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https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 12:21:52 +09:00
fixtures won't spawn when there's block or other fixtures
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@@ -127,4 +127,12 @@ object Block {
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const val WATER = 4095
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const val NULL = -1
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val actorblocks = listOf(
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ACTORBLOCK_NO_COLLISION,
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ACTORBLOCK_FULL_COLLISION,
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ACTORBLOCK_ALLOW_MOVE_DOWN,
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ACTORBLOCK_NO_PASS_RIGHT,
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ACTORBLOCK_NO_PASS_LEFT
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)
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}
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@@ -10,7 +10,7 @@ import org.dyn4j.geometry.Vector2
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*
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* Created by minjaesong on 2016-01-15.
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*/
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class Hitbox(x1: Double, y1: Double, width: Double, height: Double, var suppressWarning: Boolean = false) {
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class Hitbox (x1: Double, y1: Double, width: Double, height: Double, var suppressWarning: Boolean = true) {
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@Volatile var hitboxStart: Point2d
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private set
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@@ -568,15 +568,12 @@ open class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
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)
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}
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private fun filterVisibleActors() {
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visibleActorsRenderBehind = actorsRenderBehind.filter { it.inScreen() }
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visibleActorsRenderMiddle = actorsRenderMiddle.filter { it.inScreen() }
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visibleActorsRenderMidTop = actorsRenderMidTop.filter { it.inScreen() }
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visibleActorsRenderFront = actorsRenderFront.filter { it.inScreen() }
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visibleActorsRenderOverlay=actorsRenderOverlay.filter { it.inScreen() }
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//printdbg(this, "total visible actors: ${visibleActorsRenderMiddle.size}")
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}
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private fun repossessActor() {
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@@ -66,6 +66,13 @@ object IngameRenderer : Disposable {
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AppLoader.disposableSingletonsPool.add(this)
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}
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var renderingActorsCount = 0
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private set
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var renderingUIsCount = 0
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private set
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/*var renderingParticleCount = 0
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private set*/
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operator fun invoke(
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gamePaused: Boolean,
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world: GameWorldExtension,
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@@ -78,6 +85,14 @@ object IngameRenderer : Disposable {
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player: ActorWithBody? = null,
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uisToDraw: ArrayList<UICanvas>? = null
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) {
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renderingActorsCount = (actorsRenderBehind?.size ?: 0) +
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(actorsRenderMiddle?.size ?: 0) +
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(actorsRenderMidTop?.size ?: 0) +
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(actorsRenderFront?.size ?: 0) +
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(actorsRenderOverlay?.size ?: 0)
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//renderingParticleCount = particlesContainer?.size ?: 0
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renderingUIsCount = uisToDraw?.size ?: 0
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if (uisToDraw != null) {
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uiListToDraw = uisToDraw
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@@ -4,6 +4,7 @@ import net.torvald.terrarum.IngameInstance
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import net.torvald.terrarum.Point2i
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import net.torvald.terrarum.Terrarum
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import net.torvald.terrarum.blockproperties.Block
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import net.torvald.terrarum.blockproperties.BlockCodex
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import net.torvald.terrarum.gameactors.ActorWBMovable
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import net.torvald.terrarum.gameworld.GameWorld
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@@ -45,10 +46,26 @@ open class FixtureBase(blockBox0: BlockBox, val blockBoxProps: BlockBoxProps = B
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// posY: bottom of the blockBox
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// using the actor's hitbox
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// TODO: obviously check for collision
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for (x in posX until posX + blockBox.width) {
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for (y in posY until posY + blockBox.height) {
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// check for existing blocks (and fixtures)
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var hasCollision = false
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checkForCollision@
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for (y in posY until posY + blockBox.height) {
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for (x in posX until posX + blockBox.width) {
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val tile = world.getTileFromTerrain(x, y)
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if (BlockCodex[tile].isSolid || tile in Block.actorblocks) {
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hasCollision = true
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break@checkForCollision
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}
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}
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}
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if (hasCollision) return false
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// fill the area with the filler blocks
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for (y in posY until posY + blockBox.height) {
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for (x in posX until posX + blockBox.width) {
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if (blockBox.collisionType == BlockBox.ALLOW_MOVE_DOWN) {
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// if the collision type is allow_move_down, only the top surface tile should be "the platform"
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// lower part must not have such property (think of the table!)
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@@ -72,7 +89,7 @@ open class FixtureBase(blockBox0: BlockBox, val blockBoxProps: BlockBoxProps = B
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Terrarum.ingame!!.addNewActor(this)
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return true // TODO for the tests' sake, just get fucking spawned
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return true
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}
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@@ -32,8 +32,6 @@ class TikiTorchTester(originalID: ItemID) : GameItem(originalID) {
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override fun startPrimaryUse(delta: Float): Boolean {
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val torch = FixtureTikiTorch()
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//println("aroisetn")
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return torch.spawn(Terrarum.mouseTileX, Terrarum.mouseTileY - torch.blockBox.height + 1)
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// return true when placed, false when cannot be placed
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}
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@@ -10,6 +10,7 @@ import net.torvald.terrarum.Terrarum.mouseTileY
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import net.torvald.terrarum.controller.TerrarumController
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import net.torvald.terrarum.gameworld.GameWorld
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import net.torvald.terrarum.modulebasegame.Ingame
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import net.torvald.terrarum.modulebasegame.IngameRenderer
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import net.torvald.terrarum.modulebasegame.gameworld.GameWorldExtension
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import net.torvald.terrarum.modulebasegame.ui.ItemSlotImageFactory
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import net.torvald.terrarum.worlddrawer.CreateTileAtlas
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@@ -240,6 +241,9 @@ class BasicDebugInfoWindow : UICanvas() {
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Terrarum.fontSmallNumbers.draw(batch, "${ccM}Particles $ccG${(ingame as Ingame).particlesActive}",
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(2 + 41 * 8).toFloat(), Terrarum.HEIGHT - 10f)
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}
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Terrarum.fontSmallNumbers.draw(batch, "${ccY}Actors rendering $ccG${IngameRenderer.renderingActorsCount}",
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2f, Terrarum.HEIGHT - 18f)
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}
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/**
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