mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-16 05:24:06 +09:00
F12 for screenshot; it's high time to care about TVs
(besides, the EBU gap is also a good guideline for placing UIs on edge)
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@@ -1,7 +1,5 @@
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package net.torvald.terrarum.gameactors
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import com.badlogic.gdx.Input
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import net.torvald.spriteanimation.SpriteAnimation
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import net.torvald.terrarum.*
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@@ -9,7 +7,6 @@ import net.torvald.terrarum.AppLoader.printdbg
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import net.torvald.terrarum.blockproperties.Block
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import net.torvald.terrarum.blockproperties.BlockCodex
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import net.torvald.terrarum.blockproperties.BlockProp
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import net.torvald.terrarum.gamecontroller.KeyToggler
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import net.torvald.terrarum.gameworld.BlockAddress
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import net.torvald.terrarum.gameworld.GameWorld
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import net.torvald.terrarum.modulebasegame.gameactors.ActorHumanoid
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@@ -1343,10 +1340,11 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
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override fun drawBody(batch: SpriteBatch) {
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if (isVisible && sprite != null) {
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if (!KeyToggler.isOn(Input.Keys.F12)) {
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//if (!KeyToggler.isOn(Input.Keys.F12)) {
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BlendMode.resolve(drawMode, batch)
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drawSpriteInGoodPosition(sprite!!, batch)
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}
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/*}
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// ye olde tilewiseposition debugger, we don't use it anymore.
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else {
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batch.color = Color.NAVY
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val hb = intTilewiseHitbox
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@@ -1360,7 +1358,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
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batch.color = Color.VIOLET
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batch.fillRect(hitbox.startX.toFloat(), hitbox.startY.toFloat(), hitbox.width.toFloat(), hitbox.height.toFloat())
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}
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}*/
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}
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}
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