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425 Commits

Author SHA1 Message Date
minjaesong
a1d0832b00 I'm trying 2018-06-26 09:11:01 +09:00
minjaesong
9736d39e04 trying to optimise the rendering, this is BEFORE job 2018-06-26 09:10:05 +09:00
minjaesong
8daf0a2c38 still wip modularisation, game somehow boots 2018-06-21 17:33:22 +09:00
minjaesong
6bbfd5d167 scrollable inventory with up/down UI button 2018-05-09 19:41:04 +09:00
minjaesong
4664c9ba0d ModMgr: I can load class by name; dropped Groovy script support, coding must go to JAR 2018-05-09 05:34:39 +09:00
minjaesong
fded7f1dfb computery stuff and new set of wires 2018-03-04 19:15:43 +09:00
minjaesong
d11fd281f4 colourutil update 2018-02-16 10:49:13 +09:00
minjaesong
40423ede52 adopting Java 9/Kotlin 1.2 2018-02-10 21:40:17 +09:00
minjaesong
941d9fa107 rain megaparticle experiment 2017-12-18 20:45:32 +09:00
minjaesong
c5fa83b2f4 196 dithering instead of 625 2017-12-10 14:33:12 +09:00
minjaesong
51a2e47430 cheat detected notification 2017-12-10 14:32:32 +09:00
minjaesong
6715308f88 language vars are fully moved to apploader 2017-11-25 22:29:59 +09:00
minjaesong
35f2cf6b4d tooltip UI; tooltip in the inventory 2017-11-25 17:56:57 +09:00
minjaesong
f45a3d252a inventory grid mode buttons working highlight 2017-11-07 23:29:07 +09:00
minjaesong
ade77473c4 map & save button for inventory 2017-11-03 22:48:13 +09:00
minjaesong
7cd7b4047f postprocessor for 3dlut colcorr; dithering should be managed in "dirty" way
dirty way: loads dithered/passthru shader according to the game's config (boolean fxdither)
2017-11-02 17:47:52 +09:00
minjaesong
f5636fe0d3 hacked the titlescreen to fix resize-related UI shit 2017-11-01 15:46:09 +09:00
minjaesong
948f922041 encumbrance meter for new inventory 2017-10-30 04:28:27 +09:00
minjaesong
6c72bef0de black background for inventory 2017-10-29 13:26:34 +09:00
minjaesong
fe21340186 working "equipped" view with unequip 2017-10-28 15:07:58 +09:00
minjaesong
516314c47f "equipped" indicator on item grid 2017-10-25 05:53:39 +09:00
minjaesong
55cdac9269 fixed uiItem stupidity with uiCanvas; it activated even if its parent is invisible 2017-10-24 07:25:05 +09:00
minjaesong
a506269906 catbar and grid: updates and renders as intended 2017-10-24 00:21:13 +09:00
minjaesong
77b563396e at least some of the new UIs are working 2017-10-23 03:44:45 +09:00
minjaesong
98a67c80c6 new inventory design: is it good?
See work_files/inventory_nouveau_2.psd
2017-10-22 02:03:23 +09:00
minjaesong
a8398765c6 somehow fixed a consolewin bug
- It would read a key even if it's closed
2017-10-18 03:52:11 +09:00
minjaesong
6df79b96dd lightmap draw shift fixed; game will properly resize 2017-10-16 22:47:16 +09:00
minjaesong
83b9f74100 renderFront is fixed 2017-10-14 02:48:52 +09:00
minjaesong
d9a01a70c3 sprite shift re-fixed with a correct method 2017-10-14 02:13:06 +09:00
minjaesong
06949848f8 player sprites now aligned to hitbox && drawn at centre of the screen 2017-10-13 00:36:03 +09:00
minjaesong
0e1c46f18d Houston, we have a render (again) 2017-10-07 22:21:37 +09:00
minjaesong
fe8163c1e4 Feature idea I had around for months 2017-09-22 00:22:35 +09:00
minjaesong
e3ac877c3d Rectified heretic YY-MM-DD to standard YYYY-MM-DD 2017-09-20 14:36:40 +09:00
minjaesong
b560011d2f Scientifically correct moondial
Flipped crescents are my mistake 😄
2017-09-19 14:43:06 +09:00
minjaesong
e76458bff6 we've got something
- except actor's RGB won't draw; only the glow does
2017-09-18 02:32:47 +09:00
minjaesong
558430b4f3 fixed camera not putting actor at the centre of the screen
- Actually may not be fixed, but it does not cause render bugs at least!
2017-09-17 23:42:13 +09:00
minjaesong
1149311076 module UI now has margin; game update will drop consecutive updates if its try count is exhausted (reduced lag after window move/resize) 2017-09-15 01:40:12 +09:00
minjaesong
ef176909b4 Ingame: great, nothing renders :( 2017-09-15 00:40:11 +09:00
minjaesong
1d8e66a9cc simple hack for out-of-place render of terrain and lightmap
- Just made them not have negative value
2017-09-14 02:13:37 +09:00
minjaesong
cdf961df09 Guess it's fully working for titlescreen 2017-09-13 18:10:03 +09:00
minjaesong
01a32ad00c NOT using a trick in issue #5 was the key, also closes issue #8 2017-09-13 01:06:01 +09:00
minjaesong
7ffb417618 almost works but dae fucking jitter again 2017-09-12 23:52:16 +09:00
minjaesong
82ddfeb6ee Light fuck: At least I've figured out what the fuck was wrong with. 2017-09-12 21:29:45 +09:00
minjaesong
e67b97257c at least now I know which part is to be patched... 2017-09-09 02:45:58 +09:00
minjaesong
e6e962ecf7 terrain AND wall renders 2017-09-01 01:05:21 +09:00
minjaesong
749a82bcf7 now I can't even tell if it's working as intended or not 2017-08-30 22:16:10 +09:00
minjaesong
f9897bc439 new blocks drawer WIP 2017-08-29 21:06:30 +09:00
minjaesong
1c6560797d terrain atlas: added black patch 2017-08-28 20:37:39 +09:00
minjaesong
75192bef17 camera moving works 2017-08-28 02:27:53 +09:00
minjaesong
05560cf04c Tiling shader -- FIXME: cameraTranslation not working as it should 2017-08-27 23:55:54 +09:00
minjaesong
ee7d51c21b fucking finally... (needs cleanup) 2017-08-27 23:47:30 +09:00
minjaesong
2928aa2eb7 tiling using shader, sorta works 2017-08-26 23:48:07 +09:00
minjaesong
d0702c9159 trying to tile by shader 2017-08-25 19:37:12 +09:00
minjaesong
2bf9acb07a some sort of error screen impl 2017-08-20 22:10:47 +09:00
minjaesong
25ce7958ae better dithering 2017-08-07 01:09:04 +09:00
minjaesong
64f36d2d7c load app using apploader -- no more black screen on app load 2017-08-01 23:55:48 +09:00
minjaesong
65bc67710c RemoCons fully working; also fixed my stupidity 2017-07-26 17:03:22 +09:00
minjaesong
86d3a4a08d UIs wont FOR SURE update (more like, process events) anymore when they are not visible 2017-07-25 18:34:23 +09:00
minjaesong
33da9777ea UI: sub-UIs work? 2017-07-25 17:21:02 +09:00
minjaesong
07ee987411 fixed quickbar and piemenu texture 2017-07-23 19:55:06 +09:00
minjaesong
72b7adcf39 more compatible shader 2017-07-23 18:23:53 +09:00
minjaesong
c595270faa leak patched I guess 2017-07-23 17:38:57 +09:00
minjaesong
d753365e54 titlescreen: camera follows terraini undulation 2017-07-22 18:27:58 +09:00
minjaesong
116b4cc390 title screen renders well 2017-07-21 20:28:12 +09:00
minjaesong
a5dd5b9e98 generalised things so that they would work outside of ingame.world; title screen wip 2017-07-21 19:59:51 +09:00
minjaesong
f51417e709 action listener on textbutton list 2017-07-20 22:25:40 +09:00
minjaesong
fd7d724f39 parallax (sky looks bluer when you go up) 2017-07-20 18:39:05 +09:00
minjaesong
528fdc9fc5 limitedly successful attempt to create a title screen 2017-07-20 00:36:41 +09:00
minjaesong
33a774b5b7 Ingame's Player is now mandatory; player spawn on right position 2017-07-18 00:19:55 +09:00
minjaesong
58205e5eb5 Inventory UI: items page button 2017-07-17 14:37:10 +09:00
minjaesong
31b7203d01 some bayer matrix things and my discoveries 2017-07-17 12:22:15 +09:00
minjaesong
c9932fc81b simplified a structure of UIs a bit 2017-07-16 23:15:32 +09:00
minjaesong
145a4e5e71 dithered skybox 2017-07-16 05:03:04 +09:00
minjaesong
81529eb215 bayer-dithering shader revisited 2017-07-15 18:35:57 +09:00
minjaesong
057df6632a camera clamping, UI resize 2017-07-15 02:02:30 +09:00
minjaesong
5499ded796 wall render bug fixed
- wall wouldn't render if transparent-yet-sold tiles like glass is placed on top of it
2017-07-15 00:02:00 +09:00
minjaesong
61427b849a load screen adj, faster gravity response for standard 2017-07-14 18:48:48 +09:00
minjaesong
a53f818ba6 Rudimentary load screen works (only with Ingame screen) 2017-07-13 19:10:11 +09:00
minjaesong
d9a3318768 GenuineSonic 2017-07-13 18:07:12 +09:00
minjaesong
d241e5cbb0 disposable UI; loading screen mockup (i heard like loading screen -- sonic 06) 2017-07-13 17:53:40 +09:00
minjaesong
49a9278c59 load screen render, fixed some init code of the app 2017-07-13 03:59:26 +09:00
minjaesong
fc9516fd39 how changing the screen should be done 2017-07-13 01:34:09 +09:00
minjaesong
6bff02d91e lightmap downsample works, sampling bug fixed with Filter.NEAREST, now having shrinkage issue 2017-07-12 14:33:59 +09:00
minjaesong
bad6ff296a working UV simulation using alpha channel 2017-07-12 02:35:36 +09:00
minjaesong
1e9c04d7c0 working world-glow blend 2017-07-11 13:34:14 +09:00
minjaesong
3ffdd7233f prep for draw glow 2017-07-09 20:29:35 +09:00
minjaesong
5a5fb45c3b diching RGB10; colors are now fully vec3 2017-07-09 02:21:24 +09:00
minjaesong
1a33c3be5a float lightmap seems it does have little boost on fps 2017-07-09 00:51:25 +09:00
minjaesong
0ad7db3b51 failed attempt at multithreading 2017-07-08 22:34:45 +09:00
minjaesong
8504337da9 asynch update and render (aka frameskip) 2017-07-08 20:38:05 +09:00
minjaesong
f2f5cd7daf former bug fixed; now we have ceiling-stair-clip bug 2017-07-07 02:11:24 +09:00
minjaesong
464d30a384 improved collision displacer: no more clip-to-climb-up-rightside-only thingy 2017-07-07 00:01:20 +09:00
minjaesong
009b55481b new collision displacer: got one-block-ceiling-passthru bug, but otherwise tolerable 2017-07-06 16:35:58 +09:00
minjaesong
72e7931f4d 4096 shader finally works... perhaps it needs bayer matrix? 2017-07-05 18:30:53 +09:00
minjaesong
0e4dd79cc1 downsampling sorta works, ONLY WHEN (width or height % 4) is 0 or 1 2017-07-05 16:03:50 +09:00
minjaesong
f676938176 control scheme update 2017-07-05 12:49:26 +09:00
minjaesong
8a759cb178 Ladies and Gents, we have shader-powered smooth lighting! 2017-07-05 02:20:10 +09:00
minjaesong
66e4dcd1c4 shader seems working!; it's messed up by all the test codes but I commit anyway 2017-07-05 02:05:03 +09:00
minjaesong
d9381fc58e blur shader works 2017-07-04 23:30:48 +09:00
minjaesong
039ccea58f shader does work at least... 2017-07-04 22:04:07 +09:00
minjaesong
b592b8fa0f killed old zoom so that framebuffer would render without hack 2017-07-04 20:11:54 +09:00
minjaesong
b82d172d58 needs more shader (for smoothing out lightmap render) 2017-07-04 14:58:18 +09:00
minjaesong
41f9f4032d barely managed to fix inventory UI 2017-07-04 01:27:18 +09:00
minjaesong
7b2b6caf82 dunno why but setting camera position to negative works... 2017-07-03 23:42:59 +09:00
minjaesong
b7fb8ff4da putting ore vein prototype on main sheet; also a commit before fuck-up 2017-07-03 19:26:00 +09:00
minjaesong
2ea3ce0c67 fixed bug: things go dark as inventory is opened
Not cloning the color when MULing was the culprit
2017-07-03 02:55:33 +09:00
minjaesong
9b32cf63ff fixed bad color rendering on blocksdrawer and lightmaprenderer 2017-07-02 21:53:50 +09:00
minjaesong
2129cce7f3 debugger's got its colour codes back 2017-07-02 15:28:45 +09:00
minjaesong
c8c1bdf836 proper sprite flip draw 2017-07-02 00:45:57 +09:00
minjaesong
4a54c87826 keyboard control ported to GDX (at least as much as I can right now) 2017-07-01 18:31:00 +09:00
minjaesong
7248616e58 ore veins 2017-06-30 02:06:53 +09:00
minjaesong
33b5a21c26 blocks camera and framebuffer seems working 2017-06-30 01:50:06 +09:00
minjaesong
1095cb451f can see camera working but not the actor gravity 2017-06-28 22:15:42 +09:00
minjaesong
4472722c5d a commit before heading to the airport 2017-06-23 02:18:03 +09:00
minjaesong
ab846ad805 More game-related documentations 2017-06-22 19:00:15 +09:00
minjaesong
187277d6a8 Just got enought to render without error (no display tho) 2017-06-22 18:59:53 +09:00
minjaesong
ad481853bb LibGDX, here I am. 2017-06-22 02:31:07 +09:00
minjaesong
1ecbc57f83 gdx font: thai works good enough; RIP performance tho 2017-06-16 22:06:08 +09:00
minjaesong
41791af764 gdx font: can customise font spritesheet location 2017-06-16 19:29:40 +09:00
minjaesong
c664755ad8 gdx font working good 2017-06-16 19:27:14 +09:00
minjaesong
984881421c gdx font: working locale switch 2017-06-16 19:12:57 +09:00
minjaesong
e07e321ee3 gdx font almost working
- TODO: bulgarian/serbian, shadow
2017-06-16 18:52:03 +09:00
minjaesong
6e403f97f8 re-arranged all the docs in more convenient fashion 2017-06-16 15:10:55 +09:00
minjaesong
87242da9cc Terrarum Sans Bitmap imple on GDX -- wip 2017-06-16 15:09:19 +09:00
minjaesong
12c6f6fd04 more inlining and minor performance tweaks on LightmapRenderer 2017-06-12 04:04:54 +09:00
minjaesong
980c92f213 more minor changes 2017-06-11 18:01:03 +09:00
minjaesong
8a3c4fd65e LibGDX stuffs for issue #23 2017-06-11 18:00:48 +09:00
minjaesong
67ca216243 test watches 2017-06-11 01:22:46 +09:00
minjaesong
7bd7a6532d this fixes *some* case of abnormal displacement 2017-06-03 00:37:47 +09:00
minjaesong
c5765fc08a lightmap and skybox update 2017-06-03 00:07:47 +09:00
minjaesong
7f909e3796 lightmap aesthetics: blocks exposed to light are now rendered brighter 2017-06-02 00:46:45 +09:00
minjaesong
b4042f0060 fixed LB/RB/BR bug (actor jitters because of false positive collision?) with a hack 2017-06-01 23:10:08 +09:00
minjaesong
da2452c84e still sketchy, but at least I can only care about corner cases, as it's not generalised 2017-06-01 16:58:25 +09:00
minjaesong
f0a6c36f8a fixed a problem in prev commit msg somehow 2017-06-01 15:25:40 +09:00
minjaesong
fdb9d38e03 this new method should work (except can't escape after right/bottom collision) 2017-06-01 14:52:32 +09:00
minjaesong
799a77c929 some realisation after a bad idea (bad idea part is hidden/omitted/overridden in this commit) 2017-06-01 03:25:08 +09:00
minjaesong
41050337f4 I really have no idea if i'm doing it right or wrong 2017-05-30 01:10:10 +09:00
minjaesong
85ab2a2066 various patches and renaming; thai-variable font sheet 2017-05-27 20:05:12 +09:00
minjaesong
06cbac1cc5 phys for player works good (but not perfect); phys for objs are still fucked up 2017-05-27 20:04:41 +09:00
minjaesong
50b597de5f why it's not super-fied? 2017-05-27 15:54:01 +09:00
minjaesong
b96daa7d3d physics sorta works well with player, but not balls
- bounce for downward works, bounce for left/right wall hit does not
- headbutt is still undefined behaviour for all phys objs
2017-05-27 15:48:35 +09:00
minjaesong
80777fcccb now works for both LR but actor sticks to left cliff but not right 2017-05-25 22:30:36 +09:00
minjaesong
a601d4c57b removing 99999 for endX finally works 2017-05-25 22:02:36 +09:00
minjaesong
f7eaa4c4f0 with some hacks, I was able to make LR walk colliding work, but not the headbutt 2017-05-25 20:37:52 +09:00
minjaesong
f466f6f001 no message 2017-05-25 20:23:24 +09:00
minjaesong
5255ae60af Terrarum Sans Bitmap: wider hangul 2017-05-25 00:04:21 +09:00
minjaesong
2a575351d3 anti-stuck somewhat working 2017-05-25 00:03:12 +09:00
minjaesong
58b229a7fa houston, we have (bad) render 2017-05-24 15:40:58 +09:00
minjaesong
905ab1004c light de-banding when they exceed 255 out of 1023 2017-05-22 20:36:20 +09:00
minjaesong
b7ed3dd814 much failure, such note; wow 2017-05-12 17:02:29 +09:00
minjaesong
ccbf56b322 still glitchy but working? 2017-05-12 16:08:23 +09:00
minjaesong
87213e8fbd lcd font update 2017-05-12 04:35:28 +09:00
minjaesong
40e48eec21 pre-fuck-up commit inside of pre-fuck-up commit 2017-05-11 19:37:18 +09:00
minjaesong
b421dcf187 av fuck 2017-05-11 03:12:10 +09:00
minjaesong
2eb6e7c0a2 code cleanup unrelated 2017-05-10 21:02:57 +09:00
minjaesong
3de9cedec3 code cleanup related to ActorWithPhysics 2017-05-10 21:02:05 +09:00
minjaesong
f45dc6fde2 no ui toggle when console is open 2017-05-10 21:01:19 +09:00
minjaesong
31954f3ca7 physics almost works, except for bunch of TODOs and FIXMEs 2017-05-10 03:41:46 +09:00
minjaesong
4262b02faf fixed dividng by zero (Line 756) 2017-05-09 23:38:09 +09:00
minjaesong
46fe5fb1e2 That's it for the today, thanks for coding and have a nice day 2017-05-09 02:52:15 +09:00
minjaesong
23cc28d3bd Features that are reckoned are working (which means the full features are WIP) 2017-05-09 02:40:22 +09:00
minjaesong
9732c6d66f y-down blocking work (can jump down to hit the ground but not the ceiling) 2017-05-09 00:46:38 +09:00
minjaesong
566c76c1a2 removing moveDelta to utilise externalForce and controllerMoveDelta separately, for great justice 2017-05-08 21:19:28 +09:00
minjaesong
81220fa542 ground slide (balls) works; walking works; still no wall... 2017-05-08 02:55:12 +09:00
minjaesong
572fbb4b9c at least it snaps without hacks; adding one important documentaion 2017-05-08 00:47:21 +09:00
minjaesong
10a99b7db6 I can jump around at least, isTouching() needs more work 2017-05-08 00:10:58 +09:00
minjaesong
959873413d fucked up while making ActorValue delegated – not applicable; can't have default value
making commits for files to keep so that I can discard changes
2017-05-07 18:39:26 +09:00
minjaesong
14dfb5c963 I think I can ignore this CCD-ing bug but it's happening 2017-05-07 03:11:42 +09:00
minjaesong
86821d2d98 fuck it; we do it tomorrow (or Monday) 2017-05-07 02:17:38 +09:00
minjaesong
c9d786390c forgot to commit... 2017-05-07 00:48:57 +09:00
minjaesong
ade9592d67 sorta works? 2017-05-07 00:24:00 +09:00
minjaesong
22ad180e04 hitbox displacement rewritten 2017-05-05 02:03:29 +09:00
minjaesong
479c0ce91f does this plan look good? 2017-05-03 15:02:49 +09:00
minjaesong
a9d35678c5 why things are keep happening? 2017-05-03 14:41:09 +09:00
minjaesong
cbb4eaad94 more commits before the havoc 2017-05-03 03:07:35 +09:00
minjaesong
165ae1777b some organisation, Base32 password generator 2017-05-03 02:37:03 +09:00
Song Minjae
ecf775c664 no message 2017-05-01 08:00:07 +09:00
Song Minjae
1375f91505 A commit to save my soul as I'm going to fuck up things a bit... 2017-04-30 21:26:20 +09:00
Song Minjae
c9c761598a inventoryItem -> gameItem 2017-04-29 23:11:54 +09:00
Song Minjae
9a7885fc80 kotlin runtime update 2017-04-29 22:53:32 +09:00
Song Minjae
9508249533 blocks now have properly formatted ids 2017-04-29 00:05:10 +09:00
Song Minjae
3498a100a4 clean ice tex fix 2017-04-28 21:52:05 +09:00
Song Minjae
7a3e7546de Sandstone connectivity change
- TODO do the same with ice block
2017-04-28 17:07:45 +09:00
Song Minjae
93939f22bf quickslot works, new event for actor "actorValueChanged"
- "unpacking" fresh new tool would un-register quickslot desig.
- priority issue on "equipped by quickslot change" and "equipped by inventory UI"
2017-04-28 12:21:27 +09:00
Song Minjae
253260de6f blocks name update 2017-04-28 01:49:32 +09:00
Song Minjae
a7dea93744 Quickbar: all working except for equip/unequip 2017-04-28 01:48:51 +09:00
Song Minjae
26cbe6970a modularised lang 2017-04-27 23:41:19 +09:00
Song Minjae
3e54dcab2c working walls, quickbar and piemenu fixed 2017-04-27 17:22:56 +09:00
Song Minjae
56b77d1838 working quickbar and piemenu 2017-04-27 14:45:55 +09:00
Song Minjae
f4db93ca9e Tile -> Block && Map -> World 2017-04-27 01:57:45 +09:00
Song Minjae
a9eb1f579e Loading item from module using Groovy 2017-04-26 23:53:22 +09:00
Song Minjae
36a7983024 durability meter: stack of (new) tools displayed as intended
- displaying NOT based on their stacks but their health
2017-04-25 17:24:56 +09:00
Song Minjae
ab8f019109 removing stupidity which harmed AmmoMeterProxy 2017-04-25 15:29:24 +09:00
Song Minjae
ebc8174d2c fresh-new dynamic items (e.g. pickaxe) can be stacked 2017-04-25 02:59:59 +09:00
Song Minjae
c35ba8201a new ID for dynamic item work flawlessly with adding multiple at once 2017-04-24 21:31:53 +09:00
Song Minjae
5cd5ebbea3 Resolving issues #16 and #20 2017-04-24 02:23:13 +09:00
Song Minjae
6399c2d66b Resolving issue #18 and #19 2017-04-23 22:53:49 +09:00
Song Minjae
b342e7d042 working vital meter for tool durability 2017-04-21 18:11:30 +09:00
Song Minjae
c6e42ffbbe wenquanyi: fixed bad code point allocation 2017-04-20 20:48:23 +09:00
Song Minjae
e0a23f6089 more housecleaning 2017-04-19 22:56:10 +09:00
Song Minjae
c779baa72d compressing large font images 2017-04-19 22:31:55 +09:00
Song Minjae
aa4fbba711 about issue #17 2017-04-19 21:15:09 +09:00
Song Minjae
2895f4be6d Proper tga.gz loading using own imagedata 2017-04-19 20:53:03 +09:00
Song Minjae
fcd378c51a Some space saving, terrain reads GZip directly 2017-04-19 16:15:14 +09:00
Song Minjae
fe94ebbe4a terrain damage data is now properly removed when the tile is newly placed 2017-04-19 03:03:53 +09:00
Song Minjae
8689ab1565 does it work? 2017-04-18 01:24:54 +09:00
Song Minjae
4f43fdbd27 README update 2017-04-18 01:23:15 +09:00
Song Minjae
5fe604cf45 pickaxe working as intended 2017-04-18 01:14:25 +09:00
Song Minjae
f840dbe7de modular first test 2017-04-17 16:14:35 +09:00
Song Minjae
532c836553 mod support design wip 2017-04-17 04:03:58 +09:00
Song Minjae
7ebb21124c voi helvetti 2017-04-17 02:29:05 +09:00
Song Minjae
f2ae2d9449 fixes, bits and pieces, changes in ID referencing, terrain and wall takes damage, working test pickaxe, and a new issue 2017-04-17 02:18:52 +09:00
Song Minjae
6087072d3d 10-bit RGB conversion tool 2017-04-14 22:45:55 +09:00
Song Minjae
a47eb41d9a inventory ui update 2017-04-13 03:25:49 +09:00
Song Minjae
47b9b92797 font adjustments 2017-04-12 00:27:14 +09:00
Song Minjae
037e84d6e2 setting up the inventory using builder (during init) requires ingame.player to be nullable, lateinit won't work 2017-04-11 23:07:29 +09:00
Song Minjae
1301121aa9 sanity check on equipping the item 2017-04-11 21:12:51 +09:00
Song Minjae
d20190b2bd selecting and consuming item in inventory 2017-04-11 19:21:32 +09:00
Song Minjae
bb797a0910 clickable inventory for (un)equip 2017-04-11 02:30:34 +09:00
Song Minjae
d33d25f384 working inventory clicking ingame 2017-04-10 01:35:28 +09:00
Song Minjae
12015669c6 UIs will draw on "backing" framebuffer where skybox is 2017-04-09 22:22:29 +09:00
Song Minjae
671048e1e1 Inventory UI on ingame 2017-04-09 03:35:18 +09:00
Song Minjae
c5367f8f1c vt: new filesystem using tevd 2017-04-07 19:12:27 +09:00
Song Minjae
2332239ef2 global light matched to skybox 2017-04-07 19:11:56 +09:00
Song Minjae
25128d45e5 change in light
- darker night
- no blue in deep night, as in real life
2017-04-07 03:46:16 +09:00
Song Minjae
207c90d35e new WorldTime based on TIME_T 2017-04-05 02:52:00 +09:00
Song Minjae
1057e7d442 VT: shit is still rolling
- We might need virtual disk image...

Former-commit-id: c3278cd9fe1ddad8b26b45577fecb0500365d38b
2017-03-31 17:27:53 +09:00
Song Minjae
5bfc5c3a38 inventory now shows equipped position
Former-commit-id: 10950ffc409accfa914b9f531193b2fac0783f7d
2017-03-31 17:26:44 +09:00
Song Minjae
84f91e6a7a brighter soil and grass tex
Former-commit-id: 8457edfdd297ddef3ebc6c6327611a42d21dbb44
2017-03-31 17:26:01 +09:00
Song Minjae
4363bd4ba2 fixed a bug where for whatever reason io.read would return 0x0D (CR)
Former-commit-id: 769e2d3931472d14ce66cfef3a496a3913dc51be
2017-03-31 17:25:31 +09:00
Song Minjae
48315daa7d proper way of setting quickslot #
Former-commit-id: 5cd21f043def3c7622290df5bf11f0b3f0080d30
2017-03-28 03:44:43 +09:00
Song Minjae
cd710de280 inventory UI wip update
Two columns, some marginal spaces to make it look better


Former-commit-id: c26d11e499970280b78193772d29937295916ae2
2017-03-27 02:58:52 +09:00
Song Minjae
816502df3d inventory UI: quickslot designation
Former-commit-id: b2bddf7c271c678213f8f346d1de4b5c1dc27f60
2017-03-26 00:42:41 +09:00
Song Minjae
b6290134a9 runes: fixed numbers not coming up
Former-commit-id: 845b721d289842d39ea47043154a06ff7069be77
2017-03-25 02:28:49 +09:00
Song Minjae
1e3ffd2272 runes: fixing little mistakes
Former-commit-id: 2bfd0fd56a8219d44eed429671436ed2c638706f
2017-03-25 00:53:11 +09:00
Song Minjae
1f59082c15 runes update
Former-commit-id: 65a31563da924f46d5ce62c2af25549a97092762
2017-03-25 00:47:21 +09:00
Song Minjae
2e11676ee6 new runes impl and test
Former-commit-id: f92f6d528128ed19aadffee7e112daa5736d50e3
2017-03-24 23:59:57 +09:00
Song Minjae
f919b45e18 string for GPL 3
Former-commit-id: f114ac32817d94b1fca3bc7463a8afc24d166f74
2017-03-23 16:38:53 +09:00
Song Minjae
24de647284 inventory ui
icon in list


Former-commit-id: 7182dcda408d9710d77e25e357f3a67bdd42fff9
2017-03-22 23:58:18 +09:00
Song Minjae
accf1cf584 marking obsolete resources as _old_
Former-commit-id: f0919500afaafa91adaeb7f7c7377a5e2f10ef08
2017-03-21 23:39:15 +09:00
Song Minjae
6bea8af9db This project is now GPL3
Former-commit-id: 173c5833f232f3f6f7f091c02d56498cff600822
2017-03-17 23:52:10 +09:00
Song Minjae
d3547e47ca MIDI input test
Former-commit-id: 8ec51637782a2c4185716f3164c837477e648975
2017-03-17 23:49:48 +09:00
Song Minjae
208fd2ba15 added greek ano teleia
Former-commit-id: d2c67302b1e196949e8b6765b750ffffb38d2699
2017-03-17 19:23:40 +09:00
Song Minjae
72204fd5cd there was a mistake :D
Former-commit-id: 972b0f9481218f995e145e19dee3107dac912b72
2017-03-17 18:35:00 +09:00
Song Minjae
41da296bce font upd kana
Former-commit-id: c61920ca695eeafb3a9e200b5083b323b11814e6
2017-03-17 17:28:22 +09:00
Song Minjae
114bfe395f kana font wip
Former-commit-id: 0290410638e7ddd5981aba5d40acc2c1008b0658
2017-03-17 03:30:18 +09:00
Song Minjae
2491a03c99 inventory and its ui
Former-commit-id: b1a073c5636ac4516e6c9cf41bb97a844057de3f
2017-03-17 03:28:47 +09:00
Song Minjae
3d91023011 TextButtonList working kinematic background
Former-commit-id: 8976d3b3d1e40731adf13430ad747351a6401b24
2017-03-15 01:06:13 +09:00
Song Minjae
ff817c25e6 text labels now has background
Former-commit-id: 05f2767134b385960deb65c2e76c97432c8303ad
2017-03-14 15:08:18 +09:00
Song Minjae
f47c66db44 magic description language update
Former-commit-id: 9637f09aa90345c2c2f4889a85d69af9f9c1e584
2017-03-13 21:41:08 +09:00
Song Minjae
bc4fd8866a UI testing env and working text buttons
Former-commit-id: b8fd27c7f71f9bc8da259ae132badcbc9ce117ac
2017-03-13 21:40:50 +09:00
Song Minjae
0113ca5d09 new inventory UI idea
Former-commit-id: 0032d2b023d8ab3d2393541d452673ceeafc372e
2017-03-12 04:21:58 +09:00
Song Minjae
920d8085cd an idea
Former-commit-id: 2f1562b654b3e8eb9ad5c36ff371472858a1a9ec
2017-03-10 23:31:41 +09:00
Song Minjae
a10134db2e minor fixes in UI with aliases
Former-commit-id: 539604058bcf7e545de920b1c7a5958e30577a34
2017-03-10 21:23:51 +09:00
Song Minjae
edb2f5ce11 pre-assigned vital metre
Former-commit-id: 48d968d5b93ed6a4fb5a2f7fe63e2c24b7aaa476
2017-03-10 02:15:17 +09:00
Song Minjae
a22d27408c message notificator bug fixed where it would only work properly for first time
Former-commit-id: 640b113cb242ec572f17654feaa8b9be52c333c3
2017-03-10 02:14:58 +09:00
Minjae Song
dac69f504c Add contribution guide
Former-commit-id: 5d501e16b94c4056efb00ea96e9253aaa00a2578
2017-03-09 16:23:57 +00:00
Minjae Song
dfd71435de Update README.md
Former-commit-id: fd89faba7d151412ebce782ee76fe1c1fb2b08b1
2017-03-09 16:15:58 +00:00
Song Minjae
76fcb5b12f git gud
Former-commit-id: 86d4fba868dbe1c2841e1829f2857ff47187cc57
2017-03-05 01:31:40 +09:00
Song Minjae
e9572488be ordered vital metre -- you can display two or more vitals
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Former-commit-id: b431478a0d43193ac60011a958f6305673334755
2017-03-05 00:28:20 +09:00
Song Minjae
08417be027 eliminated reddening on T+52300
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Former-commit-id: 7dd1718d64e84e98d8e08a50cfa8ed50366bcc32
2017-03-05 00:27:50 +09:00
Song Minjae
edd97b45a7 vital metre prototype
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Former-commit-id: ab9cd5bd8daf27d37828a5ca4a737a723d76fa1a
2017-03-04 01:52:30 +09:00
Song Minjae
0a0aea9589 vital metre mockup
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Former-commit-id: bd62a24bfd4c9737e2f23b0bae1756df62a19acf
2017-03-03 18:42:47 +09:00
Song Minjae
f5db4cb2fb have no idea how LFS works :/
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Former-commit-id: 94aeebbd5f3949f014497bcd79f8e83f6dd84d5a
2017-03-03 12:18:14 +09:00
Song Minjae
75ab8c6558 forgot gitattributes
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2017-03-03 04:34:21 +09:00
Song Minjae
63ec3a8917 removing old test sounds
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Former-commit-id: 2be333efeff82648db00057975d7c02bd7dfddda
2017-03-03 04:31:34 +09:00
Song Minjae
4c8ceaf301 updating old copyright notice
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Former-commit-id: b2b7ad7cf731f5c51938e84714f354bd8ffd6e6e
2017-03-03 04:15:44 +09:00
Song Minjae
6d8f9d2901 still working on vt, still buggy :/
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Former-commit-id: 3ebf64f00a0b86d11a449c1d399e149f2714839c
2017-03-03 04:05:00 +09:00
Song Minjae
efd3284e30 some UI suggestion
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Former-commit-id: ce0bf7a3ce0f083e698cddf708419341f4a73fa9
2017-03-03 03:56:07 +09:00
Song Minjae
b29e6af643 working io.read from STDIN
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Former-commit-id: a0d455da14a6eb7bf0127e136949273ec5a28628
2017-03-02 22:35:13 +09:00
Song Minjae
96c6cb2cc6 bunch of codes:
- Test InputStream() on VirtualComputer (blocking/unblocking using simple semaphore) -- no more dirty lua impl of io.read
- Typealias Kotlin 1.1
- Primitive box drawing on VideoCard
- Removing unnecessary fonts


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2017-03-02 02:11:50 +09:00
Song Minjae
bdba27d776 Update to Kotlin 1.1
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Former-commit-id: 010bb8907f6afa453de6a678cf97cc6c72483dd4
2017-03-01 21:33:46 +09:00
Song Minjae
71091cce98 vc ppu: some updates for Lua
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2017-02-26 03:08:58 +09:00
Song Minjae
679a65a12e fixed lantern colour not update
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2017-02-26 03:08:21 +09:00
Song Minjae
a3445d631a actor hit ceiling and now properly bounce back (again, gah!)
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2017-02-26 03:07:54 +09:00
Song Minjae
b23f848d95 working real-time software blur
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2017-02-25 02:50:48 +09:00
Song Minjae
3b7e88b0af no memory leak on ImageBuffer rendering
Turns out, <ImageBuffer>.image creates new Image instance which will NEVER be reclaimed (which causes OutOfMemoryError) unless manually destroy()ed.


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2017-02-25 02:39:02 +09:00
Song Minjae
d7b49b0f9d graphics computer -- working sprite system
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Former-commit-id: 0dc08e778cca3300ffc6f696ba395eb8ca2b154b
2017-02-24 17:35:32 +09:00
Song Minjae
0180c7cf0a yet another font update
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2017-02-20 23:27:00 +09:00
Song Minjae
b33f179a9b font upd, added ext-b
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2017-02-20 20:28:54 +09:00
Song Minjae
c48308efe1 font upd
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2017-02-20 01:43:26 +09:00
Song Minjae
076c5ba1f1 terrain tex upd
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2017-02-20 01:41:37 +09:00
Song Minjae
d7576ce844 New RNG for the game and Joise
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2017-02-20 01:41:01 +09:00
Song Minjae
1c0b969078 resolving issue #12
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Former-commit-id: e58fecf50f193d695f7a7852117183486a12cc62
2017-02-14 23:25:18 +09:00
Song Minjae
5d7349386e ActorWithSprite: correct offsetting on X axis
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2017-02-14 18:56:55 +09:00
Song Minjae
3065d642b5 finalising fonts
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2017-02-14 18:51:55 +09:00
Song Minjae
d028593842 unhelpful git comment about the font
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2017-02-13 14:13:40 +09:00
Song Minjae
5c4036e73f fixing mistakes
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2017-02-13 02:29:39 +09:00
Song Minjae
a9b00bd909 more changes on greek
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2017-02-12 16:45:03 +09:00
Song Minjae
add2be7109 new greek and more tweaks
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2017-02-12 04:12:26 +09:00
Song Minjae
226ae77ab4 cyrillic
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2017-02-11 23:57:42 +09:00
Song Minjae
5799cc39ce Basic Latin, Ext-A
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2017-02-11 23:22:35 +09:00
Song Minjae
afe197caf7 newfontsystem branch init commit
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2017-02-11 16:45:47 +09:00
Minjae Song
cc01ff62e6 citation needed
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2017-02-09 16:45:28 +00:00
Song Minjae
bd58c9e40b video card wip for virtual computer
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2017-02-09 22:18:27 +09:00
Song Minjae
9ddf0dee63 data format docs
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2017-02-07 04:50:26 +09:00
Song Minjae
ad68309bc5 reading text from JInputField to support multilingual input
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2017-02-05 22:04:33 +09:00
Song Minjae
0a2bf64bff HumanoidNPC: explicit initialiser call no longer required
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2017-02-05 03:05:18 +09:00
Song Minjae
e66304bea0 assets update
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2017-02-04 22:55:55 +09:00
Song Minjae
8e7b61ea0c Combined ItemProp to InventoryItem and introduced Material
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2017-02-04 22:55:06 +09:00
Song Minjae
bb33d9e381 Actually utilising ActorAI interface to support AIs written in Kotlin as well as in Lua
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2017-02-04 22:53:36 +09:00
Song Minjae
65dec9661c killactor command
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2017-01-31 19:07:06 +09:00
Song Minjae
2c9906888b bringing other memory info back
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2017-01-31 01:10:18 +09:00
Song Minjae
2f7eaea6b8 Merge branch 'newworldgen'
# Conflicts:
#	.idea/workspace.xml
#	src/net/torvald/terrarum/gameactors/Actor.kt


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2017-01-31 01:05:38 +09:00
Song Minjae
abad2eb1a6 somehow fixed a phys bug where heavier objects accelerate more by gravity
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2017-01-31 01:01:51 +09:00
Song Minjae
12b04fabdf caves and stuff
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2017-01-30 22:39:34 +09:00
Song Minjae
dbdee14481 new terrain gen
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2017-01-30 03:57:03 +09:00
Song Minjae
172e5752ca more renaming things
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2017-01-29 20:48:55 +09:00
Song Minjae
c60a967050 more world settings
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2017-01-29 02:04:19 +09:00
Song Minjae
361f322d78 just updating things so that I can have a backup point...
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2017-01-26 16:58:06 +09:00
Song Minjae
8b111ef262 not going to be easy; just renaming and changing things
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2017-01-26 16:57:16 +09:00
Song Minjae
df5f4771a1 more update
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2017-01-26 01:30:06 +09:00
Song Minjae
2d34db3022 adding/removing actors in game won't go wrong now (perhaps...)
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2017-01-26 01:29:17 +09:00
Song Minjae
5a76b1cc13 space saving by converting tga back to png on large matte images
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2017-01-25 17:54:05 +09:00
Song Minjae
9aab3d3664 fixed bad light calc from 1b83e7deb7 [formerly d900c0733a6d1dcbd9aaed8e9f7f1671c3866624] [formerly 5611e2d89f4601e57d014c45f0479600778217f6]
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2017-01-25 17:53:06 +09:00
Song Minjae
c5b452f779 removed red tinge on t=52100+
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2017-01-24 14:20:38 +09:00
Song Minjae
95ea8d9b7c more like real MT-32
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Former-commit-id: 1df1334644896d4790b42cf2448ef4e902f34bca
2017-01-24 03:36:05 +09:00
Song Minjae
f02c931715 actor draw issue fixed for real this time
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2017-01-24 03:35:37 +09:00
Song Minjae
225f2f2235 VT redraw on request
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2017-01-24 00:50:12 +09:00
Song Minjae
1b83e7deb7 tiles with light level <= 1 will be rendered as black square, phys support for non-self-moving bodies (e.g. balls)
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2017-01-23 19:06:12 +09:00
Song Minjae
e951a6285e replaced quick and dirty fix into proper fix
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2017-01-23 19:04:42 +09:00
Song Minjae
0717b883b4 README update
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2017-01-23 19:03:08 +09:00
Song Minjae
6c94dc9632 iterative circular array for slightly better performance (test might be wrong tho)
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2017-01-22 14:20:24 +09:00
Song Minjae
54b52b1b6e more efficient particles
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2017-01-22 04:13:45 +09:00
Song Minjae
4acc797fee actorwithbody splitted in favour of new particle type
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2017-01-21 16:52:16 +09:00
Song Minjae
5db3aadaf4 ai won't jump if it sees tall ledge that can't jump over
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2017-01-20 01:56:29 +09:00
Song Minjae
02f38eab3c actor jump slowdown in water
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2017-01-19 13:43:38 +09:00
Song Minjae
b08060bffc fixme: fixed
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2017-01-19 04:10:31 +09:00
Song Minjae
fdecb83ebf correct actor walk velo/accel control even when submerged; new tileprop Viscosity
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2017-01-19 04:05:57 +09:00
Song Minjae
e139fb891f proper impl of walk friction control (WIP submerged case)
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2017-01-19 03:25:22 +09:00
Song Minjae
efbb654b45 skybox
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2017-01-18 21:24:59 +09:00
Song Minjae
ea4c4bdb2b new sunlight and skybox colouring collected from real world measurements (reports TBA)
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2017-01-17 23:42:25 +09:00
Song Minjae
e9c7ef4930 PNG -> TGA
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2017-01-16 18:24:19 +09:00
Song Minjae
1f1e2f6899 colorutil update, some code cleanup
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2017-01-15 20:51:42 +09:00
Song Minjae
e7276513d7 new hair finished
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2017-01-14 16:00:43 +09:00
Song Minjae
8ae07c8d20 working tapestry decoder and fixture object
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2017-01-14 16:00:07 +09:00
Song Minjae
bac246cd9a corrected candlelight colour (using Yxy instead of Lab)
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2017-01-13 12:33:02 +09:00
Song Minjae
ec73d2ea1e Parallel: wait for all ths to die
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2017-01-12 21:05:23 +09:00
Song Minjae
213831ad31 StateBlurTest from blur test (gah)
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2017-01-12 21:04:29 +09:00
Song Minjae
b52d6f89f7 new hair (wip?)
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2017-01-12 21:03:44 +09:00
Song Minjae
dfb769c982 test image from blur test
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2017-01-12 21:03:31 +09:00
Song Minjae
9e9bca3442 now torch colour from colourimeter mesurement
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2017-01-12 21:02:59 +09:00
Song Minjae
b1686ec5ab blur test
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2017-01-12 21:01:58 +09:00
Song Minjae
d076676a2f sample code for software rendering
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2017-01-12 02:27:06 +09:00
Song Minjae
1e89ddfec7 added endianness
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2017-01-10 00:02:19 +09:00
Song Minjae
1c5ee6f32c data formats doc update
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2017-01-09 23:48:57 +09:00
Song Minjae
083197f4cb updated pal on TextTerminal to match the game's 16 pal
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2017-01-09 23:28:21 +09:00
Song Minjae
135f8f86e8 fixed discrepancy between 64- and 16-colour palettes
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2017-01-09 23:25:57 +09:00
Song Minjae
f7d055806b sprites!
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2017-01-09 23:22:31 +09:00
Song Minjae
5944a215df README update
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2017-01-09 23:21:58 +09:00
Song Minjae
0f8f64cddf wall now uses terrain tileset
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2017-01-09 22:56:15 +09:00
Song Minjae
0b7485fd57 less saturated red sands
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2017-01-09 19:46:42 +09:00
Song Minjae
e499c24c0d AI auto jump test
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2017-01-07 00:37:46 +09:00
Song Minjae
aab8da6ac7 "heavier" jump control, closing issue #10
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2017-01-06 03:59:09 +09:00
Song Minjae
ea73ff3153 16/64 tapestry palettes, sample tapestry image (theworld)
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2017-01-06 00:02:49 +09:00
Song Minjae
4b54fb3b67 lang update
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2017-01-06 00:00:41 +09:00
Song Minjae
4d8ff11ece issue #9
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2017-01-04 23:04:27 +09:00
Song Minjae
3eb1fe98cd sprite updates
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2017-01-04 22:46:51 +09:00
Song Minjae
df8c0813c3 fuck
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2017-01-02 14:32:23 +09:00
Song Minjae
ae97310bf7 circular (octagon actually) propagation of light
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2017-01-02 14:08:24 +09:00
Song Minjae
0c2cb48135 ThreadPool renamed to PhreadParallel, tweaks on font
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2017-01-01 15:06:19 +09:00
Song Minjae
f5f0fcb077 Copyright update 2017
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2017-01-01 00:04:43 +09:00
Song Minjae
d3080ffb78 added sources for Slick
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2016-12-30 23:29:12 +09:00
Song Minjae
d1f01a203d getActorByID now searches for inactive actors
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2016-12-30 23:28:44 +09:00
Song Minjae
da06e0fa93 mouse buttons now configurable
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2016-12-30 23:28:06 +09:00
Song Minjae
0b024dcf70 issue #7 implemented
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2016-12-30 18:07:36 +09:00
Song Minjae
ac05b5edf1 separated Camera from TileDrawer (was MapCamera)
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2016-12-30 02:47:15 +09:00
Song Minjae
9a8090038e improved ActorValueTracker: can now change actor currently tracking
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2016-12-30 02:22:58 +09:00
Song Minjae
0e60380718 skybox will now scaled properly according to screen zoom
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2016-12-30 02:22:10 +09:00
Song Minjae
71294a6bd1 64 colour palette test
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2016-12-29 21:35:46 +09:00
Song Minjae
f4332afd3c better character shading
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2016-12-29 21:35:28 +09:00
Song Minjae
f7365ea47b more AI, divided ACCELBUFF and ACCELMULT_MOVEMENT
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2016-12-29 21:10:42 +09:00
Song Minjae
63bc018550 new debugging tool ActorsList
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2016-12-29 21:09:44 +09:00
Song Minjae
bc36cc946d highest ID of dynamicItem reduced to 1048575
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2016-12-29 20:45:42 +09:00
Song Minjae
767802e75f new debugging tool ActorValueTracker
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2016-12-29 20:31:05 +09:00
Song Minjae
a6bbf256f0 Issue #6 resolved
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2016-12-28 18:17:48 +09:00
Song Minjae
e253641471 ActorAI's walk speed can be adjusted now
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2016-12-28 00:17:52 +09:00
Song Minjae
2e2e4a0281 buffed Teleport command
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2016-12-27 22:43:30 +09:00
Song Minjae
433612ebdb random roam around AI
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2016-12-27 22:43:15 +09:00
Song Minjae
f06c6f7502 Joise updated to 1.0.2
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2016-12-27 22:08:33 +09:00
Song Minjae
81e9539381 AI script is now persistent (you can keep variables)
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2016-12-27 21:56:34 +09:00
Song Minjae
e88124f065 "mult" renamed to "buff" to prevent confusion with pre-calculated "mult" (character variants)
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2016-12-27 21:56:03 +09:00
Song Minjae
35a723ee0f actor AI from Lua script
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2016-12-26 23:55:54 +09:00
Song Minjae
d0109a88af remove hard-drawn shadow from images, they're now drawn by the software
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2016-12-26 12:50:10 +09:00
Song Minjae
5e2cb526ee cp949 -> cp437 (wrong name)
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2016-12-26 12:36:02 +09:00
Song Minjae
8e6fc55f46 javadoc for LWJGL
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2016-12-26 12:00:28 +09:00
Song Minjae
ae45cf32a7 new blending function for SpriteGlow, which now uses no alpha channel; reduced the number of framebuffer used to draw a world from 2 to 1.
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2016-12-25 16:33:56 +09:00
Song Minjae
a9a2b93341 visible actors are defaulted to Visible, SpriteAnimations now has "parent" actors and uses its Visible property
Former-commit-id: 0e240de4ca38a59724f364df4624c8dc79c0112d
Former-commit-id: b017b24ab7591ea2fd2518308bd5656597c14f47
2016-12-23 20:49:29 +09:00
Song Minjae
639f1c158e multithreading now should divide jobs evenly without any job missing out
Former-commit-id: 0511065489b0813fef82361b74369040fc2ad887
Former-commit-id: fe23e50fa33d6cf0c5118916bb29669d69bed5b9
2016-12-23 00:38:21 +09:00
Song Minjae
1362f6921e resolving issue #5
Former-commit-id: 12d11b683a242172a7c3ec831efb7d65f552951f
Former-commit-id: fd276318b77ac5ef9b1963e84fb33380ddbae45c
2016-12-22 22:20:49 +09:00
Song Minjae
611b78ffa5 texture update
Former-commit-id: 8b056329db1403b163e635e22141e0d021580805
Former-commit-id: c9e0605ba6021ac4889f199799268df61517a794
2016-12-22 13:21:03 +09:00
Song Minjae
c1e7b3537d noise texture generator: multithreded
Former-commit-id: 4d9539a53aa058eff1fe47f6fce95528a44dff40
Former-commit-id: a0301f167412d1c67ca0cc6956d9e7683e82efaf
2016-12-22 13:19:40 +09:00
Song Minjae
72e348b5e5 messing around w/ GL blend equations, think got something working...
Former-commit-id: 6c9bb1a9d49c9ea0a5f8a68f4b2d05b0d8390b96
Former-commit-id: 7947f3b32dbe0d17a7bd206b3fd8850fdf3ea9c1
2016-12-22 03:05:13 +09:00
Song Minjae
e76f8840ba updating TODO tags
Former-commit-id: f0ce830cc72911b9c1974a394581003726dfc4e1
Former-commit-id: dfc012568d8362de583b7efa95fd79e35a22b83a
2016-12-22 02:20:23 +09:00
Song Minjae
656aa07e8b new dirt tex
Former-commit-id: 963c5f0ec46eeb950b56a357df3cfe352c9d60c1
Former-commit-id: 38e1c52cbf3001013399d015c3bca678f77745dc
2016-12-22 02:19:57 +09:00
Song Minjae
4548a2fe3d noise pattern generator (loops x and y)
Former-commit-id: 548612468f454aaf037544e5c3a86deb4f30fc63
Former-commit-id: 1026b3d7420fd5a14117e4c295009dc5831862ad
2016-12-22 02:02:13 +09:00
Song Minjae
70d85398ce cavegen now loops (fine-tune required)
Former-commit-id: 5a59323f39ca1cfcfcc0c89c0d7f71f0e2d92762
Former-commit-id: f7d35ae69fcb49af0d1342624eb9f3b0027db398
2016-12-21 01:06:05 +09:00
Song Minjae
dd60448cae seamlessly looped terrain generation WIP (resolving issue #4)
Former-commit-id: cb2110fc1574ddfbff9ea6bd21596945c5895e13
Former-commit-id: 4f17d4d0bb1b1ed1ee61872651abfeb046de8b9c
2016-12-20 21:01:22 +09:00
Song Minjae
8c8a0cbb23 modified light penetration to penetrate less
Former-commit-id: 43b6fa9456ab58d6c59b738c718d0dcbe27799d1
Former-commit-id: ac3da567accddaea19ede6f7fcf59aff4cc10c9a
2016-12-20 14:37:29 +09:00
Song Minjae
e0665db121 fixed bug in commandinterpreter where space(s) behind semicolon, without secondary command (e.g. "nc; ") caused crash
Former-commit-id: 6b7afd141964ecefaae4f8952551859ca6c25c9d
Former-commit-id: dd21356206c45bde1c9f17fc604755d372189d7e
2016-12-20 14:35:49 +09:00
Song Minjae
aeb377a857 more sprite glow (test)
Former-commit-id: 857997e5a00ccbb3f3d2ca7be5065f4f66487a4f
Former-commit-id: 232ae9161a43762730fad1e77003b4033d72bb2a
2016-12-19 00:56:59 +09:00
Song Minjae
e501b356cd colourmaps for virtualcomputers, adding 64-col
Former-commit-id: 7db2015263d5a48eda8f96e215352d62f6e23602
Former-commit-id: c0df19ce699cc19c72e0a67133dba129cd98f9dd
2016-12-19 00:15:54 +09:00
Song Minjae
01def757e9 minor edits
Former-commit-id: 727c880ff913f72cf17f89155c35966f38224c07
Former-commit-id: 65d4bf1045440de7d23efd3ef43176e1cddfa1e4
2016-12-18 23:21:51 +09:00
Song Minjae
ea1e90b035 working platform rendering
Former-commit-id: ec50eeb7f6fbf5799d197a88b036f60e51693336
Former-commit-id: 4172ffc733b8df89bc839b59476c57ac6bf3572d
2016-12-18 16:18:41 +09:00
Song Minjae
0db1130b41 working zoom out
Former-commit-id: a53ed485163ef36cf5b59941eb657761cde166d5
Former-commit-id: a2b575150e128ceb7894d9ba4eb0db127d071bcb
2016-12-18 03:09:20 +09:00
Song Minjae
1ad9f2611d working ZOOM IN (zoom out still broken)
Former-commit-id: 40d72f2ebfcaffe40e1875a7a76d05ff06ad0323
Former-commit-id: c5fae728ab10693f0fb7ae1ece109ad88cbedd0c
2016-12-18 02:41:23 +09:00
Song Minjae
9c7e7ed266 fixed roundworld anormaly, camera zoom still broken
Former-commit-id: ec08c302349c962992a111e820b60eb0a46d7c2e
Former-commit-id: 5bcf3baf2ec194c431b009aa2839ff11caa4d82d
2016-12-18 01:39:03 +09:00
Song Minjae
56530a6041 code cleanup, shortening things
Former-commit-id: d1c81cf3207fff4dd311e9b6c3beb04c194aebc5
Former-commit-id: 26f5042ba41cd577e681a22465435945434c864b
2016-12-17 14:16:42 +09:00
Song Minjae
af8516be68 cleaning up code, adaptive CCD displacement tick
Former-commit-id: dff86e81e174f3cb12a3b5fde54d67104f84f146
Former-commit-id: 349213aafe52ddbd52ed7b58d42a81237a84ee3d
2016-12-17 11:38:43 +09:00
Song Minjae
9df31df54f no more gradle
Former-commit-id: 0f6743976fa4337a40e60eb18b7b3e3a91ca0a7d
Former-commit-id: e8749adce56c47c03a86249edc2199884b1ab148
2016-12-17 00:59:54 +09:00
Song Minjae
b66b02ceeb forEach codes for occupying and feet tiles
Former-commit-id: f8a719b262420d673b3672f7e21764a0dbc754b9
Former-commit-id: e09af27d09cb7ab1dbe08637b4a8690ab612466c
2016-12-17 00:31:19 +09:00
Song Minjae
7a7fac776a tilewiseHitbox takes nextHitbox
Former-commit-id: c6bc5c935f4a79687eecf14ef321c16066607e35
Former-commit-id: 72a0f51b7c676f5206848ed56cc62b1f7fe94e52
2016-12-17 00:30:47 +09:00
Song Minjae
d179d090c5 tiles won't place to the position where occupied by actors
Former-commit-id: 745558470933aea8d1f03da30ca5042a82c69eac
Former-commit-id: 09e741f5eaec3eb18b8a76c82fcc2aa62378e82e
2016-12-16 23:57:46 +09:00
Song Minjae
174a0f9101 added sugar to the Hitbox: Can use both (x1, y1, x2, y2) and (x1, y1, w, h)
Former-commit-id: d8d62440493bf1ffe4f15420f85d0973c9de79ed
Former-commit-id: c66228059d46a1258257c2c0ceb64da99ecd2871
2016-12-16 23:57:08 +09:00
Song Minjae
fd7a629757 UML updates and an error correction
Former-commit-id: 2458f3e7485f766644ce7382552084889aea8b96
Former-commit-id: 8cc0ce08fcfd8f61b38152de95e484cad2034639
2016-12-16 23:11:40 +09:00
Song Minjae
a5ca82f2c7 get operator on Tile/ItemPropCodex
Former-commit-id: f6c4ecbad8c0ce2486524be70e68292d6aae799e
Former-commit-id: 9738a693eb55861d1292e59d8df2bec7f5603c40
2016-12-16 23:07:14 +09:00
Song Minjae
4552d7b7db Inventory now stores objects instead of item IDs
Former-commit-id: 6d7397fe82c986a3ac48ce86fe9fa75a354cf5d3
Former-commit-id: 46b759e0707fe2f7cb207e215708118034aff4f4
2016-12-16 23:02:21 +09:00
Song Minjae
fe994621c0 InventoryItem is now abstract class
Former-commit-id: b7d22a2cc169a89cbe82aae8b13277b1be747b94
Former-commit-id: dcbf2bf830046b97673a0d2bab65e53c4451966f
2016-12-16 23:01:17 +09:00
Song Minjae
5dc99f5612 equip item by body parts
Former-commit-id: 34294de21d16c03da98427edae3b3c6ed94088aa
Former-commit-id: b37fe27635b1643e72e8f714bfea6ce214006931
2016-12-16 18:56:13 +09:00
Song Minjae
1d1769a2c3 working proof-of-concept inventory system
Former-commit-id: 1be5d6d10d0a5c93bceaf12f15d2ee50602cb602
Former-commit-id: 44f25a27c3b5d196210f4efcc3fef4dec8e30ff7
2016-12-14 15:41:20 +09:00
Song Minjae
7078ecfed4 Echo().execute(message) is now just Echo(message)
Former-commit-id: 851e141fc91b170190d6027f42f59906dda0f31f
Former-commit-id: 03dbb9da1788e1c50e84ae33d95f76194ad9a08d
2016-12-14 12:40:53 +09:00
Song Minjae
1dd156d172 still WIP inventory impl, held item impl
Former-commit-id: 9468cfae21ff09c3dd30352a849910364e01d780
Former-commit-id: 50247ccebf3284f739877a1d6c6d8574449a9824
2016-12-14 00:28:42 +09:00
Song Minjae
22bb5d83e1 Object-ified console commands (singleton!)
Former-commit-id: d04fc939a659fc4a6b952d64894bd28edf97bc38
Former-commit-id: 6c20526f3bdda2d9d08dc156b3b0fe271e89bffb
2016-12-14 00:28:09 +09:00
Song Minjae
e1642c799c WIP inventory implementation
Former-commit-id: ce7d2125209c2c4f49b7d755b068ce72387f5e8f
Former-commit-id: f413b2699ee7448f3d3b70775ca7b679ade66475
2016-12-12 23:29:13 +09:00
Song Minjae
870c9b36ff youcankillmenow;)
Former-commit-id: 906db790ab715ecdb1b7b9df11c74bc188afceb0
Former-commit-id: c229422f3faeafe31c44870183fa753564b32fa7
2016-12-12 20:35:00 +09:00
445 changed files with 3326 additions and 10289 deletions

9
.gitignore vendored
View File

@@ -1,15 +1,10 @@
out/*
bin/*
build/*
.gradle/*
hs_err_pid*
Thumbs.db
*.jar
.DS_Store
~$*
assets/mods/basegame/demoworld
assets/mods/basegame/demoworld.gz
assets/modules/basegame/demoworld
assets/modules/basegame/demoworld.gz
external_resource_packs.zip
workspace.xml
.tmp*
tmp_*

8
.idea/compiler.xml generated
View File

@@ -4,12 +4,6 @@
<annotationProcessing>
<profile default="true" name="Default" enabled="true" />
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<bytecodeTargetLevel target="10">
<module name="terrarum_main" target="11" />
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<bytecodeTargetLevel target="1.8" />
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3
.idea/kotlinc.xml generated
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@@ -1,8 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="Kotlin2JsCompilerArguments">
<option name="sourceMapEmbedSources" />
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<option name="jvmTarget" value="1.8" />
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@@ -1,15 +0,0 @@
<component name="libraryTable">
<library name="KotlinJavaRuntime">
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<root url="jar://$KOTLIN_BUNDLED$/lib/kotlin-test.jar!/" />
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<JAVADOC />
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<root url="jar://$KOTLIN_BUNDLED$/lib/kotlin-test-sources.jar!/" />
</SOURCES>
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</component>

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@@ -4,10 +4,9 @@
<root url="file://$PROJECT_DIR$/lib" />
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<JAVADOC>
<root url="http://slick.ninjacave.com/javadoc/" />
<root url="file://$PROJECT_DIR$/lib/javadoc" />
<root url="http://libgdx.badlogicgames.com/nightlies/docs/api/" />
<root url="https://libgdx.badlogicgames.com/ci/nightlies/docs/api/" />
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2
.idea/misc.xml generated
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@@ -38,7 +38,7 @@
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2
.idea/modules.xml generated
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@@ -2,8 +2,8 @@
<project version="4">
<component name="ProjectModuleManager">
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<module fileurl="file://$PROJECT_DIR$//terrarum.iml" filepath="$PROJECT_DIR$//terrarum.iml" group="terrarum" />
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</project>

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@@ -1,12 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<module external.linked.project.id="terrarum" external.linked.project.path="$MODULE_DIR$/../.." external.root.project.path="$MODULE_DIR$/../.." external.system.id="GRADLE" external.system.module.group="" external.system.module.version="unspecified" type="JAVA_MODULE" version="4">
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</module>

View File

@@ -1,219 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<module external.linked.project.id="terrarum:main" external.linked.project.path="$MODULE_DIR$/../.." external.root.project.path="$MODULE_DIR$/../.." external.system.id="GRADLE" external.system.module.group="" external.system.module.type="sourceSet" external.system.module.version="unspecified" type="JAVA_MODULE" version="4">
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</module>

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@@ -1,209 +0,0 @@
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<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/luaj-jse-3.0.1.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/jorbis-0.0.17.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/jopus.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/jogg-0.0.7.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/jnlp.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/icu4j-63_1.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/icu4j-63_1-src.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/icu4j-63_1-docs.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/gson-2.5.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/GetCpuName.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/gdx.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/gdx-natives.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/gdx-backend-lwjgl3.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/gdx-backend-lwjgl.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/gdx-backend-lwjgl-natives.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/Concentus-1.0-SNAPSHOT.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/commons-csv-1.2.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/commons-codec-1.10.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
<orderEntry type="module-library">
<library>
<CLASSES>
<root url="jar://$MODULE_DIR$/../../lib/AppleJavaExtensions-1.4.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES />
</library>
</orderEntry>
</component>
<component name="TestModuleProperties" production-module="terrarum_main" />
</module>

View File

@@ -19,16 +19,10 @@
<CLASSES>
<root url="jar://$MODULE_DIR$/lib/kotlin-runtime.jar!/" />
<root url="jar://$MODULE_DIR$/lib/kotlin-reflect.jar!/" />
<root url="jar://$KOTLIN_BUNDLED$/lib/kotlin-stdlib.jar!/" />
<root url="jar://$KOTLIN_BUNDLED$/lib/kotlin-reflect.jar!/" />
<root url="jar://$KOTLIN_BUNDLED$/lib/kotlin-test.jar!/" />
</CLASSES>
<JAVADOC />
<SOURCES>
<root url="jar://$MODULE_DIR$/lib/kotlin-runtime-sources.jar!/" />
<root url="jar://$KOTLIN_BUNDLED$/lib/kotlin-stdlib-sources.jar!/" />
<root url="jar://$KOTLIN_BUNDLED$/lib/kotlin-reflect-sources.jar!/" />
<root url="jar://$KOTLIN_BUNDLED$/lib/kotlin-test-sources.jar!/" />
</SOURCES>
</library>
</orderEntry>

14
assets/18BitColour.frag Normal file
View File

@@ -0,0 +1,14 @@
varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
void main(void) {
vec4 color = texture2D(u_texture, v_texCoords).rgba;
color.r = floor(63.0 * color.r + 0.5) / 63.0;
color.g = floor(63.0 * color.g + 0.5) / 63.0;
color.b = floor(63.0 * color.b + 0.5) / 63.0;
// a: passthrough
gl_FragColor = vec4(color.rgb, 0.0);
}

View File

@@ -8,13 +8,10 @@ varying vec2 v_texCoords;
uniform sampler2D u_texture; // world texture, has alpha value that is meaningful
uniform sampler2D tex1; // lightmap texture
uniform vec2 tex1Offset;
void main() {
vec4 colorTex0 = texture2D(u_texture, v_texCoords); // world texture
vec4 colorTex1 = texture2D(tex1, v_texCoords); // lightmap (RGBA)
colorTex1 = vec4(colorTex1.www, 1.0);
gl_FragColor = colorTex0 * colorTex1;
gl_FragColor = colorTex0 * vec4(colorTex1.aaa, 1.0);
}

View File

@@ -3,6 +3,6 @@ varying vec2 v_texCoords;
uniform sampler2D u_texture;
void main(void) {
vec3 alpha = texture2D(u_texture, v_texCoords).aaa;
gl_FragColor = vec4(alpha, 1.0);
float alpha = texture2D(u_texture, v_texCoords).a;
gl_FragColor = vec4(alpha, alpha, alpha, 1.0);
}

View File

@@ -11,17 +11,17 @@ uniform sampler2D u_texture;
uniform vec2 resolution;
uniform vec3 phosphor_colour = vec3(1.3, 0.8567, 0.0);
vec3 scanline_darkening = vec3(0.66, 0.66, 0.66);
vec3 scanline_darkening = vec3(0.45, 0.45, 0.45);
// 0: every odd line will get darkened; 1: every even line will get darkened
uniform float alternative_scanline = 0.0; // 1.0: true
uniform float blur_blend = 0.5;
uniform float blur_blend = 0.3;
void main(void) {
vec4 color = texture2D(u_texture, v_texCoords).rgba;
vec4 color_pre = texture2D(u_texture, (v_texCoords + (vec2(-1.0, 0.0) / resolution))).rgba;
vec4 color_next = texture2D(u_texture, (v_texCoords + (vec2( 1.0, 0.0) / resolution))).rgba;
vec3 color = texture2D(u_texture, v_texCoords).rgb;
vec3 color_pre = texture2D(u_texture, (gl_FragCoord + vec2(-1.0, 0.0)) / resolution).rgb;
vec3 color_next = texture2D(u_texture, (gl_FragCoord + vec2( 1.0, 0.0)) / resolution).rgb;
color = color * (1.0 - blur_blend) + color_pre * (blur_blend / 2.0) + color_next * (blur_blend / 2.0);
@@ -34,12 +34,11 @@ void main(void) {
) / 8.0;
// out colour
vec3 out_color = vec3(color_luminosity) * phosphor_colour;
color = vec3(color_luminosity) * phosphor_colour;
if (is_scanline) {
out_color = out_color * scanline_darkening;
color = color * scanline_darkening;
}
gl_FragColor = vec4(out_color, 1);
//gl_FragColor = texture2D(u_texture, v_texCoords);
gl_FragColor = vec4(color, 1.0);
}

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@@ -1,58 +0,0 @@
#version 120
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
// "steps" of R, G and B. Must be integer && equal or greater than 2
uniform float rcount = 32.0;
uniform float gcount = 32.0;
uniform float bcount = 32.0;
uniform float acount = 1.0;
int bayer[14 * 14] = int[](131,187,8,78,50,18,134,89,155,102,29,95,184,73,22,86,113,171,142,105,34,166,9,60,151,128,40,110,168,137,45,28,64,188,82,54,124,189,80,13,156,56,7,61,186,121,154,6,108,177,24,100,38,176,93,123,83,148,96,17,88,133,44,145,69,161,139,72,30,181,115,27,163,47,178,65,164,14,120,48,5,127,153,52,190,58,126,81,116,21,106,77,173,92,191,63,99,12,76,144,4,185,37,149,192,39,135,23,117,31,170,132,35,172,103,66,129,79,3,97,57,159,70,141,53,94,114,20,49,158,19,146,169,122,183,11,104,180,2,165,152,87,182,118,91,42,67,25,84,147,43,85,125,68,16,136,71,10,193,112,160,138,51,111,162,26,194,46,174,107,41,143,33,74,1,101,195,15,75,140,109,90,32,62,157,98,167,119,179,59,36,130,175,55,0,150);
float bayerSize = 14.0;
float bayerDivider = bayerSize * bayerSize;
vec4 gammaIn(vec4 col) {
return pow(col, vec4(2.2));
}
vec4 gammaOut(vec4 col) {
return pow(col, vec4(1.0 / 2.2));
}
vec4 nearestColour(vec4 incolor) {
vec4 rgbaCounts = vec4(rcount, gcount, bcount, acount);
vec4 color = incolor;
color.r = floor((rgbaCounts.r - 1.0) * color.r + 0.5) / (rgbaCounts.r - 1.0);
color.g = floor((rgbaCounts.g - 1.0) * color.g + 0.5) / (rgbaCounts.g - 1.0);
color.b = floor((rgbaCounts.b - 1.0) * color.b + 0.5) / (rgbaCounts.b - 1.0);
color.a = 1.0;//floor((rgbaCounts.a - 1.0) * color.a + 0.5) / (rgbaCounts.a - 1.0);
return color;
}
void main(void) {
float spread = 1.0 / (0.299 * (rcount - 1.0) + 0.587 * (gcount - 1.0) + 0.114 * (bcount - 1.0)); // this spread value is optimised one -- try your own values for various effects!
// create texture coordinates based on pixelSize //
vec4 inColor = (texture2D(u_texture, v_texCoords));
vec2 entry = mod(gl_FragCoord.xy, vec2(bayerSize, bayerSize));
gl_FragColor = nearestColour(inColor + spread * (bayer[int(entry.y) * int(bayerSize) + int(entry.x)] / bayerDivider - 0.5));
}

View File

@@ -1 +0,0 @@
Air tile (tile 0,0) must have colour of 0x00000000, NOT 0xFFFFFF00. You can modify the tga file directly to correct bad exporter behaviour.

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@@ -1,42 +0,0 @@
# The name that will be displayed in game
propername=Terrarum
# The description
description=The base game
# Author of the module
author=Terrarum
# Name of the entry script
# Entry script must inherit net.torvald.terrarum.ModuleEntryPoint
entrypoint=net.torvald.terrarum.modulebasegame.EntryPoint
# Release date in YYYY-MM-DD
releasedate=2017-07-14
# The version, must be ^[0-9]+(\.[0-9]+)*$ in regex
# e.g. 0.1 0.1.1347
# e.g. 1 1.0.58385.02
# e.g. 26558 0.0.0.0.0.1
version=0.2.0
# External JARs the module might use, separate multiple by semicolon (;)
libraries=
# Modules that must be pre-installed, separate multiple by semicolon (;)
# Dependency syntax: "module name space allowed 444.44+"
# Version number: + means equal or higher, ! means this exact number, - denotes interval, * is wildcard
# the default is equal or lower
# e.g. 1.4+ would allow 1.4, 0.6, 1.13, 1.42, 1.4.0, 1.4.4456
# e.g. 10+.2 would allow 10.2, 10.1, 11.0 but would not allow any integer version (v10.0 != v10)
# e.g. 10.4! would allow 10.4, 9.4, 8.4, 7.4
# e.g. 10.3-11.4 would allow 10.3, 10.7, 10.12676, 11.0, 11.4 but not integer v11, 10.3.12 etc.
# e.g. 13!.5 would allow 13.0, 13.1, 13.2, 13.3, 13.4 and 13.5
# e.g. * would allow any version possible
# e.g. *.* would allow any version on that scheme
# e.g. *! would only allow all integer version
# NOTE: it's your responsibility that your mod's version scheme would not be a total mess!
# real world examples:
# BaseGame 1.0+; CommandLineRenewed 2!.0+; Basegame 1!.0+; ScreenRecorder *; MyScrRecHack 1.*
# Can you decode them? This is for hypothetical screen recorder mod.
dependency=

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Can't render this file because it contains an unexpected character in line 1 and column 20.

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View File

@@ -4,10 +4,10 @@
*/
import net.torvald.terrarum.Point2d
import net.torvald.point.Point2d
import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.gameactors.AVKey
import net.torvald.terrarum.gameactors.ActorWBMovable
import net.torvald.terrarum.modulebasegame.gameactors.AVKey
import net.torvald.terrarum.modulebasegame.gameactors.ActorWithPhysics
import net.torvald.terrarum.itemproperties.Calculate
import net.torvald.terrarum.itemproperties.GameItem
import net.torvald.terrarum.itemproperties.Material
@@ -55,12 +55,12 @@ class TestPick extends GameItem {
}
@Override
boolean startPrimaryUse(float delta) {
boolean primaryUse(float delta) {
int mouseTileX = Terrarum.getMouseTileX()
int mouseTileY = Terrarum.getMouseTileY()
def mousePoint = new Point2d(mouseTileX, mouseTileY)
def actorvalue = Terrarum.ingame.playableActor.actorValue
def actorvalue = Terrarum.ingame.player.actorValue
using = true
@@ -80,7 +80,7 @@ class TestPick extends GameItem {
Terrarum.ingame.world.inflictTerrainDamage(
mouseTileX, mouseTileY,
Calculate.pickaxePower(Terrarum.ingame.playableActor, material) * swingDmgToFrameDmg
Calculate.pickaxePower(Terrarum.ingame.player, material) * swingDmgToFrameDmg
)
return true
@@ -90,7 +90,7 @@ class TestPick extends GameItem {
boolean endPrimaryUse(float delta) {
using = false
// reset action timer to zero
Terrarum.ingame.playableActor.actorValue.set(AVKey.__ACTION_TIMER, 0.0)
Terrarum.ingame.player.actorValue.set(AVKey.__ACTION_TIMER, 0.0)
return true
}
}

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