more pictogrammes

Former-commit-id: 670df70bbed466e56034dbdd33d7a1da31cd88d7
Former-commit-id: 2b106753155be6080d4651acca1981f10d614421
This commit is contained in:
Song Minjae
2016-08-25 21:46:01 +09:00
parent fa5e95a89d
commit 720df532aa
50 changed files with 589 additions and 265 deletions

View File

@@ -5,6 +5,8 @@ import net.torvald.terrarum.audio.AudioResourceLibrary
import net.torvald.terrarum.concurrent.ThreadPool
import net.torvald.terrarum.gameactors.*
import net.torvald.terrarum.console.Authenticator
import net.torvald.terrarum.console.CommandDict
import net.torvald.terrarum.console.SetGlobalLightOverride
import net.torvald.terrarum.gameactors.physicssolver.CollisionSolver
import net.torvald.terrarum.gamecontroller.GameController
import net.torvald.terrarum.gamecontroller.Key
@@ -16,7 +18,7 @@ import net.torvald.terrarum.gamemap.WorldTime
import net.torvald.terrarum.mapdrawer.LightmapRenderer
import net.torvald.terrarum.mapdrawer.MapCamera
import net.torvald.terrarum.mapdrawer.MapDrawer
import net.torvald.terrarum.mapgenerator.MapGenerator
import net.torvald.terrarum.mapgenerator.WorldGenerator
import net.torvald.terrarum.mapgenerator.RoguelikeRandomiser
import net.torvald.terrarum.tileproperties.TilePropCodex
import net.torvald.terrarum.tilestats.TileStats
@@ -94,6 +96,11 @@ constructor() : BasicGameState() {
@Throws(SlickException::class)
override fun init(gameContainer: GameContainer, stateBasedGame: StateBasedGame) {
// state init code. Executed before the game goes into any "state" in states in StateBasedGame.java
}
override fun enter(gc: GameContainer, sbg: StateBasedGame) {
// load things when the game entered this "state"
// load necessary shaders
shader12BitCol = Shader.makeShader("./assets/4096.vrt", "./assets/4096.frg")
shaderBlurH = Shader.makeShader("./assets/blurH.vrt", "./assets/blur.frg")
@@ -103,10 +110,10 @@ constructor() : BasicGameState() {
world = GameWorld(8192, 2048)
// generate terrain for the map
MapGenerator.attachMap(world)
MapGenerator.SEED = 0x51621D2
WorldGenerator.attachMap(world)
WorldGenerator.SEED = 0x51621D2
//mapgenerator.setSeed(new HQRNG().nextLong());
MapGenerator.generateMap()
WorldGenerator.generateMap()
RoguelikeRandomiser.seed = 0x540198
@@ -114,8 +121,8 @@ constructor() : BasicGameState() {
// add new player and put it to actorContainer
player = PBSigrid.create()
//player = PFCynthia.create()
//player = PBSigrid.create()
player = PBCynthia.create()
//player.setNoClip(true);
addActor(player)
@@ -159,16 +166,18 @@ constructor() : BasicGameState() {
override fun update(gc: GameContainer, sbg: StateBasedGame, delta: Int) {
UPDATE_DELTA = delta
setAppTitle()
///////////////////////////
// world-related updates //
///////////////////////////
world.updateWorldTime(delta)
WorldSimulator(world, player, delta)
WeatherMixer.update(gc, delta)
world.globalLight = globalLightByTime.toInt()
TileStats.update()
if (!(CommandDict["setgl"] as SetGlobalLightOverride).lightOverride)
world.globalLight = globalLightByTime.toInt()
///////////////////////////
@@ -178,9 +187,6 @@ constructor() : BasicGameState() {
uiContainer.forEach { it.processInput(gc.input) }
TileStats.update()
////////////////////////////
// camera-related updates //
////////////////////////////
@@ -213,6 +219,9 @@ constructor() : BasicGameState() {
// app-related updates //
/////////////////////////
Terrarum.appgc.setVSync(Terrarum.appgc.fps >= Terrarum.VSYNC_TRIGGER_THRESHOLD)
// determine if lightmap blending should be done
Terrarum.gameConfig["smoothlighting"] = KeyToggler.isOn(KEY_LIGHTMAP_SMOOTH)
}
private fun setAppTitle() {
@@ -225,34 +234,41 @@ constructor() : BasicGameState() {
override fun render(gc: GameContainer, sbg: StateBasedGame, g: Graphics) {
setBlendNormal()
// determine if lightmap blending should be done
Terrarum.gameConfig["smoothlighting"] = KeyToggler.isOn(KEY_LIGHTMAP_SMOOTH)
// set antialias as on
if (!g.isAntiAlias) g.isAntiAlias = true
drawSkybox(g)
// make camara work //
// compensate for zoom. UIs have to be treated specially! (see UIHandler)
g.translate(-MapCamera.cameraX * screenZoom, -MapCamera.cameraY * screenZoom)
/////////////////////////////
// draw map related stuffs //
/////////////////////////////
MapCamera.renderBehind(gc, g)
// draw actors
run {
actorContainer.forEach { actor ->
if (actor is Visible && actor.inScreen() && actor !is Player) { // if visible and within screen
actor.drawBody(gc, g)
}
}
player.drawBody(gc, g)
}
/////////////////
// draw actors //
/////////////////
actorContainer.forEach { actor ->
if (actor is Visible && actor.inScreen() && actor !is Player) { // if visible and within screen
actor.drawBody(gc, g)
}
}
player.drawBody(gc, g)
/////////////////////////////
// draw map related stuffs //
/////////////////////////////
LightmapRenderer.renderLightMap()
MapCamera.renderFront(gc, g)
MapDrawer.render(gc, g)
setBlendMul()
MapDrawer.drawEnvOverlay(g)
@@ -260,22 +276,27 @@ constructor() : BasicGameState() {
LightmapRenderer.draw(g)
setBlendNormal()
// draw actor glows
run {
actorContainer.forEach { actor ->
if (actor is Visible && actor.inScreen() && actor !is Player) { // if visible and within screen
actor.drawGlow(gc, g)
}
}
player.drawGlow(gc, g)
}
//////////////////////
// draw actor glows //
//////////////////////
actorContainer.forEach { actor ->
if (actor is Visible && actor.inScreen() && actor !is Player) { // if visible and within screen
actor.drawGlow(gc, g)
}
}
player.drawGlow(gc, g)
////////////////////////
// debug informations //
////////////////////////
// draw reference ID if debugWindow is open
if (debugWindow.isVisible) {
actorContainer.forEachIndexed { i, actor ->
if (actor is Visible) {
g.color = Color.white
g.font = Terrarum.smallNumbers
g.font = Terrarum.fontSmallNumbers
g.drawString(
actor.referenceID.toString(),
actor.hitbox.posX.toFloat(),
@@ -293,14 +314,18 @@ constructor() : BasicGameState() {
}
}
}
// fluidmap debug
if (KeyToggler.isOn(Key.F4))
WorldSimulator.drawFluidMapDebug(player, g)
// draw UIs
run {
uiContainer.forEach { ui -> ui.render(gc, sbg, g) }
debugWindow.render(gc, sbg, g)
consoleHandler.render(gc, sbg, g)
notifier.render(gc, sbg, g)
}
//////////////
// draw UIs //
//////////////
uiContainer.forEach { ui -> ui.render(gc, sbg, g) }
debugWindow.render(gc, sbg, g)
consoleHandler.render(gc, sbg, g)
notifier.render(gc, sbg, g)
}
override fun keyPressed(key: Int, c: Char) {
@@ -369,7 +394,7 @@ constructor() : BasicGameState() {
uiContainer.forEach { it.controllerButtonReleased(controller, button) } // for GamepadControlled UIcanvases
}
override fun getID(): Int = Terrarum.SCENE_ID_GAME
override fun getID(): Int = Terrarum.STATE_ID_GAME
private fun drawSkybox(g: Graphics) = WeatherMixer.render(g)