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dump (another useless message)
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@@ -21,34 +21,11 @@ import java.util.zip.GZIPInputStream
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/**
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* Note: You can't just hamburger the three jobs; there's actor draw calls in-between the three jobs, like:
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*
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```
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BlocksDrawer.renderWall(batch) // JOB #0
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actorsRenderBehind.forEach { it.drawBody(batch) }
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particlesContainer.forEach { it.drawBody(batch) }
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BlocksDrawer.renderTerrain(batch) // JOB #1
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/////////////////
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// draw actors //
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/////////////////
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actorsRenderMiddle.forEach { it.drawBody(batch) }
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actorsRenderMidTop.forEach { it.drawBody(batch) }
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player.drawBody(batch)
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actorsRenderFront.forEach { it.drawBody(batch) }
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// --> Change of blend mode <-- introduced by childs of ActorWithBody //
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/////////////////////////////
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// draw map related stuffs //
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/////////////////////////////
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BlocksDrawer.renderFront(batch, false) // JOB #2
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```
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* Sub-portion of IngameRenderer. You are not supposed to directly deal with this.
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*
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* Created by minjaesong on 2016-01-19.
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*/
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object BlocksDrawer {
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internal object BlocksDrawer {
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lateinit var world: GameWorld
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@@ -376,7 +353,7 @@ object BlocksDrawer {
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// NO draw lightmap using colour filter, actors must also be hidden behind the darkness
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///////////////////////////////////////////
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fun renderWall(projectionMatrix: Matrix4) {
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internal fun renderWall(projectionMatrix: Matrix4) {
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// blend normal
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Gdx.gl.glEnable(GL20.GL_TEXTURE_2D)
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Gdx.gl.glEnable(GL20.GL_BLEND)
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@@ -386,7 +363,7 @@ object BlocksDrawer {
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renderUsingBuffer(WALL, projectionMatrix)
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}
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fun renderTerrain(projectionMatrix: Matrix4) {
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internal fun renderTerrain(projectionMatrix: Matrix4) {
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// blend normal
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Gdx.gl.glEnable(GL20.GL_TEXTURE_2D)
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Gdx.gl.glEnable(GL20.GL_BLEND)
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@@ -396,7 +373,7 @@ object BlocksDrawer {
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renderUsingBuffer(TERRAIN, projectionMatrix)
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}
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fun renderFront(projectionMatrix: Matrix4, drawWires: Boolean) {
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internal fun renderFront(projectionMatrix: Matrix4, drawWires: Boolean) {
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// blend mul
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Gdx.gl.glEnable(GL20.GL_TEXTURE_2D)
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Gdx.gl.glEnable(GL20.GL_BLEND)
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@@ -562,7 +539,7 @@ object BlocksDrawer {
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* *
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* @return binary [0-15] 1: up, 2: right, 4: down, 8: left
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*/
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fun getNearbyTilesInfo(x: Int, y: Int, mode: Int, mark: Int?): Int {
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internal fun getNearbyTilesInfo(x: Int, y: Int, mode: Int, mark: Int?): Int {
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val nearbyTiles = IntArray(4)
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nearbyTiles[NEARBY_TILE_KEY_LEFT] = world.getTileFrom(mode, x - 1, y) ?: Block.NULL
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nearbyTiles[NEARBY_TILE_KEY_RIGHT] = world.getTileFrom(mode, x + 1, y) ?: Block.NULL
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@@ -580,7 +557,7 @@ object BlocksDrawer {
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return ret
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}
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fun getNearbyTilesInfoNonSolid(x: Int, y: Int, mode: Int): Int {
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internal fun getNearbyTilesInfoNonSolid(x: Int, y: Int, mode: Int): Int {
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val nearbyTiles = IntArray(4)
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nearbyTiles[NEARBY_TILE_KEY_LEFT] = world.getTileFrom(mode, x - 1, y) ?: Block.NULL
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nearbyTiles[NEARBY_TILE_KEY_RIGHT] = world.getTileFrom(mode, x + 1, y) ?: Block.NULL
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@@ -603,7 +580,7 @@ object BlocksDrawer {
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return ret
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}
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fun getNearbyTilesInfoWallSticker(x: Int, y: Int): Int {
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internal fun getNearbyTilesInfoWallSticker(x: Int, y: Int): Int {
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val nearbyTiles = IntArray(4)
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val NEARBY_TILE_KEY_BACK = NEARBY_TILE_KEY_UP
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nearbyTiles[NEARBY_TILE_KEY_LEFT] = world.getTileFrom(TERRAIN, x - 1, y) ?: Block.NULL
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@@ -637,7 +614,7 @@ object BlocksDrawer {
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}
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}
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fun getNearbyTilesInfoPlatform(x: Int, y: Int): Int {
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internal fun getNearbyTilesInfoPlatform(x: Int, y: Int): Int {
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val nearbyTiles = IntArray(4)
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nearbyTiles[NEARBY_TILE_KEY_LEFT] = world.getTileFrom(TERRAIN, x - 1, y) ?: Block.NULL
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nearbyTiles[NEARBY_TILE_KEY_RIGHT] = world.getTileFrom(TERRAIN, x + 1, y) ?: Block.NULL
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