fix: fixtures not placing actorblocks

This commit is contained in:
minjaesong
2021-08-11 18:01:34 +09:00
parent 7bb921321f
commit 740eab3e84
7 changed files with 45 additions and 40 deletions

View File

@@ -636,7 +636,7 @@ open class TerrarumIngame(batch: SpriteBatch) : IngameInstance(batch) {
ingameController.update(delta)
if (!paused) {
printdbg(this, "Clear tile change queues")
// completely consume block change queues because why not
terrainChangeQueue.clear()
wallChangeQueue.clear()
@@ -877,7 +877,9 @@ open class TerrarumIngame(batch: SpriteBatch) : IngameInstance(batch) {
}
if (it is CuedByTerrainChange) {
printdbg(this, "actor is CuedByTerrainChange: ${terrainChangeQueue}")
terrainChangeQueue.forEach { cue ->
printdbg(this, "Ingame actors terrainChangeCue: ${cue}")
it.updateForWorldChange(cue)
}
}

View File

@@ -1,6 +1,7 @@
package net.torvald.terrarum.modulebasegame.gameactors
import net.torvald.terrarum.AppLoader
import net.torvald.terrarum.AppLoader.printdbg
import net.torvald.terrarum.IngameInstance
import net.torvald.terrarum.Point2i
import net.torvald.terrarum.Terrarum
@@ -53,7 +54,7 @@ open class FixtureBase(
}
fun forEachBlockbox(action: (Int, Int) -> Unit) {
worldBlockPos?.let { (posX, posY) ->
worldBlockPos!!.let { (posX, posY) ->
for (y in posY until posY + blockBox.height) {
for (x in posX until posX + blockBox.width) {
action(x, y)
@@ -96,22 +97,25 @@ open class FixtureBase(
if (hasCollision) return false
// fill the area with the filler blocks
forEachBlockbox { x, y ->
if (blockBox.collisionType == BlockBox.ALLOW_MOVE_DOWN) {
// if the collision type is allow_move_down, only the top surface tile should be "the platform"
// lower part must not have such property (think of the table!)
// TODO does this ACTUALLY work ?!
world!!.setTileTerrain(x, y, if (y == posY) BlockBox.ALLOW_MOVE_DOWN else BlockBox.NO_COLLISION, false)
}
else
world!!.setTileTerrain(x, y, blockBox.collisionType, false)
}
printdbg(this, "spawn ${nameFun()}")
// set the position of this actor
worldBlockPos = Point2i(posX, posY)
// fill the area with the filler blocks
forEachBlockbox { x, y ->
printdbg(this, "fillerblock ${blockBox.collisionType} at ($x, $y)")
if (blockBox.collisionType == BlockBox.ALLOW_MOVE_DOWN) {
// if the collision type is allow_move_down, only the top surface tile should be "the platform"
// lower part must not have such property (think of the table!)
// TODO does this ACTUALLY work ?!
world!!.setTileTerrain(x, y, if (y == posY) BlockBox.ALLOW_MOVE_DOWN else BlockBox.NO_COLLISION, false)
}
else
world!!.setTileTerrain(x, y, blockBox.collisionType, false)
}
this.isVisible = true
this.hitbox.setFromWidthHeight(posX * TILE_SIZED, posY * TILE_SIZED, blockBox.width * TILE_SIZED, blockBox.height * TILE_SIZED)
@@ -148,6 +152,7 @@ open class FixtureBase(
* E.g. if a fixture block that is inside of BlockBox is missing, destroy and drop self.
*/
override fun updateForWorldChange(cue: IngameInstance.BlockChangeQueueItem) {
printdbg(this, "updateForWorldChange ${nameFun()}")
// check for marker blocks.
// if at least one of them is missing, destroy all the markers and drop self as an item

View File

@@ -40,7 +40,6 @@ object BlockBase {
}
// return false if the tile is already there
// FIXME doesn't work for WALLs?
if (gameItem.inventoryCategory == GameItem.Category.BLOCK &&
gameItem.dynamicID == ingame.world.getTileFromTerrain(mouseTile.x, mouseTile.y) ||
gameItem.inventoryCategory == GameItem.Category.WALL &&