mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
tossing items on the inventory
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@@ -352,6 +352,7 @@ open class IngameInstance(val batch: FlippingSpriteBatch, val isMultiplayer: Boo
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* If the actor is null, this function will do nothing.
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*/
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open fun queueActorAddition(actor: Actor?) {
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printdbg(this, "New actor $actor")
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if (actor == null) return
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actorAdditionQueue.add(actor to StackTraceRecorder())
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}
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@@ -48,6 +48,8 @@ typealias RGBA8888 = Int
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* Slick2d Version Created by minjaesong on 2015-12-30.
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*
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* LibGDX Version Created by minjaesong on 2017-06-15.
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*
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* Note: Blocks are NOT automatically added; they must be registered manually on the module's EntryPoint
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*/
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object Terrarum : Disposable {
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@@ -4,6 +4,7 @@ import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import com.badlogic.gdx.graphics.g2d.TextureRegion
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import com.jme3.math.FastMath
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import net.torvald.gdx.graphics.Cvec
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import net.torvald.terrarum.App.printdbg
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import net.torvald.terrarum.BlockCodex
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import net.torvald.terrarum.INGAME
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import net.torvald.terrarum.ItemCodex
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@@ -11,6 +12,7 @@ import net.torvald.terrarum.TerrarumAppConfiguration.TILE_SIZE
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import net.torvald.terrarum.TerrarumAppConfiguration.TILE_SIZED
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import net.torvald.terrarum.gameactors.*
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import net.torvald.terrarum.gameitems.*
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import org.dyn4j.geometry.Vector2
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/**
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* Created by minjaesong on 2016-03-15.
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@@ -48,7 +50,7 @@ open class DroppedItem : ActorWithBody {
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* @param topLeftX world-wise coord
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* @param topLeftY world-wise coord
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*/
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constructor(itemID: ItemID, topLeftX: Double, topLeftY: Double) : super(RenderOrder.MIDTOP, PhysProperties.PHYSICS_OBJECT) {
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constructor(itemID: ItemID, centreX: Double, bottomY: Double, spawnVelo: Vector2? = null) : super(RenderOrder.MIDTOP, PhysProperties.PHYSICS_OBJECT) {
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this.itemID = itemID
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if (itemID.isActor())
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@@ -56,10 +58,7 @@ open class DroppedItem : ActorWithBody {
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isVisible = true
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avBaseMass = if (itemID.isItem() || itemID.isWire())
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(ItemCodex[itemID]?.mass ?: 2.0).coerceAtMost(2.0)
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else
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BlockCodex[itemID].density / 1000.0 // block and wall
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avBaseMass = (ItemCodex[itemID]?.mass ?: 2.0).coerceAtMost(2.0)
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actorValue[AVKey.SCALE] = ItemCodex[itemID]?.scale ?: 1.0
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@@ -69,16 +68,21 @@ open class DroppedItem : ActorWithBody {
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0, 0
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)
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setPosition(topLeftX + (hitbox.width / 2.0), topLeftY + hitbox.height)
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setPosition(centreX, bottomY)
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// random horizontal movement
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val magn = Math.random() * 1.3
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externalV.x = if (isWalled(hitbox, COLLIDING_LEFT))
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Math.cos(Math.random() * Math.PI / 2) * magn
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else if (isWalled(hitbox, COLLIDING_RIGHT))
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Math.cos(Math.random() * Math.PI / 2 + Math.PI / 2) * magn
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else
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Math.cos(Math.random() * Math.PI) * magn
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if (spawnVelo == null) {
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val magn = Math.random() * 1.3
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externalV.x = if (isWalled(hitbox, COLLIDING_LEFT))
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Math.cos(Math.random() * Math.PI / 2) * magn
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else if (isWalled(hitbox, COLLIDING_RIGHT))
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Math.cos(Math.random() * Math.PI / 2 + Math.PI / 2) * magn
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else
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Math.cos(Math.random() * Math.PI) * magn
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}
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else {
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externalV.set(spawnVelo)
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}
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}
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override fun drawBody(batch: SpriteBatch) {
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@@ -108,11 +112,23 @@ open class DroppedItem : ActorWithBody {
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}
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}
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private fun getLum(itemID: ItemID): Cvec {
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return if (itemID.isBlock() || itemID.isWall()) {
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BlockCodex[itemID.substringAfter('@')].getLumCol(randKey1, randKey2)
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}
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else {
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Cvec(
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ItemCodex[itemID]?.itemProperties?.getAsFloat(AVKey.LUMR) ?: 0f,
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ItemCodex[itemID]?.itemProperties?.getAsFloat(AVKey.LUMG) ?: 0f,
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ItemCodex[itemID]?.itemProperties?.getAsFloat(AVKey.LUMB) ?: 0f,
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ItemCodex[itemID]?.itemProperties?.getAsFloat(AVKey.LUMA) ?: 0f,
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)
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}
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}
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override fun update(delta: Float) {
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if (this.itemID.isBlock() || this.itemID.isItem()) {
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BlockCodex[this.itemID].let {
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this.lightBoxList[0].light = it.getLumCol(randKey1, randKey2)
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}
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this.lightBoxList[0].light = getLum(this.itemID)
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}
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super.update(delta)
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@@ -121,8 +137,9 @@ open class DroppedItem : ActorWithBody {
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// merge into the already existing droppeditem with isStationary==true if one is detected
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if (!this.isStationary) {
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INGAME.findNearestActor(this) { it is DroppedItem && it.itemID == this.itemID && it.isStationary }?.let {
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INGAME.findNearestActor(this) { it is DroppedItem && it.itemID == this.itemID && it.isStationary && !it.flagDespawn }?.let {
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if (it.distance <= MERGER_RANGE) {
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// printdbg(this, "Dropped merger $itemID (${(it.get() as DroppedItem).itemCount} -> ${(it.get() as DroppedItem).itemCount + this.itemCount})")
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(it.get() as DroppedItem).itemCount += this.itemCount
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this.flagDespawn()
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}
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@@ -82,7 +82,7 @@ object PickaxeCore {
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if (Math.random() < dropProbability) {
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val drop = BlockCodex[tileBroken].drop
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if (drop.isNotBlank()) {
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INGAME.queueActorAddition(DroppedItem(drop, x * TILE_SIZED, y * TILE_SIZED))
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INGAME.queueActorAddition(DroppedItem(drop, (x + 0.5) * TILE_SIZED, (y + 1.0) * TILE_SIZED))
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}
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}
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}
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@@ -2,6 +2,8 @@ package net.torvald.terrarum.modulebasegame.gameitems
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import com.badlogic.gdx.graphics.g2d.TextureRegion
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import net.torvald.terrarum.*
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import net.torvald.terrarum.TerrarumAppConfiguration.TILE_SIZE
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import net.torvald.terrarum.TerrarumAppConfiguration.TILE_SIZED
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import net.torvald.terrarum.blockproperties.Block
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import net.torvald.terrarum.gameactors.AVKey
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import net.torvald.terrarum.gameactors.ActorWithBody
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@@ -91,7 +93,7 @@ object SledgehammerCore {
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if (Math.random() < dropProbability) {
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val drop = BlockCodex[tileBroken].drop
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if (drop.isNotBlank()) {
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INGAME.queueActorAddition(DroppedItem("wall@$drop", x * TerrarumAppConfiguration.TILE_SIZED, y * TerrarumAppConfiguration.TILE_SIZED))
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INGAME.queueActorAddition(DroppedItem("wall@$drop", (x + 0.5) * TILE_SIZED, (y + 1.0) * TILE_SIZED))
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}
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}
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}
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@@ -1,12 +1,15 @@
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package net.torvald.terrarum.modulebasegame.ui
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import com.badlogic.gdx.Gdx
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import com.badlogic.gdx.graphics.Camera
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.graphics.OrthographicCamera
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import net.torvald.terrarum.*
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import net.torvald.terrarum.App.printdbg
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import net.torvald.terrarum.TerrarumAppConfiguration.TILE_SIZED
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import net.torvald.terrarum.langpack.Lang
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import net.torvald.terrarum.modulebasegame.gameactors.DroppedItem
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import net.torvald.terrarum.modulebasegame.gameactors.FixtureInventory
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import net.torvald.terrarum.modulebasegame.ui.UIInventoryFull.Companion.CELLS_HOR
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import net.torvald.terrarum.modulebasegame.ui.UIInventoryFull.Companion.CELLS_VRT
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@@ -18,6 +21,7 @@ import net.torvald.terrarum.modulebasegame.ui.UIItemInventoryItemGrid.Companion.
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import net.torvald.terrarum.modulebasegame.ui.UIItemInventoryItemGrid.Companion.createInvCellGenericTouchDownFun
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import net.torvald.terrarum.ui.Toolkit
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import net.torvald.terrarum.ui.UICanvas
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import org.dyn4j.geometry.Vector2
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import kotlin.math.max
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import kotlin.math.min
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@@ -83,6 +87,25 @@ internal class UIInventoryCells(
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override fun updateUI(delta: Float) {
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itemList.update(delta)
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equipped.update(delta)
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// make tossing work on the inventory ui
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if (Gdx.input.isKeyJustPressed(ControlPresets.getKey("control_key_discard"))) {
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itemList.find { it.mouseUp }?.let { cell -> cell.item?.let { item ->
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val player = full.actor
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// remove an item from the inventory
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player.inventory.remove(item, 1)
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// create and spawn the droppeditem
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DroppedItem(item.dynamicID,
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player.hitbox.centeredX,
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player.hitbox.centeredY,
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Vector2(-4.0 * player.scale.sqrt() * player.sprite!!.flipHorizontal.toInt(1).minus(1), -0.1)
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).let { drop ->
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INGAME.queueActorAddition(drop)
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}
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// update inventory
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rebuildList()
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} }
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}
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}
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override fun renderUI(batch: SpriteBatch, camera: OrthographicCamera) {
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@@ -636,4 +636,19 @@ open class UIItemInventoryItemGrid(
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return true
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}
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fun find(predicate: (UIItemInventoryCellBase) -> Boolean): UIItemInventoryCellBase? {
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var c = 0
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var ret: UIItemInventoryCellBase? = null
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while (c < items.size) {
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if (predicate(items[c])) {
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ret = items[c]
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break
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}
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c++
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}
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return ret
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}
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}
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