Added water tex, now blue water actually makes you (and your glow) look blue-tinted, coloured light will affect colour of your glow altogether.

Former-commit-id: 95de1367817249d84dbc8add5e19e63846bc94e6
Former-commit-id: ab4bb16681c53105e43763547833e49f86bf4718
This commit is contained in:
Song Minjae
2016-02-07 00:19:10 +09:00
parent cc0500fdce
commit b25a6f5e98
17 changed files with 108 additions and 23 deletions

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@@ -49,6 +49,17 @@
##*=- What feeling do you want to convey to the player?
== Always think WHY would you want to add _something_ on the game
- e.g. Why you are adding RPG leveling system?
See also:
HEARTS, CLUBS, DIAMONDS, SPADES: PLAYERS WHO SUIT MUDS
====================================
@@ -58,6 +69,21 @@
- Hard to actually die, but once you die, you're done.
+ Config: imtooyoungtodie for easy mode
- Genre: Adventure, Open world (towns in RPG, building, town managing (conquer existing one or
you build one and persuade existing people to move in) -> See Dwarf Fortress and Animal Crossing)
* Adventure: adventure this vast—5,5 km wide—world, discover new (and good/horrible) things
* Open world:
- Building: building your own houses, structures, etc.
- Town managing:
1. Build your own little hamlet and manage it
or-
2. Conquer existing one and become a ruler
The town is a special hamlet that can be tailored for your taste
- Survival:
mobs will trying to attack your assets (yourself, your hamlet, your people)
* Side view

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@@ -13,7 +13,7 @@ Gold: Hue 43, low Saturation
Aurichalcum: Hue 43, mid-high Saturation
Copper: Hue 33,
Copper rust: Hue 160
Iron rust: Hue 15
Iron rust: Hue 21
* Size variation

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@@ -49,6 +49,17 @@
##*=- What feeling do you want to convey to the player?
== Always think WHY would you want to add _something_ on the game
- e.g. Why you are adding RPG leveling system?
See also:
HEARTS, CLUBS, DIAMONDS, SPADES: PLAYERS WHO SUIT MUDS
====================================
@@ -58,6 +69,21 @@
- Hard to actually die, but once you die, you're done.
+ Config: imtooyoungtodie for easy mode
- Genre: Adventure, Open world (towns in RPG, building, town managing (conquer existing one or
you build one and persuade existing people to move in) -> See Dwarf Fortress and Animal Crossing)
* Adventure: adventure this vast—5,5 km wide—world, discover new (and good/horrible) things
* Open world:
- Building: building your own houses, structures, etc.
- Town managing:
1. Build your own little hamlet and manage it
or-
2. Conquer existing one and become a ruler
The town is a special hamlet that can be tailored for your taste
- Survival:
mobs will trying to attack your assets (yourself, your hamlet, your people)
* Side view

View File

@@ -54,7 +54,7 @@ public class PBFSigrid {
p.inventory = new ActorInventory((int) p.actorValue.get("encumbrance"), true);
p.setPosition(2048 * 16, 300 * 16);
p.setPosition(4096 * 16, 300 * 16);
return p;
}

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@@ -31,5 +31,6 @@ public class SetBulletin implements ConsoleCommand {
*/
public void send(String[] message) {
((Bulletin) (Terrarum.game.bulletin.getUI())).sendBulletin(message);
System.out.println("sent bulletin");
}
}

View File

@@ -113,14 +113,14 @@ public class Game extends BasicGameState {
debugWindow = new UIHandler(new BasicDebugInfoWindow());
debugWindow.setPosition(0, 0);
/*bulletin = new UIHandler(new Bulletin());
bulletin = new UIHandler(new Bulletin());
bulletin.setPosition(
(Terrarum.WIDTH - bulletin.getUI().getWidth())
/ 2
, 0
);
bulletin.setVisibility(true);
*/
UIHandler msgtest = new UIHandler(new Message(400, true));
String[] msg = {"Hello, world!", "안녕, 세상아!"};
@@ -199,7 +199,6 @@ public class Game extends BasicGameState {
, -MapCamera.getCameraY() * screenZoom
);
MapDrawer.render(gc, g);
actorContainer.forEach(
actor -> {
if (actor instanceof Visible) {
@@ -207,6 +206,14 @@ public class Game extends BasicGameState {
}
}
);
actorContainer.forEach(
actor -> {
if (actor instanceof Glowing) {
((Glowing) actor).drawGlow(gc, g);
}
}
);
MapDrawer.render(gc, g);
// Slick's MODE_COLOR_MULTIPLY is clearly broken... using GL11
LightmapRenderer.renderLightMap();
@@ -219,14 +226,6 @@ public class Game extends BasicGameState {
GL11.glDisable(GL11.GL_BLEND);
g.setDrawMode(Graphics.MODE_NORMAL);
actorContainer.forEach(
actor -> {
if (actor instanceof Glowing) {
((Glowing) actor).drawGlow(gc, g);
}
}
);
uiContainer.forEach(ui -> ui.render(gc, g));
debugWindow.render(gc, g);
consoleHandler.render(gc, g);

View File

@@ -13,7 +13,7 @@ Gold: Hue 43, low Saturation
Aurichalcum: Hue 43, mid-high Saturation
Copper: Hue 33,
Copper rust: Hue 160
Iron rust: Hue 15
Iron rust: Hue 21
* Size variation

View File

@@ -1,11 +1,11 @@
package com.Torvald.Terrarum.MapDrawer;
import com.Torvald.Terrarum.*;
import com.Torvald.Terrarum.Actors.Player;
import com.Torvald.Terrarum.Terrarum;
import com.Torvald.Terrarum.Game;
import com.Torvald.Terrarum.GameMap.GameMap;
import com.Torvald.Terrarum.GameMap.MapLayer;
import com.jme3.math.FastMath;
import org.lwjgl.opengl.GL11;
import org.newdawn.slick.*;
import java.util.Arrays;
@@ -67,7 +67,7 @@ public class MapCamera {
private static final byte ICE_NATURAL = 29;
private static final byte ICE_MAGICAL = 30;
private static final Byte[] TILES_CONNECT_SELF = {
private static Byte[] TILES_CONNECT_SELF = {
COPPER
, IRON
, GOLD
@@ -77,7 +77,7 @@ public class MapCamera {
, ICE_MAGICAL
};
private static final Byte[] TILES_DARKEN_AIR = {
private static Byte[] TILES_DARKEN_AIR = {
STONE
, DIRT
, GRASS
@@ -85,13 +85,26 @@ public class MapCamera {
, GRAVEL
, SNOW
, ICE_NATURAL
, (byte)224, (byte)225, (byte)226, (byte)227, (byte)228, (byte)229, (byte)230, (byte)231
, (byte)232, (byte)233, (byte)234, (byte)235, (byte)236, (byte)237, (byte)238, (byte)239
, (byte)240, (byte)241, (byte)242, (byte)243, (byte)244, (byte)245, (byte)246, (byte)247
, (byte)248, (byte)249, (byte)250, (byte)251, (byte)252, (byte)253, (byte)254, (byte)255
};
/**
* Tiles that half-transparent and has hue
* will blend colour using colour multiplication
* i.e. red hues get lost if you dive into the water
*/
private static Byte[] TILES_BLEND_MUL = {
(byte)224, (byte)225, (byte)226, (byte)227, (byte)228, (byte)229, (byte)230, (byte)231
, (byte)232, (byte)233, (byte)234, (byte)235, (byte)236, (byte)237, (byte)238, (byte)239
};
/**
* @param map
* @param tileSize
*/
public MapCamera(GameMap map, int tileSize) throws SlickException {
public MapCamera(GameMap map) throws SlickException {
this.map = map;
tilesWall = new SpriteSheet("./res/graphics/terrain/wall.png"
@@ -209,6 +222,9 @@ public class MapCamera {
int thisTileX = nearbyTilesInfo;
int thisTileY = thisTile;
if (isBlendMul((byte) thisTile)) setBlendModeMul();
else setBlendModeNormal();
drawTile(TERRAIN, x, y, thisTileX, thisTileY);
}
else {
@@ -220,6 +236,7 @@ public class MapCamera {
}
tilesetBook[mode].endUse();
setBlendModeNormal();
}
private static int getGrassInfo(int x, int y, int from, int to) {
@@ -403,4 +420,18 @@ public class MapCamera {
private static boolean isDarkenAir(byte b) {
return (Arrays.asList(TILES_DARKEN_AIR).contains(b));
}
private static boolean isBlendMul(byte b) {
return (Arrays.asList(TILES_BLEND_MUL).contains(b));
}
private static void setBlendModeMul() {
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_DST_COLOR, GL11.GL_ONE_MINUS_SRC_ALPHA);
}
private static void setBlendModeNormal() {
GL11.glDisable(GL11.GL_BLEND);
Terrarum.appgc.getGraphics().setDrawMode(Graphics.MODE_NORMAL);
}
}

View File

@@ -25,7 +25,7 @@ public class MapDrawer {
mapTileMap = new SpriteSheet("./res/graphics/terrain/terrain.png", TILE_SIZE, TILE_SIZE);
wallTileMap = new SpriteSheet("./res/graphics/terrain/wall.png", TILE_SIZE, TILE_SIZE);
new MapCamera(map, TILE_SIZE);
new MapCamera(map);
System.gc();
}

View File

@@ -46,7 +46,7 @@ public class Bulletin implements UICanvas {
@Override
public void render(GameContainer gc, Graphics g) {
/*if (isShowing) {
//if (isShowing) {
int lineHeight = Terrarum.gameFontWhite.getLineHeight();
g.setColor(uiColour);
@@ -65,7 +65,9 @@ public class Bulletin implements UICanvas {
+ (i * lineHeight)
);
}
}*/
//}
System.out.println("arst");
}
@Override