mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-11 19:14:05 +09:00
wires are now visible when not selected, but gets covered by the terrain to make them appear natural
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@@ -8,6 +8,7 @@ import net.torvald.terrarum.Terrarum
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import net.torvald.terrarum.TerrarumAppConfiguration.TILE_SIZED
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import net.torvald.terrarum.blockproperties.Block
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import net.torvald.terrarum.blockproperties.BlockCodex
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import net.torvald.terrarum.gameactors.ActorID
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import net.torvald.terrarum.gameactors.ActorWithBody
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import net.torvald.terrarum.gameactors.PhysProperties
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import net.torvald.terrarum.gameitem.ItemID
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@@ -32,9 +33,10 @@ open class FixtureBase(
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renderOrder: RenderOrder = RenderOrder.MIDDLE,
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val nameFun: () -> String,
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val mainUI: UICanvas? = null,
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val inventory: FixtureInventory? = null
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val inventory: FixtureInventory? = null,
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id: ActorID? = null
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// disabling physics (not allowing the fixture to move) WILL make things easier in many ways
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) : ActorWithBody(renderOrder, PhysProperties.IMMOBILE), CuedByTerrainChange {
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) : ActorWithBody(renderOrder, PhysProperties.IMMOBILE, id), CuedByTerrainChange {
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var blockBox: BlockBox = blockBox0
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protected set // something like TapestryObject will want to redefine this
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@@ -6,6 +6,7 @@ import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import net.torvald.terrarum.Terrarum
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import net.torvald.terrarum.TerrarumAppConfiguration.TILE_SIZEF
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import net.torvald.terrarum.ceilInt
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import net.torvald.terrarum.gameactors.ActorID
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import net.torvald.terrarumsansbitmap.gdx.TextureRegionPack
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/**
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