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

View File

@@ -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) {

View File

@@ -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
}
}

View File

@@ -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

View File

@@ -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()
}