tile damage and wire layers are now save/loaded

This commit is contained in:
minjaesong
2021-08-26 23:11:03 +09:00
parent e5c25c5a10
commit c2fdb4b26a
15 changed files with 390 additions and 270 deletions

View File

@@ -2,7 +2,6 @@ package net.torvald.terrarum
import com.badlogic.gdx.Screen
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.utils.Queue
import net.torvald.terrarum.AppLoader.printdbg
import net.torvald.terrarum.gameactors.Actor
import net.torvald.terrarum.gameactors.BlockMarkerActor
@@ -10,7 +9,6 @@ import net.torvald.terrarum.gameitem.ItemID
import net.torvald.terrarum.gameworld.GameWorld
import net.torvald.terrarum.modulebasegame.IngameRenderer
import net.torvald.terrarum.modulebasegame.gameactors.ActorHumanoid
import net.torvald.terrarum.realestate.LandUtil
import net.torvald.terrarum.ui.ConsoleWindow
import net.torvald.util.SortedArrayList
import java.util.concurrent.locks.Lock
@@ -31,6 +29,8 @@ open class IngameInstance(val batch: SpriteBatch) : Screen {
val consoleOpened: Boolean
get() = consoleHandler.isOpened || consoleHandler.isOpening
var newWorldLoadedLatch = false
init {
consoleHandler.setPosition(0, 0)
@@ -40,6 +40,7 @@ open class IngameInstance(val batch: SpriteBatch) : Screen {
open var world: GameWorld = GameWorld.makeNullWorld()
set(value) {
newWorldLoadedLatch = true
printdbg(this, "Ingame instance ${this.hashCode()}, accepting new world ${value.layerTerrain}; called from")
printStackTrace(this)
field = value