seemingly working #41

This commit is contained in:
minjaesong
2021-08-21 21:43:52 +09:00
parent ca72a6fbe5
commit d315d61f68
3 changed files with 41 additions and 13 deletions

View File

@@ -565,9 +565,9 @@ open class TerrarumIngame(batch: SpriteBatch) : IngameInstance(batch) {
// synchronised Ingame Input Updater
// will also queue up the block/wall/wire placed events
ingameController.update(delta)
if (!paused) {
//hypothetical_input_capturing_function_if_you_finally_decided_to_forgo_gdx_input_processor_and_implement_your_own_to_synchronise_everything()
@@ -615,12 +615,12 @@ open class TerrarumIngame(batch: SpriteBatch) : IngameInstance(batch) {
}
/*if (!paused) {
if (!paused) {
// completely consume block change queues because why not
terrainChangeQueue.clear()
wallChangeQueue.clear()
wireChangeQueue.clear()
}*/
}
////////////////////////
@@ -859,13 +859,26 @@ open class TerrarumIngame(batch: SpriteBatch) : IngameInstance(batch) {
}
}
/*if (it is CuedByTerrainChange) {
printdbg(this, "actor is CuedByTerrainChange: ${terrainChangeQueue}")
if (it is CuedByTerrainChange) {
terrainChangeQueue.forEach { cue ->
printdbg(this, "Ingame actors terrainChangeCue: ${cue}")
it.updateForWorldChange(cue)
it.updateForTerrainChange(cue)
}
}*/
}
if (it is CuedByWallChange) {
wallChangeQueue.forEach { cue ->
printdbg(this, "Ingame actors wallChangeCue: ${cue}")
it.updateForWallChange(cue)
}
}
if (it is CuedByWireChange) {
wireChangeQueue.forEach { cue ->
printdbg(this, "Ingame actors wireChangeCue: ${cue}")
it.updateForWireChange(cue)
}
}
}
}
actorNowPlaying?.update(delta)

View File

@@ -65,6 +65,10 @@ open class FixtureBase(
}
}
override fun updateForTerrainChange(cue: IngameInstance.BlockChangeQueueItem) {
// TODO check for despawn code here
}
/**
* Adds this instance of the fixture to the world
*
@@ -187,9 +191,18 @@ interface CuedByTerrainChange {
*
* E.g. if a fixture block that is inside of BlockBox is missing, destroy and drop self.
*/
//fun updateForWorldChange(cue: IngameInstance.BlockChangeQueueItem)
fun updateForTerrainChange(cue: IngameInstance.BlockChangeQueueItem)
}
interface CuedByWallChange {
fun updateForWallChange(cue: IngameInstance.BlockChangeQueueItem)
}
interface CuedByWireChange {
fun updateForWireChange(cue: IngameInstance.BlockChangeQueueItem)
}
/**
* Standard 32-bit binary flags.
*