new save format wip (no branching on this commit)

This commit is contained in:
minjaesong
2021-10-07 14:40:04 +09:00
parent d6a22f6567
commit 6d8a7520ac
15 changed files with 94 additions and 39 deletions

View File

@@ -4,6 +4,8 @@ import com.badlogic.gdx.Gdx
import com.badlogic.gdx.graphics.Texture
import net.torvald.spriteassembler.ADProperties
import net.torvald.spriteassembler.AssembleSheetPixmap
import net.torvald.terrarum.tvda.DiskSkimmer
import net.torvald.terrarum.tvda.SimpleFileSystem
import net.torvald.terrarumsansbitmap.gdx.TextureRegionPack
/**
@@ -12,9 +14,9 @@ import net.torvald.terrarumsansbitmap.gdx.TextureRegionPack
interface HasAssembledSprite {
/** ADL path for main sprite. Necessary. */
var animDescPath: String
var animDesc: ADProperties?
/** ADL path for glow sprite. Optional. */
var animDescPathGlow: String?
var animDescGlow: ADProperties?
// FIXME sometimes the animmation is invisible (row and nFrames mismatch -- row is changed to 1 but it's drawing 3rd frame?)
@@ -28,10 +30,11 @@ interface HasAssembledSprite {
* reassembleSprite(this.sprite, this.spriteGlow)
* ```
*/
fun reassembleSprite(sprite: SpriteAnimation, spriteGlow: SpriteAnimation? = null) {
_rebuild(ADProperties(Gdx.files.internal(animDescPath)), sprite)
if (animDescPathGlow != null && spriteGlow != null)
_rebuild(ADProperties(Gdx.files.internal(animDescPathGlow)), spriteGlow)
fun reassembleSprite(sprite: SpriteAnimation?, anim: ADProperties?, spriteGlow: SpriteAnimation? = null, animGlow: ADProperties? = null) {
if (anim != null && sprite != null)
_rebuild(anim, sprite)
if (animGlow != null && spriteGlow != null)
_rebuild(animGlow, spriteGlow)
}
/*fun rebuild(animDescPath: String, spriteAnimation: SpriteAnimation) {
@@ -50,6 +53,8 @@ interface HasAssembledSprite {
private fun _rebuild(ad: ADProperties, sprite: SpriteAnimation) {
// TODO injecting held item/armour pictures? Would it be AssembleSheetPixmap's job?
// TODO resolve bodyparts (must read ID-to-bodypartmap.properties first)
val pixmap = AssembleSheetPixmap(ad)
val texture = Texture(pixmap)
texture.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)