mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-11 11:04:05 +09:00
sprite: emissive layer
This commit is contained in:
@@ -3,6 +3,7 @@ package net.torvald.terrarum.modulebasegame
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import com.badlogic.gdx.Gdx
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import com.badlogic.gdx.Input
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import com.badlogic.gdx.graphics.*
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import com.badlogic.gdx.graphics.g2d.TextureRegion
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import com.badlogic.gdx.graphics.glutils.Float16FrameBuffer
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import com.badlogic.gdx.graphics.glutils.FrameBuffer
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@@ -54,9 +55,11 @@ object IngameRenderer : Disposable {
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private lateinit var lightmapFbo: Float16FrameBuffer
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private lateinit var fboRGB: Float16FrameBuffer
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private lateinit var fboRGB_lightMixed0: Float16FrameBuffer
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private lateinit var fboRGB_lightMixed: Float16FrameBuffer
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private lateinit var fboA: Float16FrameBuffer
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private lateinit var fboA_lightMixed: Float16FrameBuffer
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private lateinit var fboEmissive: Float16FrameBuffer
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private lateinit var fboMixedOut: Float16FrameBuffer
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private lateinit var rgbTex: TextureRegion
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private lateinit var aTex: TextureRegion
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@@ -85,6 +88,7 @@ object IngameRenderer : Disposable {
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val shaderKawaseUp: ShaderProgram
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val shaderBlendGlow: ShaderProgram
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val shaderBlendGlowTex1Flip: ShaderProgram
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val shaderForActors: ShaderProgram
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val shaderDemultiply: ShaderProgram
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@@ -127,6 +131,7 @@ object IngameRenderer : Disposable {
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shaderForActors = App.loadShaderFromClasspath("shaders/default.vert", "shaders/actors.frag")
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shaderBlendGlow = App.loadShaderFromClasspath("shaders/blendGlow.vert", "shaders/blendGlow.frag")
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shaderBlendGlowTex1Flip = App.loadShaderFromClasspath("shaders/blendGlow.vert", "shaders/blendGlowTex1Flip.frag")
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shaderDemultiply = App.loadShaderFromClasspath("shaders/blendGlow.vert", "shaders/demultiply.frag")
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@@ -459,6 +464,8 @@ object IngameRenderer : Disposable {
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particlesContainer: CircularArray<ParticleBase>?
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) {
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fboRGB.inAction(null, null) { clearBuffer() }
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fboEmissive.inAction(null, null) { clearBuffer() }
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fboRGB_lightMixed0.inAction(null, null) { clearBuffer() }
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fboRGB_lightMixed.inAction(null, null) { clearBuffer() }
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fboRGB.inAction(camera, batch) {
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@@ -503,7 +510,38 @@ object IngameRenderer : Disposable {
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}
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}
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fboRGB_lightMixed.inAction(camera, batch) {
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fboEmissive.inAction(camera, batch) {
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batch.inUse {
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batch.shader = shaderForActors
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batch.color = Color.WHITE
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moveCameraToWorldCoord()
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actorsRenderBehind?.forEach { it.drawEmissive(frameDelta, batch) }
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particlesContainer?.forEach { it.drawEmissive(frameDelta, batch) }
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}
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setCameraPosition(0f, 0f)
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BlocksDrawer.drawTerrain(batch.projectionMatrix, false, true)
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batch.shader = shaderForActors
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batch.inUse {
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batch.shader = shaderForActors
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batch.color = Color.WHITE
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/////////////////
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// draw actors //
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/////////////////
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moveCameraToWorldCoord()
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actorsRenderMiddle?.forEach { it.drawEmissive(frameDelta, batch) }
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actorsRenderMidTop?.forEach { it.drawEmissive(frameDelta, batch) }
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player?.drawEmissive(frameDelta, batch)
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actorsRenderFront?.forEach { it.drawEmissive(frameDelta, batch) }
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// --> Change of blend mode <-- introduced by children of ActorWithBody //
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}
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setCameraPosition(0f, 0f)
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BlocksDrawer.drawFront(batch.projectionMatrix, true) // blue coloured filter of water, etc.
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}
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fboRGB_lightMixed0.inAction(camera, batch) {
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setCameraPosition(0f, 0f)
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val (xrem, yrem) = worldCamToRenderPos()
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@@ -515,6 +553,7 @@ object IngameRenderer : Disposable {
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batch.inUse {
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batch.color = Color.WHITE
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blendNormalStraightAlpha(batch)
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// draw world
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@@ -542,20 +581,40 @@ object IngameRenderer : Disposable {
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)
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// }
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// if right texture coord for lightTex and fboRGB are obtainable, you can try this:
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/*
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vec4 skyboxColour = ...
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gl_FragCoord = alphablend skyboxColour with (fboRGB * lightTex)
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*/
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}
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// NOTE TO SELF: thㄴis works.
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// NOTE TO SELF: this works.
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}
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fboRGB_lightMixed.inActionF(camera, batch) {
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setCameraPosition(0f, 0f)
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val (xrem, yrem) = worldCamToRenderPos()
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gdxEnableBlend()
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fboEmissive.colorBufferTexture.bind(1)
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Gdx.gl.glActiveTexture(GL20.GL_TEXTURE0) // so that batch that comes next will bind any tex to it
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// draw emissive
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batch.inUse {
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batch.color = Color.WHITE
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blendNormalStraightAlpha(batch)
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batch.shader = shaderBlendGlowTex1Flip
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shaderBlendGlowTex1Flip.setUniformi("tex1", 1)
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shaderBlendGlowTex1Flip.setUniformi("tex1flip", 1)
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batch.color = Color.WHITE
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batch.draw(fboRGB_lightMixed0.colorBufferTexture, 0f, 0f)
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batch.flush()
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}
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}
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blendNormalStraightAlpha(batch)
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}
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@@ -819,9 +878,11 @@ object IngameRenderer : Disposable {
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}
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else {
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fboRGB.dispose()
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fboRGB_lightMixed0.dispose()
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fboRGB_lightMixed.dispose()
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fboA.dispose()
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fboA_lightMixed.dispose()
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fboEmissive.dispose()
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lightmapFbo.dispose()
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fboBlurHalf.dispose()
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@@ -829,9 +890,11 @@ object IngameRenderer : Disposable {
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}
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fboRGB = Float16FrameBuffer(width, height, false)
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fboRGB_lightMixed0 = Float16FrameBuffer(width, height, false)
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fboRGB_lightMixed = Float16FrameBuffer(width, height, false)
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fboA = Float16FrameBuffer(width, height, false)
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fboA_lightMixed = Float16FrameBuffer(width, height, false)
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fboEmissive = Float16FrameBuffer(width, height, false)
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fboMixedOut = Float16FrameBuffer(width, height, false)
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lightmapFbo = Float16FrameBuffer(
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LightmapRenderer.lightBuffer.width * LightmapRenderer.DRAW_TILE_SIZE.toInt(),
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@@ -889,8 +952,10 @@ object IngameRenderer : Disposable {
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if (::fboRGB.isInitialized) fboRGB.tryDispose()
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if (::fboA.isInitialized) fboA.tryDispose()
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if (::fboRGB_lightMixed0.isInitialized) fboRGB_lightMixed0.tryDispose()
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if (::fboRGB_lightMixed.isInitialized) fboRGB_lightMixed.tryDispose()
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if (::fboA_lightMixed.isInitialized) fboA_lightMixed.tryDispose()
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if (::fboEmissive.isInitialized) fboEmissive.tryDispose()
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if (::fboMixedOut.isInitialized) fboMixedOut.tryDispose()
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if (::lightmapFbo.isInitialized) lightmapFbo.tryDispose()
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@@ -914,6 +979,7 @@ object IngameRenderer : Disposable {
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shaderKawaseUp.dispose()
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shaderBlendGlow.dispose()
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shaderBlendGlowTex1Flip.dispose()
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shaderForActors.dispose()
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shaderDemultiply.dispose()
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@@ -747,16 +747,19 @@ open class ActorHumanoid : ActorWithBody, Controllable, Pocketed, Factionable, L
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open fun updateSprite(delta: Float) {
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sprite?.update(delta)
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spriteGlow?.update(delta)
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spriteEmissive?.update(delta)
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if (walledBottom && controllerV?.x != 0.0) {
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//switch row
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if (this is HasAssembledSprite) {
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(sprite as? AssembledSpriteAnimation)?.currentAnimation = "ANIM_RUN"
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(spriteGlow as? AssembledSpriteAnimation)?.currentAnimation = "ANIM_RUN"
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(spriteEmissive as? AssembledSpriteAnimation)?.currentAnimation = "ANIM_RUN"
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}
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else {
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(sprite as? SheetSpriteAnimation)?.switchRow(SPRITE_ROW_WALK)
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(spriteGlow as? SheetSpriteAnimation)?.switchRow(SPRITE_ROW_WALK)
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(spriteEmissive as? SheetSpriteAnimation)?.switchRow(SPRITE_ROW_WALK)
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}
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// set anim frame delay
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@@ -772,6 +775,7 @@ open class ActorHumanoid : ActorWithBody, Controllable, Pocketed, Factionable, L
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(sprite as? AssembledSpriteAnimation)?.overrideDelay = finalDelay
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(spriteGlow as? AssembledSpriteAnimation)?.overrideDelay = finalDelay
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(spriteEmissive as? AssembledSpriteAnimation)?.overrideDelay = finalDelay
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}
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catch (e: NullPointerException) {
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println(animDesc!!.animations.keys.joinToString())
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@@ -784,10 +788,12 @@ open class ActorHumanoid : ActorWithBody, Controllable, Pocketed, Factionable, L
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if (walkHeading == LEFT) {
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sprite?.flip(true, false)
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spriteGlow?.flip(true, false)
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spriteEmissive?.flip(true, false)
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}
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else {
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sprite?.flip(false, false)
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spriteGlow?.flip(false, false)
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spriteEmissive?.flip(false, false)
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}
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}
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else {
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@@ -795,12 +801,15 @@ open class ActorHumanoid : ActorWithBody, Controllable, Pocketed, Factionable, L
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if (this is HasAssembledSprite) {
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(sprite as? AssembledSpriteAnimation)?.currentAnimation = "ANIM_IDLE"
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(spriteGlow as? AssembledSpriteAnimation)?.currentAnimation = "ANIM_IDLE"
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(spriteEmissive as? AssembledSpriteAnimation)?.currentAnimation = "ANIM_IDLE"
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(sprite as? AssembledSpriteAnimation)?.overrideDelay = 0f
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(spriteGlow as? AssembledSpriteAnimation)?.overrideDelay = 0f
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(spriteEmissive as? AssembledSpriteAnimation)?.overrideDelay = 0f
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}
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else {
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(sprite as? SheetSpriteAnimation)?.switchRow(SPRITE_ROW_IDLE)
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(spriteGlow as? SheetSpriteAnimation)?.switchRow(SPRITE_ROW_IDLE)
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(spriteEmissive as? SheetSpriteAnimation)?.switchRow(SPRITE_ROW_IDLE)
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}
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}
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}
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@@ -32,7 +32,7 @@ class FixtureFurnaceAndAnvil : FixtureBase, CraftingStation {
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val itemImage = FixtureItemBase.getItemImageFromSingleImage("basegame", "sprites/fixtures/metalworking_furnace_and_anvil.tga")
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// val itemImage2 = FixtureItemBase.getItemImageFromSingleImage("basegame", "sprites/fixtures/metalworking_furnace_and_anvil_illum.tga") // put this sprite to the hypothetical "SpriteIllum"
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val itemImage2 = FixtureItemBase.getItemImageFromSingleImage("basegame", "sprites/fixtures/metalworking_furnace_and_anvil_emsv.tga")
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density = BlockCodex[Block.STONE].density.toDouble()
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setHitboxDimension(itemImage.texture.width, itemImage.texture.height, 0, 0)
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@@ -40,9 +40,9 @@ class FixtureFurnaceAndAnvil : FixtureBase, CraftingStation {
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makeNewSprite(TextureRegionPack(itemImage.texture, itemImage.texture.width, itemImage.texture.height)).let {
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it.setRowsAndFrames(1,1)
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}
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/*makeNewSpriteGlow(TextureRegionPack(itemImage2.texture, itemImage.texture.width, itemImage.texture.height)).let {
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makeNewSpriteEmissive(TextureRegionPack(itemImage2.texture, itemImage.texture.width, itemImage.texture.height)).let {
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it.setRowsAndFrames(1,1)
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}*/
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}
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actorValue[AVKey.BASEMASS] = 100.0
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@@ -35,7 +35,7 @@ class FixtureSmelterBasic : FixtureBase, CraftingStation {
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val itemImage = FixtureItemBase.getItemImageFromSingleImage("basegame", "sprites/fixtures/smelter_tall.tga")
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// val itemImage2 = FixtureItemBase.getItemImageFromSingleImage("basegame", "sprites/fixtures/smelter_tall_illum.tga") // put this sprite to the hypothetical "SpriteIllum"
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val itemImage2 = FixtureItemBase.getItemImageFromSingleImage("basegame", "sprites/fixtures/smelter_tall_emsv.tga")
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density = BlockCodex[Block.STONE].density.toDouble()
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setHitboxDimension(itemImage.texture.width, itemImage.texture.height, 0, 0)
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@@ -43,9 +43,9 @@ class FixtureSmelterBasic : FixtureBase, CraftingStation {
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makeNewSprite(TextureRegionPack(itemImage.texture, itemImage.texture.width, itemImage.texture.height)).let {
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it.setRowsAndFrames(1,1)
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}
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/*makeNewSpriteGlow(TextureRegionPack(itemImage2.texture, itemImage.texture.width, itemImage.texture.height)).let {
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makeNewSpriteEmissive(TextureRegionPack(itemImage2.texture, itemImage.texture.width, itemImage.texture.height)).let {
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it.setRowsAndFrames(1,1)
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}*/
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}
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actorValue[AVKey.BASEMASS] = 100.0
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@@ -39,6 +39,8 @@ class IngamePlayer : ActorHumanoid, HasAssembledSprite, NoSerialise {
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@Transient override var animDesc: ADProperties? = null
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/** ADL for glow sprite. Optional. */
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@Transient override var animDescGlow: ADProperties? = null
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/** ADL for glow sprite. Optional. */
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@Transient override var animDescEmissive: ADProperties? = null
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private constructor()
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@@ -26,6 +26,7 @@ object PlayerBuilderWerebeastTest {
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p.animDesc?.let { p.sprite = AssembledSpriteAnimation(it, p, false) }
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p.animDescGlow?.let { p.spriteGlow = AssembledSpriteAnimation(it, p, true) }
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p.animDescEmissive?.let { p.spriteEmissive = AssembledSpriteAnimation(it, p, true) }
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p.setHitboxDimension(22, p.actorValue.getAsInt(AVKey.BASEHEIGHT)!!, 30, 0)
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p.setPosition(3.0 * TILE_SIZE, 3.0 * TILE_SIZE)
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@@ -10,12 +10,14 @@ import net.torvald.terrarum.gameactors.ActorWithBody
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import net.torvald.terrarum.modulebasegame.TerrarumIngame
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import net.torvald.terrarum.modulebasegame.gameactors.IngamePlayer
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import net.torvald.terrarum.savegame.*
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import net.torvald.terrarum.savegame.VDFileID.BODYPARTEMISSIVE_TO_ENTRY_MAP
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import net.torvald.terrarum.savegame.VDFileID.BODYPARTGLOW_TO_ENTRY_MAP
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import net.torvald.terrarum.savegame.VDFileID.BODYPART_TO_ENTRY_MAP
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import net.torvald.terrarum.savegame.VDFileID.LOADORDER
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import net.torvald.terrarum.savegame.VDFileID.ROOT
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import net.torvald.terrarum.savegame.VDFileID.SAVEGAMEINFO
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import net.torvald.terrarum.savegame.VDFileID.SPRITEDEF
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import net.torvald.terrarum.savegame.VDFileID.SPRITEDEF_EMISSIVE
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import net.torvald.terrarum.savegame.VDFileID.SPRITEDEF_GLOW
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import net.torvald.terrarum.serialise.Common
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import net.torvald.terrarum.spriteassembler.ADProperties
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@@ -169,6 +171,7 @@ object ReadActor {
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if (actor is ActorWithBody && actor is IngamePlayer) {
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val animFile = disk.getFile(SPRITEDEF)
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val animFileGlow = disk.getFile(SPRITEDEF_GLOW)
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val animFileEmissive = disk.getFile(SPRITEDEF_EMISSIVE)
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val bodypartsFile = disk.getFile(BODYPART_TO_ENTRY_MAP)
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actor.animDesc = ADProperties(ByteArray64Reader(animFile!!.bytes, Common.CHARSET))
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@@ -189,6 +192,16 @@ object ReadActor {
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true
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)
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}
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if (animFileEmissive != null) {
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actor.animDescEmissive = ADProperties(ByteArray64Reader(animFileEmissive.bytes, Common.CHARSET))
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actor.spriteEmissive = AssembledSpriteAnimation(
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actor.animDescEmissive!!,
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actor,
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if (bodypartsFile != null) disk else null,
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if (bodypartsFile != null) BODYPARTEMISSIVE_TO_ENTRY_MAP else null,
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true
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)
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}
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ItemCodex.loadFromSave(disk.getBackingFile(), actor.dynamicToStaticTable, actor.dynamicItemInventory)
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@@ -202,6 +215,7 @@ object ReadActor {
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else if (actor is ActorWithBody && actor is HasAssembledSprite) {
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if (actor.animDesc != null) actor.sprite = AssembledSpriteAnimation(actor.animDesc!!, actor, false)
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if (actor.animDescGlow != null) actor.spriteGlow = AssembledSpriteAnimation(actor.animDescGlow!!, actor, true)
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if (actor.animDescEmissive != null) actor.spriteEmissive = AssembledSpriteAnimation(actor.animDescEmissive!!, actor, true)
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//actor.reassembleSprite(actor.sprite, actor.spriteGlow, null)
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}
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