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)
This commit is contained in:
minjaesong
2019-01-23 03:46:46 +09:00
parent 66b18bf8c5
commit 84ca954a26
6 changed files with 58 additions and 11 deletions

View File

@@ -1,7 +1,5 @@
package net.torvald.terrarum.gameactors
import com.badlogic.gdx.Input
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import net.torvald.spriteanimation.SpriteAnimation
import net.torvald.terrarum.*
@@ -9,7 +7,6 @@ import net.torvald.terrarum.AppLoader.printdbg
import net.torvald.terrarum.blockproperties.Block
import net.torvald.terrarum.blockproperties.BlockCodex
import net.torvald.terrarum.blockproperties.BlockProp
import net.torvald.terrarum.gamecontroller.KeyToggler
import net.torvald.terrarum.gameworld.BlockAddress
import net.torvald.terrarum.gameworld.GameWorld
import net.torvald.terrarum.modulebasegame.gameactors.ActorHumanoid
@@ -1343,10 +1340,11 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
override fun drawBody(batch: SpriteBatch) {
if (isVisible && sprite != null) {
if (!KeyToggler.isOn(Input.Keys.F12)) {
//if (!KeyToggler.isOn(Input.Keys.F12)) {
BlendMode.resolve(drawMode, batch)
drawSpriteInGoodPosition(sprite!!, batch)
}
/*}
// ye olde tilewiseposition debugger, we don't use it anymore.
else {
batch.color = Color.NAVY
val hb = intTilewiseHitbox
@@ -1360,7 +1358,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
batch.color = Color.VIOLET
batch.fillRect(hitbox.startX.toFloat(), hitbox.startY.toFloat(), hitbox.width.toFloat(), hitbox.height.toFloat())
}
}*/
}
}