteractableRange(actor) { _, _, _, _ ->
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actorsUnderMouse[kk].mainUI?.let {
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uiOpened = true
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@@ -1372,7 +1372,7 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
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particlesContainer.appendHead(particle)
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}
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fun performBarehandAction(actor: ActorWithBody, delta: Float) {
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fun performBarehandAction(actor: ActorWithBody, delta: Float, mwx: Double, mwy: Double, mtx: Int, mty: Int) {
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val canAttackOrDig = actor.scale * actor.baseHitboxH >= (actor.actorValue.getAsDouble(AVKey.BAREHAND_MINHEIGHT) ?: 4294967296.0)
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@@ -1391,8 +1391,8 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
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val punchSize = actor.scale * actor.actorValue.getAsDouble(AVKey.BAREHAND_BASE_DIGSIZE)!!
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// if there are attackable actor or fixtures
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val actorsUnderMouse: List<ActorWithBody> = getActorsAtVicinity(Terrarum.mouseX, Terrarum.mouseY, punchSize / 2.0).sortedBy {
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(Terrarum.mouseX - it.hitbox.centeredX).sqr() + (Terrarum.mouseY - it.hitbox.centeredY).sqr()
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val actorsUnderMouse: List<ActorWithBody> = getActorsAtVicinity(mwx, mwy, punchSize / 2.0).sortedBy {
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(mwx - it.hitbox.centeredX).sqr() + (mwy - it.hitbox.centeredY).sqr()
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} // sorted by the distance from the mouse
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// prioritise actors
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@@ -1407,10 +1407,12 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
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// pickup a fixture
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if (fixturesUnderHand.size > 0 && fixturesUnderHand[0].canBeDespawned &&
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System.nanoTime() - fixturesUnderHand[0].spawnRequestedTime > 500000000) { // don't pick up the fixture if it was recently placed (0.5 seconds)
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System.nanoTime() - fixturesUnderHand[0].spawnRequestedTime > 500000000) { // don't pick up the fixture if it was recently placed (0.5 seconds)
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val fixture = fixturesUnderHand[0]
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val fixtureItem = ItemCodex.fixtureToItemID(fixture)
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printdbg(this, "Fixture pickup at F${WORLD_UPDATE_TIMER}: ${fixture.javaClass.canonicalName} -> $fixtureItem")
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// 0. hide tooltips
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setTooltipMessage(null)
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// 1. put the fixture to the inventory
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fixture.flagDespawn()
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// 2. register this item(fixture) to the quickslot so that the player sprite would be actually lifting the fixture
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@@ -1433,7 +1435,7 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
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else if (canAttackOrDig) {
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val punchBlockSize = punchSize.div(TILE_SIZED).floorToInt()
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if (punchBlockSize > 0) {
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PickaxeCore.startPrimaryUse(actor, delta, null, Terrarum.mouseTileX, Terrarum.mouseTileY, 1.0 / punchBlockSize, punchBlockSize, punchBlockSize)
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PickaxeCore.startPrimaryUse(actor, delta, null, mtx, mty, 1.0 / punchBlockSize, punchBlockSize, punchBlockSize)
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}
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}
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}
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@@ -225,6 +225,24 @@ open class FixtureBase : ActorWithBody, CuedByTerrainChange {
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}
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}
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fun canSpawnHere(posX0: Int, posY0: Int): Boolean {
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val posX = (posX0 - blockBox.width.minus(1).div(2)) fmod world!!.width // width.minus(1) so that spawning position would be same as the ghost's position
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val posY = posY0 - blockBox.height + 1
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// check for existing blocks (and fixtures)
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var hasCollision = false
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worldBlockPos = Point2i(posX, posY)
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forEachBlockbox { x, y, _, _ ->
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if (!hasCollision) {
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val tile = world!!.getTileFromTerrain(x, y)
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if (!BlockCodex[tile].hasTag("INCONSEQUENTIAL")) {
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hasCollision = true
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}
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}
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}
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return !hasCollision
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}
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/**
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* Adds this instance of the fixture to the world. Physical dimension is derived from [blockBox].
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*
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@@ -243,24 +261,10 @@ open class FixtureBase : ActorWithBody, CuedByTerrainChange {
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// posY: bottom of the blockBox
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// using the actor's hitbox
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val posX = (posX0 - blockBox.width.minus(1).div(2)) fmod world!!.width // width.minus(1) so that spawning position would be same as the ghost's position
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val posY = posY0 - blockBox.height + 1
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// set the position of this actor
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worldBlockPos = Point2i(posX, posY)
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// check for existing blocks (and fixtures)
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var hasCollision = false
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forEachBlockbox { x, y, _, _ ->
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if (!hasCollision) {
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val tile = world!!.getTileFromTerrain(x, y)
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if (!BlockCodex[tile].hasTag("INCONSEQUENTIAL")) {
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hasCollision = true
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}
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}
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}
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if (hasCollision) {
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if (!canSpawnHere(posX0, posY0)) {
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printdbg(this, "cannot spawn fixture ${nameFun()} at F${INGAME.WORLD_UPDATE_TIMER}, has tile collision; xy=($posX,$posY) tDim=(${blockBox.width},${blockBox.height})")
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return false
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}
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@@ -223,23 +223,23 @@ open class FixtureSwingingDoorBase : FixtureBase {
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}
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private fun mouseOnLeftSide(): Boolean {
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private fun mouseOnLeftSide(mx: Double, my: Double): Boolean {
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val ww = INGAME.world.width * TILE_SIZED
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val pivot = this@FixtureSwingingDoorBase.hitbox.centeredX
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// note: this function uses startX while the dual other function uses endX; the "dist" must be same between two functions
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val dist = pivot - Terrarum.mouseX // NOTE: order is different from the other function
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val dist2 = pivot - (Terrarum.mouseX - ww)
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val dist = pivot - mx // NOTE: order is different from the other function
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val dist2 = pivot - (mx - ww)
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val distLim = this@FixtureSwingingDoorBase.hitbox.width
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return (dist in 0.0..distLim || dist2 in 0.0..distLim) && (Terrarum.mouseY - hitbox.hitboxStart.y) in 0.0..hitbox.height
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return (dist in 0.0..distLim || dist2 in 0.0..distLim) && (my - hitbox.hitboxStart.y) in 0.0..hitbox.height
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}
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private fun mouseOnRightSide(): Boolean {
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private fun mouseOnRightSide(mx: Double, my: Double): Boolean {
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val ww = INGAME.world.width * TILE_SIZED
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val pivot = this@FixtureSwingingDoorBase.hitbox.centeredX
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val dist = Terrarum.mouseX - pivot // NOTE: order is different from the other function
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val dist2 = (Terrarum.mouseX + ww) - pivot
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val dist = mx - pivot // NOTE: order is different from the other function
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val dist2 = (mx + ww) - pivot
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val distLim = this@FixtureSwingingDoorBase.hitbox.width
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return dist in 0.0..distLim || dist2 in 0.0..distLim && (Terrarum.mouseY - hitbox.hitboxStart.y) in 0.0..hitbox.height
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return dist in 0.0..distLim || dist2 in 0.0..distLim && (my - hitbox.hitboxStart.y) in 0.0..hitbox.height
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}
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private fun ActorWithBody.ontheLeftSideOfDoor(): Boolean {
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@@ -313,16 +313,16 @@ open class FixtureSwingingDoorBase : FixtureBase {
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if (mouseUp && Gdx.input.isButtonPressed(App.getConfigInt("config_mousesecondary"))) {
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INGAME.actorNowPlaying?.let { player ->
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mouseInInteractableRange(player) {
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mouseInInteractableRange(player) { mx, my, _, _ ->
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// keep opened/closed as long as the mouse is down
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if (doorStateTimer != 0f) {
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oldStateBeforeMouseDown = doorState
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}
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if (oldStateBeforeMouseDown == 0) {
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if (mouseOnLeftSide())
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if (mouseOnLeftSide(mx, my))
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openToLeft(1)
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else if (mouseOnRightSide())
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else if (mouseOnRightSide(mx, my))
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openToRight(1)
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}
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else {
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@@ -20,62 +20,63 @@ object BlockBase {
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* @param dontEncaseActors when set to true, blocks won't be placed where Actors are. You will want to set it false
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* for wire items, otherwise you want it to be true.
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*/
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fun blockStartPrimaryUse(actor: ActorWithBody, gameItem: GameItem, itemID: ItemID, delta: Float) = mouseInInteractableRange(actor) {
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val ingame = Terrarum.ingame!! as TerrarumIngame
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val mousePoint = Point2d(Terrarum.mouseTileX.toDouble(), Terrarum.mouseTileY.toDouble())
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val mouseTile = Point2i(Terrarum.mouseTileX, Terrarum.mouseTileY)
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fun blockStartPrimaryUse(actor: ActorWithBody, gameItem: GameItem, itemID: ItemID, delta: Float) =
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mouseInInteractableRange(actor) { mwx, mwy, mtx, mty ->
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val ingame = Terrarum.ingame!! as TerrarumIngame
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val mousePoint = Point2d(mtx.toDouble(), mty.toDouble())
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val mouseTile = Point2i(mtx, mty)
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// check for collision with actors (BLOCK only)
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// FIXME properly fix the collision detection: it OVERRIDES the tiki-torches which should not happen AT ALL
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// FIXME (h)IntTilewiseHitbox is badly defined
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// FIXME actually it's this code: not recognising hitbox's starting point correctly. Use F9 for visualisation
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// FIXME the above issue is resolved by using intTilewise instead of hInt, but the hitbox itself is still
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// FIXME badly defined
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// check for collision with actors (BLOCK only)
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// FIXME properly fix the collision detection: it OVERRIDES the tiki-torches which should not happen AT ALL
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// FIXME (h)IntTilewiseHitbox is badly defined
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// FIXME actually it's this code: not recognising hitbox's starting point correctly. Use F9 for visualisation
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// FIXME the above issue is resolved by using intTilewise instead of hInt, but the hitbox itself is still
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// FIXME badly defined
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if (gameItem.inventoryCategory == GameItem.Category.BLOCK) {
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var ret1 = true
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ingame.actorContainerActive.filter { it is ActorWithBody }.forEach { val it = it as ActorWithBody
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if ((it is FixtureBase || it.physProp.usePhysics) && it.intTilewiseHitbox.intersects(mousePoint))
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ret1 = false // return is not allowed here
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if (gameItem.inventoryCategory == GameItem.Category.BLOCK) {
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var ret1 = true
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ingame.actorContainerActive.filter { it is ActorWithBody }.forEach { val it = it as ActorWithBody
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if ((it is FixtureBase || it.physProp.usePhysics) && it.intTilewiseHitbox.intersects(mousePoint))
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ret1 = false // return is not allowed here
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}
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if (!ret1) return@mouseInInteractableRange -1L
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}
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if (!ret1) return@mouseInInteractableRange -1L
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val isWall = itemID.isWall()
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val terrainUnderCursor = ingame.world.getTileFromTerrain(mouseTile.x, mouseTile.y)
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val wallUnderCursor = ingame.world.getTileFromWall(mouseTile.x, mouseTile.y)
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// return false if there is a same tile already (including non-solid!)
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if (isWall && wallUnderCursor == itemID || !isWall && terrainUnderCursor == itemID)
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return@mouseInInteractableRange -1L
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// return false if there is a "solid" tile already
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if (isWall && BlockCodex[wallUnderCursor].isSolid ||
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!isWall && !BlockCodex[terrainUnderCursor].hasTag("INCONSEQUENTIAL"))
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return@mouseInInteractableRange -1L
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// filter passed, do the job
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// FIXME this is only useful for Player
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if (isWall) {
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ingame.world.setTileWall(
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mouseTile.x,
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mouseTile.y,
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itemID.substring(5),
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false
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)
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}
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else {
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ingame.world.setTileTerrain(
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mouseTile.x,
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mouseTile.y,
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itemID,
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false
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)
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}
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1L
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}
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val isWall = itemID.isWall()
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val terrainUnderCursor = ingame.world.getTileFromTerrain(mouseTile.x, mouseTile.y)
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val wallUnderCursor = ingame.world.getTileFromWall(mouseTile.x, mouseTile.y)
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// return false if there is a same tile already (including non-solid!)
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if (isWall && wallUnderCursor == itemID || !isWall && terrainUnderCursor == itemID)
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return@mouseInInteractableRange -1L
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// return false if there is a "solid" tile already
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if (isWall && BlockCodex[wallUnderCursor].isSolid ||
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!isWall && !BlockCodex[terrainUnderCursor].hasTag("INCONSEQUENTIAL"))
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return@mouseInInteractableRange -1L
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// filter passed, do the job
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// FIXME this is only useful for Player
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if (isWall) {
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ingame.world.setTileWall(
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mouseTile.x,
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mouseTile.y,
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itemID.substring(5),
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false
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)
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}
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else {
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ingame.world.setTileTerrain(
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mouseTile.x,
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mouseTile.y,
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itemID,
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false
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)
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||||
}
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1L
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}
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fun blockEffectWhenEquipped(actor: ActorWithBody, delta: Float) {
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(Terrarum.ingame!! as TerrarumIngame).selectedWireRenderClass = ""
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||||
}
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@@ -126,40 +127,38 @@ object BlockBase {
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else false
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}
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||||
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fun wireStartPrimaryUse(actor: ActorWithBody, gameItem: GameItem, delta: Float) = mouseInInteractableRange(actor) {
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fun wireStartPrimaryUse(actor: ActorWithBody, gameItem: GameItem, delta: Float) = mouseInInteractableRange(actor) { _, _, mtx, mty ->
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val itemID = gameItem.originalID
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val ingame = Terrarum.ingame!! as TerrarumIngame
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val mouseTileX = Terrarum.mouseTileX
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||||
val mouseTileY = Terrarum.mouseTileY
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val ww = ingame.world.width
|
||||
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||||
if (Gdx.input.isButtonJustPressed(App.getConfigInt("config_mouseprimary")) ||
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||||
!isNeighbouring(ww, mouseTileX, mouseTileY, oldTileX, oldTileY)) {
|
||||
initialMouseDownTileX = mouseTileX
|
||||
initialMouseDownTileY = mouseTileY
|
||||
oldTileX = mouseTileX
|
||||
oldTileY = mouseTileY
|
||||
!isNeighbouring(ww, mtx, mty, oldTileX, oldTileY)) {
|
||||
initialMouseDownTileX = mtx
|
||||
initialMouseDownTileY = mty
|
||||
oldTileX = mtx
|
||||
oldTileY = mty
|
||||
}
|
||||
|
||||
val thisTileWires = ingame.world.getAllWiresFrom(mouseTileX, mouseTileY)
|
||||
val thisTileWires = ingame.world.getAllWiresFrom(mtx, mty)
|
||||
val oldTileWires = ingame.world.getAllWiresFrom(oldTileX, oldTileY)
|
||||
val thisTileWireCnx = ingame.world.getWireGraphOf(mouseTileX, mouseTileY, itemID)
|
||||
val thisTileWireCnx = ingame.world.getWireGraphOf(mtx, mty, itemID)
|
||||
val oldTileWireCnx = ingame.world.getWireGraphOf(oldTileX, oldTileY, itemID)
|
||||
|
||||
val thisTileOccupied = thisTileWires.first?.searchFor(itemID) != null
|
||||
val oldTileOccupied = oldTileWires.first?.searchFor(itemID) != null
|
||||
|
||||
val oldToNewVector = if (mouseTileX == ww - 1 && oldTileX == 0) 4
|
||||
else if (mouseTileX == 0 && oldTileX == ww - 1) 1
|
||||
else if (mouseTileX - oldTileX == 1) 1
|
||||
else if (mouseTileX - oldTileX == -1) 4
|
||||
else if (mouseTileY - oldTileY == 1) 2
|
||||
else if (mouseTileY - oldTileY == -1) 8
|
||||
val oldToNewVector = if (mtx == ww - 1 && oldTileX == 0) 4
|
||||
else if (mtx == 0 && oldTileX == ww - 1) 1
|
||||
else if (mtx - oldTileX == 1) 1
|
||||
else if (mtx - oldTileX == -1) 4
|
||||
else if (mty - oldTileY == 1) 2
|
||||
else if (mty - oldTileY == -1) 8
|
||||
else 0 // if xy == oxy, the vector will be 0
|
||||
|
||||
val connectedEachOther = wireNodesConnectedEachOther(oldToNewVector, thisTileWireCnx, oldTileWireCnx)
|
||||
val thisTileWasDraggedOn = initialMouseDownTileX != mouseTileX || initialMouseDownTileY != mouseTileY
|
||||
val thisTileWasDraggedOn = initialMouseDownTileX != mtx || initialMouseDownTileY != mty
|
||||
|
||||
var ret = -1L
|
||||
|
||||
@@ -176,7 +175,7 @@ object BlockBase {
|
||||
if (!thisTileWasDraggedOn) {
|
||||
if (thisTileOccupied) return@mouseInInteractableRange -1
|
||||
else {
|
||||
placeWirePieceTo(ingame.world, itemID, mouseTileX, mouseTileY)
|
||||
placeWirePieceTo(ingame.world, itemID, mtx, mty)
|
||||
ret = 1
|
||||
}
|
||||
}
|
||||
@@ -185,18 +184,18 @@ object BlockBase {
|
||||
ret -1
|
||||
}
|
||||
else if (thisTileOccupied && oldTileOccupied) {
|
||||
setConnectivity(ingame.world, oldToNewVector, itemID, mouseTileX, mouseTileY, oldTileX, oldTileY)
|
||||
setConnectivity(ingame.world, oldToNewVector, itemID, mtx, mty, oldTileX, oldTileY)
|
||||
ret = 0
|
||||
}
|
||||
else {
|
||||
placeWirePieceTo(ingame.world, itemID, mouseTileX, mouseTileY)
|
||||
setConnectivity(ingame.world, oldToNewVector, itemID, mouseTileX, mouseTileY, oldTileX, oldTileY)
|
||||
placeWirePieceTo(ingame.world, itemID, mtx, mty)
|
||||
setConnectivity(ingame.world, oldToNewVector, itemID, mtx, mty, oldTileX, oldTileY)
|
||||
ret = 1
|
||||
}
|
||||
}
|
||||
|
||||
oldTileX = mouseTileX
|
||||
oldTileY = mouseTileY
|
||||
oldTileX = mtx
|
||||
oldTileY = mty
|
||||
|
||||
ret
|
||||
}
|
||||
|
||||
@@ -3,6 +3,7 @@ package net.torvald.terrarum.modulebasegame.gameitems
|
||||
import com.badlogic.gdx.graphics.Texture
|
||||
import com.badlogic.gdx.graphics.g2d.TextureRegion
|
||||
import net.torvald.terrarum.*
|
||||
import net.torvald.terrarum.App.printdbg
|
||||
import net.torvald.terrarum.gameactors.ActorWithBody
|
||||
import net.torvald.terrarum.gameitems.GameItem
|
||||
import net.torvald.terrarum.gameitems.ItemID
|
||||
@@ -67,10 +68,20 @@ open class FixtureItemBase(originalID: ItemID, val fixtureClassName: String) : G
|
||||
|
||||
|
||||
(INGAME as TerrarumIngame).blockMarkingActor.let {
|
||||
it.setGhost(ghostItem.get())
|
||||
val item = ghostItem.get()
|
||||
|
||||
it.setGhost(item)
|
||||
it.update(delta)
|
||||
it.setGhostColourBlock()
|
||||
mouseInInteractableRange(actor) { it.setGhostColourAllow(); 0L }
|
||||
mouseInInteractableRange(actor) { _, _, mx, my ->
|
||||
if (item.canSpawnHere(mx, my)) {
|
||||
it.setGhostColourAllow()
|
||||
}
|
||||
else {
|
||||
it.setGhostColourDeny()
|
||||
}
|
||||
0L
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -83,10 +94,10 @@ open class FixtureItemBase(originalID: ItemID, val fixtureClassName: String) : G
|
||||
}
|
||||
}
|
||||
|
||||
override fun startPrimaryUse(actor: ActorWithBody, delta: Float) = mouseInInteractableRange(actor) {
|
||||
override fun startPrimaryUse(actor: ActorWithBody, delta: Float) = mouseInInteractableRange(actor) { _, _, mx, my ->
|
||||
val item = ghostItem.getAndSet(makeFixture()) // renew the "ghost" otherwise you'll be spawning exactly the same fixture again; old ghost will be returned
|
||||
|
||||
if (item.spawn(Terrarum.mouseTileX, Terrarum.mouseTileY, if (actor is IngamePlayer) actor.uuid else null)) 1 else -1
|
||||
if (item.spawn(mx, my, if (actor is IngamePlayer) actor.uuid else null)) 1 else -1
|
||||
// return true when placed, false when cannot be placed
|
||||
}
|
||||
|
||||
|
||||
@@ -3,6 +3,8 @@ in vec4 v_color;
|
||||
in vec2 v_texCoords;
|
||||
uniform sampler2D u_texture;
|
||||
|
||||
uniform vec4 ghostColour = vec4(1.0);
|
||||
|
||||
const vec2 boolean = vec2(0.0, 1.0);
|
||||
const vec4 desaturate = vec4(0.2126, 0.7152, 0.0722, 0.0);
|
||||
out vec4 fragColor;
|
||||
@@ -11,6 +13,5 @@ void main(void) {
|
||||
vec4 incolour = texture(u_texture, v_texCoords);
|
||||
float lum = dot(incolour * desaturate, boolean.yyyx) * 0.5 + 0.5;
|
||||
|
||||
// fragColor = v_color * (vec4(lum) * boolean.yyyx + incolour * boolean.xxxy);
|
||||
fragColor = v_color * fma(vec4(lum), boolean.yyyx, incolour * boolean.xxxy);
|
||||
fragColor = ghostColour * fma(vec4(lum), boolean.yyyx, incolour * boolean.xxxy);
|
||||
}
|
||||
Reference in New Issue
Block a user