actorwbmovable: alias vars are latched to its update; sprite that's out of screen won't render

This commit is contained in:
minjaesong
2019-02-20 15:38:18 +09:00
parent 0984b65d65
commit c9ac844e75
3 changed files with 89 additions and 36 deletions

View File

@@ -330,16 +330,17 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
hitbox.translate(dx, dy)
}
inline val centrePosVector: Vector2
get() = Vector2(hitbox.centeredX, hitbox.centeredY)
inline val centrePosPoint: Point2d
get() = Point2d(hitbox.centeredX, hitbox.centeredY)
inline val feetPosVector: Vector2
get() = Vector2(hitbox.centeredX, hitbox.endY)
inline val feetPosPoint: Point2d
get() = Point2d(hitbox.centeredX, hitbox.endY)
inline val feetPosTile: IntArray
get() = intArrayOf(hIntTilewiseHitbox.centeredX.floorInt(), hIntTilewiseHitbox.endY.floorInt())
// get() methods are moved to update(), too much stray object being created is definitely not good
val centrePosVector: Vector2 = Vector2(0.0,0.0)
//get() = Vector2(hitbox.centeredX, hitbox.centeredY)
val centrePosPoint: Point2d = Point2d(0.0, 0.0)
//get() = Point2d(hitbox.centeredX, hitbox.centeredY)
val feetPosVector: Vector2 = Vector2(0.0,0.0)
//get() = Vector2(hitbox.centeredX, hitbox.endY)
val feetPosPoint: Point2d = Point2d(0.0,0.0)
//get() = Point2d(hitbox.centeredX, hitbox.endY)
val feetPosTile: Point2i = Point2i(0,0)
//get() = Point2i(hIntTilewiseHitbox.centeredX.floorInt(), hIntTilewiseHitbox.endY.floorInt())
override fun run() = update(AppLoader.UPDATE_RATE.toFloat())
@@ -435,6 +436,9 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
clampHitbox()
}
// update all the other variables //
// cheap solution for sticking into the wall while Left or Right is held
walledLeft = isWalled(hitbox, COLLIDING_LEFT)
walledRight = isWalled(hitbox, COLLIDING_RIGHT)
@@ -448,6 +452,14 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
walledBottom = false
colliding = false
}
centrePosVector.set(hitbox.centeredX, hitbox.centeredY)
centrePosPoint.set(hitbox.centeredX, hitbox.centeredY)
feetPosVector.set(hitbox.centeredX, hitbox.endY)
feetPosPoint.set(hitbox.centeredX, hitbox.endY)
feetPosTile.x = hIntTilewiseHitbox.centeredX.floorInt()
feetPosTile.y = hIntTilewiseHitbox.endY.floorInt()
}
}
@@ -1375,28 +1387,33 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
val offsetY = sprite.cellHeight * scale - hitbox.height - hitboxTranslateY * scale - 1
if (WorldCamera.xCentre > leftsidePadding && centrePosPoint.x <= rightsidePadding) {
// camera center neg, actor center pos
sprite.render(batch,
(hitbox.startX - offsetX).toFloat() + world!!.width * TILE_SIZE,
(hitbox.startY - offsetY).toFloat(),
(scale).toFloat()
)
}
else if (WorldCamera.xCentre < rightsidePadding && centrePosPoint.x >= leftsidePadding) {
// camera center pos, actor center neg
sprite.render(batch,
(hitbox.startX - offsetX).toFloat() - world!!.width * TILE_SIZE,
(hitbox.startY - offsetY).toFloat(),
(scale).toFloat()
)
}
else {
sprite.render(batch,
(hitbox.startX - offsetX).toFloat(),
(hitbox.startY - offsetY).toFloat(),
(scale).toFloat()
)
// FIXME test me: this extra IF statement is supposed to not draw actors that's outside of the camera.
// basic code without offsetX/Y DOES work, but obviously offsets are not tested.
if (hitbox.startX - offsetX in WorldCamera.x - hitbox.width - offsetX..WorldCamera.x + WorldCamera.width + offsetX &&
hitbox.endY + offsetY in WorldCamera.y - hitbox.height - offsetY..WorldCamera.y + WorldCamera.height + offsetY) {
if (WorldCamera.xCentre > leftsidePadding && centrePosPoint.x <= rightsidePadding) {
// camera center neg, actor center pos
sprite.render(batch,
(hitbox.startX - offsetX).toFloat() + world!!.width * TILE_SIZE,
(hitbox.startY - offsetY).toFloat(),
(scale).toFloat()
)
}
else if (WorldCamera.xCentre < rightsidePadding && centrePosPoint.x >= leftsidePadding) {
// camera center pos, actor center neg
sprite.render(batch,
(hitbox.startX - offsetX).toFloat() - world!!.width * TILE_SIZE,
(hitbox.startY - offsetY).toFloat(),
(scale).toFloat()
)
}
else {
sprite.render(batch,
(hitbox.startX - offsetX).toFloat(),
(hitbox.startY - offsetY).toFloat(),
(scale).toFloat()
)
}
}
}

View File

@@ -4,6 +4,7 @@ import com.badlogic.gdx.Gdx
import com.badlogic.gdx.InputAdapter
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.graphics.g2d.TextureRegion
import net.torvald.terrarum.*
import net.torvald.terrarum.blockproperties.Block
import net.torvald.terrarum.blockproperties.BlockCodex
@@ -157,15 +158,46 @@ class BuildingMaker(batch: SpriteBatch) : IngameInstance(batch) {
internal fun blockPosToRefID(x: Int, y: Int) = 1048576 + (y * gameWorld.width + x)
private var _testMarkerDrawCalls = 0L
private fun generateNewBlockMarkerVisible(x: Int, y: Int) = object : ActorWithBody(Actor.RenderOrder.OVERLAY) {
override var referenceID: ActorID? = blockPosToRefID(x, y) // custom refID
override val hitbox = Hitbox(x * 16.0, y * 16.0, 16.0, 16.0)
override fun drawBody(batch: SpriteBatch) {
batch.color = blockMarkerColour
batch.draw(blockMarkings.get(2,0), hitbox.startX.toFloat(), hitbox.startY.toFloat())
batch.draw(blockMarkings.get(2,0), hitbox.startX.toFloat() + world.width * TILE_SIZE, hitbox.startY.toFloat())
batch.draw(blockMarkings.get(2,0), hitbox.startX.toFloat() - world.width * TILE_SIZE, hitbox.startY.toFloat())
drawSpriteInGoodPosition(blockMarkings.get(2,0), batch)
}
private fun drawSpriteInGoodPosition(sprite: TextureRegion, batch: SpriteBatch) {
val leftsidePadding = world.width.times(TILE_SIZE) - WorldCamera.width.ushr(1)
val rightsidePadding = WorldCamera.width.ushr(1)
if (hitbox.startX in WorldCamera.x - hitbox.width..WorldCamera.x + WorldCamera.width.toDouble() &&
hitbox.startY in WorldCamera.y - hitbox.height..WorldCamera.y + WorldCamera.height.toDouble()) {
if (WorldCamera.xCentre > leftsidePadding && hitbox.centeredX <= rightsidePadding) {
// camera center neg, actor center pos
batch.draw(sprite,
hitbox.startX.toFloat() + world.width * TILE_SIZE,
hitbox.startY.toFloat()
)
}
else if (WorldCamera.xCentre < rightsidePadding && hitbox.centeredY >= leftsidePadding) {
// camera center pos, actor center neg
batch.draw(sprite,
hitbox.startX.toFloat() - world.width * TILE_SIZE,
hitbox.startY.toFloat()
)
}
else {
batch.draw(sprite,
hitbox.startX.toFloat(),
hitbox.startY.toFloat()
)
}
_testMarkerDrawCalls += 1
}
}
override fun drawGlow(batch: SpriteBatch) { }
@@ -342,7 +374,11 @@ class BuildingMaker(batch: SpriteBatch) : IngameInstance(batch) {
}
private fun renderGame() {
_testMarkerDrawCalls = 0L
IngameRenderer.invoke(world as GameWorldExtension, actorsRenderOverlay = if (showSelection) actorsRenderOverlay + essentialOverlays else essentialOverlays, uisToDraw = uiContainer)
AppLoader.setDebugTime("Test.MarkerDrawCalls", _testMarkerDrawCalls)
}
override fun resize(width: Int, height: Int) {

View File

@@ -75,7 +75,7 @@ open class ProjectileSimple(
lifetimeCounter += delta
if (walledTop || walledBottom || walledRight || walledLeft || lifetimeCounter >= lifetimeMax ||
// stuck check
BlockCodex[(Terrarum.ingame!!.world).getTileFromTerrain(feetPosTile[0], feetPosTile[1]) ?: Block.STONE].isSolid
BlockCodex[(Terrarum.ingame!!.world).getTileFromTerrain(feetPosTile.x, feetPosTile.y) ?: Block.STONE].isSolid
) {
flagDespawn()
}