new param 'frameDelta' on every render() function

This commit is contained in:
minjaesong
2024-01-04 16:38:58 +09:00
parent f2ecb109e6
commit f54a2133f9
116 changed files with 374 additions and 348 deletions

View File

@@ -1782,17 +1782,17 @@ open class ActorWithBody : Actor {
)
}
open fun drawGlow(batch: SpriteBatch) {
open fun drawGlow(frameDelta: Float, batch: SpriteBatch) {
if (isVisible && spriteGlow != null) {
blendNormalStraightAlpha(batch)
drawSpriteInGoodPosition(spriteGlow!!, batch)
drawSpriteInGoodPosition(frameDelta, spriteGlow!!, batch)
}
}
open fun drawBody(batch: SpriteBatch) {
open fun drawBody(frameDelta: Float, batch: SpriteBatch) {
if (isVisible && sprite != null) {
BlendMode.resolve(drawMode, batch)
drawSpriteInGoodPosition(sprite!!, batch)
drawSpriteInGoodPosition(frameDelta, sprite!!, batch)
}
// debug display of hIntTilewiseHitbox
@@ -1813,7 +1813,7 @@ open class ActorWithBody : Actor {
}
}
protected fun drawSpriteInGoodPosition(sprite: SpriteAnimation, batch: SpriteBatch) {
protected fun drawSpriteInGoodPosition(frameDelta: Float, sprite: SpriteAnimation, batch: SpriteBatch) {
if (world == null) return
val offsetX = 0f
@@ -1823,7 +1823,7 @@ open class ActorWithBody : Actor {
val posY = hitbox.startY.plus(PHYS_EPSILON_DIST).toFloat()
drawBodyInGoodPosition(posX, posY) { x, y ->
sprite.render(batch, x + offsetX, y + offsetY, scale.toFloat())
sprite.render(frameDelta, batch, x + offsetX, y + offsetY, scale.toFloat())
}
}

View File

@@ -50,7 +50,7 @@ class BlockMarkerActor : ActorWithBody(Actor.RenderOrder.OVERLAY, physProp = Phy
}
override fun drawBody(batch: SpriteBatch) {
override fun drawBody(frameDelta: Float, batch: SpriteBatch) {
if (isVisible) {
if (markerMode == MarkerMode.FIXTURE_GHOST) {
if (INGAME.actorNowPlaying != null) {
@@ -60,7 +60,7 @@ class BlockMarkerActor : ActorWithBody(Actor.RenderOrder.OVERLAY, physProp = Phy
if (ghost != null) {
// batch.color = ghostColour
batch.shader.setUniformf("ghostColour", ghostColour.r, ghostColour.g, ghostColour.b, ghostColour.a)
drawSpriteInGoodPosition(ghost!!, batch)
drawSpriteInGoodPosition(frameDelta, ghost!!, batch)
}
// 0L
// }
@@ -70,7 +70,7 @@ class BlockMarkerActor : ActorWithBody(Actor.RenderOrder.OVERLAY, physProp = Phy
if (ghost != null) {
// batch.color = ghostColour
batch.shader.setUniformf("ghostColour", ghostColour.r, ghostColour.g, ghostColour.b, ghostColour.a)
drawSpriteInGoodPosition(ghost!!, batch)
drawSpriteInGoodPosition(frameDelta, ghost!!, batch)
}
}
}
@@ -86,7 +86,7 @@ class BlockMarkerActor : ActorWithBody(Actor.RenderOrder.OVERLAY, physProp = Phy
batch.color = Color.WHITE
}
override fun drawGlow(batch: SpriteBatch) {
override fun drawGlow(frameDelta: Float, batch: SpriteBatch) {
batch.color = Color.WHITE
}

View File

@@ -72,7 +72,7 @@ class WireActor : ActorWithBody, NoSerialise {
override fun update(delta: Float) {
}
override fun drawBody(batch: SpriteBatch) {
override fun drawBody(frameDelta: Float, batch: SpriteBatch) {
if (isVisible && sprite != null) {
if (WireCodex[wireID].accepts == "digital_3bits") {
// "digital_3bits" must come right after three wires it bundles
@@ -89,7 +89,7 @@ class WireActor : ActorWithBody, NoSerialise {
}
BlendMode.resolve(drawMode, batch)
drawSpriteInGoodPosition(sprite!!, batch)
drawSpriteInGoodPosition(frameDelta, sprite!!, batch)
}
}
}