mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-21 07:54:05 +09:00
LibGDX, here I am.
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@@ -1,14 +1,13 @@
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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.colourutil.CIELabUtil.darkerLab
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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.ActorHumanoid
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import net.torvald.terrarum.gameactors.Second
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import net.torvald.terrarum.worlddrawer.WorldCamera
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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 SKYHi14 on 2017-03-03.
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@@ -39,7 +38,7 @@ class UIVitalMetre(
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}
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field = value
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}
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override var openCloseTime: Int = 50
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override var openCloseTime: Second = 0.05f
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//private val relativePX = width / 2f
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private val offsetY: Float; get() = (player?.baseHitboxH ?: 0) * 1.5f
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@@ -50,27 +49,28 @@ class UIVitalMetre(
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private val backColor: Color
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get(): Color {
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val c = (color?.darkerLab(0.33f) ?: Color.black)
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val c = (color?.darkerLab(0.33f) ?: Color.BLACK)
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c.a = 0.7f
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return c
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}
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override fun update(gc: GameContainer, delta: Int) {
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override fun update(delta: Float) {
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handler!!.setPosition(
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Terrarum.HALFW,
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Terrarum.HALFH
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TerrarumGDX.HALFW,
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TerrarumGDX.HALFH
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)
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}
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/**
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* g must be same as World Graphics!
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*/
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override fun render(gc: GameContainer, g: Graphics) {
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if (vitalGetterVal() != null && vitalGetterMax() != null && player != null) {
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override fun render(batch: SpriteBatch) {
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// TODO now that we just can't draw arcs, we need to re-think about this
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/*if (vitalGetterVal() != null && vitalGetterMax() != null && player != null) {
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g.translate(
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Terrarum.ingame!!.screenZoom * (player!!.centrePosPoint.x.toFloat() - (WorldCamera.x)),
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Terrarum.ingame!!.screenZoom * (player!!.centrePosPoint.y.toFloat() - (WorldCamera.y))
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TerrarumGDX.ingame!!.screenZoom * (player!!.centrePosPoint.x.toFloat() - (WorldCamera.x)),
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TerrarumGDX.ingame!!.screenZoom * (player!!.centrePosPoint.y.toFloat() - (WorldCamera.y))
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)
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@@ -103,25 +103,25 @@ class UIVitalMetre(
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g.flush()
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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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}
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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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}
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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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}
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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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}
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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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}
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}
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