wires are now visible when not selected, but gets covered by the terrain to make them appear natural

This commit is contained in:
minjaesong
2021-08-20 15:48:20 +09:00
parent d318f0114c
commit 64271dc9ba
10 changed files with 91 additions and 99 deletions

View File

@@ -8,6 +8,7 @@ import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.TerrarumAppConfiguration.TILE_SIZED
import net.torvald.terrarum.blockproperties.Block
import net.torvald.terrarum.blockproperties.BlockCodex
import net.torvald.terrarum.gameactors.ActorID
import net.torvald.terrarum.gameactors.ActorWithBody
import net.torvald.terrarum.gameactors.PhysProperties
import net.torvald.terrarum.gameitem.ItemID
@@ -32,9 +33,10 @@ open class FixtureBase(
renderOrder: RenderOrder = RenderOrder.MIDDLE,
val nameFun: () -> String,
val mainUI: UICanvas? = null,
val inventory: FixtureInventory? = null
val inventory: FixtureInventory? = null,
id: ActorID? = null
// disabling physics (not allowing the fixture to move) WILL make things easier in many ways
) : ActorWithBody(renderOrder, PhysProperties.IMMOBILE), CuedByTerrainChange {
) : ActorWithBody(renderOrder, PhysProperties.IMMOBILE, id), CuedByTerrainChange {
var blockBox: BlockBox = blockBox0
protected set // something like TapestryObject will want to redefine this

View File

@@ -6,6 +6,7 @@ import com.badlogic.gdx.graphics.g2d.SpriteBatch
import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.TerrarumAppConfiguration.TILE_SIZEF
import net.torvald.terrarum.ceilInt
import net.torvald.terrarum.gameactors.ActorID
import net.torvald.terrarumsansbitmap.gdx.TextureRegionPack
/**