font bug sorta fixed, new splash: warning health and safety

Former-commit-id: f79503873f57e781480fa742ed1a058becb6c7a1
Former-commit-id: daeeed816b339958786746c3717670c724676a44
This commit is contained in:
Song Minjae
2016-08-05 01:59:43 +09:00
parent 17c39c1824
commit fa5e95a89d
38 changed files with 483 additions and 82 deletions

View File

@@ -11,6 +11,7 @@ import net.torvald.terrarum.gamecontroller.Key
import net.torvald.terrarum.gamecontroller.KeyMap
import net.torvald.terrarum.gamecontroller.KeyToggler
import net.torvald.terrarum.gamemap.GameWorld
import net.torvald.terrarum.gamemap.WorldSimulator
import net.torvald.terrarum.gamemap.WorldTime
import net.torvald.terrarum.mapdrawer.LightmapRenderer
import net.torvald.terrarum.mapdrawer.MapCamera
@@ -161,38 +162,56 @@ constructor() : BasicGameState() {
setAppTitle()
///////////////////////////
// world-related updates //
///////////////////////////
world.updateWorldTime(delta)
WorldSimulator(world, player, delta)
WeatherMixer.update(gc, delta)
world.globalLight = globalLightByTime.toInt()
///////////////////////////
// input-related updates //
///////////////////////////
GameController.processInput(gc.input)
uiContainer.forEach { it.processInput(gc.input) }
TileStats.update()
////////////////////////////
// camera-related updates //
////////////////////////////
MapDrawer.update(gc, delta)
MapCamera.update(gc, delta)
///////////////////////////
// actor-related updates //
///////////////////////////
// determine whether the inactive actor should be re-active
wakeDormantActors()
// determine whether the actor should be active or dormant
InactivateDistantActors()
updateActors(gc, delta)
// TODO thread pool(?)
CollisionSolver.process()
////////////////////////
// ui-related updates //
////////////////////////
uiContainer.forEach { ui -> ui.update(gc, delta) }
consoleHandler.update(gc, delta)
debugWindow.update(gc, delta)
notifier.update(gc, delta)
/////////////////////////
// app-related updates //
/////////////////////////
Terrarum.appgc.setVSync(Terrarum.appgc.fps >= Terrarum.VSYNC_TRIGGER_THRESHOLD)
}
@@ -204,8 +223,6 @@ constructor() : BasicGameState() {
}
override fun render(gc: GameContainer, sbg: StateBasedGame, g: Graphics) {
g.setAntiAlias(true)
setBlendNormal()
// determine if lightmap blending should be done