new player save format writing

This commit is contained in:
minjaesong
2021-10-08 14:25:59 +09:00
parent 3f9b41fd29
commit aec6fea49e
21 changed files with 280 additions and 116 deletions

View File

@@ -1,10 +1,15 @@
package net.torvald.terrarum.modulebasegame.gameactors
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.graphics.Texture
import net.torvald.spriteanimation.HasAssembledSprite
import net.torvald.spriteanimation.SpriteAnimation
import net.torvald.spriteassembler.ADProperties
import net.torvald.spriteassembler.AssembleSheetPixmap
import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.gameactors.AVKey
import net.torvald.terrarum.tvda.SimpleFileSystem
import net.torvald.terrarumsansbitmap.gdx.TextureRegionPack
import java.util.*
@@ -14,12 +19,16 @@ import java.util.*
* Created by minjaesong on 2015-12-31.
*/
class IngamePlayer : ActorHumanoid, HasAssembledSprite {
class IngamePlayer : ActorHumanoid {
var uuid = UUID.randomUUID(); private set
var worldCurrentlyPlaying: UUID = UUID(0L,0L) // only filled up on save and load; DO NOT USE THIS
/** ADL for main sprite. Necessary. */
@Transient var animDesc: ADProperties? = null
/** ADL for glow sprite. Optional. */
@Transient var animDescGlow: ADProperties? = null
var UUID = UUID(0L,0L); private set
internal var worldCurrentlyPlaying: UUID = UUID(0L,0L) // only filled up on save and load; DO NOT USE THIS
override var animDesc: ADProperties? = null
override var animDescGlow: ADProperties? = null
private constructor()
@@ -38,7 +47,82 @@ class IngamePlayer : ActorHumanoid, HasAssembledSprite {
referenceID = Terrarum.PLAYER_REF_ID // TODO assign random ID
density = BASE_DENSITY
collisionType = COLLISION_KINEMATIC
worldCurrentlyPlaying = Terrarum.ingame?.world?.worldIndex ?: UUID(0L,0L)
}
/**
* Example usage:
* ```
* this.animDescPath = "..."
* this.animDescPathGlow = "..."
* this.sprite = SpriteAnimation(actor)
* this.spriteGlow = SpriteAnimation(actor)
* reassembleSprite(this.sprite, this.spriteGlow)
* ```
*/
fun reassembleSprite(sprite: SpriteAnimation?, anim: ADProperties?, spriteGlow: SpriteAnimation? = null, animGlow: ADProperties? = null) {
if (anim != null && sprite != null)
_rebuild(anim, sprite)
if (animGlow != null && spriteGlow != null)
_rebuild(animGlow, spriteGlow)
}
fun reassembleSprite(disk: SimpleFileSystem, sprite: SpriteAnimation?, anim: ADProperties?, spriteGlow: SpriteAnimation? = null, animGlow: ADProperties? = null) {
if (anim != null && sprite != null)
_rebuild(disk, anim, sprite)
if (animGlow != null && spriteGlow != null)
_rebuild(disk, animGlow, spriteGlow)
}
private fun _rebuild(ad: ADProperties, sprite: SpriteAnimation) {
// TODO injecting held item/armour pictures? Would it be AssembleSheetPixmap's job?
val pixmap = AssembleSheetPixmap.fromAssetsDir(ad)
val texture = Texture(pixmap)
texture.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
pixmap.dispose()
val regionPack = TextureRegionPack(texture, ad.frameWidth, ad.frameHeight)
val newAnimDelays = FloatArray(ad.animations.size)
val newAnimFrames = IntArray(ad.animations.size)
ad.animations.forEach { t, u ->
val index = u.row - 1
newAnimDelays[index] = u.delay
newAnimFrames[index] = u.frames
}
sprite.setSpriteImage(regionPack)
sprite.delays = newAnimDelays
sprite.nFrames = newAnimFrames
sprite.nRows = newAnimDelays.size
}
private fun _rebuild(disk: SimpleFileSystem, ad: ADProperties, sprite: SpriteAnimation) {
// TODO injecting held item/armour pictures? Would it be AssembleSheetPixmap's job?
val pixmap = AssembleSheetPixmap.fromVirtualDisk(disk, ad)
val texture = Texture(pixmap)
texture.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
pixmap.dispose()
val regionPack = TextureRegionPack(texture, ad.frameWidth, ad.frameHeight)
val newAnimDelays = FloatArray(ad.animations.size)
val newAnimFrames = IntArray(ad.animations.size)
ad.animations.forEach { t, u ->
val index = u.row - 1
newAnimDelays[index] = u.delay
newAnimFrames[index] = u.frames
}
sprite.setSpriteImage(regionPack)
sprite.delays = newAnimDelays
sprite.nFrames = newAnimFrames
sprite.nRows = newAnimDelays.size
}
}