mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-06 08:38:30 +09:00
title screen fade-in transition
This commit is contained in:
23
.idea/csv-editor.xml
generated
23
.idea/csv-editor.xml
generated
@@ -1,23 +0,0 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="CsvFileAttributes">
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<option name="attributeMap">
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<map>
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<entry key="/Terrarum.wiki/Items.md">
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<value>
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<Attribute>
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<option name="separator" value="," />
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</Attribute>
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</value>
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</entry>
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<entry key="/Terrarum.wiki/Modules:Setup.md">
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<value>
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<Attribute>
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<option name="separator" value="," />
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</Attribute>
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</value>
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</entry>
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</map>
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</option>
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</component>
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</project>
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@@ -172,5 +172,5 @@ Both save/restore `camera.position` and call `setToOrtho` with `App.scr.wf/hf` o
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- **`lateinit var` guards**: Use `::prop.isInitialized` checks in `resize()` and `dispose()` for properties set during async loading steps.
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- **`ConsistentUpdateRate`**: Accumulates delta time; may call `updateFunction` multiple times before `renderFunction`. Call `.reset()` before transitioning to active rendering to avoid catch-up storms.
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- **Textures**: Use TGA format. Images with semitransparency must be TGA; opaque images may be PNG.
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- **Coordinate system**: Y-down (camera `setToOrtho(true, ...)`). `setCameraPosition(0, 0)` places origin at screen top-left.
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- **Coordinate system**: Y-down (camera `setToOrtho(true, ...)`). `setCameraPosition(0, 0)` places origin at screen top-left, which is not LibGDX nor OpenGL works natively, hence the existence of `FlippingSpriteBatch`. If the user reports renders are flipped vertically, try draw()/drawFlipped() accordingly.
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- **ROUNDWORLD**: World wraps horizontally. `WorldCamera.x` uses `fmod worldWidth`. Lightmap and tile drawing account for wrapping.
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@@ -900,7 +900,7 @@ public class App implements ApplicationListener {
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logoBatch.end();
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}
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int logoPosX = (int)(logoPosX0 + Math.round(100 * Math.sin(GLOBAL_RENDER_TIMER / 50.0)));
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int logoPosX = logoPosX0;//(int)(logoPosX0 + Math.round(100 * Math.sin(GLOBAL_RENDER_TIMER / 50.0)));
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// draw logo reflection
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logoBatch.setShader(shaderReflect);
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@@ -5,6 +5,7 @@ import com.badlogic.gdx.Input
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import com.badlogic.gdx.InputAdapter
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.graphics.OrthographicCamera
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import com.badlogic.gdx.graphics.Pixmap
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import com.badlogic.gdx.graphics.Texture
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import com.badlogic.gdx.graphics.g2d.TextureRegion
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@@ -71,6 +72,10 @@ class TitleScreen(batch: FlippingSpriteBatch) : IngameInstance(batch) {
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private var glLoadStep = 0
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private lateinit var titleLoadingThread: Thread
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private var splashCapture: Texture? = null
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private var settleFrames = 0
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private var transitionState = 0 // 0=loading, 1=settling, 2=fading, 3=done
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private lateinit var demoWorld: GameWorld
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private lateinit var cameraNodes: FloatArray // camera Y-pos
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private val cameraNodeWidth = 15
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@@ -314,23 +319,73 @@ class TitleScreen(batch: FlippingSpriteBatch) : IngameInstance(batch) {
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}
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private val introUncoverTime: Second = 0.3f
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private var introUncoverDeltaCounter = 0f
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private val introFadeTime: Second = 0.5f
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private var introFadeDeltaCounter = 0f
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private val settleFrameCount = 12
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override fun renderImpl(updateRate: Float) {
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if (!loadDone) {
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when (transitionState) {
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// Loading phase: show splash, advance GL load steps
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0 -> {
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App.drawSplash()
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processGLLoadStep()
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return
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if (loadDone) {
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// capture the current framebuffer (splash) as a texture
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val pixmap = Pixmap.createFromFrameBuffer(0, 0, App.scr.width, App.scr.height)
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splashCapture = Texture(pixmap)
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pixmap.dispose()
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transitionState = 1
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settleFrames = 0
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}
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}
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// Settle phase: render title screen normally but paint captured splash on top
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1 -> {
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renderTitleScreen()
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drawSplashCapture(1f)
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settleFrames++
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if (settleFrames >= settleFrameCount) {
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transitionState = 2
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introFadeDeltaCounter = 0f
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}
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}
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// Fade phase: crossfade from captured splash to title screen
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2 -> {
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renderTitleScreen()
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introFadeDeltaCounter += Gdx.graphics.deltaTime
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val opacity = 1f - (introFadeDeltaCounter / introFadeTime).coerceIn(0f, 1f)
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drawSplashCapture(opacity)
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if (introFadeDeltaCounter >= introFadeTime) {
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splashCapture?.dispose()
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splashCapture = null
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transitionState = 3
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}
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}
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// Normal rendering
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3 -> {
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renderTitleScreen()
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}
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}
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}
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private fun renderTitleScreen() {
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IngameRenderer.setRenderedWorld(demoWorld)
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super.renderImpl(updateRate)
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// async update and render
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super.renderImpl(0f)
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gameUpdateGovernor.update(Gdx.graphics.deltaTime, App.UPDATE_RATE, updateScreen, renderScreen)
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}
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private fun drawSplashCapture(opacity: Float) {
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val tex = splashCapture ?: return
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setCameraPosition(0f, 0f)
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blendNormalStraightAlpha(batch)
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batch.inUse {
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batch.shader = null
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batch.color = Color(1f, 1f, 1f, opacity)
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// framebuffer capture is Y-flipped; draw flipped
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batch.drawFlipped(tex, 0f, 0f)
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batch.color = Color.WHITE
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}
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}
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private val updateScreen = { delta: Float ->
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demoWorld.globalLight = WeatherMixer.globalLightNow
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@@ -586,6 +641,7 @@ class TitleScreen(batch: FlippingSpriteBatch) : IngameInstance(batch) {
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override fun dispose() {
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if (::uiRemoCon.isInitialized) uiRemoCon.dispose()
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if (::demoWorld.isInitialized) demoWorld.dispose()
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splashCapture?.dispose()
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warning32bitJavaIcon.texture.dispose()
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warningAppleRosettaIcon.texture.dispose()
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}
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