mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-15 04:54:05 +09:00
LibGDX, here I am.
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@@ -1,16 +1,14 @@
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package net.torvald.terrarum.ui
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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 com.jme3.math.FastMath
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import net.torvald.terrarum.Millisec
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import net.torvald.terrarum.Terrarum
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import net.torvald.terrarum.TerrarumGDX
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import net.torvald.terrarum.gameactors.AVKey
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import net.torvald.terrarum.gameactors.Second
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import net.torvald.terrarum.itemproperties.ItemCodex
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import net.torvald.terrarum.ui.UIQuickBar.Companion.CELL_SIZE
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import org.dyn4j.geometry.Vector2
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import org.newdawn.slick.Color
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import org.newdawn.slick.GameContainer
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import org.newdawn.slick.Graphics
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import org.newdawn.slick.Input
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/**
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* Created by minjaesong on 16-07-20.
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@@ -30,21 +28,21 @@ class UIPieMenu : UICanvas {
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/**
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* In milliseconds
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*/
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override var openCloseTime: Millisec = 160
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override var openCloseTime: Second = 0.16f
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private val smallenSize = 0.93f
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var selection: Int = -1
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override fun update(gc: GameContainer, delta: Int) {
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if (Terrarum.ingame!!.player != null) {
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override fun update(delta: Float) {
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if (TerrarumGDX.ingame!!.player != null) {
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if (selection >= 0)
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Terrarum.ingame!!.player!!.actorValue[AVKey.__PLAYER_QUICKSLOTSEL] =
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TerrarumGDX.ingame!!.player!!.actorValue[AVKey.__PLAYER_QUICKSLOTSEL] =
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selection % slotCount
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}
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}
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override fun render(gc: GameContainer, g: Graphics) {
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override fun render(batch: SpriteBatch) {
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// draw radial thingies
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for (i in 0..slotCount - 1) {
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// set position
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@@ -52,51 +50,46 @@ class UIPieMenu : UICanvas {
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val slotCentrePoint = Vector2(0.0, slotDistanceFromCentre).setDirection(-angle)// + centrePoint
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// draw cells
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val color = if (i == selection)
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ItemSlotImageBuilder.COLOR_WHITE
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else
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ItemSlotImageBuilder.COLOR_BLACK
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val image = if (i == selection)
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ItemSlotImageBuilder.produceLarge(color, i + 1)
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ItemSlotImageBuilder.produceLarge(false, i + 1)
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else
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ItemSlotImageBuilder.produce(color, i + 1)
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ItemSlotImageBuilder.produce(true, i + 1)
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val slotSize = image.width
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val slotX = slotCentrePoint.x.toFloat() - (slotSize / 2) + Terrarum.HALFW
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val slotY = slotCentrePoint.y.toFloat() - (slotSize / 2) + Terrarum.HALFH
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val slotX = slotCentrePoint.x.toFloat() - (slotSize / 2) + TerrarumGDX.HALFW
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val slotY = slotCentrePoint.y.toFloat() - (slotSize / 2) + TerrarumGDX.HALFH
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g.drawImage(
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batch.color = Color(1f, 1f, 1f, handler!!.opacity * UIQuickBar.finalOpacity)
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batch.draw(
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image,
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slotX,
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slotY,
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Color(1f, 1f, 1f, handler!!.opacity * UIQuickBar.finalOpacity)
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slotY
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)
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// draw item
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val itemPair = Terrarum.ingame!!.player!!.inventory.getQuickBar(i)
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val itemPair = TerrarumGDX.ingame!!.player!!.inventory.getQuickBar(i)
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if (itemPair != null) {
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val itemImage = ItemCodex.getItemImage(itemPair.item)
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val itemW = itemImage.width
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val itemH = itemImage.height
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val itemW = itemImage.regionWidth
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val itemH = itemImage.regionHeight
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g.drawImage(
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batch.color = Color(1f, 1f, 1f, handler!!.opacity)
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batch.draw(
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itemImage, // using fixed CELL_SIZE for reasons
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slotX + (CELL_SIZE - itemW) / 2f,
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slotY + (CELL_SIZE - itemH) / 2f,
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Color(1f, 1f, 1f, handler!!.opacity)
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slotY + (CELL_SIZE - itemH) / 2f
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)
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}
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}
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}
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override fun processInput(gc: GameContainer, delta: Int, input: Input) {
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override fun processInput(delta: Float) {
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if (handler!!.isOpened || handler!!.isOpening) {
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val cursorPos = Vector2(input.mouseX.toDouble(), input.mouseY.toDouble())
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val centre = Vector2(Terrarum.HALFW.toDouble(), Terrarum.HALFH.toDouble())
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val cursorPos = Vector2(TerrarumGDX.mouseX, TerrarumGDX.mouseY)
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val centre = Vector2(TerrarumGDX.HALFW.toDouble(), TerrarumGDX.HALFH.toDouble())
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val deg = -(centre - cursorPos).direction.toFloat()
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selection = Math.round(deg * slotCount / FastMath.TWO_PI)
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@@ -106,22 +99,22 @@ class UIPieMenu : UICanvas {
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}
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}
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override fun doOpening(gc: GameContainer, delta: Int) {
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override fun doOpening(delta: Float) {
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UICanvas.doOpeningFade(handler, openCloseTime)
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handler!!.scale = smallenSize + (1f.minus(smallenSize) * handler!!.opacity)
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}
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override fun doClosing(gc: GameContainer, delta: Int) {
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override fun doClosing(delta: Float) {
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UICanvas.doClosingFade(handler, openCloseTime)
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handler!!.scale = smallenSize + (1f.minus(smallenSize) * handler!!.opacity)
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}
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override fun endOpening(gc: GameContainer, delta: Int) {
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override fun endOpening(delta: Float) {
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UICanvas.endOpeningFade(handler)
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handler!!.scale = 1f
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}
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override fun endClosing(gc: GameContainer, delta: Int) {
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override fun endClosing(delta: Float) {
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UICanvas.endClosingFade(handler)
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handler!!.scale = 1f
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}
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