graph guidance colour scheme change; added easter egg where the camera might pan towards left

This commit is contained in:
minjaesong
2023-06-29 02:56:33 +09:00
parent 16cfaaea27
commit 57a9f7febc

View File

@@ -301,6 +301,10 @@ class TitleScreen(batch: FlippingSpriteBatch) : IngameInstance(batch) {
drawLineOnWorld(x1.toFloat() + ww, y1.toFloat(), x2.toFloat() + ww, y2.toFloat())
}
private val baseSlopeCol = Color(0f, 1f, 1f, 1f)
private val firstOrderSlopeCol = Color(0f, 0.4f, 0f, 1f)
private val secondOrderSlopeCol = Color(0.6f, 0.6f, 0.0f, 1f)
private val renderScreen = { delta: Float ->
Gdx.graphics.setTitle(TerrarumIngame.getCanonicalTitle())
@@ -326,12 +330,6 @@ class TitleScreen(batch: FlippingSpriteBatch) : IngameInstance(batch) {
if (KeyToggler.isOn(Input.Keys.F10)) {
App.shapeRender.inUse {
(1..cameraNodes.lastIndex + 16).forEach { index0 ->
it.color = if (index0 == cameraNodes.lastIndex + 1) Color.CORAL else Color.CYAN
val x1 = (index0 - 1) * cameraNodeWidth * TILE_SIZEF; val x2 = (index0 - 0) * cameraNodeWidth * TILE_SIZEF
val y1 = cameraNodes[(index0 - 1) fmod cameraNodes.size]; val y2 = cameraNodes[index0 fmod cameraNodes.size]
drawLineOnWorld(x1, y1, x2, y2)
}
val actor = cameraPlayer as CameraPlayer
@@ -350,12 +348,21 @@ class TitleScreen(batch: FlippingSpriteBatch) : IngameInstance(batch) {
val py2L = (py1L + py1C) / 2.0
val py2R = (py1C + py1R) / 2.0
it.color = Color.CORAL
it.color = firstOrderSlopeCol
drawLineOnWorld(px1L, py1L, px1C, py1C)
drawLineOnWorld(px1C, py1C, px1R, py1R)
it.color = Color.YELLOW
it.color = secondOrderSlopeCol
drawLineOnWorld(px2L, py2L, px2R, py2R)
(1..cameraNodes.lastIndex + 16).forEach { index0 ->
it.color = baseSlopeCol
val x1 = (index0 - 1) * cameraNodeWidth * TILE_SIZEF; val x2 = (index0 - 0) * cameraNodeWidth * TILE_SIZEF
val y1 = cameraNodes[(index0 - 1) fmod cameraNodes.size]; val y2 = cameraNodes[index0 fmod cameraNodes.size]
drawLineOnWorld(x1, y1, x2, y2)
}
}
}
}
@@ -522,7 +529,7 @@ class TitleScreen(batch: FlippingSpriteBatch) : IngameInstance(batch) {
override val hitbox = Hitbox(0.0, 0.0, 2.0, 2.0)
init {
actorValue[AVKey.SPEED] = 1.666
actorValue[AVKey.SPEED] = 1.666 * (if (Math.random() < 1.0 / 65536.0) -1 else 1) // some easter egg
hitbox.setPosition(
HQRNG().nextInt(demoWorld.width) * TILE_SIZED,
0.0 // Y pos: placeholder; camera AI will take it over