asynch update and render (aka frameskip)

This commit is contained in:
minjaesong
2017-07-08 20:38:05 +09:00
parent f2f5cd7daf
commit 8504337da9
101 changed files with 575 additions and 597 deletions

View File

@@ -2,7 +2,7 @@ package net.torvald.terrarum.gameactors
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import net.torvald.terrarum.TerrarumGDX
import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.worldgenerator.RoguelikeRandomiser
/**
@@ -21,7 +21,7 @@ class PhysTestBall : ActorWithPhysics(Actor.RenderOrder.MIDDLE, immobileBody = t
}
override fun drawBody(batch: SpriteBatch) {
TerrarumGDX.inShapeRenderer {
Terrarum.inShapeRenderer {
it.color = color
it.circle(
hitbox.startX.toFloat() - 1f,
@@ -30,13 +30,13 @@ class PhysTestBall : ActorWithPhysics(Actor.RenderOrder.MIDDLE, immobileBody = t
)
it.circle(
hitbox.startX.toFloat() + TerrarumGDX.ingame!!.world.width * TILE_SIZE - 1f,
hitbox.startX.toFloat() + Terrarum.ingame!!.world.width * TILE_SIZE - 1f,
hitbox.startY.toFloat() - 1f,
hitbox.width.toFloat()
)
it.circle(
hitbox.startX.toFloat() - TerrarumGDX.ingame!!.world.width * TILE_SIZE - 1f,
hitbox.startX.toFloat() - Terrarum.ingame!!.world.width * TILE_SIZE - 1f,
hitbox.startY.toFloat() - 1f,
hitbox.width.toFloat()
)