discarding the idea of baking assembledsprite onto a spritesheet; revert to the commit right before this to completely scrap the efforts

This commit is contained in:
minjaesong
2022-03-23 17:43:56 +09:00
parent ab73511042
commit 765ece0635
21 changed files with 360 additions and 108 deletions

View File

@@ -375,6 +375,8 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
// don't put it on the postInit() or render(); postInitForNewGame calls this function on the savegamewriter's callback
makeSavegameBackupCopy(getWorldSaveFiledesc(worldSavefileName))
makeSavegameBackupCopy(getPlayerSaveFiledesc(playerSavefileName))
printdbg(this, "postInitForLoadFromSave exit")
}
private val autosaveOnErrorAction = { e: Throwable -> uiAutosaveNotifier.setAsError() }
@@ -703,7 +705,6 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
gameFullyLoaded = true
}
ingameController.update()
@@ -725,8 +726,6 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
}
setDebugTime("Ingame.UpdateCounter", i)
/** RENDER CODE GOES HERE */
measureDebugTime("Ingame.Render") { renderGame() }
@@ -768,7 +767,6 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
////////////////////////////
FeaturesDrawer.update(delta)
///////////////////////////
// actor-related updates //
///////////////////////////
@@ -822,6 +820,7 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
WORLD_UPDATE_TIMER += 1
}
if (!paused || newWorldLoadedLatch) {
// completely consume block change queues because why not
terrainChangeQueue.clear()
@@ -831,7 +830,6 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
oldSelectedWireRenderClass = selectedWireRenderClass
}
////////////////////////
// ui-related updates //
////////////////////////
@@ -1105,7 +1103,7 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
// rebuild the disk skimmers
INGAME.actorContainerActive.filterIsInstance<IngamePlayer>().forEach {
printdbg(this, "Game Save callback -- rebuilding the disk skimmer for IngamePlayer ${it.actorValue.getAsString(AVKey.NAME)}")
it.rebuildingDiskSkimmer?.rebuild()
// it.rebuildingDiskSkimmer?.rebuild()
}
// return to normal state