detailed impl of fixtures WIP

This commit is contained in:
Minjae Song
2018-12-29 04:11:26 +09:00
parent 1afd50cf2d
commit f417ce00dc
9 changed files with 259 additions and 135 deletions

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@@ -5,119 +5,126 @@ package net.torvald.terrarum.blockproperties
*/
object Block {
val AIR = 0 // hard coded; this is the standard
const val AIR = 0 // hard coded; this is the standard
val STONE = 16
val STONE_QUARRIED = 17
val STONE_TILE_WHITE = 18
val STONE_BRICKS = 19
const val STONE = 16
const val STONE_QUARRIED = 17
const val STONE_TILE_WHITE = 18
const val STONE_BRICKS = 19
val DIRT = 32
val GRASS = 33
val GRASSWALL = 34
const val DIRT = 32
const val GRASS = 33
const val GRASSWALL = 34
val PLANK_NORMAL = 48
val PLANK_EBONY = 49
val PLANK_BIRCH = 50
val PLANK_BLOODROSE = 51
const val PLANK_NORMAL = 48
const val PLANK_EBONY = 49
const val PLANK_BIRCH = 50
const val PLANK_BLOODROSE = 51
val TRUNK_NORMAL = 64
val TRUNK_EBONY = 65
val TRUNK_BIRCH = 66
val TRUNK_BLOODROSE = 67
const val TRUNK_NORMAL = 64
const val TRUNK_EBONY = 65
const val TRUNK_BIRCH = 66
const val TRUNK_BLOODROSE = 67
val SAND = 80
val SAND_WHITE = 81
val SAND_RED = 82
val SAND_DESERT = 83
val SAND_BLACK = 84
val SAND_GREEN = 85
const val SAND = 80
const val SAND_WHITE = 81
const val SAND_RED = 82
const val SAND_DESERT = 83
const val SAND_BLACK = 84
const val SAND_GREEN = 85
val GRAVEL = 96
val GRAVEL_GREY = 97
const val GRAVEL = 96
const val GRAVEL_GREY = 97
val ORE_COPPER = 112
val ORE_IRON = 113
val ORE_GOLD = 114
val ORE_SILVER = 115
val ORE_ILMENITE = 116
val ORE_AURICHALCUM = 117
const val ORE_COPPER = 112
const val ORE_IRON = 113
const val ORE_GOLD = 114
const val ORE_SILVER = 115
const val ORE_ILMENITE = 116
const val ORE_AURICHALCUM = 117
val RAW_RUBY = 128
val RAW_EMERALD = 129
val RAW_SAPPHIRE = 130
val RAW_TOPAZ = 131
val RAW_DIAMOND = 132
val RAW_AMETHYST = 133
const val RAW_RUBY = 128
const val RAW_EMERALD = 129
const val RAW_SAPPHIRE = 130
const val RAW_TOPAZ = 131
const val RAW_DIAMOND = 132
const val RAW_AMETHYST = 133
val SNOW = 144
val ICE_FRAGILE = 145
val ICE_NATURAL = 146
val ICE_MAGICAL = 147
const val SNOW = 144
const val ICE_FRAGILE = 145
const val ICE_NATURAL = 146
const val ICE_MAGICAL = 147
val GLASS_CRUDE = 148
val GLASS_CLEAN = 149
const val GLASS_CRUDE = 148
const val GLASS_CLEAN = 149
val PLATFORM_STONE = 160
val PLATFORM_WOODEN = 161
val PLATFORM_EBONY = 162
val PLATFORM_BIRCH = 163
val PLATFORM_BLOODROSE = 164
const val PLATFORM_STONE = 160
const val PLATFORM_WOODEN = 161
const val PLATFORM_EBONY = 162
const val PLATFORM_BIRCH = 163
const val PLATFORM_BLOODROSE = 164
val TORCH = 176
val TORCH_FROST = 177
const val TORCH = 176
const val TORCH_FROST = 177
val TORCH_OFF = 192
val TORCH_FROST_OFF = 193
const val TORCH_OFF = 192
const val TORCH_FROST_OFF = 193
val ILLUMINATOR_WHITE = 208
val ILLUMINATOR_YELLOW = 209
val ILLUMINATOR_ORANGE = 210
val ILLUMINATOR_RED = 211
val ILLUMINATOR_FUCHSIA = 212
val ILLUMINATOR_PURPLE = 213
val ILLUMINATOR_BLUE = 214
val ILLUMINATOR_CYAN = 215
val ILLUMINATOR_GREEN = 216
val ILLUMINATOR_GREEN_DARK = 217
val ILLUMINATOR_BROWN = 218
val ILLUMINATOR_TAN = 219
val ILLUMINATOR_GREY_LIGHT = 220
val ILLUMINATOR_GREY_MED = 221
val ILLUMINATOR_GREY_DARK = 222
val ILLUMINATOR_BLACK = 223
const val ILLUMINATOR_WHITE = 208
const val ILLUMINATOR_YELLOW = 209
const val ILLUMINATOR_ORANGE = 210
const val ILLUMINATOR_RED = 211
const val ILLUMINATOR_FUCHSIA = 212
const val ILLUMINATOR_PURPLE = 213
const val ILLUMINATOR_BLUE = 214
const val ILLUMINATOR_CYAN = 215
const val ILLUMINATOR_GREEN = 216
const val ILLUMINATOR_GREEN_DARK = 217
const val ILLUMINATOR_BROWN = 218
const val ILLUMINATOR_TAN = 219
const val ILLUMINATOR_GREY_LIGHT = 220
const val ILLUMINATOR_GREY_MED = 221
const val ILLUMINATOR_GREY_DARK = 222
const val ILLUMINATOR_BLACK = 223
val ILLUMINATOR_WHITE_OFF = 224
val ILLUMINATOR_YELLOW_OFF = 225
val ILLUMINATOR_ORANGE_OFF = 226
val ILLUMINATOR_RED_OFF = 227
val ILLUMINATOR_FUCHSIA_OFF = 228
val ILLUMINATOR_PURPLE_OFF = 229
val ILLUMINATOR_BLUE_OFF = 230
val ILLUMINATOR_CYAN_OFF = 231
val ILLUMINATOR_GREEN_OFF = 232
val ILLUMINATOR_GREEN_DARK_OFF = 233
val ILLUMINATOR_BROWN_OFF = 234
val ILLUMINATOR_TAN_OFF = 235
val ILLUMINATOR_GREY_LIGHT_OFF = 236
val ILLUMINATOR_GREY_MED_OFF = 237
val ILLUMINATOR_GREY_DARK_OFF = 238
val ILLUMINATOR_BLACK_OFF = 239
const val ILLUMINATOR_WHITE_OFF = 224
const val ILLUMINATOR_YELLOW_OFF = 225
const val ILLUMINATOR_ORANGE_OFF = 226
const val ILLUMINATOR_RED_OFF = 227
const val ILLUMINATOR_FUCHSIA_OFF = 228
const val ILLUMINATOR_PURPLE_OFF = 229
const val ILLUMINATOR_BLUE_OFF = 230
const val ILLUMINATOR_CYAN_OFF = 231
const val ILLUMINATOR_GREEN_OFF = 232
const val ILLUMINATOR_GREEN_DARK_OFF = 233
const val ILLUMINATOR_BROWN_OFF = 234
const val ILLUMINATOR_TAN_OFF = 235
const val ILLUMINATOR_GREY_LIGHT_OFF = 236
const val ILLUMINATOR_GREY_MED_OFF = 237
const val ILLUMINATOR_GREY_DARK_OFF = 238
const val ILLUMINATOR_BLACK_OFF = 239
val SANDSTONE = 240
val SANDSTONE_WHITE = 241
val SANDSTONE_RED = 242
val SANDSTONE_DESERT = 243
val SANDSTONE_BLACK = 244
val SANDSTONE_GREEN = 245
const val SANDSTONE = 240
const val SANDSTONE_WHITE = 241
const val SANDSTONE_RED = 242
const val SANDSTONE_DESERT = 243
const val SANDSTONE_BLACK = 244
const val SANDSTONE_GREEN = 245
val LANTERN = 256
val SUNSTONE = 257
val DAYLIGHT_CAPACITOR = 258
const val LANTERN = 256
const val SUNSTONE = 257
const val DAYLIGHT_CAPACITOR = 258
val LAVA = 4094
val WATER = 4095
const val ACTORBLOCK_NO_COLLISION = 4191
const val ACTORBLOCK_FULL_COLLISION = 4092
const val ACTORBLOCK_ALLOW_MOVE_DOWN = 4093
const val ACTORBLOCK_NO_PASS_RIGHT = 4094
const val ACTORBLOCK_NO_PASS_LEFT = 4095
val NULL = -1
const val LAVA = 4094
const val WATER = 4095
const val NULL = -1
}

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@@ -1,8 +1,5 @@
package net.torvald.terrarum.gameactors
import net.torvald.random.HQRNG
import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.itemproperties.ItemCodex
import net.torvald.terrarum.itemproperties.ItemCodex.ACTORID_MIN
@@ -64,6 +61,8 @@ abstract class Actor(val renderOrder: RenderOrder) : Comparable<Actor>, Runnable
*/
abstract @Event fun onActorValueChange(key: String, value: Any?)
abstract fun dispose()
}
annotation class Event

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@@ -12,6 +12,4 @@ abstract class ActorWithBody(renderOrder: RenderOrder) : Actor(renderOrder) {
abstract fun drawBody(batch: SpriteBatch)
abstract fun drawGlow(batch: SpriteBatch)
open var tooltipText: String? = null // null: display nothing
abstract fun dispose()
}

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@@ -1,9 +1,13 @@
package net.torvald.terrarum.modulebasegame
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.InputAdapter
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import net.torvald.terrarum.*
import net.torvald.terrarum.AppLoader
import net.torvald.terrarum.IngameInstance
import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.Yaml
import net.torvald.terrarum.blockproperties.Block
import net.torvald.terrarum.gameactors.*
import net.torvald.terrarum.gamecontroller.KeyToggler
@@ -11,8 +15,8 @@ import net.torvald.terrarum.modulebasegame.gameactors.ActorHumanoid
import net.torvald.terrarum.modulebasegame.gameworld.GameWorldExtension
import net.torvald.terrarum.modulebasegame.gameworld.WorldTime
import net.torvald.terrarum.modulebasegame.ui.Notification
import net.torvald.terrarum.modulebasegame.ui.UIBuildingMakerToolbox
import net.torvald.terrarum.ui.UICanvas
import net.torvald.terrarum.ui.UINSMenu
import net.torvald.terrarum.worlddrawer.LightmapRenderer
import net.torvald.terrarum.worlddrawer.WorldCamera
import net.torvald.terrarumsansbitmap.gdx.TextureRegionPack
@@ -23,6 +27,32 @@ import kotlin.system.measureNanoTime
*/
class BuildingMaker(batch: SpriteBatch) : IngameInstance(batch) {
private val menuYaml = Yaml("""
- File
- New
- Export…
- Export sel…
- Import…
- Save world…
- Load world…
- Tool
- Pencil
- Eyedropper
- Select mrq.
- Move
- Undo
- Redo
- Time
- Morning
- Noon
- Dusk
- Night
- Set…
- Weather
- Sunny
- Raining
""".trimIndent())
private val timeNow = System.currentTimeMillis() / 1000
val gameWorld = GameWorldExtension(1, 1024, 256, timeNow, timeNow, 0)
@@ -49,7 +79,7 @@ class BuildingMaker(batch: SpriteBatch) : IngameInstance(batch) {
override var actorNowPlaying: ActorHumanoid? = MovableWorldCamera()
val uiToolbox = UIBuildingMakerToolbox()
val uiToolbox = UINSMenu("Menu", 100, menuYaml)
val notifier = Notification()
val uiContainer = ArrayList<UICanvas>()
@@ -106,7 +136,8 @@ class BuildingMaker(batch: SpriteBatch) : IngameInstance(batch) {
uiToolbox.setPosition(Terrarum.WIDTH - 20, 4)
uiToolbox.setPosition(0, 0)
uiToolbox.isVisible = true
notifier.setPosition(
(Terrarum.WIDTH - notifier.width) / 2, Terrarum.HEIGHT - notifier.height)
@@ -118,6 +149,11 @@ class BuildingMaker(batch: SpriteBatch) : IngameInstance(batch) {
LightmapRenderer.fireRecalculateEvent()
}
override fun show() {
Gdx.input.inputProcessor = BuildingMakerController(this)
super.show()
}
override fun render(delta: Float) {
Gdx.graphics.setTitle(Ingame.getCanonicalTitle())
@@ -172,7 +208,7 @@ class BuildingMaker(batch: SpriteBatch) : IngameInstance(batch) {
override fun resize(width: Int, height: Int) {
IngameRenderer.resize(Terrarum.WIDTH, Terrarum.HEIGHT)
uiToolbox.setPosition(Terrarum.WIDTH - 20, 4)
uiToolbox.setPosition(0, 0)
notifier.setPosition(
(Terrarum.WIDTH - notifier.width) / 2, Terrarum.HEIGHT - notifier.height)
println("[BuildingMaker] Resize event")
@@ -181,16 +217,49 @@ class BuildingMaker(batch: SpriteBatch) : IngameInstance(batch) {
override fun dispose() {
IngameRenderer.dispose()
}
private val menuYaml = Yaml("""
- File
- New
- Export
- Import
- Edit
""".trimIndent())
}
class BuildingMakerController(val screen: BuildingMaker) : InputAdapter() {
override fun touchUp(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
screen.uiContainer.forEach { it.touchUp(screenX, screenY, pointer, button) }
return true
}
override fun mouseMoved(screenX: Int, screenY: Int): Boolean {
screen.uiContainer.forEach { it.mouseMoved(screenX, screenY) }
return true
}
override fun keyTyped(character: Char): Boolean {
screen.uiContainer.forEach { it.keyTyped(character) }
return true
}
override fun scrolled(amount: Int): Boolean {
screen.uiContainer.forEach { it.scrolled(amount) }
return true
}
override fun keyUp(keycode: Int): Boolean {
screen.uiContainer.forEach { it.keyUp(keycode) }
return true
}
override fun touchDragged(screenX: Int, screenY: Int, pointer: Int): Boolean {
screen.uiContainer.forEach { it.touchDragged(screenX, screenY, pointer) }
return true
}
override fun keyDown(keycode: Int): Boolean {
screen.uiContainer.forEach { it.keyDown(keycode) }
return true
}
override fun touchDown(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
screen.uiContainer.forEach { it.touchDown(screenX, screenY, pointer, button) }
return true
}
}
class MovableWorldCamera : ActorHumanoid(0, usePhysics = false) {

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@@ -1,31 +1,53 @@
package net.torvald.terrarum.modulebasegame.gameactors
import net.torvald.terrarum.Point2d
import net.torvald.terrarum.blockproperties.Block
import net.torvald.terrarum.gameactors.ActorWBMovable
import net.torvald.terrarum.gameworld.GameWorld
/**
* Created by minjaesong on 2016-06-17.
*/
open class FixtureBase(physics: Boolean = true) :
ActorWBMovable(RenderOrder.BEHIND, immobileBody = true, usePhysics = physics) {
/**
* 0: Open
* 1: Blocked
* 2: Platform; can be stood on, press DOWN to go down. Also allows other blocks can be places on top of it (e.g. torch)
* 3: Wall_left; blocks rightward movement
* 4: Wall_right: blocks leftward movement
* 5: Same as 2 but player CANNOT go down
* For example, flag of 4 is good for tables; player can stand on, which means
* downward movement is blocked within the fixtures' AABB.
*/
var collisionFlag: Int = 0
open class FixtureBase(val blockBox: BlockBox) :
// disabling physics (not allowing the fixture to move) WILL make things easier
ActorWBMovable(RenderOrder.BEHIND, immobileBody = true, usePhysics = false) {
/**
* Block-wise position of this fixture when it's placed on the world. Null if it's not on the world
*/
private var worldBlockPos: Point2d? = null
/**
* Adds this instance of the fixture to the world
*/
open fun spawn() {
// place filler blocks
// place the filler blocks where:
// origin posX: centre-left if mouseX is on the right-half of the game window,
// centre-right otherwise
// origin posY: bottom
// place the actor within the blockBox where:
// posX: centre of the blockBox
// posY: bottom of the blockBox
// using the actor's hitbox
}
/**
* Removes this instance of the fixture from the world
*/
open fun despawn() {
// remove filler block
}
}
data class BlockBox(val collisionType: Int, val width: Int, val height: Int) {
companion object {
val COLLISION_OPEN = 0
val COLLISION_BLOCKED = 1
val COLLISION_PLATFORM = 2
val COLLISION_WALL_LEFT = 3
val COLLISION_WALL_RIGHT = 4
val COLLISION_PLATFORM_NOGODOWN = 5
const val NO_COLLISION = Block.ACTORBLOCK_NO_COLLISION
const val FULL_COLLISION = Block.ACTORBLOCK_FULL_COLLISION
const val ALLOW_MOVE_DOWN = Block.ACTORBLOCK_ALLOW_MOVE_DOWN
const val NO_PASS_RIGHT = Block.ACTORBLOCK_NO_PASS_RIGHT
const val NO_PASS_LEFT = Block.ACTORBLOCK_NO_PASS_LEFT
}
}

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@@ -7,14 +7,15 @@ import net.torvald.terrarum.blockproperties.BlockCodex
import net.torvald.terrarum.gameactors.AVKey
import net.torvald.terrarum.gameactors.Hitbox
import net.torvald.terrarum.gameactors.Luminous
import net.torvald.terrarum.gameworld.GameWorld
import net.torvald.terrarumsansbitmap.gdx.TextureRegionPack
import java.util.*
/**
* Created by minjaesong on 2016-06-17.
*/
internal class FixtureTikiTorch : FixtureBase(), Luminous {
internal class FixtureTikiTorch : FixtureBase(
BlockBox(BlockBox.NO_COLLISION, 1, 2)
), Luminous {
override var color: Color
get() = BlockCodex[Block.TORCH].luminosity

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@@ -0,0 +1,25 @@
package net.torvald.terrarum.modulebasegame.gameactors
import net.torvald.terrarum.ui.UICanvas
/**
* Furnitures that opens its own UI when right-clicked/interact-key-downed
*
* It is recommended to override dispose() as follows:
* ```
* override fun dispose() {
* closeUI() // UI will be closed when the furniture is being destroyed while the UI is opened
* super.dispose()
* }
* ```
*
* Created by minjaesong on 2018-12-29.
*/
interface Interactable {
val ui: UICanvas
fun openUI()
fun closeUI()
}

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