mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-15 04:54:05 +09:00
visible actors are defaulted to Visible, SpriteAnimations now has "parent" actors and uses its Visible property
Former-commit-id: 0e240de4ca38a59724f364df4624c8dc79c0112d Former-commit-id: b017b24ab7591ea2fd2518308bd5656597c14f47
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@@ -111,10 +111,10 @@ constructor(gamename: String) : StateBasedGame(gamename) {
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//addState(StateSplash())
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//addState(StateMonitorCheck())
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//addState(StateFontTester())
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addState(StateNoiseTexGen())
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//addState(StateNoiseTexGen())
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//ingame = StateInGame()
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//addState(ingame)
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ingame = StateInGame()
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addState(ingame)
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}
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companion object {
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@@ -218,17 +218,17 @@ constructor(gamename: String) : StateBasedGame(gamename) {
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var hasController = false
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val CONTROLLER_DEADZONE = 0.1f
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/** Available CPU cores */
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val CORES = Runtime.getRuntime().availableProcessors()
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/** Available CPU threads */
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val THREADS = Runtime.getRuntime().availableProcessors()
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/**
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* If the game is multithreading.
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* True if:
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*
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* CORES >= 2 and config "multithread" is true
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* THREADS >= 2 and config "multithread" is true
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*/
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val MULTITHREAD: Boolean
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get() = CORES >= 2 && getConfigBoolean("multithread")
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get() = THREADS >= 2 && getConfigBoolean("multithread")
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private lateinit var configDir: String
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@@ -432,6 +432,8 @@ fun main(args: Array<String>) {
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Terrarum.main(args)
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}
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// I must say: What the fuck is wrong with you, Slick2D?!
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fun blendMul() {
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GL11.glEnable(GL11.GL_BLEND)
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GL11.glColorMask(true, true, true, true)
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@@ -445,8 +447,8 @@ fun blendNormal() {
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// TODO seems working as intended (no more whitened-out semitransparent colour), but needs further investigation
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GL14.glBlendFuncSeparate(
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GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA,
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GL11.GL_ONE, GL11.GL_ONE_MINUS_SRC_ALPHA
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GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, // blend func for RGB channels
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GL11.GL_ONE, GL11.GL_ONE_MINUS_SRC_ALPHA // blend func for alpha channels
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)
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}
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