mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-11 19:14:05 +09:00
font bug sorta fixed, new splash: warning health and safety
Former-commit-id: f79503873f57e781480fa742ed1a058becb6c7a1 Former-commit-id: daeeed816b339958786746c3717670c724676a44
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@@ -11,6 +11,7 @@ import net.torvald.terrarum.gamecontroller.Key
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import net.torvald.terrarum.gamecontroller.KeyMap
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import net.torvald.terrarum.gamecontroller.KeyToggler
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import net.torvald.terrarum.gamemap.GameWorld
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import net.torvald.terrarum.gamemap.WorldSimulator
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import net.torvald.terrarum.gamemap.WorldTime
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import net.torvald.terrarum.mapdrawer.LightmapRenderer
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import net.torvald.terrarum.mapdrawer.MapCamera
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@@ -161,38 +162,56 @@ constructor() : BasicGameState() {
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setAppTitle()
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///////////////////////////
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// world-related updates //
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///////////////////////////
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world.updateWorldTime(delta)
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WorldSimulator(world, player, delta)
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WeatherMixer.update(gc, delta)
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world.globalLight = globalLightByTime.toInt()
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///////////////////////////
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// input-related updates //
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///////////////////////////
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GameController.processInput(gc.input)
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uiContainer.forEach { it.processInput(gc.input) }
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TileStats.update()
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////////////////////////////
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// camera-related updates //
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////////////////////////////
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MapDrawer.update(gc, delta)
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MapCamera.update(gc, delta)
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///////////////////////////
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// actor-related updates //
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///////////////////////////
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// determine whether the inactive actor should be re-active
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wakeDormantActors()
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// determine whether the actor should be active or dormant
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InactivateDistantActors()
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updateActors(gc, delta)
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// TODO thread pool(?)
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CollisionSolver.process()
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////////////////////////
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// ui-related updates //
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////////////////////////
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uiContainer.forEach { ui -> ui.update(gc, delta) }
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consoleHandler.update(gc, delta)
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debugWindow.update(gc, delta)
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notifier.update(gc, delta)
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/////////////////////////
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// app-related updates //
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/////////////////////////
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Terrarum.appgc.setVSync(Terrarum.appgc.fps >= Terrarum.VSYNC_TRIGGER_THRESHOLD)
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}
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@@ -204,8 +223,6 @@ constructor() : BasicGameState() {
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}
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override fun render(gc: GameContainer, sbg: StateBasedGame, g: Graphics) {
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g.setAntiAlias(true)
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setBlendNormal()
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// determine if lightmap blending should be done
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