mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
control for using fixture changed to right click
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@@ -587,7 +587,7 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
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// left click: use item, use fixture, use something else
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// left click: use held item, attack, pick up fixture if i'm holding a pickaxe or hammer (aka tool), do 'bare hand action' if holding nothing
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override fun worldPrimaryClickStart(actor: ActorWithBody, delta: Float) {
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//println("[Ingame] worldPrimaryClickStart $delta")
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@@ -595,7 +595,6 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
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val itemOnGrip = ItemCodex[(actor as Pocketed).inventory.itemEquipped.get(GameItem.EquipPosition.HAND_GRIP)]
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// bring up the UIs of the fixtures (e.g. crafting menu from a crafting table)
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var uiOpened = false
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// TODO actorsUnderMouse: support ROUNDWORLD
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val actorsUnderMouse: List<FixtureBase> = getActorsAt(Terrarum.mouseX, Terrarum.mouseY).filterIsInstance<FixtureBase>()
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@@ -605,39 +604,14 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
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////////////////////////////////
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// #1. Try to open a UI under the cursor
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// scan for the one with non-null UI.
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// what if there's multiple of such fixtures? whatever, you are supposed to DISALLOW such situation.
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// if (itemOnGrip?.inventoryCategory != GameItem.Category.TOOL) { // don't open the UI when player's holding a tool
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for (kk in actorsUnderMouse.indices) {
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if (mouseInInteractableRange(actor) {
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actorsUnderMouse[kk].mainUI?.let {
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uiOpened = true
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// property 'uiFixture' is a dedicated property that the TerrarumIngame recognises.
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// when it's not null, the UI will be updated and rendered
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// when the UI is closed, it'll be replaced with a null value
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uiFixture = it
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it.setPosition(
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(Toolkit.drawWidth - it.width) / 4,
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(App.scr.height - it.height) / 4 // what the fuck?
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)
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it.setAsOpen()
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}
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0L
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} == 0L) break
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}
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// }
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// #2. If there is no UI under and if I'm holding an item, use it
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// #1. If ~~there is no UI under and~~ I'm holding an item, use it
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// don't want to open the UI and use the item at the same time, would ya?
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if (!uiOpened && itemOnGrip != null) {
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if (itemOnGrip != null) {
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val consumptionSuccessful = itemOnGrip.startPrimaryUse(actor, delta)
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if (consumptionSuccessful > -1)
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(actor as Pocketed).inventory.consumeItem(itemOnGrip, consumptionSuccessful)
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}
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// #3. If I'm not holding any item and I can do barehandaction (size big enough that barehandactionminheight check passes), perform it
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// #2. If I'm not holding any item and I can do barehandaction (size big enough that barehandactionminheight check passes), perform it
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else if (itemOnGrip == null) {
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mouseInInteractableRange(actor) {
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performBarehandAction(actor, delta)
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@@ -647,7 +621,8 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
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}
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override fun worldPrimaryClickEnd(actor: ActorWithBody, delta: Float) {
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val canPerformBarehandAction = actor.scale * actor.baseHitboxH >= actor.actorValue.getAsDouble(AVKey.BAREHAND_MINHEIGHT) ?: 4294967296.0
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val canPerformBarehandAction = actor.scale * actor.baseHitboxH >=
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(actor.actorValue.getAsDouble(AVKey.BAREHAND_MINHEIGHT) ?: 4294967296.0)
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val itemOnGrip = (actor as Pocketed).inventory.itemEquipped.get(GameItem.EquipPosition.HAND_GRIP)
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ItemCodex[itemOnGrip]?.endPrimaryUse(actor, delta)
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@@ -656,9 +631,40 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
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}
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}
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// right click: pick up fixture, open debug menu (if applicable)
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// right click: use fixture
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override fun worldSecondaryClickStart(actor: ActorWithBody, delta: Float) {
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// println("Secondary click start!")
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val itemOnGrip = ItemCodex[(actor as Pocketed).inventory.itemEquipped.get(GameItem.EquipPosition.HAND_GRIP)]
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var uiOpened = false
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val actorsUnderMouse: List<FixtureBase> = getActorsAt(Terrarum.mouseX, Terrarum.mouseY).filterIsInstance<FixtureBase>()
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if (actorsUnderMouse.size > 1) {
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App.printdbgerr(this, "Multiple fixtures at world coord ${Terrarum.mouseX}, ${Terrarum.mouseY}")
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}
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// #1. Try to open a UI under the cursor
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// scan for the one with non-null UI.
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// what if there's multiple of such fixtures? whatever, you are supposed to DISALLOW such situation.
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for (kk in actorsUnderMouse.indices) {
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if (mouseInInteractableRange(actor) {
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actorsUnderMouse[kk].mainUI?.let {
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uiOpened = true
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// property 'uiFixture' is a dedicated property that the TerrarumIngame recognises.
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// when it's not null, the UI will be updated and rendered
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// when the UI is closed, it'll be replaced with a null value
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uiFixture = it
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it.setPosition(
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(Toolkit.drawWidth - it.width) / 4,
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(App.scr.height - it.height) / 4 // what the fuck?
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)
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it.setAsOpen()
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}
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0L
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} == 0L) break
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}
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if (!uiOpened) {
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//...
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}
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}
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override fun worldSecondaryClickEnd(actor: ActorWithBody, delta: Float) {
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@@ -1,6 +1,5 @@
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package net.torvald.terrarum.modulebasegame.gameactors
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import com.badlogic.gdx.graphics.Color
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import net.torvald.gdx.graphics.Cvec
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import net.torvald.spriteanimation.SheetSpriteAnimation
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import net.torvald.terrarum.*
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@@ -272,9 +271,9 @@ open class FixtureSwingingDoorBase : FixtureBase, Luminous {
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// if (doorCloseQueued) Color.YELLOW
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// else if (doorStateTimer > doorHoldLength[doorState]!!) Color.LIME
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// else Color.CORAL
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this.sprite?.colourFilter = if (mouseOnLeftSide()) Color.CORAL
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else if (mouseOnRightSide()) Color.LIME
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else Color.WHITE
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// this.sprite?.colourFilter = if (mouseOnLeftSide()) Color.CORAL
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// else if (mouseOnRightSide()) Color.LIME
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// else Color.WHITE
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if (!flagDespawn && worldBlockPos != null) {
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