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new block: scaffolding (does not fall yet)
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assets/mods/basegame/blocks/272.tga
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assets/mods/basegame/blocks/272.tga
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@@ -98,6 +98,10 @@
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"256";"256";"BLOCK_LANTERN_IRON_REGULAR";"0.0312";"0.0312";"0.0312";"0.0312";"1";"N/A";"FXTR";"0";"0";"0";"0";"0";"0";"16";"1.0000";"0.6372";"0.0000";"0.0000";"N/A";"N/A"
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"257";"257";"BLOCK_SUNSTONE";"0.1252";"0.1252";"0.1252";"0.1252";"1";"N/A";"ROCK";"1";"0";"0";"0";"2";"0";"16";"0.0000";"0.0000";"0.0000";"0.0000";"N/A";"N/A"
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"258";"258";"BLOCK_DAYLIGHT_CAPACITOR";"0.1252";"0.1252";"0.1252";"0.1252";"1";"N/A";"GLAS";"1";"0";"0";"0";"3";"0";"16";"0.0000";"0.0000";"0.0000";"0.0000";"N/A";"N/A"
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"272";"272";"BLOCK_SCAFFOLDING_NORMAL";"0.0";"0.0";"0.0";"0.0";"1";"N/A";"WOOD";"0";"1";"0";"1";"0";"0";"16";"0.0";"0.0";"0.0";"0.0";"N/A";"N/A"
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"273";"273";"BLOCK_SCAFFOLDING_EBONY";"0.0";"0.0";"0.0";"0.0";"1";"N/A";"WOOD";"0";"1";"0";"1";"0";"0";"16";"0.0";"0.0";"0.0";"0.0";"N/A";""
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"274";"274";"BLOCK_SCAFFOLDING_BIRCH";"0.0";"0.0";"0.0";"0.0";"1";"N/A";"WOOD";"0";"1";"0";"1";"0";"0";"16";"0.0";"0.0";"0.0";"0.0";"N/A";""
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"275";"275";"BLOCK_SCAFFOLDING_BLOODROSE";"0.0";"0.0";"0.0";"0.0";"1";"N/A";"WOOD";"0";"1";"0";"1";"0";"0";"16";"0.0";"0.0";"0.0";"0.0";"N/A";""
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"4091";"0";"ACTORBLOCK_NO_COLLISION";"0.0";"0.0";"0.0";"0.0";"1";"1";"NULL";"0";"0";"0";"0";"0";"0";"0";"0.0";"0.0";"0.0";"0.0";"N/A";"N/A"
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"4092";"0";"ACTORBLOCK_FULL_COLLISION";"0.0";"0.0";"0.0";"0.0";"1";"1";"NULL";"0";"0";"0";"0";"0";"0";"0";"0.0";"0.0";"0.0";"0.0";"N/A";"N/A"
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"4093";"0";"ACTORBLOCK_ALLOW_MOVE_DOWN";"0.0";"0.0";"0.0";"0.0";"1";"1";"NULL";"0";"1";"0";"0";"0";"0";"0";"0.0";"0.0";"0.0";"0.0";"N/A";"N/A"
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@@ -1365,25 +1365,17 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
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if (KeyToggler.isOn(Input.Keys.F9)) {
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val blockMark = AppLoader.resourcePool.getAsTextureRegionPack("blockmarkings_common").get(0, 0)
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batch.color = Color.MAGENTA
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for (y in 0 until intTilewiseHitbox.height.toInt()) {
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for (x in 0 until intTilewiseHitbox.width.toInt()) {
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batch.color = HITBOX_COLOURS[0]
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for (y in 0..intTilewiseHitbox.height.toInt()) {
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for (x in 0..intTilewiseHitbox.width.toInt()) {
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batch.draw(blockMark,
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(intTilewiseHitbox.startX.toFloat() + x) * TILE_SIZEF,
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(intTilewiseHitbox.startY.toFloat() * y) * TILE_SIZEF
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(intTilewiseHitbox.startY.toFloat() + y) * TILE_SIZEF
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)
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}
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}
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batch.color = Color.YELLOW
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for (y in 0 until hIntTilewiseHitbox.height.toInt()) {
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for (x in 0 until hIntTilewiseHitbox.width.toInt()) {
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batch.draw(blockMark,
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(hIntTilewiseHitbox.startX.toFloat() + x) * TILE_SIZEF,
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(hIntTilewiseHitbox.startY.toFloat() * y) * TILE_SIZEF
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)
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}
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}
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//println(intTilewiseHitbox)
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}
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}
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@@ -1653,6 +1645,8 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
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private fun clampCeil(x: Double, ceil: Double): Double {
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return if (Math.abs(x) > ceil) ceil else x
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}
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@Transient private val HITBOX_COLOURS = arrayOf(Color(0xFF00FF88.toInt()), Color(0xFFFF0088.toInt()))
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}
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// gameplay-related actorvalue macros
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@@ -28,6 +28,7 @@ object BlockBase {
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// check for collision with actors (BLOCK only)
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// FIXME properly fix the collision detection: it OVERRIDES the tiki-torches which should not happen AT ALL
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// FIXME (h)IntTilewiseHitbox is badly defined
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// FIXME actually it's this code: not recognising hitbox's starting point correctly. Use F9 for visualisation
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if (gameItem.inventoryCategory == GameItem.Category.BLOCK) {
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var ret1 = true
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ingame.actorContainerActive.forEach {
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