barely managed to fix inventory UI

This commit is contained in:
minjaesong
2017-07-04 01:27:18 +09:00
parent 924c7db5eb
commit 7ca4d03cf8
11 changed files with 32 additions and 16 deletions

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@@ -165,7 +165,6 @@ object ModMgr {
val langPath = "locales/"
@JvmStatic operator fun invoke(module: String) {
println("arstneitars")
Lang.load(getPath(module, langPath))
}
}

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@@ -145,6 +145,7 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
fun enter() {
Gdx.input.inputProcessor = GameController

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@@ -17,9 +17,11 @@ import com.badlogic.gdx.graphics.glutils.FrameBuffer
import com.badlogic.gdx.graphics.glutils.ShapeRenderer
import com.google.gson.JsonArray
import com.google.gson.JsonPrimitive
import net.torvald.terrarum.blockproperties.BlockCodex
import net.torvald.terrarum.gameactors.ActorWithPhysics.Companion.TILE_SIZE
import net.torvald.terrarum.gamecontroller.GameController
import net.torvald.terrarum.imagefont.TinyAlphNum
import net.torvald.terrarum.itemproperties.ItemCodex
import net.torvald.terrarum.utils.JsonFetcher
import net.torvald.terrarum.utils.JsonWriter
import net.torvald.terrarum.worlddrawer.RGB10
@@ -287,6 +289,10 @@ object TerrarumGDX : ApplicationAdapter() {
fontSmallNumbers = TinyAlphNum
ModMgr // invoke Module Manager, will also invoke BlockCodex
ItemCodex // invoke Item Codex
ingame = StateInGameGDX(batch)

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@@ -5,6 +5,7 @@ import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.graphics.g2d.TextureRegion
import net.torvald.colourutil.CIELabUtil.darkerLab
import net.torvald.terrarum.blockproperties.BlockCodex
import net.torvald.terrarum.itemproperties.GameItem
import net.torvald.terrarum.ui.UIInventory
import net.torvald.terrarum.ui.UIItem
@@ -49,7 +50,7 @@ class UIItemInventoryElem(
private val textOffsetY = 8f
private val durabilityCol = Color(0x22ff11)
private val durabilityCol = Color(0x22ff11_ff)
private val durabilityBack: Color; get() = durabilityCol.darkerLab(0.4f)
private val durabilityBarOffY = 35f
@@ -84,7 +85,10 @@ class UIItemInventoryElem(
if (item != null && itemImage != null) {
blendNormal()
//println("orgID: ${item!!.originalID}, nameKey: ${BlockCodex[item!!.originalID].nameKey}, itemOrgName: ${item!!.originalName}")
// item image
batch.color = Color.WHITE
batch.draw(itemImage, posX + imgOffset, posY + imgOffset)
// if mouse is over, text lights up
@@ -111,15 +115,19 @@ class UIItemInventoryElem(
// quickslot marker (TEMPORARY UNTIL WE GET BETTER DESIGN)
batch.color = Color.WHITE
if (quickslot != null) {
val label = quickslot!!.plus(0xE010).toChar()
val labelW = TerrarumGDX.fontGame.getWidth("$label")
batch.color = Color.WHITE
TerrarumGDX.fontGame.draw(batch, "$label", barOffset + barFullLen - labelW, posY + textOffsetY)
}
}
// see IFs above?
batch.color = Color.WHITE
}
override fun keyDown(keycode: Int): Boolean {

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@@ -31,9 +31,11 @@ abstract class GameItem : Comparable<GameItem>, Cloneable {
/**
* OriginalName is always read from Language files.
*/
abstract protected val originalName: String
abstract val originalName: String
private var newName: String = "I AM VITTUN PLACEHOLDER"
var newName: String = "I AM VITTUN PLACEHOLDER"
private set
var name: String
set(value) {

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@@ -53,7 +53,7 @@ object ItemCodex {
override val material = Material(0,0,0,0,0,0,0,0,0,0.0)
init {
println("[ItemCodex] recording item ID $originalID")
}
override fun primaryUse(delta: Float): Boolean {

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@@ -83,7 +83,7 @@ class UIInventory(
iconSpriteSheet = TextureRegionPack("./assets/graphics/gui/inventory/category.tga", 20, 20),
iconSpriteSheetIndices = intArrayOf(9,6,7,1,0,2,3,4,5,8),
iconCol = defaultTextColour,
highlightBackCol = Color(0xb8b8b8),
highlightBackCol = Color(0xb8b8b8_ff.toInt()),
highlightBackBlendMode = BlendMode.MULTIPLY,
backgroundCol = Color(0), // will use custom background colour!
backgroundBlendMode = BlendMode.NORMAL,
@@ -102,9 +102,9 @@ class UIInventory(
item = null,
amount = UIItemInventoryElem.UNIQUE_ITEM_HAS_NO_AMOUNT,
itemImage = null,
mouseoverBackCol = Color(0x282828),
mouseoverBackCol = Color(0x282828_ff),
mouseoverBackBlendMode = BlendMode.SCREEN,
backCol = Color(0xd4d4d4),
backCol = Color(0xd4d4d4_ff.toInt()),
backBlendMode = BlendMode.MULTIPLY,
drawBackOnNull = true,
inactiveTextCol = defaultTextColour
@@ -167,7 +167,7 @@ class UIInventory(
// cat bar background
blendMul()
batch.color = Color(0xcccccc)
batch.color = Color(0xcccccc_ff.toInt())
batch.fillRect(0f, 0f, catButtons.width.toFloat(), height.toFloat())
catButtons.render(batch)
@@ -196,7 +196,7 @@ class UIInventory(
// encumbrance bar background
blendMul()
batch.color = Color(0xa0a0a0)
batch.color = Color(0xa0a0a0_ff.toInt())
batch.fillRect(
width - 3 - weightBarWidth,
height - controlHelpHeight + 3f,
@@ -205,7 +205,7 @@ class UIInventory(
)
// encumbrance bar
blendNormal()
batch.color = if (isEncumbered) Color(0xccff0000.toInt()) else Color(0xcc00ff00.toInt())
batch.color = if (isEncumbered) Color(0xff0000_cc.toInt()) else Color(0x00ff00_cc.toInt())
batch.fillRect(
width - 3 - weightBarWidth,
height - controlHelpHeight + 3f,

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@@ -35,7 +35,7 @@ class UIItemTextButtonList(
val highlightCol: Color = Color(0x00f8ff_ff),
val highlightBackCol: Color = Color(0xb0b0b0_ff.toInt()),
val highlightBackBlendMode: String = BlendMode.MULTIPLY,
val inactiveCol: Color = Color(0xc0c0c0),
val inactiveCol: Color = Color(0xc0c0c0_ff.toInt()),
val backgroundCol: Color = Color(0),
val backgroundBlendMode: String = BlendMode.NORMAL,
val kinematic: Boolean = false

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