moved things a lot just so that splash screen shows up WHILE things load

This commit is contained in:
Minjae Song
2018-12-25 01:38:23 +09:00
parent 47da7d5b81
commit d7664c7f46
29 changed files with 434 additions and 400 deletions

View File

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