briefy showing item name to the quickslot when the selection has changed

This commit is contained in:
minjaesong
2022-01-10 16:19:56 +09:00
parent 48f62e11bf
commit 946f75183c
15 changed files with 125 additions and 42 deletions

View File

@@ -76,7 +76,7 @@ class ItemWearableWorldRadar(originalID: String) : GameItem(originalID) {
} }
override fun effectWhenEquipped(actor: ActorWithBody, delta: Float) { override fun effectWhileEquipped(actor: ActorWithBody, delta: Float) {
(Terrarum.ingame!! as TerrarumIngame).wearableDeviceUI = ui (Terrarum.ingame!! as TerrarumIngame).wearableDeviceUI = ui
} }

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@@ -18,6 +18,7 @@ object DefaultConfig {
"language" to App.getSysLang(), "language" to App.getSysLang(),
"notificationshowuptime" to 4096, // 4s "notificationshowuptime" to 4096, // 4s
"selecteditemnameshowuptime" to 4096, // 4s
"autosaveinterval" to 262144, // 4m22s "autosaveinterval" to 262144, // 4m22s
"multithread" to true, "multithread" to true,

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@@ -46,6 +46,11 @@ abstract class GameItem(val originalID: ItemID) : Comparable<GameItem>, Cloneabl
var newName: String = "I AM VITUN PLACEHOLDER" var newName: String = "I AM VITUN PLACEHOLDER"
private set private set
/**
* If custom name is configured, its name (`newName`) is returned; otherwise the `originalName` is returned.
*
* Assigning value to this field will set the `newName`
*/
var name: String var name: String
set(value) { set(value) {
newName = value newName = value
@@ -180,9 +185,9 @@ abstract class GameItem(val originalID: ItemID) : Comparable<GameItem>, Cloneabl
open fun effectWhileInPocket(actor: ActorWithBody, delta: Float) { } open fun effectWhileInPocket(actor: ActorWithBody, delta: Float) { }
/** /**
* Effects applied immediately only once if picked up * Effects applied immediately only once when picked up
*/ */
open fun effectWhenPickedUp(actor: ActorWithBody, delta: Float) { } open fun effectOnPickup(actor: ActorWithBody, delta: Float) { }
/** /**
* Apply effects (continuously or not) while primary button is down. * Apply effects (continuously or not) while primary button is down.
@@ -217,17 +222,17 @@ abstract class GameItem(val originalID: ItemID) : Comparable<GameItem>, Cloneabl
//open fun startSecondaryUse(delta: Float): Boolean = false //open fun startSecondaryUse(delta: Float): Boolean = false
open fun endPrimaryUse(actor: ActorWithBody, delta: Float): Boolean = false open fun endPrimaryUse(actor: ActorWithBody, delta: Float): Boolean = false
open fun endSecondaryUse(actor: ActorWithBody, delta: Float): Boolean = false //open fun endSecondaryUse(actor: ActorWithBody, delta: Float): Boolean = false
/** /**
* Effects applied immediately only once if thrown (discarded) from pocket * Effects applied immediately only once when thrown (discarded) from pocket
*/ */
open fun effectWhenThrown(actor: ActorWithBody, delta: Float) { } open fun effectOnThrow(actor: ActorWithBody, delta: Float) { }
/** /**
* Effects applied (continuously or not) when equipped (drawn/pulled out) * Effects applied (continuously or not) while being equipped (drawn/pulled out)
*/ */
open fun effectWhenEquipped(actor: ActorWithBody, delta: Float) { } open fun effectWhileEquipped(actor: ActorWithBody, delta: Float) { }
/** /**
* Effects applied only once when unequipped * Effects applied only once when unequipped

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@@ -98,7 +98,7 @@ class EntryPoint : ModuleEntryPoint() {
return BlockBase.blockStartPrimaryUse(actor, this, dynamicID, delta) return BlockBase.blockStartPrimaryUse(actor, this, dynamicID, delta)
} }
override fun effectWhenEquipped(actor: ActorWithBody, delta: Float) { override fun effectWhileEquipped(actor: ActorWithBody, delta: Float) {
BlockBase.blockEffectWhenEquipped(actor, delta) BlockBase.blockEffectWhenEquipped(actor, delta)
} }
} }

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@@ -1048,7 +1048,7 @@ open class TerrarumIngame(batch: SpriteBatch) : IngameInstance(batch) {
it.inventory.forEach { inventoryEntry -> it.inventory.forEach { inventoryEntry ->
ItemCodex[inventoryEntry.itm]!!.effectWhileInPocket(it as ActorWithBody, delta) // kind of an error checking because all Pocketed must be ActorWithBody ItemCodex[inventoryEntry.itm]!!.effectWhileInPocket(it as ActorWithBody, delta) // kind of an error checking because all Pocketed must be ActorWithBody
if (it.equipped(inventoryEntry.itm)) { if (it.equipped(inventoryEntry.itm)) {
ItemCodex[inventoryEntry.itm]!!.effectWhenEquipped(it as ActorWithBody, delta) ItemCodex[inventoryEntry.itm]!!.effectWhileEquipped(it as ActorWithBody, delta)
} }
} }
} }

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@@ -220,7 +220,7 @@ open class ActorHumanoid : ActorWithBody, Controllable, Pocketed, Factionable, L
ItemCodex[it.itm]!!.effectWhileInPocket(this, delta) ItemCodex[it.itm]!!.effectWhileInPocket(this, delta)
} }
else { // equipped else { // equipped
ItemCodex[it.itm]!!.effectWhenEquipped(this, delta) ItemCodex[it.itm]!!.effectWhileEquipped(this, delta)
} }
} }
} }

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@@ -27,9 +27,14 @@ class ActorInventory() : FixtureInventory() {
/** /**
* List of all equipped items (tools, armours, rings, necklaces, etc.) * List of all equipped items (tools, armours, rings, necklaces, etc.)
*
* The ItemID must be `dynamicID`
*/ */
val itemEquipped = Array<ItemID?>(GameItem.EquipPosition.INDEX_MAX) { null } val itemEquipped = Array<ItemID?>(GameItem.EquipPosition.INDEX_MAX) { null }
/**
* The ItemID must be `dynamicID`
*/
val quickSlot = Array<ItemID?>(UIQuickslotBar.SLOT_COUNT) { null } // 0: Slot 1, 9: Slot 10 val quickSlot = Array<ItemID?>(UIQuickslotBar.SLOT_COUNT) { null } // 0: Slot 1, 9: Slot 10

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@@ -164,23 +164,40 @@ class IngamePlayer : ActorHumanoid {
return spriteHeadTexture return spriteHeadTexture
} }
override fun equipItem(item: GameItem) { private var unequipNoSpriteUpdate = false
super.equipItem(item)
// TODO redraw sprite with held item sprite (use sprite joint "HELD_ITEM") override fun equipItem(item: GameItem) {
if (item.equipPosition == GameItem.EquipPosition.HAND_GRIP) { val oldItemID = inventory.itemEquipped[item.equipPosition]
unequipNoSpriteUpdate = true
super.equipItem(item) // also calls unequipItem internally
// redraw sprite with held item sprite (use sprite joint "HELD_ITEM")
if (item.dynamicID != oldItemID && item.equipPosition == GameItem.EquipPosition.HAND_GRIP) {
rebuildfun(item) rebuildfun(item)
animDescGlow?.let { rebuildfunGlow(item) } animDescGlow?.let { rebuildfunGlow(item) }
} }
unequipNoSpriteUpdate = false
// println("IngamePlayer.equipItem")
// printStackTrace(this)
} }
override fun unequipItem(item: GameItem?) { override fun unequipItem(item: GameItem?) {
super.unequipItem(item) super.unequipItem(item)
// redraw sprite without held item sprite (use sprite joint "HELD_ITEM") // redraw sprite without held item sprite (use sprite joint "HELD_ITEM")
item?.let { item -> if (item.equipPosition == GameItem.EquipPosition.HAND_GRIP) { if (!unequipNoSpriteUpdate) {
rebuildfun(null) item?.let { item ->
animDescGlow?.let { rebuildfunGlow(null) } if (item.equipPosition == GameItem.EquipPosition.HAND_GRIP) {
} } rebuildfun(null)
animDescGlow?.let { rebuildfunGlow(null) }
}
}
}
// println("IngamePlayer.unequipItem")
// printStackTrace(this)
} }
} }

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@@ -57,17 +57,21 @@ interface Pocketed {
* Equips an item. If the item is not in the inventory, adds the item first. * Equips an item. If the item is not in the inventory, adds the item first.
*/ */
fun equipItem(item: GameItem) { fun equipItem(item: GameItem) {
val oldItemID = inventory.itemEquipped[item.equipPosition]
if (!inventory.contains(item)) { if (!inventory.contains(item)) {
println("[Pocketed] Item does not exist; adding one before equipped") println("[Pocketed] Item does not exist; adding one before equipped")
inventory.add(item) inventory.add(item)
} }
// unequip item that's already there // unequip item that's already there
unequipSlot(item.equipPosition) if (item.dynamicID != oldItemID) {
unequipSlot(item.equipPosition) // also fires effectOnUnequip unconditionally
}
if (item.equipPosition >= 0) { if (item.equipPosition >= 0) {
inventory.itemEquipped[item.equipPosition] = item.dynamicID inventory.itemEquipped[item.equipPosition] = item.dynamicID
item.effectWhenEquipped(this as ActorWithBody, App.UPDATE_RATE) item.effectWhileEquipped(this as ActorWithBody, App.UPDATE_RATE)
} }
// else do nothing // else do nothing
} }

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@@ -31,7 +31,7 @@ open class FixtureItemBase(originalID: ItemID, val makeFixture: () -> FixtureBas
get() = CommonResourcePool.getAsTextureRegion("itemplaceholder_32") get() = CommonResourcePool.getAsTextureRegion("itemplaceholder_32")
override var baseToolSize: Double? = baseMass override var baseToolSize: Double? = baseMass
override fun effectWhenEquipped(actor: ActorWithBody, delta: Float) { override fun effectWhileEquipped(actor: ActorWithBody, delta: Float) {
(INGAME as TerrarumIngame).blockMarkingActor.let { (INGAME as TerrarumIngame).blockMarkingActor.let {
it.setGhost(ghostItem) it.setGhost(ghostItem)
it.isVisible = true it.isVisible = true

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@@ -27,8 +27,8 @@ class ItemLogicSignalEmitter(originalID: ItemID) : FixtureItemBase(originalID, {
equipPosition = EquipPosition.HAND_GRIP equipPosition = EquipPosition.HAND_GRIP
} }
override fun effectWhenEquipped(actor: ActorWithBody, delta: Float) { override fun effectWhileEquipped(actor: ActorWithBody, delta: Float) {
super.effectWhenEquipped(actor, delta) super.effectWhileEquipped(actor, delta)
(Terrarum.ingame!! as TerrarumIngame).selectedWireRenderClass = "signal" (Terrarum.ingame!! as TerrarumIngame).selectedWireRenderClass = "signal"
} }

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@@ -49,7 +49,7 @@ class WireCutterAll(originalID: ItemID) : GameItem(originalID) {
true true
} }
override fun effectWhenEquipped(actor: ActorWithBody, delta: Float) { override fun effectWhileEquipped(actor: ActorWithBody, delta: Float) {
(Terrarum.ingame!! as TerrarumIngame).selectedWireRenderClass = "wire_render_all" (Terrarum.ingame!! as TerrarumIngame).selectedWireRenderClass = "wire_render_all"
} }

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@@ -31,7 +31,7 @@ class WireGraphDebugger(originalID: ItemID) : GameItem(originalID) {
private val sb = StringBuilder() private val sb = StringBuilder()
private val blockMarker = CommonResourcePool.get("blockmarking_actor") as BlockMarkerActor private val blockMarker = CommonResourcePool.get("blockmarking_actor") as BlockMarkerActor
override fun effectWhenEquipped(actor: ActorWithBody, delta: Float) { override fun effectWhileEquipped(actor: ActorWithBody, delta: Float) {
(Terrarum.ingame!! as TerrarumIngame).selectedWireRenderClass = "wire_render_all" (Terrarum.ingame!! as TerrarumIngame).selectedWireRenderClass = "wire_render_all"
blockMarker.markerShape = 3 blockMarker.markerShape = 3

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@@ -34,7 +34,7 @@ class WirePieceSignalWire(originalID: ItemID, private val atlasID: String, priva
return BlockBase.wireStartPrimaryUse(actor,this, delta) return BlockBase.wireStartPrimaryUse(actor,this, delta)
} }
override fun effectWhenEquipped(actor: ActorWithBody, delta: Float) { override fun effectWhileEquipped(actor: ActorWithBody, delta: Float) {
BlockBase.wireEffectWhenEquipped(this, delta) BlockBase.wireEffectWhenEquipped(this, delta)
} }

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@@ -3,6 +3,7 @@ package net.torvald.terrarum.modulebasegame.ui
import com.badlogic.gdx.graphics.Camera import com.badlogic.gdx.graphics.Camera
import com.badlogic.gdx.graphics.Color import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.g2d.SpriteBatch import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.jme3.math.FastMath
import net.torvald.terrarum.App import net.torvald.terrarum.App
import net.torvald.terrarum.ItemCodex import net.torvald.terrarum.ItemCodex
import net.torvald.terrarum.Second import net.torvald.terrarum.Second
@@ -28,9 +29,11 @@ class UIQuickslotBar : UICanvas() {
*/ */
override var openCloseTime: Second = COMMON_OPEN_CLOSE override var openCloseTime: Second = COMMON_OPEN_CLOSE
private var selection: Int private var selection: Int = -1
get() = (Terrarum.ingame!! as TerrarumIngame).actorNowPlaying?.actorValue?.getAsInt(AVKey.__PLAYER_QUICKSLOTSEL) ?: 0 set(value) {
set(value) { (Terrarum.ingame!! as TerrarumIngame).actorNowPlaying?.actorValue?.set(AVKey.__PLAYER_QUICKSLOTSEL, value.fmod(SLOT_COUNT)) } (Terrarum.ingame!! as TerrarumIngame).actorNowPlaying?.actorValue?.set(AVKey.__PLAYER_QUICKSLOTSEL, value.fmod(SLOT_COUNT))
field = value
}
companion object { companion object {
@@ -41,29 +44,77 @@ class UIQuickslotBar : UICanvas() {
override fun updateUI(delta: Float) { override fun updateUI(delta: Float) {
val newSelection = (Terrarum.ingame!! as TerrarumIngame).actorNowPlaying?.actorValue?.getAsInt(AVKey.__PLAYER_QUICKSLOTSEL) ?: 0
if (selection != newSelection) {
nameShowupFired = true
nameShowupTimer = 0f
nameShowupAlpha = 1f
showupTime = App.getConfigInt("selecteditemnameshowuptime").div(1000f) // refresh game config
}
if (nameShowupFired) {
nameShowupTimer += delta
if (nameShowupTimer >= NAME_SHOWUP_DECAY + showupTime) {
nameShowupAlpha = 0f
nameShowupFired = false
}
else if (nameShowupTimer >= showupTime) {
val a = (nameShowupTimer - showupTime) / NAME_SHOWUP_DECAY
nameShowupAlpha = FastMath.interpolateLinear(a, 1f, 0f)
}
}
selection = newSelection
} }
private val NAME_SHOWUP_DECAY = COMMON_OPEN_CLOSE
private var nameShowupAlpha = 0f
private var nameShowupTimer = 0f
private var nameShowupFired = false
private var showupTime = App.getConfigInt("selecteditemnameshowuptime").div(1000f)
private val drawColor = Color(1f, 1f, 1f, 1f) private val drawColor = Color(1f, 1f, 1f, 1f)
override fun renderUI(batch: SpriteBatch, camera: Camera) { override fun renderUI(batch: SpriteBatch, camera: Camera) {
for (i in 0..SLOT_COUNT - 1) { (Terrarum.ingame!! as TerrarumIngame).actorNowPlaying?.let { actor ->
val item = ItemCodex[(Terrarum.ingame!! as TerrarumIngame).actorNowPlaying?.inventory?.getQuickslot(i)?.itm] for (i in 0..SLOT_COUNT - 1) {
val item = ItemCodex[actor.inventory.getQuickslot(i)?.itm]
val image = if (i == selection) val image = if (i == selection)
ItemSlotImageFactory.produceLarge(false, (i + 1) % SLOT_COUNT, item) ItemSlotImageFactory.produceLarge(false, (i + 1) % SLOT_COUNT, item)
else else
ItemSlotImageFactory.produce(true, (i + 1) % SLOT_COUNT, item) ItemSlotImageFactory.produce(true, (i + 1) % SLOT_COUNT, item)
val slotX = cellSize / 2 + (cellSize + gutter) * i val slotX = cellSize / 2 + (cellSize + gutter) * i
val slotY = cellSize / 2 val slotY = cellSize / 2
// draw slots // draw slots
drawColor.a = handler.opacity * DISPLAY_OPACITY drawColor.set(-1)
batch.color = drawColor drawColor.a = handler.opacity * DISPLAY_OPACITY
image.draw(batch, slotX, slotY) batch.color = drawColor
image.draw(batch, slotX, slotY)
}
if (nameShowupAlpha > 0f) {
val selection = actor.actorValue.getAsInt(AVKey.__PLAYER_QUICKSLOTSEL) ?: return
actor.inventory.getQuickslot(selection)?.let {
val item = ItemCodex[it.itm]
val quantity = it.qty
val text = "${item?.name}" + (if (item?.isUnique == true) "" else " ($quantity)")
val textWidth = App.fontGame.getWidth(text)
drawColor.set(item?.nameColour ?: Color.WHITE)
drawColor.a = nameShowupAlpha
batch.color = drawColor
App.fontGame.draw(batch, text, (width - textWidth) / 2, height - 20)
}
}
} }
} }