mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-18 06:24:06 +09:00
moved things a lot just so that splash screen shows up WHILE things load
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@@ -54,7 +54,7 @@ open class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
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* list of Actors that is sorted by Actors' referenceID
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*/
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//val ACTORCONTAINER_INITIAL_SIZE = 64
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val PARTICLES_MAX = Terrarum.getConfigInt("maxparticles")
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val PARTICLES_MAX = AppLoader.getConfigInt("maxparticles")
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//val actorContainer = ArrayList<Actor>(ACTORCONTAINER_INITIAL_SIZE)
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//val actorContainerInactive = ArrayList<Actor>(ACTORCONTAINER_INITIAL_SIZE)
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val particlesContainer = CircularArray<ParticleBase>(PARTICLES_MAX)
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@@ -305,14 +305,14 @@ open class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
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width = 900,
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height = Terrarum.HEIGHT - 160,
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categoryWidth = 210,
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toggleKeyLiteral = Terrarum.getConfigInt("keyinventory")
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toggleKeyLiteral = AppLoader.getConfigInt("keyinventory")
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)*/
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/*uiInventoryPlayer.setPosition(
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-uiInventoryPlayer.width,
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70
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)*/
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uiInventoryPlayer = UIInventoryFull(actorNowPlaying,
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toggleKeyLiteral = Terrarum.getConfigInt("keyinventory")
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toggleKeyLiteral = AppLoader.getConfigInt("keyinventory")
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)
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uiInventoryPlayer.setPosition(0, 0)
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@@ -470,7 +470,7 @@ open class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
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if (false && Terrarum.getConfigBoolean("multithread")) { // NO MULTITHREADING: camera don't like concurrent modification (jittery actor movements)
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if (false && AppLoader.getConfigBoolean("multithread")) { // NO MULTITHREADING: camera don't like concurrent modification (jittery actor movements)
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if (firstTimeRun || updateThreadWrapper.state == Thread.State.TERMINATED) {
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updateThreadWrapper = Thread(ingameUpdateThread, "Terrarum UpdateThread")
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updateThreadWrapper.start()
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@@ -485,7 +485,7 @@ open class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
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while (updateDeltaCounter >= renderRate) {
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//updateGame(delta)
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Terrarum.debugTimers["Ingame.update"] = measureNanoTime { updateGame(delta) }
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AppLoader.debugTimers["Ingame.update"] = measureNanoTime { updateGame(delta) }
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updateDeltaCounter -= renderRate
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updateTries++
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@@ -501,7 +501,7 @@ open class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
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/** RENDER CODE GOES HERE */
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//renderGame(batch)
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Terrarum.debugTimers["Ingame.render"] = measureNanoTime { renderGame() }
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AppLoader.debugTimers["Ingame.render"] = measureNanoTime { renderGame() }
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}
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protected fun updateGame(delta: Float) {
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