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https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
able to load player sprite from the disk archive
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@@ -12,6 +12,7 @@ The main game directory is composed of following directories:
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[-2] spritedef,
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[-3] optional spritedef-glow,
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[-1025] sprite-bodypart-name-to-entry-number-map.properties,
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[-1026] spriteglow-bodypart-name-to-entry-number-map.properties,
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[1+] optional bodyparts tga.gz
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}
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*if file -1025 is not there, read bodyparts from assets directory
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@@ -1,37 +0,0 @@
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# complete file name is: SPRITESHEET + bodypart name + EXTENSION
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SPRITESHEET=mods/basegame/sprites/test_werebeast/taimuglow_
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EXTENSION=.tga
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# defines frame size and origin point. Origin point is given as: (originx, size.y - 1)
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# ORIGINY is deduced from the sprite size as shown in above; you only need to set ORIGINX
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CONFIG=SIZE 64,98;ORIGINX 40
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# note to self: don't implement skeleton hierarchy: there's too many exceptions
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# besides, you have "ALL" key.
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! a skeleton also defines what body parts (images) be used.
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! you can also write multiline text using reverse solidus; this is a feature of .properties
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! skeleton joints are ordered: foremost-drawn object comes first, which means lowermost object IN THIS LIST
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! are painted first, and any object that comes before it will paint over it. In other words, this list is
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! first reversed then being iterated.
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! Joints' original point is defined in the document sprite_joints.psd. It also has visual representations.
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# TODO right now accessory points are explicitly defined. Should they be injected in run-time?
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SKELETON_STAND=HEADGEAR 0,32;\
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ARM_REST_LEFT -8,49;HELD_ITEM -6,11;\
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HEAD 2,83;\
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TORSO_0 0,55;\
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TORSO_1 0,55;\
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LEG_REST_RIGHT -4,22;\
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LEG_REST_LEFT 7,22;\
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ARM_REST_RIGHT 11,51;\
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TAIL_0 -11,27
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# skeleton_stand is used for testing purpose
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ANIM_RUN=DELAY 0.3;ROW 2;SKELETON SKELETON_STAND
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ANIM_RUN_1=LEG_REST_RIGHT 2,2;LEG_REST_LEFT -2,0;TAIL_0 1,0
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ANIM_RUN_2=ALL 0,2;LEG_REST_RIGHT 0,-2;LEG_REST_LEFT 0,2;TAIL_0 -1,0
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ANIM_RUN_3=LEG_REST_RIGHT -2,0;LEG_REST_LEFT 2,2;TAIL_0 -1,0
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ANIM_RUN_4=ALL 0,2;LEG_REST_RIGHT 0,2;LEG_REST_LEFT 0,-2;TAIL_0 1,0
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ANIM_IDLE=DELAY 2;ROW 1;SKELETON SKELETON_STAND
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ANIM_IDLE_1=TORSO_1 0,-999;HEAD 0,-1
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ANIM_IDLE_2=TORSO_0 0,-999;ARM_REST_LEFT 0,1;ARM_REST_RIGHT 0,1
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@@ -1,37 +0,0 @@
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# complete file name is: SPRITESHEET + bodypart name + EXTENSION
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SPRITESHEET=mods/basegame/sprites/test_werebeast/taimu_
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EXTENSION=.tga
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# defines frame size and origin point. Origin point is given as: (originx, size.y - 1)
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# ORIGINY is deduced from the sprite size as shown in above; you only need to set ORIGINX
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CONFIG=SIZE 64,98;ORIGINX 40
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# note to self: don't implement skeleton hierarchy: there's too many exceptions
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# besides, you have "ALL" key.
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! a skeleton also defines what body parts (images) be used.
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! you can also write multiline text using reverse solidus; this is a feature of .properties
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! skeleton joints are ordered: foremost-drawn object comes first, which means lowermost object IN THIS LIST
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! are painted first, and any object that comes before it will paint over it. In other words, this list is
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! first reversed then being iterated.
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! Joints' original point is defined in the document sprite_joints.psd. It also has visual representations.
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# TODO right now accessory points are explicitly defined. Should they be injected in run-time?
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SKELETON_STAND=HEADGEAR 0,32;\
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ARM_REST_LEFT -8,49;HELD_ITEM -6,11;\
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HEAD 2,83;\
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TORSO_0 0,55;\
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TORSO_1 0,55;\
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LEG_REST_RIGHT -4,22;\
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LEG_REST_LEFT 7,22;\
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ARM_REST_RIGHT 11,51;\
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TAIL_0 -11,27
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# skeleton_stand is used for testing purpose
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ANIM_RUN=DELAY 0.3;ROW 2;SKELETON SKELETON_STAND
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ANIM_RUN_1=LEG_REST_RIGHT 2,2;LEG_REST_LEFT -2,0;TAIL_0 1,0
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ANIM_RUN_2=ALL 0,2;LEG_REST_RIGHT 0,-2;LEG_REST_LEFT 0,2;TAIL_0 -1,0
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ANIM_RUN_3=LEG_REST_RIGHT -2,0;LEG_REST_LEFT 2,2;TAIL_0 -1,0
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ANIM_RUN_4=ALL 0,2;LEG_REST_RIGHT 0,2;LEG_REST_LEFT 0,-2;TAIL_0 1,0
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ANIM_IDLE=DELAY 2;ROW 1;SKELETON SKELETON_STAND
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ANIM_IDLE_1=TORSO_1 0,-999;HEAD 0,-1
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ANIM_IDLE_2=TORSO_0 0,-999;ARM_REST_LEFT 0,1;ARM_REST_RIGHT 0,1
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@@ -3,6 +3,7 @@ package net.torvald.spriteassembler
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import com.badlogic.gdx.Gdx
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import com.badlogic.gdx.graphics.Pixmap
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import com.badlogic.gdx.utils.GdxRuntimeException
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import net.torvald.terrarum.App.printdbg
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import net.torvald.terrarum.linearSearch
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import net.torvald.terrarum.serialise.Common
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import net.torvald.terrarum.tvda.ByteArray64InputStream
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@@ -22,7 +23,7 @@ import kotlin.collections.HashMap
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*/
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object AssembleSheetPixmap {
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private fun drawAndGetCanvas(properties: ADProperties, fileGetter: (String) -> InputStream): Pixmap {
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private fun drawAndGetCanvas(properties: ADProperties, fileGetter: (String) -> InputStream?): Pixmap {
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val canvas = Pixmap(properties.cols * properties.frameWidth, properties.rows * properties.frameHeight, Pixmap.Format.RGBA8888)
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canvas.blending = Pixmap.Blending.SourceOver
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@@ -35,15 +36,21 @@ object AssembleSheetPixmap {
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}
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fun fromAssetsDir(properties: ADProperties) = drawAndGetCanvas(properties) { partName: String ->
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Gdx.files.internal("assets/${properties.toFilename(partName)}").read()
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val file = Gdx.files.internal("assets/${properties.toFilename(partName)}")
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if (file.exists()) file.read() else null
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}
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fun fromVirtualDisk(disk: SimpleFileSystem, properties: ADProperties): Pixmap {
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fun fromVirtualDisk(disk: SimpleFileSystem, entrynum: Long, properties: ADProperties): Pixmap {
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val bodypartMapping = Properties()
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bodypartMapping.load(ByteArray64Reader(disk.getFile(-1025L)!!.bytes, Common.CHARSET))
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bodypartMapping.load(ByteArray64Reader(disk.getFile(entrynum)!!.bytes, Common.CHARSET))
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val fileGetter = { partName: String ->
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ByteArray64InputStream(disk.getFile(bodypartMapping[partName] as Long)!!.bytes)
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bodypartMapping.getProperty(partName).let {
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if (it != null)
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ByteArray64InputStream(disk.getFile(bodypartMapping.getProperty(partName).toLong())!!.bytes)
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else
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null
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}
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}
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return drawAndGetCanvas(properties, fileGetter)
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@@ -52,19 +59,24 @@ object AssembleSheetPixmap {
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private fun drawThisFrame(frameName: String,
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canvas: Pixmap,
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properties: ADProperties,
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fileGetter: (String) -> InputStream
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fileGetter: (String) -> InputStream?
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) {
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val theAnim = properties.getAnimByFrameName(frameName)
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val skeleton = theAnim.skeleton.joints.reversed()
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val transforms = properties.getTransform(frameName)
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val bodypartOrigins = properties.bodyparts
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val bodypartImages = properties.bodyparts.keys.map {
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try {
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val bytes = fileGetter(it).readAllBytes()
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it to Pixmap(bytes, 0, bytes.size)
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}
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catch (e: GdxRuntimeException) {
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it to null
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val bodypartImages = properties.bodyparts.keys.map { partname ->
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fileGetter(partname).let { file ->
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if (file == null) partname to null
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else {
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try {
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val bytes = file.readAllBytes()
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partname to Pixmap(bytes, 0, bytes.size)
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}
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catch (e: GdxRuntimeException) {
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partname to null
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}
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}
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}
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}.toMap()
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val transformList = AssembleFrameBase.makeTransformList(skeleton, transforms)
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@@ -701,7 +701,7 @@ fun AppUpdateListOfSavegames() {
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e.printStackTrace()
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null
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}
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}.filter { it != null }.sortedByDescending { it!!.diskFile.lastModified() } as List<DiskSkimmer>).forEach {
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}.filter { it != null }.sortedByDescending { it!!.getLastModifiedOfFirstFile() } as List<DiskSkimmer>).forEach {
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println(it.diskFile.absolutePath)
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it.rebuild() // disk skimmer was created without initialisation, so do it now
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@@ -724,7 +724,7 @@ fun AppUpdateListOfSavegames() {
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e.printStackTrace()
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null
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}
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}.filter { it != null }.sortedByDescending { it!!.diskFile.lastModified() } as List<DiskSkimmer>).forEach {
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}.filter { it != null }.sortedByDescending { it!!.getLastModifiedOfFirstFile() } as List<DiskSkimmer>).forEach {
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println(it.diskFile.absolutePath)
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it.rebuild() // disk skimmer was created without initialisation, so do it now
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@@ -87,9 +87,9 @@ class IngamePlayer : ActorHumanoid {
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fun reassembleSprite(disk: SimpleFileSystem, sprite: SpriteAnimation?, spriteGlow: SpriteAnimation? = null) {
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if (animDesc != null && sprite != null)
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_rebuild(disk, animDesc!!, sprite)
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_rebuild(disk, -1025L, animDesc!!, sprite)
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if (animDescGlow != null && spriteGlow != null)
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_rebuild(disk, animDescGlow!!, spriteGlow)
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_rebuild(disk, -1026L, animDescGlow!!, spriteGlow)
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}
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private fun _rebuild(ad: ADProperties, sprite: SpriteAnimation) {
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@@ -116,10 +116,10 @@ class IngamePlayer : ActorHumanoid {
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sprite.nRows = newAnimDelays.size
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}
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private fun _rebuild(disk: SimpleFileSystem, ad: ADProperties, sprite: SpriteAnimation) {
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private fun _rebuild(disk: SimpleFileSystem, entrynum: Long, ad: ADProperties, sprite: SpriteAnimation) {
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// TODO injecting held item/armour pictures? Would it be AssembleSheetPixmap's job?
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val pixmap = if (disk.getEntry(-1025) != null) AssembleSheetPixmap.fromVirtualDisk(disk, ad) else AssembleSheetPixmap.fromAssetsDir(ad)
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val pixmap = if (disk.getEntry(entrynum) != null) AssembleSheetPixmap.fromVirtualDisk(disk, entrynum, ad) else AssembleSheetPixmap.fromAssetsDir(ad)
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val texture = Texture(pixmap)
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texture.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
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pixmap.dispose()
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@@ -222,8 +222,16 @@ class UILoadDemoSavefiles : UICanvas() {
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if (mode == 2) {
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loadFired += 1
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// to hide the "flipped skybox" artefact
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batch.end()
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gdxClearAndSetBlend(.094f, .094f, .094f, 0f)
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batch.begin()
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batch.color = Color.WHITE
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val txt = Lang["MENU_IO_LOADING"]
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App.fontGame.draw(batch, txt, (App.scr.width - App.fontGame.getWidth(txt)) / 2f, (App.scr.height - App.fontGame.lineHeight) / 2f)
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if (loadFired == 2) {
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LoadSavegame(playerDisk!!, worldDisk)
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}
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@@ -10,6 +10,7 @@ import net.torvald.terrarum.Terrarum
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import net.torvald.terrarum.modulebasegame.TerrarumIngame
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import net.torvald.terrarum.modulebasegame.WorldgenLoadScreen
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import net.torvald.terrarum.modulebasegame.gameactors.PlayerBuilderTestSubject1
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import net.torvald.terrarum.modulebasegame.gameactors.PlayerBuilderWerebeastTest
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import net.torvald.terrarum.ui.UICanvas
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import net.torvald.terrarum.utils.RandomWordsName
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@@ -39,7 +40,8 @@ class UIProxyNewRandomGame : UICanvas() {
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val ingame = TerrarumIngame(App.batch)
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val worldParam = TerrarumIngame.NewGameParams(
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PlayerBuilderTestSubject1(),
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// PlayerBuilderTestSubject1(),
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PlayerBuilderWerebeastTest(),
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TerrarumIngame.NewWorldParameters(2880, 1350, HQRNG().nextLong(), RandomWordsName(4))
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)
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// val worldParam = TerrarumIngame.NewWorldParameters(2880, 1350, 0x51621D)
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@@ -69,7 +69,7 @@ removefile:
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*/
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private var entryToOffsetTable = HashMap<EntryID, Long>()
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lateinit var fa: RandomAccessFile//RandomAccessFile(diskFile, "rw")
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val fa: RandomAccessFile = RandomAccessFile(diskFile, "rw")
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private fun debugPrintln(s: Any) {
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if (false) println(s.toString())
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@@ -87,7 +87,7 @@ removefile:
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fun rebuild() {
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checkFileSanity() // state of the file may have been changed (e.g. file deleted) so we check again
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fa = RandomAccessFile(diskFile, "rw")
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// fa = RandomAccessFile(diskFile, "rw")
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val fis = FileInputStream(diskFile)
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var currentPosition = fis.skip(VirtualDisk.HEADER_SIZE) // skip disk header
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@@ -353,6 +353,13 @@ removefile:
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return bytes.toCanonicalString(charset)
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}
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fun getLastModifiedOfFirstFile(): Long {
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val bytes = ByteArray(6)
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fa.seek(326L)
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fa.read(bytes)
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return bytes.toInt48()
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}
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///////////////////////////////////////////////////////
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// THESE ARE METHODS TO SUPPORT ON-LINE MODIFICATION //
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///////////////////////////////////////////////////////
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