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471 Commits

Author SHA1 Message Date
minjaesong
8eff89a7cb fix: inputstrober not working 2026-04-04 22:59:30 +09:00
minjaesong
73c7c8942e title screen fade-in transition 2026-04-04 22:33:10 +09:00
minjaesong
6118f30d5f async loading (hopefully?) 2026-04-04 17:05:00 +09:00
minjaesong
981418d0c7 async loading (hopefully) 2026-04-04 01:56:40 +09:00
CuriousTorvald
3cbfb5c10f Update CodeQL workflow to exclude certain languages 2026-03-29 00:22:48 +09:00
minjaesong
1a0b754cde font update, video sprite (TAV) 2026-03-15 13:26:05 +09:00
CuriousTorvald
db3a1f9a39 Modify funding configuration in FUNDING.yml
Updated funding options to include GitHub Sponsors and a PayPal link.
2026-03-13 19:20:45 +09:00
minjaesong
247fd6195f wiki update (asset archiving, building instructions) 2026-02-28 10:53:51 +09:00
minjaesong
97d22913bf custom asset archive loading 2026-02-22 00:09:48 +09:00
minjaesong
2dea82bb9c font update 2026-02-20 11:10:38 +09:00
minjaesong
7c8baa151f asset archiving wip 2026-02-20 10:39:53 +09:00
minjaesong
04b49b8a5c asset archiving wip, font update 2026-02-19 09:57:59 +09:00
minjaesong
661d516800 buildapp update 2026-02-17 05:04:27 +09:00
minjaesong
9efb800d47 alpha blending diagnostic shaders 2026-02-13 21:03:01 +09:00
minjaesong
93c5822c7b finally fixing contradictory key press handling (left+right, up+down) 2026-02-13 19:52:14 +09:00
minjaesong
4d9252dd80 world control hint 2026-02-10 20:17:43 +09:00
minjaesong
232bc0297d copyright year update 2026-02-10 16:00:41 +09:00
minjaesong
612871eb2a fix: moving platform is dragging player into the terrain again 2026-02-09 09:46:35 +09:00
minjaesong
8bbe79acfe pushing down on moving platform will dismount 2026-02-09 03:15:11 +09:00
minjaesong
54715e41b0 fix: sinking platform taking actors with it 2026-02-09 03:06:28 +09:00
minjaesong
e91b7ceb0d player can exit from sinking platform by jumping 2026-02-09 02:54:56 +09:00
minjaesong
855e0ea12a moving platforms can 'steal' actors 2026-02-09 02:34:49 +09:00
minjaesong
5394f17686 moving platform fix: double speed gain 2026-02-09 02:25:52 +09:00
minjaesong
72aae3cffd moving platform kinda working 2026-02-08 23:54:07 +09:00
minjaesong
b5b9e22091 platform wip3 2026-02-08 20:02:39 +09:00
minjaesong
5b1d0ca049 platform surface friction 2026-02-08 03:53:10 +09:00
minjaesong
623ee14d93 platform wip2 2026-02-08 03:43:37 +09:00
minjaesong
b328b609cc watchface: 'Y' is more distinguished 2026-02-08 03:12:49 +09:00
minjaesong
ff9f02322b moving platform wip 2026-02-08 02:06:29 +09:00
minjaesong
4997353f83 wtf 2026-02-07 16:39:33 +09:00
minjaesong
068d0bf1b2 control preset to be stored into separate file 2026-02-07 16:19:42 +09:00
minjaesong
e838991826 new: #if(n)def preprocessor for Terrarum-formatted CSVs 2026-01-19 17:50:44 +09:00
minjaesong
63566a507b new: world update ahchoring 2026-01-19 17:08:31 +09:00
minjaesong
104481a7d5 fix: fixture pickup mess with quickslots and needed empty hands 2026-01-17 20:50:26 +09:00
minjaesong
a4df761359 wire sim incremental graph update (partial) 2026-01-08 23:20:24 +09:00
minjaesong
aa22fe69ff wire sim refactor 2026-01-08 19:06:20 +09:00
minjaesong
e14e689dce fix: bogoflops counter being overestimated on M4 Mac due to Math.random() reliance 2025-11-27 10:41:13 +09:00
minjaesong
767aa09a17 faster block tiling hash 2025-10-13 20:08:22 +09:00
minjaesong
99bd56317d bump AirCompressor to 2.0.2 2025-09-01 17:51:52 +09:00
minjaesong
3f6f599865 1 meter is now 25 pixels 2025-08-08 01:01:45 +09:00
minjaesong
c803ddfae8 why the hell I thought circular buffering would be better, when it makes FOUR memcpy insead of TWO 2025-07-04 06:13:04 +09:00
minjaesong
f11ea557be reverting FFT changes 2025-06-29 19:29:02 +09:00
minjaesong
3f787108b2 more small optimisation of FFT 2025-06-26 19:14:39 +09:00
minjaesong
6bdf585b49 realFFT is somehow faster while everything else stays the same? 2025-06-26 19:08:16 +09:00
minjaesong
fa56fc14bf deploying new wood textures 2025-05-18 19:33:03 +09:00
minjaesong
d922aa5d67 finished wooden texture 48 2025-05-18 15:21:14 +09:00
minjaesong
0ca5e6435c better wooden plank texture wip 2025-05-18 14:54:33 +09:00
minjaesong
3b755f52da testing new wooden plank texture 2025-05-18 13:28:56 +09:00
minjaesong
b167f20935 randomised music generator for test item 2025-05-09 20:02:20 +09:00
minjaesong
41c47a0777 minor readme update 2025-05-09 19:58:04 +09:00
minjaesong
5495e017d5 more canisters 2025-04-29 22:59:26 +09:00
minjaesong
488a214a19 TODO new fluid container system 2025-04-29 21:11:36 +09:00
minjaesong
946824f861 copyright date 2024 to 2025 2025-04-07 22:54:09 +09:00
minjaesong
dabcfe03ed clipboard wip 2025-04-06 22:21:35 +09:00
minjaesong
06a8fd38d1 more computer stuffs 2025-04-01 21:03:09 +09:00
minjaesong
a4b6ad1d5f more minor codes 2025-04-01 20:50:57 +09:00
minjaesong
1c0162ec25 wire ports for computers first draught 2025-03-31 22:21:13 +09:00
minjaesong
b6ee5ee0f7 computer wires 2025-03-30 20:00:02 +09:00
minjaesong
51da0612d2 sprites 2025-03-30 18:07:02 +09:00
minjaesong
0c35faa548 external classloader from modmgr 2025-03-30 17:00:39 +09:00
minjaesong
852c0b7dcc omfg is it actually working now? 2025-03-25 17:50:10 +09:00
minjaesong
759f8a4c4e bottom parts on conveyor now works 2025-03-25 16:58:55 +09:00
minjaesong
506ca7a7b1 curved parts on conveyor now works 2025-03-25 14:15:34 +09:00
minjaesong
42eee2bba7 small steps man :p 2025-03-24 22:02:07 +09:00
minjaesong
d77e1f38dc finally code's working as intended 2025-03-23 22:12:33 +09:00
minjaesong
e5f8e3b76d curved parts are finally appearing where they should 2025-03-23 21:11:52 +09:00
minjaesong
f5744550a4 straight part of the belt now use proper maths 2025-03-23 20:34:52 +09:00
minjaesong
bbd0bc7eb2 some mac-specific codes 2025-03-22 23:40:58 +09:00
minjaesong
7188fddc7e more conveyor aesthetics 2025-03-22 23:29:23 +09:00
minjaesong
5c2d201151 more versatile weather CLUT defs 2025-03-22 19:39:35 +09:00
minjaesong
c54cafae0f more conveyor visuals 2025-03-21 15:04:43 +09:00
minjaesong
3c8f272d4a conveyor wip 2025-03-21 14:30:32 +09:00
minjaesong
bbe28903d8 more conveyor aesthetics 2025-03-17 20:58:34 +09:00
minjaesong
b19b7c7e79 btex.xml 2025-03-17 19:40:45 +09:00
minjaesong
73bf7f8793 more belt graphics 2025-03-16 21:57:04 +09:00
minjaesong
5631b8e807 more belt graphics 2025-03-16 20:17:02 +09:00
minjaesong
dba941d4de rubber coloured belts 2025-03-16 18:16:28 +09:00
minjaesong
27b4137455 belts using their own shaperenderer 2025-03-16 16:36:26 +09:00
minjaesong
9af3f3b883 fixed rendering of belts 2025-03-15 22:08:09 +09:00
minjaesong
b577df0155 partially working conveyor 2025-03-15 21:40:14 +09:00
minjaesong
18feeb1826 wip conveyor drawfun 2025-03-14 20:51:24 +09:00
minjaesong
d598ef497d wippieeee 2025-03-13 21:30:04 +09:00
minjaesong
e652ace37b conveyer belt wip 2025-03-10 21:33:47 +09:00
minjaesong
bdd00676e6 no-auto-pickup variant of droppeditem 2025-03-09 12:56:26 +09:00
minjaesong
19bc779ae1 more token ring stuff 2025-03-08 22:17:36 +09:00
minjaesong
16cac2f1ab fixing minor bugs 2025-03-04 20:56:12 +09:00
minjaesong
a362ade9af some refactoring on FixtureRingBusCore 2025-03-03 22:01:22 +09:00
minjaesong
fea4e34733 ring bus debugger ui wip 2025-03-03 21:27:35 +09:00
minjaesong
f861a2727d now with watchdogs 2025-03-02 20:42:03 +09:00
minjaesong
2bb1c8400e more token ring stuff 2025-03-02 19:47:52 +09:00
minjaesong
ef4a5d6eb9 token ring stuff and renaming things to avoid confusion 2025-03-02 15:04:53 +09:00
minjaesong
f74b7218b0 token ring stuff wip 2025-03-01 23:03:56 +09:00
minjaesong
f154b2348b token ring stuff wip 2025-02-28 22:44:57 +09:00
minjaesong
e889b397d0 token ring stuff wip 2025-02-27 20:58:14 +09:00
minjaesong
65f771e9de replacing N'gasta with random Lorem texts to avoid possible copyright issues 2025-02-24 21:48:17 +09:00
minjaesong
8a26f328c7 more postal codes 2025-02-20 19:41:41 +09:00
minjaesong
37d6d3004b fix: targeted voucher code not working 2025-02-15 23:56:53 +09:00
minjaesong
ad68e04b83 working redeem code generator 2025-02-15 23:25:30 +09:00
minjaesong
4aae0bf733 redeem code gen wip 2025-02-15 20:05:17 +09:00
minjaesong
c2d0803ee3 redeem code gen wip 2025-02-15 16:18:30 +09:00
minjaesong
3d5672bc4d redeem code gen wip 2025-02-13 21:06:13 +09:00
minjaesong
22786f9a28 better wire branching control 2025-02-09 21:56:46 +09:00
minjaesong
34d8f1504f actorvalue blob clone wip 2025-02-09 20:55:42 +09:00
minjaesong
497782b428 integration of blob and actorvalue 2025-02-09 14:58:06 +09:00
minjaesong
fd0732cd39 actorvalue: new format 'blob' 2025-02-08 22:47:01 +09:00
minjaesong
d4e81c8c06 instance info 2025-02-01 21:04:12 +09:00
minjaesong
69ebdbc542 fix: some NaNs that can be caused by scroll bars 2025-02-01 20:51:40 +09:00
minjaesong
a2006b0354 debugging thing update 2025-02-01 19:31:07 +09:00
minjaesong
150b4e6b6b 'contrast strip' for volume control 2025-02-01 19:11:59 +09:00
minjaesong
b3b86b0965 a debug item 2025-02-01 14:53:14 +09:00
minjaesong
ff2a022394 item and sprite for 'document' type items 2025-01-31 22:44:08 +09:00
minjaesong
bb1da3b1ec working ItemFileRef instantiation and serialisation 2025-01-30 11:53:21 +09:00
minjaesong
29034e2104 mediumidentifier to loosely follow MIME format 2025-01-28 23:08:39 +09:00
minjaesong
daa6c09b52 more on itemfileref 2025-01-28 21:34:11 +09:00
minjaesong
879cc79bbf code input wip 2025-01-27 23:23:27 +09:00
minjaesong
6b4b7917d9 mysterious wip 2025-01-22 21:10:21 +09:00
minjaesong
ed9d8cffd6 more codes 2025-01-19 19:54:40 +09:00
minjaesong
3d34b9162b fix: AZERTY layout was missing < key 2025-01-17 17:40:45 +09:00
minjaesong
1b69d74291 minor fixes 2025-01-15 20:39:44 +09:00
minjaesong
15e3276f46 redeem code input wip 2025-01-15 16:07:04 +09:00
minjaesong
51dd99fd80 better post definition 2025-01-15 13:23:28 +09:00
minjaesong
c14720d649 better code font 2025-01-15 10:57:07 +09:00
minjaesong
f4fb7cccfb audio compressor option is now available 2025-01-11 23:46:54 +09:00
minjaesong
c10823ddce postal system wip 2024-12-29 19:49:27 +09:00
minjaesong
c1a5624167 locales for comp 2024-12-26 12:35:20 +09:00
minjaesong
3eee0dcd62 a working compressor this time 2024-12-26 12:28:12 +09:00
minjaesong
cc3e59796f i don't know if it's even working lol 2024-12-25 15:18:07 +09:00
minjaesong
9dc2dffef9 bandpass dsp 2024-12-22 15:56:35 +09:00
minjaesong
fe4318877a shader preloading 2024-12-16 19:36:58 +09:00
minjaesong
3322878074 both outline and a shadow for 'behind' actors 2024-12-05 21:47:02 +09:00
minjaesong
869b751488 prebuild update 2024-11-30 22:49:01 +09:00
minjaesong
450129f650 better shadow for wall-stickers 2024-11-30 20:52:52 +09:00
minjaesong
bf626e35da buttons for crafting/techtree transition 2024-11-26 22:29:48 +09:00
minjaesong
e581099aec minor numbers changes 2024-11-26 08:15:55 +09:00
minjaesong
95af4e8f53 tech tree view wip 2024-11-25 23:50:28 +09:00
minjaesong
661c4cdc4d more prominent shadow around wall-sticking tiles 2024-11-24 22:41:44 +09:00
minjaesong
a24eab209b shallow shadow improvements 2024-11-24 19:13:12 +09:00
minjaesong
6ec5ba5603 no shadows against skybox 2024-11-24 18:52:44 +09:00
minjaesong
8cf4b5d9a9 shadows around actors as well as terrain 2024-11-24 17:02:00 +09:00
minjaesong
5bf60cfa82 now terrain also lives on its own framebuffer 2024-11-24 13:19:20 +09:00
minjaesong
5cc7db8ecc putting some actors into their own framebuffer for shadowing 2024-11-24 13:10:08 +09:00
minjaesong
89b12aabb4 new debug cmd ExportFBO 2024-11-24 12:53:44 +09:00
minjaesong
f5846d9bae screen blur helper class 2024-11-23 21:17:16 +09:00
minjaesong
d460447331 for alpha 2 release 2024-11-16 11:12:47 +09:00
minjaesong
63fe28eee2 wrap-up commits for "not a true Alpha 2.0 release I was hoping for" 2024-11-15 23:41:25 +09:00
minjaesong
2d7ef6e9ff fix: edge detection of electric fixture not working 2024-10-31 23:40:49 +09:00
minjaesong
fa3a129991 worldportal ui fix 2024-10-31 10:53:11 +09:00
minjaesong
4cc74a85d1 fix: prev commit was made haphazardly 2024-10-30 18:10:30 +09:00
minjaesong
3de4018d75 renaming some files 2024-10-22 11:46:20 +09:00
minjaesong
dbb0c60976 yet another tooltip stuffs 2024-10-12 11:26:29 +09:00
minjaesong
66c2ffa598 fix: hitbox for fixtureworkbench was too tall 2024-10-11 23:23:04 +09:00
minjaesong
6a8f139ad8 fix: broken thumbnail for pressure plates 2024-10-11 23:22:22 +09:00
minjaesong
2b4ff12659 a bit of btex stuffs 2024-10-11 19:09:48 +09:00
minjaesong
60e54c2bc0 tooltipmanager 2024-10-11 15:02:11 +09:00
minjaesong
048777a845 literally one letter was missing 2024-10-11 13:22:23 +09:00
minjaesong
4545ea22ea wrench axle 2024-10-10 03:06:12 +09:00
minjaesong
75249bc44b wrench axle wip 2024-10-10 02:58:35 +09:00
minjaesong
6dd633d2bf wirecutter now ignores axles 2024-10-10 00:28:47 +09:00
minjaesong
b428273fa2 more on savegame migrator and virtualdisk bugfix 2024-10-08 20:22:40 +09:00
minjaesong
e0fcd00d82 more chunk pool and savegame migration codes 2024-10-08 12:55:30 +09:00
minjaesong
b4523b8492 more chunk pool codes 2024-10-08 00:15:17 +09:00
minjaesong
07b4f3bff1 more chunk pool codes 2024-10-07 18:06:18 +09:00
minjaesong
253ca85790 fix: bad spawn pos for fixtures with spawn offsets 2024-10-07 01:06:30 +09:00
minjaesong
02db6b8fed reorientable gearbox because input and output cannot be on the same location 2024-10-06 14:06:04 +09:00
minjaesong
9a33375286 gearbox wip 2024-10-06 01:27:45 +09:00
minjaesong
41fa1e6903 slightly more robust wire sim 2024-10-04 21:46:46 +09:00
minjaesong
ad734a7561 illegal tile monitoring in-game 2024-10-04 18:55:34 +09:00
minjaesong
af0be41a82 more flexible blockbox definition and their utilisation 2024-10-04 01:22:45 +09:00
minjaesong
0e58879216 axle test with test-motor 2024-10-03 21:35:52 +09:00
minjaesong
dd643005a4 the axle item/fixture? wip 2024-10-02 23:56:06 +09:00
minjaesong
551fbcd3c2 fix: pressure plate emsv was too bright 2024-09-28 16:13:40 +09:00
minjaesong
dbd95cd2a2 pressure plates 2024-09-27 20:35:08 +09:00
minjaesong
f103d9ae0c Windows on Arm will be filtered out specifically 2024-09-27 12:46:56 +09:00
minjaesong
70f2a23354 use _cp property to load custom application 2024-09-27 12:42:35 +09:00
minjaesong
83ad86c818 pushbutton 2024-09-27 00:53:41 +09:00
minjaesong
6e1d3c3bb7 sandstone generation follows the world's sand colour 2024-09-26 14:16:19 +09:00
minjaesong
da4a850ee9 minor improvements 2024-09-26 13:10:20 +09:00
minjaesong
740e5f7b94 reverting test codes 2024-09-26 00:49:38 +09:00
minjaesong
f89c2618fd automated avatar building & fix avatar import 2024-09-26 00:44:41 +09:00
minjaesong
b344b3b161 no quartz on igneous rocks 2024-09-25 19:43:22 +09:00
minjaesong
e4634045c2 pitchblende spawning 2024-09-25 17:39:28 +09:00
minjaesong
468949a22c strata implemented 2024-09-25 15:58:17 +09:00
minjaesong
ae587beddd porting liquid pockets to Aquagen 2024-09-25 14:48:22 +09:00
minjaesong
fbd7cd8f6a buildingmaker: hold V to erase 2024-09-25 12:13:59 +09:00
minjaesong
1c54b40898 fix: missing params that caused backwards incompatibility 2024-09-25 11:53:52 +09:00
minjaesong
b4f512ddef adding faults but better 2024-09-25 00:47:42 +09:00
minjaesong
ae57e710bc adding faults 2024-09-25 00:37:11 +09:00
minjaesong
bffc9fd860 new rocks 2024-09-24 20:38:28 +09:00
minjaesong
a2dc001909 newer terragen test wip 2024-09-23 01:41:13 +09:00
minjaesong
e14c832028 WorldCamera now holds tilewise positions 2024-09-20 14:44:53 +09:00
minjaesong
f5d4caaad5 shift func on UnsafeLong2D 2024-09-20 00:15:02 +09:00
minjaesong
180cf217f8 metals to their own sprite sheet 2024-09-15 16:01:12 +09:00
minjaesong
9520b5985f better bucket textures 2024-09-15 00:55:02 +09:00
minjaesong
94f4f1980a minor changes 2024-09-14 23:59:03 +09:00
minjaesong
c42f776f81 better lang for buckets 2024-09-14 22:50:27 +09:00
minjaesong
e8eae1e961 lang for buckets 2024-09-14 22:27:46 +09:00
minjaesong
dfac9ed9a8 thermal tags for buckets and fluids 2024-09-14 21:15:46 +09:00
minjaesong
35bec7bc26 water buckets 2024-09-14 20:02:26 +09:00
minjaesong
1924ed1fbc pause using the pause key 2024-09-13 21:55:03 +09:00
minjaesong
8f34fb41ed new keyboard layout DIN 2137 2024-09-13 21:27:12 +09:00
minjaesong
35da5927c8 better brick item texture 2024-09-13 17:22:17 +09:00
minjaesong
2743198866 brick block crafting 2024-09-13 17:09:05 +09:00
minjaesong
ec59000ae9 performance improvements by disabling tile deblocking 2024-09-13 13:18:01 +09:00
minjaesong
34a7a9285d better handling of null keysymbol 2024-09-12 23:56:40 +09:00
minjaesong
831114ef15 disabling item pickup autoequip 2024-09-12 23:41:53 +09:00
minjaesong
8d9159528f font bugfix 2024-09-12 23:41:39 +09:00
minjaesong
212afae027 better fix of 4a0f740e03 2024-09-12 21:11:53 +09:00
minjaesong
3a719bcbfa removing a debug print 2024-09-12 20:53:53 +09:00
minjaesong
7ed37cf355 new ore? 2024-09-12 20:53:26 +09:00
minjaesong
4a0f740e03 fix: crafting an item could unequip any holding item 2024-09-12 20:53:04 +09:00
minjaesong
ff16ca5b1a ISO keylayout on configs 2024-09-12 13:07:19 +09:00
minjaesong
35c330d253 chg magicnum 2024-09-10 22:30:35 +09:00
minjaesong
79d0fe3572 fps aware tilemap update rate 2024-09-10 22:24:41 +09:00
minjaesong
f50c2a385b simple tooltip system for fixtures 2024-09-10 19:41:06 +09:00
minjaesong
180d36eb10 new world and worldgen load scr update 2024-09-10 18:38:39 +09:00
minjaesong
29c1a69222 fluid worldgen 2024-09-10 02:18:05 +09:00
minjaesong
b3467d538c lava texture fix 2024-09-09 19:16:40 +09:00
minjaesong
43d65fb10b crude oil prototype 2024-09-08 23:02:43 +09:00
minjaesong
e4742a40dd aquifers prototype 2024-09-08 21:48:17 +09:00
minjaesong
56c12949f8 working lava pool prototype 2024-09-08 01:51:40 +09:00
minjaesong
11cdcbe2fc actor update control by chunkAnchoring flag 2024-09-07 19:01:03 +09:00
minjaesong
ab31986cf2 TerranVirtualDisk update 2024-09-07 16:44:44 +09:00
minjaesong
e3b663b4aa actors with chunk anchoring wip 2024-09-07 16:06:15 +09:00
minjaesong
68854d3573 chunk pool wip 2024-09-07 16:05:52 +09:00
minjaesong
a9e6aab94c new worldgen test wip 2024-09-06 23:59:46 +09:00
minjaesong
1af82e4d5c water jumping works but needs onscreen instruction to educate players 2024-09-06 21:14:54 +09:00
minjaesong
bd8f455ce6 caching ime icons 2024-09-06 16:16:00 +09:00
minjaesong
694a727a3e made a patch to GDX to enable ISO keyboard keys 2024-09-06 15:51:51 +09:00
minjaesong
849271328d fix: added a missing key on Bépo layout 2024-09-06 15:36:17 +09:00
minjaesong
56b98f3086 adaptive tilemap update rate 2024-09-05 19:48:21 +09:00
minjaesong
c17d742d68 fix: jittery cam on titlescreen 2024-09-05 15:25:39 +09:00
minjaesong
eb3822553b multithreaded initial spawn chunkgen 2024-09-04 22:57:58 +09:00
minjaesong
3fcb2f9996 minor bugfixes 2024-09-03 15:39:11 +09:00
minjaesong
f5f1f536cf grass texture fixes 2024-09-03 00:59:58 +09:00
minjaesong
1615afb81b brick texture refinement 2024-09-02 20:06:03 +09:00
minjaesong
ef0c9c8447 brick sounds 2024-09-02 01:02:52 +09:00
minjaesong
5cbe96033b bricks 2024-09-01 23:58:09 +09:00
minjaesong
aef5fd307a readjusted oregen params to preserve relative depth-to-spawn-rate scale 2024-09-01 04:47:20 +09:00
minjaesong
cdfb5c4daa fix: ore and fluid layer was not being disposed of 2024-09-01 02:50:34 +09:00
minjaesong
6f48bd9f04 new worldgen for the taller world 2024-09-01 00:27:23 +09:00
minjaesong
fa03e5d14a new worldgen wip 2024-08-31 23:55:13 +09:00
minjaesong
54d1218b4a fix: wetting tile using wrong tile 2024-08-31 22:24:31 +09:00
minjaesong
84f0353f09 multithreaded tile renumbering 2024-08-31 05:29:59 +09:00
minjaesong
85c1e3ba96 new world size and generator for Alpha 2 with backwards compatibility 2024-08-31 04:03:13 +09:00
minjaesong
da14c75278 new world size is now much taller; loadscreen bar now has fixed ratio 2024-08-30 21:56:46 +09:00
minjaesong
56a1723e4f drawing tilemap 'texture' is also done once every three frames 2024-08-30 17:50:29 +09:00
minjaesong
d405302c9d tilemap update is now done once in every 3 frame 2024-08-30 13:55:37 +09:00
minjaesong
85a4c46240 trying to optimise the tiling code (its broken now) 2024-08-30 02:37:53 +09:00
minjaesong
d8922485ad dirt textures 2024-08-29 13:22:33 +09:00
minjaesong
43e8d1a8d0 working deblocking 2024-08-29 03:00:39 +09:00
minjaesong
d02282a64d deblocking wip 2 2024-08-28 18:40:21 +09:00
minjaesong
7554459281 deblocking wip 2024-08-28 01:51:55 +09:00
minjaesong
02a549c406 new tiles: sands,sandstones 2024-08-28 01:51:22 +09:00
minjaesong
e691222741 new tiles: clay,trees,gravels 2024-08-27 02:58:02 +09:00
minjaesong
45550d0444 fix: bombs may cause segfault due to out of bound referencing in Y axis 2024-08-27 00:28:54 +09:00
minjaesong
86c7f7925b breakage overlay is back 2024-08-26 23:11:34 +09:00
minjaesong
55ae0b61af subtile grass tiling 2024-08-26 19:20:51 +09:00
minjaesong
feed1ee6c0 fix: touching the bottom of the world would crash the game because setFluid did not coerce the coords 2024-08-26 01:47:41 +09:00
minjaesong
63322321ce subtiling stone blocks 2024-08-26 01:39:05 +09:00
minjaesong
472fcfc05b wood blocks update 2024-08-25 20:20:46 +09:00
minjaesong
23cae8ed73 inventory image for subtiled blocks 2024-08-25 02:50:56 +09:00
minjaesong
ccaaac03d0 more 'correct' stone brick texture 2024-08-25 01:58:55 +09:00
minjaesong
50adfc08bb more brick tiling and bugfix 2024-08-24 22:35:27 +09:00
minjaesong
96cdefb800 brick tiling 2024-08-24 01:37:31 +09:00
minjaesong
ff66b65831 confirmed: subtiling works on any atlas size 2024-08-23 00:17:35 +09:00
minjaesong
657ab2b2be working subtiling (for atlas size 2048) 2024-08-23 00:06:14 +09:00
minjaesong
5c1c526128 fliprot on subtiles 2024-08-22 18:27:24 +09:00
minjaesong
9bd1471a64 rendertags on subtile sheet 2024-08-22 14:59:14 +09:00
minjaesong
bdb1c3e1ea better rock texture maybe 2024-08-22 03:14:17 +09:00
minjaesong
a74d4bbced working subtile rendering 2024-08-22 01:43:04 +09:00
minjaesong
7b23e34907 spectrometer slope is now 10dB/decade, which makes pink noise to appear flat 2024-08-21 23:47:01 +09:00
minjaesong
b0480e6225 fliprot revived 2024-08-21 14:34:42 +09:00
minjaesong
ebcc2ef4bf old tiling is adapted to subtiling (no fliprot/breakage yet) 2024-08-20 22:01:59 +09:00
minjaesong
186733e4f8 fix: fluid not renaming on load 2024-08-20 15:37:34 +09:00
minjaesong
e12a049e70 texcoord is wrong but silhouette is correct 2024-08-20 03:58:35 +09:00
minjaesong
02f9303767 better atlas code 2024-08-19 23:00:39 +09:00
minjaesong
1867bf8de0 working subtile-to-atlantes 2024-08-19 20:10:16 +09:00
minjaesong
88680fb0fc making room for larger tile ID to accomodate subtiling 2024-08-19 02:52:32 +09:00
minjaesong
e18f6512bc subtiling wip 2024-08-18 03:33:02 +09:00
minjaesong
fc92fe6f55 random sound audio bank 2024-08-16 22:38:47 +09:00
minjaesong
1c27966322 fluid sim now marks modified chunks 2024-08-13 01:02:22 +09:00
minjaesong
81c75a762b save/load fluid layer 2024-08-12 23:18:04 +09:00
minjaesong
fdbfad9633 player sprite to turn around even when airbourne 2024-08-12 16:17:46 +09:00
minjaesong
9c9806f622 genver for World now stores the version the world has generated 2024-08-12 00:19:59 +09:00
minjaesong
ff4bf42922 fix: water stripes below raised corners 2024-08-10 12:18:32 +09:00
minjaesong
c2b624546b comment fix 2024-07-28 19:26:37 +09:00
minjaesong
036347082f slightly more concise credits 2024-07-28 01:28:33 +09:00
minjaesong
97286e7d99 even better fluid tiling 2024-07-24 19:14:24 +09:00
minjaesong
af81bb0e0f even better fluid tiling 2024-07-22 15:04:22 +09:00
minjaesong
1fddb5f0da fix: water stripes on blocksdrawer 2024-07-22 14:23:58 +09:00
minjaesong
91e25da54f better fluid render wip 2024-07-22 03:40:48 +09:00
minjaesong
3386cfbd46 swiming control 2024-07-21 20:22:54 +09:00
minjaesong
42b3b9e02f finally working buoyancy sim 2024-07-21 16:26:49 +09:00
minjaesong
082e1b7ec0 another wip 2024-07-21 11:46:59 +09:00
minjaesong
85c6b87cea more physics madness 2024-07-21 04:45:10 +09:00
minjaesong
ca4c0d0d03 option to toggle the timepiece 2024-07-20 16:12:58 +09:00
minjaesong
3cf636629e lib update 2024-07-20 03:34:58 +09:00
minjaesong
4316072bc1 typo 2024-07-19 15:19:29 +09:00
minjaesong
37b8bacd36 lib update 2024-07-19 15:15:20 +09:00
minjaesong
dcd75eb642 current session playtime measurement now uses the app's startup time 2024-07-19 03:14:28 +09:00
minjaesong
14538dd10b playtime counter on top left corner 2024-07-19 03:07:52 +09:00
minjaesong
49fb419d35 forgot to remove debug codes 2024-07-19 02:24:42 +09:00
minjaesong
3d1d38dc60 shadow backing on the fullscr bat and clocks 2024-07-19 02:21:45 +09:00
minjaesong
57b3d355ae battery complication not using shaperenderer 2024-07-19 01:30:38 +09:00
minjaesong
d7f6e253d4 getbatterystatus update (2) 2024-07-19 00:27:45 +09:00
minjaesong
22d70e0a0a getbatterystatus update 2024-07-19 00:13:34 +09:00
minjaesong
b0827ae8c8 battery complication test 2024-07-18 23:36:51 +09:00
minjaesong
b26462b248 fullscreen GUI complications wip 2024-07-18 21:30:30 +09:00
minjaesong
0757764654 macbook notch area on the overlay 2024-07-18 20:55:01 +09:00
minjaesong
d9c1cfb3b2 reviving fullscreen toggle for macos 2024-07-18 17:49:26 +09:00
minjaesong
d4ac5b887c better fullscreen handling 2024-07-18 17:41:50 +09:00
minjaesong
9f0094c371 prebuild: added macos game mode detection 2024-07-18 14:55:29 +09:00
minjaesong
d72bbb0355 better buoyancy but still wip 2024-07-17 01:41:32 +09:00
minjaesong
e77aa0c33f fluid viscosity on phys sim 2024-07-16 17:32:56 +09:00
minjaesong
6399f609a9 rudimentary fluid rendering so that I can work on it 2024-07-15 03:33:31 +09:00
minjaesong
5f1b860555 Fluid.NULL is identical to Block.AIR 2024-07-15 00:48:52 +09:00
minjaesong
bddd871c9d fluid view on F3 2024-07-14 18:19:59 +09:00
minjaesong
01ce5fb3e2 fluid wip and hopefully fixed F3 dangling ptr 2024-07-14 16:13:59 +09:00
minjaesong
23d99c0c86 varying amplitude for throwing sound 2024-07-14 02:06:58 +09:00
minjaesong
96f858fa51 item throwing sounds and better linter 2024-07-13 19:15:04 +09:00
minjaesong
4f6b66b049 mining sounds wont overlap 2024-07-13 02:18:09 +09:00
minjaesong
92f28887ec glow orbs 2024-07-12 04:21:09 +09:00
minjaesong
5a4c300612 player now equips the item picked up, if said item did not exist in their inventory 2024-07-12 03:00:42 +09:00
minjaesong
c1ca06c8e0 convolver to ignore FFT interruptedexception 2024-07-12 01:31:23 +09:00
minjaesong
836d287fa9 intellij config update 2024-07-11 20:39:11 +09:00
minjaesong
4db090aba0 worldgen estimation update 2024-07-11 18:10:12 +09:00
minjaesong
7f5f11780c partial worldgen with full worldgen near spawn point 2024-07-11 17:29:54 +09:00
minjaesong
24e43edafb not-generated marker works as intended, reducing number of chunks for initial worldgen 2024-07-11 16:17:38 +09:00
minjaesong
7b6d7f2b93 ungenerated chunks are now filled with 0xFFFF 2024-07-11 16:02:57 +09:00
minjaesong
d8e6a01735 better music player behaviour 2024-07-09 14:28:51 +09:00
minjaesong
a236f49641 is the new musicplayer working? 2024-07-09 01:27:12 +09:00
minjaesong
86c6f008f9 working arbitrary track queueing 2024-07-08 18:06:44 +09:00
minjaesong
657c8051f8 working prev/next music queueing 2024-07-08 17:30:39 +09:00
minjaesong
63070a19d5 fix: continuous album now plays again 2024-07-07 02:53:57 +09:00
minjaesong
c211f67e38 progress ring instead of play/pause 2024-07-07 01:14:01 +09:00
minjaesong
e75575228a somewhat working? 2024-07-07 00:18:13 +09:00
minjaesong
90f7e82325 more transaction-based music disk jockeying wip 2024-07-06 20:58:23 +09:00
minjaesong
ff433703f4 y u no call back :( 2024-07-06 02:04:27 +09:00
minjaesong
68ed16aa5a Kotlin 2.0 migration 2024-07-05 01:25:36 +09:00
minjaesong
69571b6a3f transaction-based music playback managing wip 2024-07-04 21:34:27 +09:00
minjaesong
7582eae1ee better makefile 2024-06-28 12:58:15 +09:00
minjaesong
86fbe65e01 build inst update 2024-06-22 00:55:41 +09:00
minjaesong
417f00117e just disabling fullscreen on macos for now 2024-06-19 12:37:27 +09:00
minjaesong
a4629c3ea8 new fullscreen method 2024-06-19 12:26:34 +09:00
minjaesong
83b539e872 build inst update 2024-06-17 23:41:19 +09:00
minjaesong
fd124062cf particle fading shader 2024-06-16 17:47:28 +09:00
minjaesong
9948566ce4 btex: better multithreaded rendering 2024-06-02 22:02:22 +09:00
minjaesong
408e976dd8 btex: font update 2024-06-02 21:22:45 +09:00
minjaesong
8c6050528d btex: deserialisation of hyperlinks 2024-06-02 16:55:31 +09:00
minjaesong
33acbcea4d font update 2024-06-01 17:23:50 +09:00
minjaesong
3137297745 font update 2024-06-01 01:28:43 +09:00
minjaesong
de38561eb2 does this fix the segfault? 2024-05-26 14:40:55 +09:00
minjaesong
4607abbbd0 btextest rendering fix 2024-05-23 23:33:32 +09:00
minjaesong
32991b7ba8 btex: serialise now saves original xml 2024-05-23 19:06:32 +09:00
minjaesong
87ff1abe96 font: better interchar handling 2024-05-23 14:27:26 +09:00
minjaesong
3896da3db9 kotlin update 2.0 2024-05-22 23:14:02 +09:00
minjaesong
17e25c9cf7 GameItem item image Pixmap 2024-05-22 17:10:50 +09:00
minjaesong
fc509de98f BTeXTest is now available thru ingame 2024-05-22 16:26:43 +09:00
minjaesong
08d18af500 const renaming 2024-05-22 14:19:10 +09:00
minjaesong
493a15c6db font update with better spacing 2024-05-22 14:05:40 +09:00
minjaesong
19095140c6 font update should enable SHYs 2024-05-22 13:21:56 +09:00
minjaesong
20922e3c4f font update never ends 2024-05-22 00:40:27 +09:00
minjaesong
5e9087f961 font update 2024-05-21 23:21:35 +09:00
minjaesong
10f3721407 wider list box 2024-05-21 17:36:49 +09:00
minjaesong
bcf13d5ec6 font fixes 2024-05-21 17:10:12 +09:00
minjaesong
d0251ffa54 update btex_ko.xml 2024-05-20 22:09:44 +09:00
minjaesong
48b6c842be font update 2024-05-20 03:37:59 +09:00
minjaesong
0682862821 btex: new macro 'resetchapterafterpart' 2024-05-20 01:24:06 +09:00
minjaesong
9979153caf font update 2024-05-20 00:56:13 +09:00
minjaesong
4401b7377f new macro parindent 2024-05-19 00:45:45 +09:00
minjaesong
49e9b6bcdc progress indicator for the tester 2024-05-18 22:22:00 +09:00
minjaesong
7d58c9f1ae btex: <a> tag underlines 2024-05-18 20:12:22 +09:00
minjaesong
48703a7c38 btex: <a> tag target if off by one on the index page 2024-05-18 19:49:39 +09:00
minjaesong
9e9ab5bfe0 btex: finally working <a> tag 2024-05-18 18:15:27 +09:00
minjaesong
1cb70c4620 btex: hyperlinks on toc and index page 2024-05-18 17:34:29 +09:00
minjaesong
82627a8ab4 btex: <a> boxing better detection of hyphenation 2024-05-18 15:21:44 +09:00
minjaesong
6857ab266b btex: test--rectangle around hyperlinks 2024-05-18 02:57:52 +09:00
minjaesong
02d1a4f5f7 still working on the <a> tag to work 2024-05-17 23:59:11 +09:00
minjaesong
297846f9ef trying to make <a> tag to work 2024-05-17 23:36:36 +09:00
minjaesong
163216707e btex: new macro 'chapteronnewpage' 2024-05-17 01:20:56 +09:00
minjaesong
c7ca5a61c8 btex: img tag with fromgame attrib 2024-05-16 22:16:46 +09:00
minjaesong
efbdc806ea btex: img tag with src attrib 2024-05-16 17:07:36 +09:00
minjaesong
e308e9a356 fix: btex toc overflow 2024-05-16 13:35:36 +09:00
minjaesong
b963e0d3f2 btex: multithreaded finalising 2024-05-16 02:01:47 +09:00
minjaesong
7320a14a4d print book without GPU 2024-05-16 01:35:58 +09:00
minjaesong
1aecfc781f fix: typo on btex doc 2024-05-14 18:04:40 +09:00
minjaesong
fc69c6f5b7 part/chapter type macros 2024-05-14 17:10:43 +09:00
minjaesong
1c86162ff8 more xml stuff 2024-05-14 16:33:26 +09:00
minjaesong
f08857530a more btex documentation; fix: pagenum for btex indices are off by one 2024-05-14 16:23:50 +09:00
minjaesong
23f4557bf2 btexbin -> btxbook; baked shadow for TinyAlphNum 2024-05-14 03:16:06 +09:00
minjaesong
ba09633b45 font update 2024-05-14 00:35:12 +09:00
minjaesong
c230f96ac2 btex: fix: hyphenation behaviour 2024-05-10 02:06:26 +09:00
minjaesong
56fa7783e0 btex: right/centre par alignment 2024-05-09 16:51:43 +09:00
minjaesong
ef7138939d btex: font upgrade and more horz margin 2024-05-09 03:57:58 +09:00
minjaesong
162b7862bc btex: ul/ol impl 2024-05-08 19:10:31 +09:00
minjaesong
35768e6c72 btex: v-series korean specific tags 2024-05-08 18:17:49 +09:00
minjaesong
68f5d5c5da btex: part page fixed 2024-05-08 17:49:46 +09:00
minjaesong
f595e44edd stateless span and such 2024-05-08 16:22:11 +09:00
minjaesong
28d303e1f2 read from ingame lang 2024-05-08 15:57:39 +09:00
minjaesong
15de0c8352 btex: macrodef 2024-05-08 03:28:21 +09:00
minjaesong
27d4466f63 more XML 2024-05-08 01:10:03 +09:00
minjaesong
c4ff23361a more XML 2024-05-07 23:23:18 +09:00
minjaesong
464fc5c404 xml changes for palata no 6 2024-05-07 23:17:03 +09:00
minjaesong
f09ac75932 pbox wip 2024-05-07 23:02:12 +09:00
minjaesong
d758c79289 more XML 2024-05-07 05:46:16 +09:00
minjaesong
4d14eeea3a parser now validates XML 2024-05-06 21:59:26 +09:00
minjaesong
b2664e309a paragraph indent is now U+FFFDF because it's not considered as a glue 2024-05-06 15:02:32 +09:00
minjaesong
f45a2ce1d9 more btex; sheet metal item 2024-05-05 02:18:00 +09:00
minjaesong
92a4084e95 DTD for btexdoc 2024-05-04 05:10:44 +09:00
minjaesong
56b7b47039 codestyle wip 2024-05-03 16:13:47 +09:00
minjaesong
6494d7c29b code tag wip 2024-05-03 14:19:56 +09:00
minjaesong
e51504f881 btex: fix: part typesetting with OBJ would not get centred correctly 2024-05-03 03:59:04 +09:00
minjaesong
f2ef4df762 btex: centered part title 2024-05-03 00:48:25 +09:00
minjaesong
51861c9a09 btex: fully working <btex /> 2024-05-02 23:40:36 +09:00
minjaesong
de7aeee351 btex: partially working <btex /> 2024-05-02 20:18:23 +09:00
minjaesong
8fe653d82f btex: part number is now roman 2024-05-02 03:52:56 +09:00
minjaesong
48dc26781d btex: wider standard size 2024-05-01 05:52:24 +09:00
minjaesong
739734732e the real btex doc 2024-05-01 04:49:44 +09:00
minjaesong
62d321b150 btex: span now works again 2024-05-01 02:22:42 +09:00
minjaesong
a68a1d29bb FPS disp on window title 2024-04-30 22:19:33 +09:00
minjaesong
1f633f5ca2 typesetting line at a time and I broke <span> again 2024-04-30 19:15:55 +09:00
minjaesong
3244ad4a8a loading and rendering btexbin 2024-04-29 23:13:26 +09:00
minjaesong
bf07a16842 font update 2024-04-29 16:49:11 +09:00
minjaesong
5dbc0e6f41 typesetter update 2024-04-29 01:40:37 +09:00
minjaesong
73f5a67c8a gitattributes update 2024-04-29 01:14:37 +09:00
minjaesong
cd51276c16 btex serialisation 2024-04-29 01:11:48 +09:00
minjaesong
fa8054adac btex: finalising option for the btexdoc 2024-04-28 22:54:45 +09:00
minjaesong
e1b577b781 btex: page numbers and toc/index pagenum fixes 2024-04-28 19:51:31 +09:00
minjaesong
45b1a344f2 btex: fixed the paragraph overflows 2024-04-28 18:23:50 +09:00
minjaesong
54663657bd more btex styling 2024-04-28 15:32:28 +09:00
minjaesong
8a1ff32fa7 more btex styling 2024-04-28 15:17:08 +09:00
minjaesong
30e9f3e2ef btex: bugfixes 2024-04-28 02:56:47 +09:00
minjaesong
6889ce34a7 btex: text colouring via emph/itemname/targetname/span 2024-04-28 01:21:29 +09:00
minjaesong
a7ea83af16 btex: toc and chapter opening position 2024-04-27 17:33:08 +09:00
minjaesong
900ce1248c btex: cover typesetting 2024-04-27 16:02:03 +09:00
minjaesong
1137afebac btex: better toc and chapter/section alt texts 2024-04-26 23:16:20 +09:00
minjaesong
6264e0d963 btex: typesetting toc 2024-04-26 19:53:23 +09:00
minjaesong
f16944d000 btex: working index page 2024-04-26 19:12:03 +09:00
minjaesong
2534ca4ff7 btex: default colour change 2024-04-26 03:51:29 +09:00
minjaesong
bb10c55739 more btex styling 2024-04-26 03:30:59 +09:00
minjaesong
6de340bde6 btex chapter and section styling 2024-04-26 02:58:59 +09:00
minjaesong
40be60865b more btex tests 2024-04-25 17:04:15 +09:00
minjaesong
f154756439 more btex tests 2024-04-25 01:29:32 +09:00
minjaesong
76dd9a98e4 btex stuffs 2024-04-24 01:13:46 +09:00
minjaesong
e2a87d0e14 OKHsv util 2024-04-18 00:51:34 +09:00
minjaesong
1ddc696e78 temporal bayer dithering for particles 2024-04-17 16:10:43 +09:00
minjaesong
5e85d560b0 bayer alpha for particles 2024-04-17 03:05:24 +09:00
minjaesong
f0f358a15c note particles 2024-04-16 23:03:37 +09:00
minjaesong
875efc883e improved test score 2024-04-16 04:05:44 +09:00
minjaesong
24b5204560 working musicbox 2024-04-15 22:18:08 +09:00
minjaesong
c19184a55f musicbox wip 2024-04-15 20:57:27 +09:00
minjaesong
96954983f0 musicbox wip 2024-04-15 04:27:16 +09:00
minjaesong
9762f38868 more audio codes 2024-04-14 23:45:34 +09:00
minjaesong
4fba0f70c9 weather in weathercodex 2024-04-14 00:18:30 +09:00
minjaesong
670a308c78 audiobank now returns samples in floats 2024-04-11 20:57:47 +09:00
minjaesong
3e12966e84 audio file reading minor improvement 2024-04-06 22:56:12 +09:00
minjaesong
cb4462b1ff music looping is now processed by the MusicContainer 2024-04-06 02:28:30 +09:00
minjaesong
3ef3f3f653 fix: RAM music should loop as they should now 2024-04-06 00:22:52 +09:00
minjaesong
7416f15def more haptic for sliders 2024-04-04 00:08:19 +09:00
minjaesong
54e38b114d fix: spinner making same sound twice 2024-04-03 21:26:41 +09:00
minjaesong
728d609268 more haptic sounds 2024-04-03 02:38:56 +09:00
minjaesong
3e396c63ed bop sound change 2024-04-03 02:04:55 +09:00
minjaesong
4094457ab9 caching for non-ram music 2024-04-03 00:28:11 +09:00
minjaesong
9a8c91562e fix: bad cacheing behaviour 2024-04-02 23:23:16 +09:00
minjaesong
94152afcac sound track cacheing by track to remove any collision 2024-04-02 17:15:23 +09:00
minjaesong
918276a1be read sound effects from RAM 2024-04-02 14:32:13 +09:00
minjaesong
53f54a450d sound on memory wip 2024-04-02 00:29:59 +09:00
minjaesong
a1a70274dd gui track should obey interface volume setting 2024-04-01 18:07:54 +09:00
minjaesong
576e868996 sound cues for buttons 2024-04-01 03:15:57 +09:00
minjaesong
f72ed0f706 panning and attenuation for pickaxe audio cue 2024-03-31 21:02:00 +09:00
minjaesong
742b63a8fa pickaxe sound cue 2024-03-31 04:35:21 +09:00
822 changed files with 99260 additions and 6149 deletions

2
.gitattributes vendored
View File

@@ -10,6 +10,8 @@
*.icns filter=lfs diff=lfs merge=lfs -text
*.jar filter=lfs diff=lfs merge=lfs -text
*.bin filter=lfs diff=lfs merge=lfs -text
*.btxbook filter=lfs diff=lfs merge=lfs -text
*.btxform filter=lfs diff=lfs merge=lfs -text
*.tga binary diff=hex
*.kra binary diff=hex

2
.github/FUNDING.yml vendored Normal file
View File

@@ -0,0 +1,2 @@
github: [curioustorvald]
custom: ["https://paypal.me/curioustorvald"]

99
.github/workflows/codeql.yml vendored Normal file
View File

@@ -0,0 +1,99 @@
# For most projects, this workflow file will not need changing; you simply need
# to commit it to your repository.
#
# You may wish to alter this file to override the set of languages analyzed,
# or to provide custom queries or build logic.
#
# ******** NOTE ********
# We have attempted to detect the languages in your repository. Please check
# the `language` matrix defined below to confirm you have the correct set of
# supported CodeQL languages.
#
name: "CodeQL Advanced"
on:
push:
branches: [ "master" ]
pull_request:
branches: [ "master" ]
schedule:
- cron: '41 4 * * 0'
jobs:
analyze:
name: Analyze (${{ matrix.language }})
# Runner size impacts CodeQL analysis time. To learn more, please see:
# - https://gh.io/recommended-hardware-resources-for-running-codeql
# - https://gh.io/supported-runners-and-hardware-resources
# - https://gh.io/using-larger-runners (GitHub.com only)
# Consider using larger runners or machines with greater resources for possible analysis time improvements.
runs-on: ${{ (matrix.language == 'swift' && 'macos-latest') || 'ubuntu-latest' }}
permissions:
# required for all workflows
security-events: write
# required to fetch internal or private CodeQL packs
packages: read
# only required for workflows in private repositories
actions: read
contents: read
strategy:
fail-fast: false
matrix:
include:
- language: java-kotlin
build-mode: none
# CodeQL supports the following values keywords for 'language': 'actions', 'c-cpp', 'csharp', 'go', 'java-kotlin', 'javascript-typescript', 'python', 'ruby', 'rust', 'swift'
# Use `c-cpp` to analyze code written in C, C++ or both
# Use 'java-kotlin' to analyze code written in Java, Kotlin or both
# Use 'javascript-typescript' to analyze code written in JavaScript, TypeScript or both
# To learn more about changing the languages that are analyzed or customizing the build mode for your analysis,
# see https://docs.github.com/en/code-security/code-scanning/creating-an-advanced-setup-for-code-scanning/customizing-your-advanced-setup-for-code-scanning.
# If you are analyzing a compiled language, you can modify the 'build-mode' for that language to customize how
# your codebase is analyzed, see https://docs.github.com/en/code-security/code-scanning/creating-an-advanced-setup-for-code-scanning/codeql-code-scanning-for-compiled-languages
steps:
- name: Checkout repository
uses: actions/checkout@v4
# Add any setup steps before running the `github/codeql-action/init` action.
# This includes steps like installing compilers or runtimes (`actions/setup-node`
# or others). This is typically only required for manual builds.
# - name: Setup runtime (example)
# uses: actions/setup-example@v1
# Initializes the CodeQL tools for scanning.
- name: Initialize CodeQL
uses: github/codeql-action/init@v4
with:
languages: ${{ matrix.language }}
build-mode: ${{ matrix.build-mode }}
# If you wish to specify custom queries, you can do so here or in a config file.
# By default, queries listed here will override any specified in a config file.
# Prefix the list here with "+" to use these queries and those in the config file.
# For more details on CodeQL's query packs, refer to: https://docs.github.com/en/code-security/code-scanning/automatically-scanning-your-code-for-vulnerabilities-and-errors/configuring-code-scanning#using-queries-in-ql-packs
# queries: security-extended,security-and-quality
# If the analyze step fails for one of the languages you are analyzing with
# "We were unable to automatically build your code", modify the matrix above
# to set the build mode to "manual" for that language. Then modify this step
# to build your code.
# Command-line programs to run using the OS shell.
# 📚 See https://docs.github.com/en/actions/using-workflows/workflow-syntax-for-github-actions#jobsjob_idstepsrun
- name: Run manual build steps
if: matrix.build-mode == 'manual'
shell: bash
run: |
echo 'If you are using a "manual" build mode for one or more of the' \
'languages you are analyzing, replace this with the commands to build' \
'your code, for example:'
echo ' make bootstrap'
echo ' make release'
exit 1
- name: Perform CodeQL Analysis
uses: github/codeql-action/analyze@v4
with:
category: "/language:${{matrix.language}}"

View File

@@ -1,7 +1,7 @@
<component name="ArtifactManager">
<artifact type="jar" name="SpriteAssemblerApp">
<output-path>$PROJECT_DIR$/out</output-path>
<root id="archive" name="terrarum.terrarum.jar">
<root id="archive" name="SpriteAssemblerApp.jar">
<element id="directory" name="META-INF">
<element id="file-copy" path="$PROJECT_DIR$/src/net/torvald/terrarum/spriteassembler/META-INF/MANIFEST.MF" />
</element>
@@ -31,56 +31,58 @@
<element id="extracted-dir" path="$PROJECT_DIR$/lib/js-scriptengine-22.3.1.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/regex-22.3.1-edit.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/truffle-api-22.3.1.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/gdx-1.12.0.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/gdx-backend-lwjgl3-1.12.0.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-3.3.2.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-3.3.2-natives-linux.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-3.3.2-natives-linux-arm32.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-3.3.2-natives-linux-arm64.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-3.3.2-natives-macos.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-3.3.2-natives-macos-arm64.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-3.3.2-natives-windows.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-3.3.2-natives-windows-x86.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-glfw-3.3.2.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-glfw-3.3.2-natives-linux.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-glfw-3.3.2-natives-linux-arm32.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-glfw-3.3.2-natives-linux-arm64.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-glfw-3.3.2-natives-macos.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-glfw-3.3.2-natives-macos-arm64.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-glfw-3.3.2-natives-windows.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-glfw-3.3.2-natives-windows-x86.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-jemalloc-3.3.2.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-jemalloc-3.3.2-natives-linux.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-jemalloc-3.3.2-natives-linux-arm32.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-jemalloc-3.3.2-natives-linux-arm64.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-jemalloc-3.3.2-natives-macos.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-jemalloc-3.3.2-natives-macos-arm64.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-jemalloc-3.3.2-natives-windows.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-jemalloc-3.3.2-natives-windows-x86.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-openal-3.3.2.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-openal-3.3.2-natives-linux.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-openal-3.3.2-natives-linux-arm32.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-openal-3.3.2-natives-linux-arm64.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-openal-3.3.2-natives-macos.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-openal-3.3.2-natives-macos-arm64.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-openal-3.3.2-natives-windows.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-openal-3.3.2-natives-windows-x86.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-opengl-3.3.2.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-opengl-3.3.2-natives-linux.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-opengl-3.3.2-natives-linux-arm32.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-opengl-3.3.2-natives-linux-arm64.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-opengl-3.3.2-natives-macos.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-opengl-3.3.2-natives-macos-arm64.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-opengl-3.3.2-natives-windows.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-opengl-3.3.2-natives-windows-x86.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-stb-3.3.2.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-stb-3.3.2-natives-linux.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-stb-3.3.2-natives-linux-arm32.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-stb-3.3.2-natives-linux-arm64.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-stb-3.3.2-natives-macos.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-stb-3.3.2-natives-macos-arm64.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-stb-3.3.2-natives-windows.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-stb-3.3.2-natives-windows-x86.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/gdx-1.12.1.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/gdx-backend-lwjgl3-1.12.1.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-3.3.3.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-3.3.3-natives-linux.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-3.3.3-natives-linux-arm32.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-3.3.3-natives-linux-arm64.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-3.3.3-natives-macos.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-3.3.3-natives-macos-arm64.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-3.3.3-natives-windows.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-3.3.3-natives-windows-x86.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-glfw-3.3.3.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-glfw-3.3.3-natives-linux.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-glfw-3.3.3-natives-linux-arm32.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-glfw-3.3.3-natives-linux-arm64.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-glfw-3.3.3-natives-macos.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-glfw-3.3.3-natives-macos-arm64.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-glfw-3.3.3-natives-windows.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-glfw-3.3.3-natives-windows-x86.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-jemalloc-3.3.3.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-jemalloc-3.3.3-natives-linux.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-jemalloc-3.3.3-natives-linux-arm32.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-jemalloc-3.3.3-natives-linux-arm64.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-jemalloc-3.3.3-natives-macos.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-jemalloc-3.3.3-natives-macos-arm64.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-jemalloc-3.3.3-natives-windows.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-jemalloc-3.3.3-natives-windows-x86.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-openal-3.3.3.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-openal-3.3.3-natives-linux.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-openal-3.3.3-natives-linux-arm32.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-openal-3.3.3-natives-linux-arm64.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-openal-3.3.3-natives-macos.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-openal-3.3.3-natives-macos-arm64.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-openal-3.3.3-natives-windows.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-openal-3.3.3-natives-windows-x86.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-opengl-3.3.3.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-opengl-3.3.3-natives-linux.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-opengl-3.3.3-natives-linux-arm32.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-opengl-3.3.3-natives-linux-arm64.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-opengl-3.3.3-natives-macos.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-opengl-3.3.3-natives-macos-arm64.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-opengl-3.3.3-natives-windows.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-opengl-3.3.3-natives-windows-x86.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-stb-3.3.3.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-stb-3.3.3-natives-linux.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-stb-3.3.3-natives-linux-arm32.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-stb-3.3.3-natives-linux-arm64.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-stb-3.3.3-natives-macos.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-stb-3.3.3-natives-macos-arm64.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-stb-3.3.3-natives-windows.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/lwjgl-stb-3.3.3-natives-windows-x86.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/jlayer-1.0.1-gdx.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/jorbis-0.0.17.jar" path-in-jar="/" />
</root>
</artifact>
</component>

View File

@@ -13,8 +13,6 @@
<element id="extracted-dir" path="$PROJECT_DIR$/lib/gdx-controllers-desktop-2.2.1.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/GetCpuName.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/jxinput-1.0.0.jar" path-in-jar="/" />
<element id="extracted-dir" path="$KOTLIN_BUNDLED$/lib/kotlin-stdlib.jar" path-in-jar="/" />
<element id="extracted-dir" path="$KOTLIN_BUNDLED$/lib/kotlin-reflect.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/commons-csv-1.8.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/prtree.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/Terrarum_Joise.jar" path-in-jar="/" />
@@ -29,14 +27,7 @@
<element id="extracted-dir" path="$PROJECT_DIR$/lib/commons-math3-3.6.1.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/JTransforms-3.1.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/JLargeArrays-1.5.jar" path-in-jar="/" />
<element id="extracted-dir" path="$PROJECT_DIR$/lib/aircompressor-0.25.jar" path-in-jar="/" />
<element id="extracted-dir" path="$MAVEN_REPOSITORY$/org/jetbrains/kotlin/kotlin-stdlib-jdk8/1.8.22/kotlin-stdlib-jdk8-1.8.22.jar" path-in-jar="/" />
<element id="extracted-dir" path="$MAVEN_REPOSITORY$/org/jetbrains/kotlin/kotlin-stdlib/1.8.22/kotlin-stdlib-1.8.22.jar" path-in-jar="/" />
<element id="extracted-dir" path="$MAVEN_REPOSITORY$/org/jetbrains/kotlin/kotlin-stdlib-common/1.8.22/kotlin-stdlib-common-1.8.22.jar" path-in-jar="/" />
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2
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View File

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1
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CLAUDE.md Normal file
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@@ -0,0 +1,176 @@
# Terrarum
A modular 2D side-scrolling tilemap platformer engine and game, built on LibGDX with Kotlin/Java. GPL-3.0.
## Build & Run
- **IDE**: IntelliJ IDEA (project files: `Terrarum_renewed.iml`, `TerrarumBuild.iml`)
- **JDK**: 21
- **Language**: Kotlin + Java mixed; Kotlin is primary, `App.java` and `FrameBufferManager.java` are Java
- **Dependencies**: All libraries are in `lib/` (fat-jar approach, no Maven/Gradle). Includes LibGDX, GraalVM JS (modified), dyn4j (Vector2 only), custom bitmap font lib
- **Entry point**: `net.torvald.terrarum.Principii.main()` (Java) which launches `App` (the LibGDX `ApplicationListener`)
- **Distribution**: `buildapp/` scripts produce per-platform bundles with jlink'd runtimes
- **Assets**: `assets/` for development, `assets_release/` for distribution. Custom `.tevd` archive format for release assets (`AssetCache.kt`)
## Project Structure
```
src/net/torvald/terrarum/
App.java -- Main application class (LibGDX ApplicationListener). GL thread, render loop, splash screen
CommonResourcePool.kt -- Thread-safe GL resource loading with dispatch queues
ModMgr.kt -- Module manager. Scans/loads game modules, provides getGdxFile/getJavaClass
IngameInstance.kt -- Base class for game screens (show/hide/render/resize lifecycle)
Terrarum.kt -- Game-level singleton (ingame instance management, extension functions)
GameUpdateGovernor.kt -- Update/render tick governors (ConsistentUpdateRate, Anarchy)
MusicService.kt -- Music playback management
modulebasegame/
EntryPoint.kt -- Basegame module entry point (registers items, fixtures, blocks, weather)
TitleScreen.kt -- Title screen (demo world rendering, async loading)
TerrarumIngame.kt -- Main gameplay screen
IngameRenderer.kt -- World rendering pipeline (FBO composition, lightmap, blur, shadows)
BuildingMaker.kt -- Building editor screen
worlddrawer/
WorldCamera.kt -- Camera position tracking (follows player, interpolated movement)
LightmapRenderer.kt -- Per-tile RGB+UV light calculation and rasterisation
BlocksDrawer.kt -- Tile rendering
FeaturesDrawer.kt -- Wire/feature overlay rendering
gamecontroller/
IME.kt -- Input Method Engine (GraalVM JS keyboard layouts, loaded on daemon thread)
weather/
WeatherMixer.kt -- Weather state machine, skybox rendering
SkyboxModelHosek.kt -- Physically-based sky model
```
## Architecture: Threading & GL Dispatch
All OpenGL calls (Texture, ShaderProgram, FrameBuffer creation) **must** happen on the GL thread. The codebase uses a dispatch mechanism to safely create GL resources from background threads.
### CommonResourcePool (the dispatch hub)
```
Background Thread GL Thread (App.render)
| |
|-- addToLoadingList("name", { Texture() })|
|-- loadAll() |
| | |
| +-- if on GL thread: run directly |
| +-- if not: enqueue to |
| glDispatchQueue + latch.await() |
| CommonResourcePool.update()
| |-- poll glDispatchQueue
| | run loadfun, latch.countDown()
| |-- poll glRunnableQueue
| | run block, latch.countDown()
| |-- poll slowLoadingQueue (one per tick)
| |
+-- latch released, continues <------------+
```
Key methods:
- `loadAll()` -- batch load; blocks background thread until GL thread processes
- `loadAllSlowly()` -- timesliced; one resource per tick via `update()`
- `runOnGLThread { }` -- run arbitrary block on GL thread, blocking caller
- `update()` -- called every tick from `App.render()`, processes all queues
- `getOrPut(name, loadfun, killfun)` -- thread-safe get-or-create with GL dispatch
### App.java Boot Sequence
```
create()
-> postInit() [GL thread, synchronous]
|-- load shaders, fonts, audio device, IME
|-- CommonResourcePool.setGLThread(currentThread)
|-- spawn Terrarum-PostInitLoader thread:
| ModMgr.invoke() // module entry points (dispatched to GL via runOnGLThread)
| CommonResourcePool.loadAllSlowly() // timesliced resource loading
| loadingThreadDone = true
+-- return (non-blocking)
render() loop [GL thread]
while currentScreen == null:
|-- drawSplash()
|-- CommonResourcePool.update() // process GL dispatch queues
|-- when loadingThreadDone && loaded:
| postLoadInit() // tile atlas, audio mixer, Terrarum.initialise()
| setScreen(titleScreen) // transitions to title screen
```
### TitleScreen Async Loading
`TitleScreen.show()` returns immediately after starting a background thread. The splash screen continues displaying until all loading completes.
```
show()
|-- quick GL setup (viewport, input processor, FBO, savegame list)
|-- spawn Terrarum-TitleScreenLoader thread:
| load demo world, compute camera nodes, bogoflops, audio reset
| backgroundLoadDone = true
+-- return
renderImpl() [GL thread, every frame]
if !loadDone:
|-- App.drawSplash()
|-- processGLLoadStep() // state machine, one step per frame:
| 0: wait for backgroundLoadDone
| 1: SkyboxModelHosek.loadlut()
| 2: IngameRenderer.setRenderedWorld + WeatherMixer init
| 3: load halfgrad texture
| 4: UIFakeGradOverlay
| 5: UIFakeBlurOverlay
| 6: UIRemoCon
| 7: MusicService.enterScene, gameUpdateGovernor.reset(), loadDone=true
else:
normal title screen rendering (world + UI via IngameRenderer)
```
### IME Loading
`IME.kt` object `init {}` spawns a `Terrarum-IMELoader` daemon thread for GraalVM JS context binding and key layout/IME file scanning. Icon texture loading remains synchronous (requires GL thread).
### ModMgr Class Initialisation
`ModMgr.kt` object `init {}` only does metadata loading and class instantiation (fast). The heavy `invoke()` method runs entry points wrapped in `CommonResourcePool.runOnGLThread { }` to avoid GL calls on the wrong thread. This separation prevents `<clinit>` lock deadlocks where a background thread holding the class init lock blocks on a GL dispatch latch while the GL thread tries to access the same class.
## Architecture: Rendering Pipeline
### IngameRenderer
Singleton object. Lazily initialised on first `invoke()` call via `invokeInit()`.
Render path (per frame):
1. `LightmapRenderer.recalculate()` -- every 3 frames, computes per-tile RGBA light values
2. `prepLightmapRGBA()` -- Kawase blur on lightmap into `lightmapFbo`
3. `BlocksDrawer.renderData()` -- prepare tile draw data
4. `drawToRGB()` -- render world tiles + actors into `fboRGB` (with shadow FBOs)
5. `drawToA()` -- render alpha/glow channel
6. Composite: sky -> world -> light multiply -> emissive blend -> vibrancy -> UI
7. Output to `App.renderFBO`, then `TerrarumPostProcessor.draw()` applies final effects
**Critical ordering in `resize()`**: `BlocksDrawer.resize()` and `LightmapRenderer.resize()` must be called **before** `lightmapFbo` creation, because `lightmapFbo` dimensions derive from `LightmapRenderer.lightBuffer` size.
### WorldCamera
Follows an `ActorWithBody` (player or camera actor). Position interpolated per frame. `WorldCamera.x/y` = top-left corner of visible area. `gdxCamX/Y` = centre of visible area. `moveCameraToWorldCoord()` positions the IngameRenderer camera for world-space drawing; `setCameraPosition(0,0)` positions it for screen-space drawing.
### FBO Extension Functions
- `FrameBuffer.inAction(camera, batch) { }` -- bind FBO, set camera to FBO dimensions (Y-down), run block, restore camera to screen dimensions
- `FrameBuffer.inActionF(camera, batch) { }` -- same but Y-up (for flipped FBO content)
Both save/restore `camera.position` and call `setToOrtho` with `App.scr.wf/hf` on exit.
## Key Conventions
- **GL thread safety**: Any code creating `Texture`, `TextureRegion`, `TextureRegionPack`, `ShaderProgram`, `FrameBuffer`, or `Pixmap` must run on the GL thread. Use `CommonResourcePool.runOnGLThread { }` when on a background thread.
- **Kotlin `object` singletons**: First access triggers `<clinit>`. Keep `init {}` blocks fast (no blocking, no GL dispatch). Defer heavy work to explicit `invoke()` methods.
- **`ConcurrentHashMap` cannot store null values**. Use `HashMap` for maps that need nullable values (e.g. `poolKillFun`).
- **`@Volatile`** for cross-thread boolean flags (`loadDone`, `backgroundLoadDone`, etc.)
- **`lateinit var` guards**: Use `::prop.isInitialized` checks in `resize()` and `dispose()` for properties set during async loading steps.
- **`ConsistentUpdateRate`**: Accumulates delta time; may call `updateFunction` multiple times before `renderFunction`. Call `.reset()` before transitioning to active rendering to avoid catch-up storms.
- **Textures**: Use TGA format. Images with semitransparency must be TGA; opaque images may be PNG.
- **Coordinate system**: Y-down (camera `setToOrtho(true, ...)`). `setCameraPosition(0, 0)` places origin at screen top-left, which is not LibGDX nor OpenGL works natively, hence the existence of `FlippingSpriteBatch`. If the user reports renders are flipped vertically, try draw()/drawFlipped() accordingly.
- **ROUNDWORLD**: World wraps horizontally. `WorldCamera.x` uses `fmod worldWidth`. Lightmap and tile drawing account for wrapping.

View File

@@ -13,11 +13,9 @@
<orderEntry type="library" scope="PROVIDED" name="TerrarumSansBitmap" level="project" />
<orderEntry type="library" scope="PROVIDED" name="badlogicgames.gdx" level="project" />
<orderEntry type="library" scope="PROVIDED" name="badlogicgames.gdx.backend.lwjgl3" level="project" />
<orderEntry type="library" scope="PROVIDED" name="KotlinJavaRuntime" level="project" />
<orderEntry type="library" scope="PROVIDED" name="jetbrains.kotlin.reflect" level="project" />
<orderEntry type="library" scope="PROVIDED" name="jetbrains.kotlin.test" level="project" />
<orderEntry type="library" scope="PROVIDED" name="io.airlift.aircompressor" level="project" />
<orderEntry type="library" scope="PROVIDED" name="jetbrains.kotlin.test1" level="project" />
<orderEntry type="library" name="gdx-platform-1.12.1-natives-arm64-v8a" level="project" />
<orderEntry type="library" name="TerranVirtualDisk" level="project" />
<orderEntry type="library" name="KotlinJavaRuntime" level="project" />
</component>
</module>

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@@ -1,5 +1,7 @@
package net.torvald.terrarum.modulecomputers
import net.torvald.terrarum.CommonResourcePool
import net.torvald.terrarum.ItemSheet
import net.torvald.terrarum.ModMgr
import net.torvald.terrarum.ModuleEntryPoint
@@ -11,7 +13,17 @@ class EntryPoint : ModuleEntryPoint() {
private val moduleName = "dwarventech"
override fun invoke() {
// load common resources to the AssetsManager
CommonResourcePool.addToLoadingList("$moduleName.items") {
ItemSheet(ModMgr.getGdxFile(moduleName, "items/items.tga"))
}
CommonResourcePool.loadAll()
ModMgr.GameItemLoader.invoke(moduleName)
ModMgr.GameBlockLoader.invoke(moduleName)
ModMgr.GameWatchdogLoader.register(moduleName, NetFrameWatchdog())
println("[${moduleName[0].toUpperCase()}${moduleName.substring(1)}] Dirtboard(tm) go drrrrr")
}

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@@ -0,0 +1,17 @@
package net.torvald.terrarum.modulecomputers
import net.torvald.terrarum.App
import net.torvald.terrarum.gameworld.GameWorld
import net.torvald.terrarum.modulebasegame.TerrarumWorldWatchdog
import net.torvald.terrarum.modulebasegame.gameworld.NetRunner
/**
* Created by minjaesong on 2025-03-02.
*/
class NetFrameWatchdog : TerrarumWorldWatchdog(App.TICK_SPEED * 60) {
override fun invoke(world: GameWorld) {
(world.extraFields["tokenring"] as? NetRunner)?.let {
it.purgeDeadFrames()
}
}
}

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@@ -0,0 +1,135 @@
package net.torvald.terrarum.modulecomputers.gameactors
import net.torvald.terrarum.TerrarumAppConfiguration.TILE_SIZE
import net.torvald.terrarum.langpack.Lang
import net.torvald.terrarum.modulebasegame.gameactors.BlockBox
import net.torvald.terrarum.modulebasegame.gameactors.Electric
import net.torvald.terrarum.modulebasegame.gameitems.FixtureItemBase
import net.torvald.terrarumsansbitmap.gdx.TextureRegionPack
/**
* Created by minjaesong on 2025-03-30.
*/
class FixtureComputerConsole : Electric {
@Transient override val spawnNeedsStableFloor = true
@Transient override val spawnNeedsWall = false
constructor() : super(
BlockBox(BlockBox.ALLOW_MOVE_DOWN, 2, 2),
nameFun = { Lang["ITEM_COMPUTER_CONSOLE"] }
)
init {
val itemImage = FixtureItemBase.getItemImageFromSingleImage("dwarventech", "sprites/fixtures/computer_operator_terminal.tga")
makeNewSprite(TextureRegionPack(itemImage.texture, 2*TILE_SIZE, 2*TILE_SIZE)).let {
it.setRowsAndFrames(1,1)
}
setWireSinkAt(0, 1, "io_bus")
setWireSinkAt(1, 1, "power_low")
}
}
/**
* Created by minjaesong on 2025-03-30.
*/
class FixtureComputerProcessor : Electric {
@Transient override val spawnNeedsStableFloor = true
@Transient override val spawnNeedsWall = false
constructor() : super(
BlockBox(BlockBox.ALLOW_MOVE_DOWN, 2, 3),
nameFun = { Lang["ITEM_COMPUTER_PROCESSOR"] }
)
init {
val itemImage = FixtureItemBase.getItemImageFromSingleImage("dwarventech", "sprites/fixtures/computer_cpu.tga")
makeNewSprite(TextureRegionPack(itemImage.texture, 2*TILE_SIZE, 3*TILE_SIZE)).let {
it.setRowsAndFrames(1,1)
}
setWireSinkAt(0, 0, "memory_bus")
setWireSinkAt(0, 1, "serial")
setWireSinkAt(1, 1, "serial")
setWireSinkAt(0, 2, "io_bus")
setWireSinkAt(1, 2, "power_low")
}
}
/**
* Created by minjaesong on 2025-04-01.
*/
class FixtureNetworkInterface : Electric {
@Transient override val spawnNeedsStableFloor = true
@Transient override val spawnNeedsWall = false
constructor() : super(
BlockBox(BlockBox.ALLOW_MOVE_DOWN, 2, 3),
nameFun = { Lang["ITEM_NETWORK_INTERFACE"] }
)
init {
val itemImage = FixtureItemBase.getItemImageFromSingleImage("dwarventech", "sprites/fixtures/computer_network_interface.tga")
makeNewSprite(TextureRegionPack(itemImage.texture, 2*TILE_SIZE, 3*TILE_SIZE)).let {
it.setRowsAndFrames(1,1)
}
setWireSinkAt(0, 0, "token_ring")
setWireSinkAt(1, 0, "token_ring")
setWireSinkAt(0, 2, "serial")
setWireSinkAt(1, 2, "power_low")
}
}
/**
* Created by minjaesong on 2025-04-01.
*/
class FixtureNetworkBridge : Electric {
@Transient override val spawnNeedsStableFloor = true
@Transient override val spawnNeedsWall = false
constructor() : super(
BlockBox(BlockBox.ALLOW_MOVE_DOWN, 2, 3),
nameFun = { Lang["ITEM_NETWORK_BRIDGE"] }
)
init {
val itemImage = FixtureItemBase.getItemImageFromSingleImage("dwarventech", "sprites/fixtures/computer_network_bridge.tga")
makeNewSprite(TextureRegionPack(itemImage.texture, 2*TILE_SIZE, 3*TILE_SIZE)).let {
it.setRowsAndFrames(1,1)
}
setWireSinkAt(0, 0, "token_ring")
setWireSinkAt(1, 0, "token_ring")
setWireSinkAt(0, 1, "token_ring")
setWireSinkAt(1, 1, "token_ring")
setWireSinkAt(1, 2, "power_low")
}
}
/**
* Created by minjaesong on 2025-04-01.
*/
class FixtureMemoryCabinet : Electric {
@Transient override val spawnNeedsStableFloor = true
@Transient override val spawnNeedsWall = false
constructor() : super(
BlockBox(BlockBox.ALLOW_MOVE_DOWN, 2, 3),
nameFun = { Lang["ITEM_MEMORY_CABINET"] }
)
init {
val itemImage = FixtureItemBase.getItemImageFromSingleImage("dwarventech", "sprites/fixtures/computer_memory_stack_1.tga")
makeNewSprite(TextureRegionPack(itemImage.texture, 1*TILE_SIZE, 3*TILE_SIZE)).let {
it.setRowsAndFrames(1,1)
}
setWireSinkAt(0, 0, "memory_bus")
}
}

View File

@@ -0,0 +1,289 @@
package net.torvald.terrarum.modulecomputers.gameactors
import com.badlogic.gdx.utils.Queue
import net.torvald.random.HQRNG
import net.torvald.terrarum.INGAME
import net.torvald.terrarum.Point2i
import net.torvald.terrarum.modulebasegame.gameactors.BlockBox
import net.torvald.terrarum.modulebasegame.gameactors.Electric
import net.torvald.terrarum.modulebasegame.gameworld.NetFrame
import net.torvald.terrarum.modulebasegame.gameworld.NetRunner
import net.torvald.terrarum.ui.UICanvas
import org.dyn4j.geometry.Vector2
import kotlin.math.sign
/**
* Created by minjaesong on 2025-03-01.
*/
open class FixtureRingBusCore : Electric {
@Transient private val rng = HQRNG()
val mac = rng.nextInt()
companion object {
const val INITIAL_LISTENING_TIMEOUT = 300
const val SIGNAL_TOO_WEAK_THRESHOLD = 1.0 / 16.0
}
private constructor() : super()
private var portEmit = Point2i(0, 0)
private var portSink = Point2i(1, 0)
constructor(portEmit: Point2i, portSink: Point2i, blockBox: BlockBox, nameFun: () -> String) : super(
blockBox0 = blockBox,
nameFun = nameFun,
) {
this.portEmit = portEmit
this.portSink = portSink
}
private fun setEmitterAndSink() {
clearStatus()
setWireEmitterAt(portEmit.x, portEmit.y, "10base2")
setWireSinkAt(portSink.x, portSink.y, "10base2")
}
init {
setEmitterAndSink()
if (!INGAME.world.extraFields.containsKey("tokenring")) {
INGAME.world.extraFields["tokenring"] = NetRunner()
}
}
override fun reload() {
super.reload()
setEmitterAndSink()
if (!INGAME.world.extraFields.containsKey("tokenring")) {
INGAME.world.extraFields["tokenring"] = NetRunner()
}
}
internal val msgQueue = Queue<Pair<Int, ByteArray>>()
internal val msgLog = Queue<Pair<Int, NetFrame>>()
private var statusAbort = false
private var activeMonitorStatus = 0 // 0: unknown, 1: known and not me, 2: known and it's me
private var lastAccessTime = -1L
open protected val ringBusFirmware = RingBusFirmware(0)
private enum class RingBusState {
NORMAL,
ABORT, // will "eat away" any receiving frames unless the frame is a ballot frame
ELECTING,
IVE_GOT_ELECTED
}
private var currentState = RingBusState.NORMAL
override fun updateSignal() {
val time_t = INGAME.world.worldTime.TIME_T
if (lastAccessTime == -1L) lastAccessTime = time_t
// monitor the input port
val inn = getWireStateAt(1, 0, "10base2")
// if a signal is there
if (inn.x >= SIGNAL_TOO_WEAK_THRESHOLD) {
lastAccessTime = time_t
val frameNumber = (inn.y + (0.5 * inn.y.sign)).toInt()
if (frameNumber != 0) { // frame number must be non-zero
processFrameBasedOnState(frameNumber)
} else {
setWireEmissionAt(portEmit.x, portEmit.y, Vector2())
}
} else {
handleNoSignal(time_t)
}
}
private fun processFrameBasedOnState(frameNumber: Int) {
try {
val frame = getFrameByNumber(frameNumber)
when (currentState) {
RingBusState.NORMAL -> handleNormalState(frame, frameNumber)
RingBusState.ABORT -> handleAbortState(frame, frameNumber)
RingBusState.ELECTING -> handleElectingState(frame, frameNumber)
RingBusState.IVE_GOT_ELECTED -> handleIveGotElectedState(frame, frameNumber)
}
} catch (e: NullPointerException) {
handleFrameLoss()
}
}
private fun handleNormalState(frame: NetFrame, frameNumber: Int) {
if (msgQueue.notEmpty() || frame.shouldIintercept(mac)) {
val newFrame = doSomethingWithFrame(frame) ?: frameNumber
setWireEmissionAt(portEmit.x, portEmit.y, Vector2(1.0, newFrame.toDouble()))
if (newFrame != frameNumber) {
frame.discardFrame()
}
} else {
setWireEmissionAt(portEmit.x, portEmit.y, Vector2(1.0, frameNumber.toDouble()))
}
}
private fun handleAbortState(frame: NetFrame, frameNumber: Int) {
if (frame.getFrameType() == "token") {
currentState = RingBusState.NORMAL
setWireEmissionAt(portEmit.x, portEmit.y, Vector2(1.0, frameNumber.toDouble()))
} else if (frame.getFrameType() == "abort") {
setWireEmissionAt(portEmit.x, portEmit.y, Vector2(1.0, frameNumber.toDouble()))
} else {
setWireEmissionAt(portEmit.x, portEmit.y, Vector2())
}
}
private fun handleElectingState(frame: NetFrame, frameNumber: Int) {
if (frame.getFrameType() == "ballot") {
if (frame.getBallot() < mac) {
frame.setBallot(mac)
}
if (frame.getSender() == mac && frame.getBallot() == mac) {
currentState = RingBusState.IVE_GOT_ELECTED
// elected Active Monitor sends out the first token
val newFrame = emitNewFrame(NetFrame.makeToken(mac))
setWireEmissionAt(portEmit.x, portEmit.y, Vector2(1.0, newFrame.toDouble()))
} else {
setWireEmissionAt(portEmit.x, portEmit.y, Vector2(1.0, frameNumber.toDouble()))
}
} else {
setWireEmissionAt(portEmit.x, portEmit.y, Vector2(1.0, frameNumber.toDouble()))
}
}
private fun handleIveGotElectedState(frame: NetFrame, frameNumber: Int) {
if (frame.getFrameType() == "abort") {
// immediately return to normal state
val newFrame = emitNewFrame(NetFrame.makeToken(mac))
currentState = RingBusState.NORMAL
setWireEmissionAt(portEmit.x, portEmit.y, Vector2(1.0, newFrame.toDouble()))
} else {
// make sure to skip a turn after the election, even if the NIC has something to send out
currentState = RingBusState.NORMAL
setWireEmissionAt(portEmit.x, portEmit.y, Vector2())
}
}
private fun handleFrameLoss() {
emitNewFrame(NetFrame.makeAbort(mac))
currentState = RingBusState.ABORT
}
private fun handleNoSignal(time_t: Long) {
setWireEmissionAt(portEmit.x, portEmit.y, Vector2())
if (time_t - lastAccessTime > INITIAL_LISTENING_TIMEOUT) {
currentState = RingBusState.ELECTING
emitNewFrame(NetFrame.makeBallot(mac))
lastAccessTime = time_t
}
}
protected fun doSomethingWithFrame(incomingFrame: NetFrame): Int? {
return when (incomingFrame.getFrameType()) {
"token" -> doSomethingWithToken(incomingFrame)
"data" -> doSomethingWithData(incomingFrame)
"ack" -> doSomethingWithAck(incomingFrame)
"ballot" -> doSomethingWithBallot(incomingFrame)
"abort" -> 0
else -> null /* returns the frame untouched */
}
}
private fun getFrameByNumber(number: Int) = (INGAME.world.extraFields["tokenring"] as NetRunner)[number]
private fun emitNewFrame(frame: NetFrame): Int {
return (INGAME.world.extraFields["tokenring"] as NetRunner).addFrame(frame).also {
setWireEmissionAt(portEmit.x, portEmit.y, Vector2(1.0, it.toDouble()))
}
}
protected fun doSomethingWithToken(incomingFrame: NetFrame): Int? {
if (msgQueue.isEmpty) return null
val (recipient, msgByte) = msgQueue.removeFirst()
return emitNewFrame(NetFrame.makeData(mac, recipient, msgByte))
}
protected fun doSomethingWithData(incomingFrame: NetFrame): Int? {
val rec = incomingFrame.getDataRecipient()
// if the message is for me, put incoming message into queue, then send out ack
if (rec == mac) {
msgLog.addLast(rec to incomingFrame)
val datagramme = incomingFrame.getDataContents()
val (ret, nextMsg) = if (datagramme == null) (-1 to null) else ringBusFirmware.workWithDataFrame(mac, datagramme)
// make ack
return emitNewFrame(NetFrame.makeAck(mac, incomingFrame.getSender(), ret))
}
else return null
}
protected fun doSomethingWithAck(incomingFrame: NetFrame): Int? {
if (msgQueue.isEmpty) return null
val topMsg = msgQueue.first()
// if the ACK is sent to me...
if (incomingFrame.getDataRecipient() == mac && incomingFrame.getSender() == topMsg.first) {
// ack or nak?
val successful = (incomingFrame.getAckStatus() == 0)
// if successful, remove the message from the queue, then send out empty token
// if failed, keep the message, then send out empty token anyway
if (successful) {
msgQueue.removeFirst()
}
// make an empty token
return emitNewFrame(NetFrame.makeToken(mac))
}
else return null
}
protected fun doSomethingWithBallot(incomingFrame: NetFrame): Int? {
val ballotStatus = incomingFrame.getFrameNumber()
// frame is in election phase
if (ballotStatus == 0) {
// if i'm also in the election phase, participate
if (activeMonitorStatus == 0) {
if (incomingFrame.getBallot() < mac) {
incomingFrame.setBallot(mac)
}
// check if the election must be finished
if (incomingFrame.getSender() == mac && incomingFrame.getBallot() == mac) {
activeMonitorStatus = 2
// send out first empty token
return emitNewFrame(NetFrame.makeToken(mac))
}
}
// if i'm in the winner announcement phase, kill the frame
else {
incomingFrame.discardFrame()
return 0
}
}
// frame is in winner announcement phase
else if (ballotStatus == 1) {
activeMonitorStatus = 1
}
return null
}
}

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@@ -0,0 +1,62 @@
package net.torvald.terrarum.modulecomputers.gameactors
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import net.torvald.terrarum.App
import net.torvald.terrarum.Point2i
import net.torvald.terrarum.TerrarumAppConfiguration.TILE_SIZE
import net.torvald.terrarum.langpack.Lang
import net.torvald.terrarum.modulebasegame.gameactors.BlockBox
import net.torvald.terrarum.modulebasegame.gameworld.NetFrame.Companion.toMAC
import net.torvald.terrarum.modulecomputers.ui.UIRingBusAnalyser
import net.torvald.terrarum.modulecomputers.ui.UIRingBusExerciser
/**
* Created by minjaesong on 2025-03-03.
*/
class FixtureRingBusExerciser : FixtureRingBusCore {
constructor() : super(
portEmit = Point2i(0, 0),
portSink = Point2i(1, 0),
blockBox = BlockBox(BlockBox.NO_COLLISION, 2, 2),
nameFun = { Lang["ITEM_DEBUG_RING_BUS_EXERCISER"] }
) {
this.mainUI = UIRingBusExerciser(this)
}
override fun drawBody(frameDelta: Float, batch: SpriteBatch) {
super.drawBody(frameDelta, batch)
// draw its own MAC address
drawUsingDrawFunInGoodPosition(frameDelta) { x, y ->
App.fontSmallNumbers.draw(batch, super.mac.toMAC(), x, y + 2*TILE_SIZE - 12)
}
}
}
/**
* Created by minjaesong on 2025-03-03.
*/
class FixtureRingBusAnalyser : FixtureRingBusCore {
constructor() : super(
portEmit = Point2i(0, 0),
portSink = Point2i(1, 0),
blockBox = BlockBox(BlockBox.NO_COLLISION, 2, 1),
nameFun = { Lang["ITEM_DEBUG_RING_BUS_ANALYSER"] },
) {
this.mainUI = UIRingBusAnalyser(this)
}
override fun drawBody(frameDelta: Float, batch: SpriteBatch) {
super.drawBody(frameDelta, batch)
// draw its own MAC address
drawUsingDrawFunInGoodPosition(frameDelta) { x, y ->
App.fontSmallNumbers.draw(batch, super.mac.toMAC(), x, y + 1*TILE_SIZE - 12)
}
}
}

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@@ -0,0 +1,60 @@
package net.torvald.terrarum.modulecomputers.gameactors
import net.torvald.terrarum.serialise.*
open class RingBusFirmware(val devtype: Int) {
fun workWithDataFrame(hostMAC: Int, datagramme: ByteArray): Pair<Int, ByteArray?> {
if (datagramme.size < 12) return -1 to null
val protocol = datagramme[0].toUint()
val mode = datagramme[1].toUint()
val arg1 = datagramme.toBigInt16(2)
val recipient = datagramme.toBigInt32(4)
val sender = datagramme.toBigInt32(8)
val body = datagramme.sliceArray(12 until datagramme.size)
return invoke(hostMAC, protocol, mode, arg1, recipient, sender, body, datagramme)
}
open fun invoke(hostMAC: Int, protocol: Int, mode: Int, arg1: Int, recipient: Int, sender: Int, body: ByteArray, datagramme: ByteArray): Pair<Int, ByteArray?> {
return when (protocol) {
1 -> 0 to echo(recipient, sender, body)
2 -> 0 to blockTransfer(arg1, recipient, sender, body)
4 -> 0 to deviceDiscovery(hostMAC, datagramme)
else -> -1 to null
}
}
open fun echo(recipient: Int, sender: Int, body: ByteArray): ByteArray {
return ByteArray(8 + body.size).makeEmptyPacket(1, 1, 0, recipient, sender).also {
it.writeBigInt48(System.currentTimeMillis(), 12)
System.arraycopy(body, 6, this, 6, body.size - 6)
}
}
open fun blockTransfer(sequence: Int, recipient: Int, sender: Int, body: ByteArray): ByteArray {
return ByteArray(12).makeEmptyPacket(2, 1, sequence, recipient, sender) // always ACK
}
open fun deviceDiscovery(host: Int, wholeMessage: ByteArray): ByteArray {
return ByteArray(wholeMessage.size + 6).also {
System.arraycopy(wholeMessage, 0, it, 0, wholeMessage.size)
it[it.size - 5] = devtype.toByte()
it.writeBigInt32(host, it.size - 4)
}
}
private fun ByteArray.makeEmptyPacket(protocol: Int, mode: Int, arg1: Int, recipient: Int, sender: Int): ByteArray {
this[0] = protocol.toByte()
this[1] = mode.toByte()
this.writeBigInt16(arg1, 2)
this.writeBigInt32(recipient, 4)
this.writeBigInt32(sender, 8)
return this
}
}

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@@ -0,0 +1,89 @@
package net.torvald.terrarum.modulecomputers.gameitems
import net.torvald.terrarum.gameitems.ItemID
import net.torvald.terrarum.modulebasegame.gameitems.FixtureItemBase
/**
* Created by minjaesong on 2025-03-30.
*/
class ItemComputerConsole(originalID: ItemID) : FixtureItemBase(originalID, "net.torvald.terrarum.modulecomputers.gameactors.FixtureComputerConsole") {
override var dynamicID: ItemID = originalID
override var baseMass = 80.0
override val canBeDynamic = false
override val materialId = "STAL"
init {
itemImage = FixtureItemBase.getItemImageFromSingleImage("dwarventech", "sprites/fixtures/computer_operator_terminal.tga")
}
override var baseToolSize: Double? = baseMass
override var originalName = "ITEM_COMPUTER_CONSOLE"
}
/**
* Created by minjaesong on 2025-03-30.
*/
class ItemComputerProcessor(originalID: ItemID) : FixtureItemBase(originalID, "net.torvald.terrarum.modulecomputers.gameactors.FixtureComputerProcessor") {
override var dynamicID: ItemID = originalID
override var baseMass = 200.0
override val canBeDynamic = false
override val materialId = "STAL"
init {
itemImage = FixtureItemBase.getItemImageFromSingleImage("dwarventech", "sprites/fixtures/computer_cpu.tga")
}
override var baseToolSize: Double? = baseMass
override var originalName = "ITEM_COMPUTER_PROCESSOR"
}
/**
* Created by minjaesong on 2025-04-01.
*/
class ItemNetworkInterface(originalID: ItemID) : FixtureItemBase(originalID, "net.torvald.terrarum.modulecomputers.gameactors.FixtureNetworkInterface") {
override var dynamicID: ItemID = originalID
override var baseMass = 200.0
override val canBeDynamic = false
override val materialId = "STAL"
init {
itemImage = FixtureItemBase.getItemImageFromSingleImage("dwarventech", "sprites/fixtures/computer_network_interface.tga")
}
override var baseToolSize: Double? = baseMass
override var originalName = "ITEM_NETWORK_INTERFACE"
}
/**
* Created by minjaesong on 2025-04-01.
*/
class ItemNetworkBridge(originalID: ItemID) : FixtureItemBase(originalID, "net.torvald.terrarum.modulecomputers.gameactors.FixtureNetworkBridge") {
override var dynamicID: ItemID = originalID
override var baseMass = 200.0
override val canBeDynamic = false
override val materialId = "STAL"
init {
itemImage = FixtureItemBase.getItemImageFromSingleImage("dwarventech", "sprites/fixtures/computer_network_bridge.tga")
}
override var baseToolSize: Double? = baseMass
override var originalName = "ITEM_NETWORK_BRIDGE"
}
/**
* Created by minjaesong on 2025-04-01.
*/
class ItemMemoryCabinet(originalID: ItemID) : FixtureItemBase(originalID, "net.torvald.terrarum.modulecomputers.gameactors.FixtureMemoryCabinet") {
override var dynamicID: ItemID = originalID
override var baseMass = 80.0
override val canBeDynamic = false
override val materialId = "STAL"
init {
itemImage = FixtureItemBase.getItemImageFromSingleImage("dwarventech", "sprites/fixtures/computer_memory_stack_1.tga")
}
override var baseToolSize: Double? = baseMass
override var originalName = "ITEM_MEMORY_CABINET"
}

View File

@@ -21,8 +21,9 @@ class ItemHomeComputer(originalID: ItemID) : FixtureItemBase(originalID, "net.to
override var baseMass = 20.0
override val canBeDynamic = false
override val materialId = ""
override val itemImage: TextureRegion
get() = FixtureItemBase.getItemImageFromSheet("dwarventech", "sprites/fixtures/desktop_computer.tga", TerrarumAppConfiguration.TILE_SIZE, TerrarumAppConfiguration.TILE_SIZE)
init {
itemImage = FixtureItemBase.getItemImageFromSheet("dwarventech", "sprites/fixtures/desktop_computer.tga", TerrarumAppConfiguration.TILE_SIZE, TerrarumAppConfiguration.TILE_SIZE)
}
override var baseToolSize: Double? = baseMass
override var originalName = "ITEM_DESKTOP_COMPUTER"
}

View File

@@ -34,8 +34,9 @@ class ItemWearableWorldRadar(originalID: String) {// : GameItem(originalID) {
override val isUnique = false
override val isDynamic = true
override val materialId = ""
override val itemImage: TextureRegion
get() = FixtureItemBase.getItemImageFromSingleImage("basegame", "sprites/fixtures/signal_source.tga")
init {
itemImage = FixtureItemBase.getItemImageFromSingleImage("basegame", "sprites/fixtures/signal_source.tga")
}
override var baseToolSize: Double? = baseMass

View File

@@ -0,0 +1,79 @@
package net.torvald.terrarum.modulecomputers.gameitems
import net.torvald.terrarum.CommonResourcePool
import net.torvald.terrarum.WireCodex
import net.torvald.terrarum.gameactors.ActorWithBody
import net.torvald.terrarum.gameitems.FixtureInteractionBlocked
import net.torvald.terrarum.gameitems.GameItem
import net.torvald.terrarum.gameitems.ItemID
import net.torvald.terrarum.modulebasegame.gameitems.BlockBase
/**
* Created by minjaesong on 2025-03-30.
*/
class WirePieceNetworkBus(originalID: ItemID, private val atlasID: String, private val sheetX: Int, private val sheetY: Int)
: GameItem(originalID), FixtureInteractionBlocked {
override var dynamicID: ItemID = originalID
override var baseMass = 0.001
override var baseToolSize: Double? = null
override var inventoryCategory = Category.WIRE
override val canBeDynamic = false
override val materialId = ""
init {
itemImage = CommonResourcePool.getAsItemSheet(atlasID).get(sheetX, sheetY)
}
init {
equipPosition = GameItem.EquipPosition.HAND_GRIP
originalName = "ITEM_NETWORK_BUS_WIRE"
tags.addAll(WireCodex[originalID].tags)
}
override fun startPrimaryUse(actor: ActorWithBody, delta: Float): Long {
return BlockBase.wireStartPrimaryUse(actor,this, delta)
}
override fun effectWhileEquipped(actor: ActorWithBody, delta: Float) {
BlockBase.wireEffectWhenEquipped(this, delta)
}
override fun effectOnUnequip(actor: ActorWithBody) {
BlockBase.wireEffectWhenUnequipped(this)
}
}
/**
* Created by minjaesong on 2025-03-30.
*/
class WirePieceIOBus(originalID: ItemID, private val atlasID: String, private val sheetX: Int, private val sheetY: Int)
: GameItem(originalID), FixtureInteractionBlocked {
override var dynamicID: ItemID = originalID
override var baseMass = 0.001
override var baseToolSize: Double? = null
override var inventoryCategory = Category.WIRE
override val canBeDynamic = false
override val materialId = ""
init {
itemImage = CommonResourcePool.getAsItemSheet(atlasID).get(sheetX, sheetY)
}
init {
equipPosition = GameItem.EquipPosition.HAND_GRIP
originalName = "ITEM_IO_BUS_WIRE"
tags.addAll(WireCodex[originalID].tags)
}
override fun startPrimaryUse(actor: ActorWithBody, delta: Float): Long {
return BlockBase.wireStartPrimaryUse(actor,this, delta)
}
override fun effectWhileEquipped(actor: ActorWithBody, delta: Float) {
BlockBase.wireEffectWhenEquipped(this, delta)
}
override fun effectOnUnequip(actor: ActorWithBody) {
BlockBase.wireEffectWhenUnequipped(this)
}
}

View File

@@ -0,0 +1,101 @@
package net.torvald.terrarum.modulecomputers.ui
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.OrthographicCamera
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import net.torvald.terrarum.App
import net.torvald.terrarum.ifNaN
import net.torvald.terrarum.modulecomputers.gameactors.FixtureRingBusCore
import net.torvald.terrarum.ui.UICanvas
import net.torvald.terrarum.ui.UIItemVertSlider
import net.torvald.terrarum.ui.Toolkit
import kotlin.math.roundToInt
class UIRingBusAnalyser(val host: FixtureRingBusCore) : UICanvas() {
override var width = Toolkit.drawWidth
override var height = App.scr.height
private val analyserPosX = 10
private val analyserPosY = 10
private val analyserWidth = width - 20
private val analyserHeight = height - 20
private val TEXT_LINE_HEIGHT = 24
private var analysisTextBuffer = ArrayList<String>()
private val analyserScroll = UIItemVertSlider(this,
analyserPosX - 18,
analyserPosY + 1,
0.0, 0.0, 1.0, analyserHeight - 2, analyserHeight - 2
)
init {
addUIitem(analyserScroll)
refreshAnalysis()
}
private fun refreshAnalysis() {
analysisTextBuffer.clear()
host.msgLog.forEach { frame ->
analysisTextBuffer.add(frame.toString())
}
// update scrollbar
analyserScroll.handleHeight = if (analysisTextBuffer.isEmpty())
analyserHeight
else
(analyserHeight.toFloat() / analysisTextBuffer.size.times(TEXT_LINE_HEIGHT))
.times(analyserHeight)
.roundToInt()
.coerceIn(12, analyserHeight)
}
private fun drawAnalysis(batch: SpriteBatch) {
val scroll = (analyserScroll.value * analysisTextBuffer.size.times(TEXT_LINE_HEIGHT)
.minus(analyserHeight - 3))
.ifNaN(0.0)
.roundToInt()
.coerceAtLeast(0)
analysisTextBuffer.forEachIndexed { index, s ->
App.fontGame.draw(batch, s,
analyserPosX + 6f,
analyserPosY + 3f + index * TEXT_LINE_HEIGHT - scroll
)
}
}
override fun updateImpl(delta: Float) {
refreshAnalysis()
uiItems.forEach { it.update(delta) }
}
override fun renderImpl(frameDelta: Float, batch: SpriteBatch, camera: OrthographicCamera) {
// Draw background box
batch.color = Color(0x7F)
Toolkit.fillArea(batch, analyserPosX, analyserPosY, analyserWidth, analyserHeight)
batch.color = Toolkit.Theme.COL_INACTIVE
Toolkit.drawBoxBorder(batch, analyserPosX, analyserPosY, analyserWidth, analyserHeight)
// Draw text content
batch.color = Color.WHITE
drawAnalysis(batch)
// Draw UI elements
uiItems.forEach { it.render(frameDelta, batch, camera) }
}
override fun doOpening(delta: Float) {
refreshAnalysis()
}
override fun doClosing(delta: Float) {
// nothing needed
}
override fun dispose() {
}
}

View File

@@ -0,0 +1,101 @@
package net.torvald.terrarum.modulecomputers.ui
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.OrthographicCamera
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import net.torvald.terrarum.App
import net.torvald.terrarum.ifNaN
import net.torvald.terrarum.modulecomputers.gameactors.FixtureRingBusCore
import net.torvald.terrarum.ui.UICanvas
import net.torvald.terrarum.ui.UIItemVertSlider
import net.torvald.terrarum.ui.Toolkit
import kotlin.math.roundToInt
class UIRingBusExerciser(val host: FixtureRingBusCore) : UICanvas() {
override var width = Toolkit.drawWidth
override var height = App.scr.height
private val analyserPosX = 10
private val analyserPosY = 10
private val analyserWidth = width - 20
private val analyserHeight = height - 20
private val TEXT_LINE_HEIGHT = 24
private var analysisTextBuffer = ArrayList<String>()
private val analyserScroll = UIItemVertSlider(this,
analyserPosX - 18,
analyserPosY + 1,
0.0, 0.0, 1.0, analyserHeight - 2, analyserHeight - 2
)
init {
addUIitem(analyserScroll)
refreshAnalysis()
}
private fun refreshAnalysis() {
analysisTextBuffer.clear()
host.msgLog.forEach { frame ->
analysisTextBuffer.add(frame.toString())
}
// update scrollbar
analyserScroll.handleHeight = if (analysisTextBuffer.isEmpty())
analyserHeight
else
(analyserHeight.toFloat() / analysisTextBuffer.size.times(TEXT_LINE_HEIGHT))
.times(analyserHeight)
.roundToInt()
.coerceIn(12, analyserHeight)
}
private fun drawAnalysis(batch: SpriteBatch) {
val scroll = (analyserScroll.value * analysisTextBuffer.size.times(TEXT_LINE_HEIGHT)
.minus(analyserHeight - 3))
.ifNaN(0.0)
.roundToInt()
.coerceAtLeast(0)
analysisTextBuffer.forEachIndexed { index, s ->
App.fontGame.draw(batch, s,
analyserPosX + 6f,
analyserPosY + 3f + index * TEXT_LINE_HEIGHT - scroll
)
}
}
override fun updateImpl(delta: Float) {
refreshAnalysis()
uiItems.forEach { it.update(delta) }
}
override fun renderImpl(frameDelta: Float, batch: SpriteBatch, camera: OrthographicCamera) {
// Draw background box
batch.color = Color(0x7F)
Toolkit.fillArea(batch, analyserPosX, analyserPosY, analyserWidth, analyserHeight)
batch.color = Toolkit.Theme.COL_INACTIVE
Toolkit.drawBoxBorder(batch, analyserPosX, analyserPosY, analyserWidth, analyserHeight)
// Draw text content
batch.color = Color.WHITE
drawAnalysis(batch)
// Draw UI elements
uiItems.forEach { it.render(frameDelta, batch, camera) }
}
override fun doOpening(delta: Float) {
refreshAnalysis()
}
override fun doClosing(delta: Float) {
// nothing needed
}
override fun dispose() {
}
}

View File

@@ -7,13 +7,12 @@
</content>
<orderEntry type="inheritedJdk" />
<orderEntry type="sourceFolder" forTests="false" />
<orderEntry type="library" scope="PROVIDED" name="jetbrains.kotlin.test" level="project" />
<orderEntry type="module" module-name="TerrarumBuild" scope="PROVIDED" />
<orderEntry type="library" scope="PROVIDED" name="badlogicgames.gdx" level="project" />
<orderEntry type="library" scope="PROVIDED" name="io.airlift.aircompressor" level="project" />
<orderEntry type="library" scope="PROVIDED" name="TerrarumSansBitmap" level="project" />
<orderEntry type="library" scope="PROVIDED" name="apache.commons.math3" level="project" />
<orderEntry type="library" scope="PROVIDED" name="jetbrains.kotlin.test1" level="project" />
<orderEntry type="library" name="gdx-platform-1.12.1-natives-arm64-v8a" level="project" />
<orderEntry type="library" name="KotlinJavaRuntime" level="project" />
</component>
</module>

View File

@@ -1,17 +1,16 @@
package net.torvald.terrarum.musicplayer
import net.torvald.terrarum.IngameInstance
import net.torvald.terrarum.ModMgr
import net.torvald.terrarum.ModuleEntryPoint
import net.torvald.terrarum.modulebasegame.TerrarumIngame
import net.torvald.terrarum.musicplayer.gui.MusicPlayer
import net.torvald.terrarum.musicplayer.gui.MusicPlayerControl
/**
* Created by minjaesong on 2023-12-23.
*/
class EntryPoint : ModuleEntryPoint() {
override fun invoke() {
ModMgr.GameExtraGuiLoader.register { ingame: TerrarumIngame -> MusicPlayer(ingame) }
ModMgr.GameExtraGuiLoader.register { ingame: TerrarumIngame -> MusicPlayerControl(ingame) }
}
override fun dispose() {

View File

@@ -10,12 +10,13 @@ import com.badlogic.gdx.utils.JsonValue
import com.jme3.math.FastMath
import net.torvald.reflection.extortField
import net.torvald.terrarum.*
import net.torvald.terrarum.App.printdbg
import net.torvald.terrarum.audio.*
import net.torvald.terrarum.audio.audiobank.MusicContainer
import net.torvald.terrarum.gameworld.fmod
import net.torvald.terrarum.modulebasegame.TerrarumIngame
import net.torvald.terrarum.modulebasegame.gameactors.PlaysMusic
import net.torvald.terrarum.ui.BasicDebugInfoWindow
import net.torvald.terrarum.ui.BasicDebugInfoWindow.Companion.toIntAndFrac
import net.torvald.terrarum.ui.MouseLatch
import net.torvald.terrarum.ui.Toolkit
import net.torvald.terrarum.ui.UICanvas
@@ -32,7 +33,7 @@ import kotlin.math.*
*
* Created by minjaesong on 2023-12-23.
*/
class MusicPlayer(private val ingame: TerrarumIngame) : UICanvas() {
class MusicPlayerControl(private val ingame: TerrarumIngame) : UICanvas() {
private val STRIP_W = 9f
private val METERS_WIDTH = 2 * STRIP_W
@@ -59,6 +60,9 @@ class MusicPlayer(private val ingame: TerrarumIngame) : UICanvas() {
private val controlButtons = ModMgr.getGdxFile("musicplayer", "gui/control_buttons.tga").let {
TextureRegionPack(it, BUTTON_WIDTH, BUTTON_HEIGHT)
}
private val progressSheet = ModMgr.getGdxFile("musicplayer", "gui/progress.tga").let {
TextureRegionPack(it, BUTTON_WIDTH, BUTTON_HEIGHT)
}
private val MODE_IDLE = 0
private val MODE_PLAYING = 1
@@ -94,21 +98,19 @@ class MusicPlayer(private val ingame: TerrarumIngame) : UICanvas() {
private var currentlySelectedAlbum: AlbumProp? = null
/** Returns the internal playlist of the MusicGovernor */
private val songsInGovernor: List<MusicContainer>
get() = ingame.musicGovernor.extortField<List<MusicContainer>>("songs")!!
private val songsInGovernorrrrrrrrrr: List<MusicContainer>
get() = ingame.musicStreamer.extortField<List<MusicContainer>>("songs")!!
private val shouldPlayerBeDisabled: Boolean
// the value must be "latched" to stay consistent
private fun getCurrentPlaylist() = MusicService.currentPlaylist
/*private val shouldPlayerBeDisabled: Boolean
get() {
return App.audioMixer.dynamicTracks.any { it.isPlaying && it.trackingTarget is PlaysMusic }
}
return MusicService.transactionLocked
//return App.audioMixer.dynamicTracks.any { it.isPlaying && it.trackingTarget is PlaysMusic }
}*/
/** Returns the playlist name from the MusicGovernor. Getting the value from the MusicGovernor
* is recommended as an ingame interaction may cancel the playback from the playlist from the MusicPlayer
* (e.g. interacting with a jukebox) */
private val internalPlaylistName: String
get() = ingame.musicGovernor.playlistName
fun registerPlaylist(path: String, fileToName: JsonValue?, shuffled: Boolean, diskJockeyingMode: String) {
private fun registerPlaylist(path: String, fileToName: JsonValue?, shuffled: Boolean, diskJockeyingMode: String): TerrarumMusicPlaylist {
fun String.isNum(): Boolean {
try {
this.toInt()
@@ -119,7 +121,7 @@ class MusicPlayer(private val ingame: TerrarumIngame) : UICanvas() {
}
}
ingame.musicGovernor.queueDirectory(path, shuffled, diskJockeyingMode) { filename ->
val playlist = TerrarumMusicPlaylist.fromDirectory(path, shuffled, diskJockeyingMode) { filename ->
fileToName?.get(filename).let {
if (it == null)
filename.substringBeforeLast('.').replace('_', ' ').split(" ").map { it.capitalize() }.let {
@@ -135,19 +137,9 @@ class MusicPlayer(private val ingame: TerrarumIngame) : UICanvas() {
}
}
ingame.musicGovernor.addMusicStartHook { music ->
setMusicName(music.name)
if (mode <= MODE_PLAYING)
transitionRequest = MODE_PLAYING
}
setPlaylistDisplayVars(playlist)
ingame.musicGovernor.addMusicStopHook { music ->
setIntermission()
if (mode <= MODE_PLAYING)
transitionRequest = MODE_IDLE
}
setPlaylistDisplayVars(songsInGovernor)
return playlist
}
private var currentMusicName = ""
@@ -184,8 +176,11 @@ class MusicPlayer(private val ingame: TerrarumIngame) : UICanvas() {
private var mouseOnButton: Int? = null
private var mouseOnList: Int? = null
private var transactionLocked = MusicService.transactionLocked
override fun updateImpl(delta: Float) {
val shouldPlayerBeDisabled = shouldPlayerBeDisabled
transactionLocked = MusicService.transactionLocked // the value need to be "latched"
val currentPlaylist = getCurrentPlaylist()
// process transition request
if (transitionRequest != null) {
@@ -304,9 +299,13 @@ class MusicPlayer(private val ingame: TerrarumIngame) : UICanvas() {
else {
mouseOnButton = null
}
//// manually nullify the buttons that does nothing when locked
if (transactionLocked && mode < MODE_SHOW_LIST && (mouseOnButton == 1 || mouseOnButton == 3)) {
mouseOnButton = null
}
// mouse is over which list
mouseOnList = if (mode >= MODE_SHOW_LIST &&
mouseOnList = if (!transactionLocked && mode >= MODE_SHOW_LIST &&
relativeMouseY.toFloat() in _posY + 9.._posY + 9 + PLAYLIST_LINES*PLAYLIST_LINE_HEIGHT &&
relativeMouseX.toFloat() in _posX.._posX + width) {
@@ -315,7 +314,7 @@ class MusicPlayer(private val ingame: TerrarumIngame) : UICanvas() {
else null
// make button work
// make buttons work
if (mouseUp) mouseLatch.latch {
if (mouseOnButton != null) {
when (mouseOnButton) {
@@ -326,8 +325,7 @@ class MusicPlayer(private val ingame: TerrarumIngame) : UICanvas() {
if (mode < MODE_SHOW_LIST) {
if (!transitionOngoing) {
transitionRequest = MODE_SHOW_LIST
currentListMode =
0 // no list transition anim is needed this time, just set the variable
currentListMode = 0 // no list transition anim is needed this time, just set the variable
resetAlbumlistScroll()
}
}
@@ -337,20 +335,15 @@ class MusicPlayer(private val ingame: TerrarumIngame) : UICanvas() {
}
else {
if (!transitionOngoing)
transitionRequest = App.audioMixer.musicTrack.isPlaying.toInt() * MODE_MOUSE_UP
transitionRequest = MODE_MOUSE_UP
}
}
1 -> { // prev
// prev song
if (mode < MODE_SHOW_LIST) {
getPrevSongFromPlaylist()?.let { ingame.musicGovernor.unshiftPlaylist(it) }
if (!shouldPlayerBeDisabled) {
App.audioMixer.requestFadeOut(
App.audioMixer.musicTrack,
AudioMixer.DEFAULT_FADEOUT_LEN / 3f
) {
ingame.musicGovernor.startMusic(this) // required for "intermittent" mode
if (!transactionLocked) {
MusicService.playPrevSongInPlaylist(true) {
iHitTheStopButton = false
stopRequested = false
}
@@ -370,32 +363,45 @@ class MusicPlayer(private val ingame: TerrarumIngame) : UICanvas() {
}
2 -> { // stop
if (mode < MODE_SHOW_LIST) { // disable stop button entirely on MODE_SHOW_LIST
/*if (mode < MODE_SHOW_LIST) { // disable stop button entirely on MODE_SHOW_LIST
// when the button is STOP
if (App.audioMixer.musicTrack.isPlaying) {
val thisMusic = App.audioMixer.musicTrack.currentTrack
// FIXME the olde way -- must be replaced with one that utilises MusicService
/*val thisMusic = App.audioMixer.musicTrack.currentTrack
App.audioMixer.requestFadeOut(App.audioMixer.musicTrack, AudioMixer.DEFAULT_FADEOUT_LEN / 3f)
App.audioMixer.musicTrack.nextTrack = null
ingame.musicGovernor.stopMusic(this)
thisMusic?.let { ingame.musicGovernor.queueMusicToPlayNext(it) }
iHitTheStopButton = true
ingame.backgroundMusicPlayer.stopMusic(this)
if (thisMusic is MusicContainer) thisMusic.let { ingame.backgroundMusicPlayer.queueMusicToPlayNext(it) }
iHitTheStopButton = true*/
MusicService.stopPlaylistPlayback(true) {
iHitTheStopButton = true
}
}
else if (!shouldPlayerBeDisabled) {
ingame.musicGovernor.startMusic(this)
// when the button is PLAY
else if (!App.audioMixer.musicTrack.isPlaying) {
// FIXME the olde way -- must be replaced with one that utilises MusicService
/*ingame.backgroundMusicPlayer.startMusic(this)
iHitTheStopButton = false
stopRequested = false
stopRequested = false*/
MusicService.resumePlaylistPlayback(
/* onSuccess: () -> Unit */{
iHitTheStopButton = false
stopRequested = false
},
/* onFailure: (Throwable) -> Unit */ {
}
)
}
}
}*/
}
3 -> { // next
// next song
if (mode < MODE_SHOW_LIST) {
if (!shouldPlayerBeDisabled) {
App.audioMixer.requestFadeOut(
App.audioMixer.musicTrack,
AudioMixer.DEFAULT_FADEOUT_LEN / 3f
) {
ingame.musicGovernor.startMusic(this) // required for "intermittent" mode, does seemingly nothing on "continuous" mode
if (!transactionLocked) {
MusicService.playNextSongInPlaylist(true) {
iHitTheStopButton = false
stopRequested = false
}
@@ -418,8 +424,7 @@ class MusicPlayer(private val ingame: TerrarumIngame) : UICanvas() {
if (mode < MODE_SHOW_LIST) {
if (!transitionOngoing) {
transitionRequest = MODE_SHOW_LIST
currentListMode =
1 // no list transition anim is needed this time, just set the variable
currentListMode = 1 // no list transition anim is needed this time, just set the variable
resetPlaylistScroll()
}
}
@@ -429,33 +434,29 @@ class MusicPlayer(private val ingame: TerrarumIngame) : UICanvas() {
}
else {
if (!transitionOngoing)
transitionRequest = App.audioMixer.musicTrack.isPlaying.toInt() * MODE_MOUSE_UP
transitionRequest = MODE_MOUSE_UP
}
}
}
}
// make playlist clicking work
// make playlist clicking (change song within the playlist) work
else if (listViewPanelScroll == 1f && mouseOnList != null) {
val index = playlistScroll + mouseOnList!!
val list = songsInGovernor
if (index < list.size) {
// if selected song != currently playing
if (App.audioMixer.musicTrack.currentTrack == null || list[index] != App.audioMixer.musicTrack.currentTrack) {
// rebuild playlist
ingame.musicGovernor.queueIndexFromPlaylist(index)
// fade out
App.audioMixer.requestFadeOut(App.audioMixer.musicTrack, AudioMixer.DEFAULT_FADEOUT_LEN / 3f) {
if (!shouldPlayerBeDisabled) {
ingame.musicGovernor.startMusic(this) // required for "intermittent" mode
iHitTheStopButton = false
stopRequested = false
if (currentPlaylist != null) {
if (index < currentPlaylist.musicList.size) {
// if selected song != currently playing
if (App.audioMixer.musicTrack.currentTrack == null || currentPlaylist.musicList[index] != App.audioMixer.musicTrack.currentTrack) {
if (!transactionLocked) {
MusicService.playNthSongInPlaylist(index, true) {
iHitTheStopButton = false
stopRequested = false
}
}
}
}
}
}
// make album list clicking work
// make album list clicking (send new playlist to the MusicService) work
else if (listViewPanelScroll == 0f && mouseOnList != null) {
val index = albumlistScroll + mouseOnList!!
val list = albumsList//.map { albumPropCache[it] }
@@ -463,16 +464,12 @@ class MusicPlayer(private val ingame: TerrarumIngame) : UICanvas() {
if (index < list.size) {
// if selected album is not the same album currently playing, queue that album immediately
// (navigating into the selected album involves too much complication :p)
if (ingame.musicGovernor.playlistSource != albumsList[index].canonicalPath) {
// fade out
App.audioMixer.requestFadeOut(App.audioMixer.musicTrack, AudioMixer.DEFAULT_FADEOUT_LEN / 3f) {
loadNewAlbum(albumsList[index])
if (!shouldPlayerBeDisabled) {
ingame.musicGovernor.startMusic(this) // required for "intermittent" mode
iHitTheStopButton = false
stopRequested = false
if (MusicService.currentPlaylist?.source != albumsList[index].canonicalPath) {
if (!transactionLocked) {
val playlist = loadNewAlbum(albumsList[index])
MusicService.putNewPlaylistAndResumePlayback(playlist, true) {
resetPlaylistScroll(App.audioMixer.musicTrack.nextTrack as? MusicContainer)
}
resetPlaylistScroll(App.audioMixer.musicTrack.nextTrack)
}
}
}
@@ -486,28 +483,32 @@ class MusicPlayer(private val ingame: TerrarumIngame) : UICanvas() {
// printdbg(this, "mode = $mode; req = $transitionRequest")
if (shouldPlayerBeDisabled || iHitTheStopButton) {
if (!stopRequested) {
stopRequested = true
ingame.musicGovernor.stopMusic(this)
}
// update music name disp
val musicTrack = App.audioMixer.musicTrack
val musicTrackPlaying = musicTrack.isPlaying
val musicNow = musicTrack.currentTrack
//// music changed, do something
if ((oldMusicTrackPlaying && !musicTrack.isPlaying) || (oldSong != null && musicNow == null)) {
setIntermission()
if (mode <= MODE_PLAYING && !transitionOngoing) transitionRequest = MODE_IDLE
}
else if (ingame.musicGovernor.playCaller is PlaysMusic && !jukeboxStopMonitorAlert && !App.audioMixer.musicTrack.isPlaying) {
jukeboxStopMonitorAlert = true
val interval = ingame.musicGovernor.getRandomMusicInterval()
ingame.musicGovernor.stopMusic(this, false, interval)
}
else if (App.audioMixer.musicTrack.isPlaying) {
jukeboxStopMonitorAlert = false
else if ((!oldMusicTrackPlaying && musicTrack.isPlaying && musicNow != null) || (oldSong == null && musicNow != null) || (musicNow != oldSong && musicNow != null)) {
setMusicName(musicNow.name)
if (mode <= MODE_PLAYING && !transitionOngoing) transitionRequest = MODE_PLAYING
}
oldSong = musicNow
oldMusicTrackPlaying = musicTrackPlaying
}
private var jukeboxStopMonitorAlert = true
private var oldSong: AudioBank? = null
private var oldMusicTrackPlaying = false
private var iHitTheStopButton = false
private var stopRequested = false
private fun resetAlbumlistScroll() {
val currentlyPlaying = albumsList.indexOfFirst { it.canonicalPath.replace('\\', '/') == ingame.musicGovernor.playlistSource }
val currentlyPlaying = albumsList.indexOfFirst { it.canonicalPath.replace('\\', '/') == MusicService.currentPlaylist?.source }
if (currentlyPlaying >= 0) {
albumlistScroll = (currentlyPlaying / PLAYLIST_LINES) * PLAYLIST_LINES
}
@@ -517,27 +518,21 @@ class MusicPlayer(private val ingame: TerrarumIngame) : UICanvas() {
}
private fun resetPlaylistScroll(song: MusicContainer? = null) {
val currentlyPlaying = songsInGovernor.indexOf(song ?: App.audioMixer.musicTrack.currentTrack)
if (currentlyPlaying >= 0) {
playlistScroll = (currentlyPlaying / PLAYLIST_LINES) * PLAYLIST_LINES
val currentPlaylist = getCurrentPlaylist()
if (currentPlaylist != null) {
val currentlyPlaying = currentPlaylist.musicList.indexOf(song ?: App.audioMixer.musicTrack.currentTrack)
if (currentlyPlaying >= 0) {
playlistScroll = (currentlyPlaying / PLAYLIST_LINES) * PLAYLIST_LINES
}
else {
playlistScroll = 0
}
}
else {
playlistScroll = 0
}
}
private fun getPrevSongFromPlaylist(): MusicContainer? {
val list = songsInGovernor.slice(songsInGovernor.indices) // make copy of the list
val nowPlaying = App.audioMixer.musicTrack.currentTrack ?: return null
// find current index
val currentIndex = list.indexOfFirst { it == nowPlaying }
if (currentIndex < 0) return null
val prevIndex = (currentIndex - 1).fmod(list.size)
return list[prevIndex]
}
// private fun smoothstep(x: Float) = (x*x*(3f-2f*x)).coerceIn(0f, 1f)
// private fun smootherstep(x: Float) = (x*x*x*(x*(6f*x-15f)+10f)).coerceIn(0f, 1f)
@@ -697,6 +692,39 @@ class MusicPlayer(private val ingame: TerrarumIngame) : UICanvas() {
drawControls(frameDelta, batch, _posX, posYforControls)
drawList(camera, frameDelta, batch, _posX, _posY)
// debug codes
//// transaction state
/*if (transactionLocked) {
batch.color = Color.RED
Toolkit.drawTextCentered(batch, App.fontSmallNumbers, "LOCKED", Toolkit.drawWidth, 0, _posY.toInt() + height + 5)
}
else {
batch.color = Color.WHITE
Toolkit.drawTextCentered(batch, App.fontSmallNumbers, "UNLOCKED", Toolkit.drawWidth, 0, _posY.toInt() + height + 5)
}
//// MusicService internal state
batch.color = Color.WHITE
val musicState = MusicService.currentPlaybackState.get()
val str = "State: $musicState Wait: ${MusicService.waitAkku.toIntAndFrac(2)}/${MusicService.waitTime}"
Toolkit.drawTextCentered(batch, App.fontSmallNumbers, str, Toolkit.drawWidth, 0, _posY.toInt() + height + 18)
//// playlist internal indices
MusicService.currentPlaylist?.let {
val indices = it.extortField<ArrayList<Int>>("internalIndices")!!
val currentIndex = it.extortField<Int>("currentIndexCursor")!!
for (k in 0 until indices.size) {
batch.color = if (k == currentIndex) Color.RED else Color.WHITE
App.fontSmallNumbers.draw(batch, "${indices[k]+1}", 28f + 18f * (k), App.scr.hf - 16f)
}
}
batch.color = Color.LIGHT_GRAY
App.fontSmallNumbers.draw(batch, "Playlist InternalIndices", 10f, App.scr.hf - 30f)
App.fontSmallNumbers.draw(batch, "..", 10f, App.scr.hf - 16f)
*/
// end of debug codes
batch.color = Color.WHITE
@@ -786,9 +814,9 @@ class MusicPlayer(private val ingame: TerrarumIngame) : UICanvas() {
albumlistNameOverflown.clear()
}
private fun setPlaylistDisplayVars(plist: List<MusicContainer>) {
private fun setPlaylistDisplayVars(plist: TerrarumMusicPlaylist) {
resetPlaylistDisplay()
plist.forEachIndexed { i, music ->
plist.musicList.forEachIndexed { i, music ->
val len = App.fontGameFBO.getWidth(music.name)
val overflown = (len >= playlistNameLenMax)
playlistRealNameLen[i] = len
@@ -810,26 +838,47 @@ class MusicPlayer(private val ingame: TerrarumIngame) : UICanvas() {
private fun drawPlayList(camera: OrthographicCamera, delta: Float, batch: SpriteBatch, x: Float, y: Float, alpha: Float, scale: Float) {
batch.end()
playlistFBOs.forEachIndexed { i, it ->
val pnum = i + playlistScroll
it.inAction(camera, batch) {
batch.inUse {
batch.color = Color.WHITE
gdxClearAndEnableBlend(0f, 0f, 0f, 0f)
blendNormalStraightAlpha(batch)
val currentPlaylist = getCurrentPlaylist()
// draw text
App.fontGameFBO.draw(batch, if (pnum in songsInGovernor.indices) songsInGovernor[pnum].name else "", maskOffWidth - playlistNameScrolls[pnum], (PLAYLIST_LINE_HEIGHT - 24) / 2)
if (currentPlaylist != null) {
playlistFBOs.forEachIndexed { i, it ->
val pnum = i + playlistScroll
it.inAction(camera, batch) {
batch.inUse {
batch.color = Color.WHITE
gdxClearAndEnableBlend(0f, 0f, 0f, 0f)
blendNormalStraightAlpha(batch)
// mask off the area
batch.color = Color.WHITE
blendAlphaMask(batch)
batch.draw(textmask.get(0, 0), 0f, 0f, maskOffWidth.toFloat(), PLAYLIST_LINE_HEIGHT)
batch.draw(textmask.get(1, 0), maskOffWidth.toFloat(), 0f, PLAYLIST_NAME_LEN - 2f * maskOffWidth, PLAYLIST_LINE_HEIGHT)
batch.draw(textmask.get(2, 0), PLAYLIST_NAME_LEN - maskOffWidth.toFloat(), 0f, maskOffWidth.toFloat(), PLAYLIST_LINE_HEIGHT)
// draw text
App.fontGameFBO.draw(
batch,
if (pnum in currentPlaylist.musicList.indices) currentPlaylist.musicList[pnum].name else "",
maskOffWidth - playlistNameScrolls[pnum],
(PLAYLIST_LINE_HEIGHT - 24) / 2
)
blendNormalStraightAlpha(batch) // qnd hack to make sure this line gets called, otherwise the screen briefly goes blank when the playlist view is closed
Toolkit.fillArea(batch, 999f, 999f, 1f, 1f)
// mask off the area
batch.color = Color.WHITE
blendAlphaMask(batch)
batch.draw(textmask.get(0, 0), 0f, 0f, maskOffWidth.toFloat(), PLAYLIST_LINE_HEIGHT)
batch.draw(
textmask.get(1, 0),
maskOffWidth.toFloat(),
0f,
PLAYLIST_NAME_LEN - 2f * maskOffWidth,
PLAYLIST_LINE_HEIGHT
)
batch.draw(
textmask.get(2, 0),
PLAYLIST_NAME_LEN - maskOffWidth.toFloat(),
0f,
maskOffWidth.toFloat(),
PLAYLIST_LINE_HEIGHT
)
blendNormalStraightAlpha(batch) // qnd hack to make sure this line gets called, otherwise the screen briefly goes blank when the playlist view is closed
Toolkit.fillArea(batch, 999f, 999f, 1f, 1f)
}
}
}
}
@@ -838,37 +887,40 @@ class MusicPlayer(private val ingame: TerrarumIngame) : UICanvas() {
blendNormalStraightAlpha(batch)
if (alpha > 0f) {
playlistFBOs.forEachIndexed { i, it ->
val alpha2 = alpha + (playListAnimAkku[i] * 0.2f)
val pnum = i + playlistScroll
val m1 = songsInGovernor.getOrNull(pnum)
val m2 = App.audioMixer.musicTrack.currentTrack
val currentlyPlaying = if (m1 == null || m2 == null) false else (m1 == m2)
if (currentPlaylist != null) {
val alpha2 = alpha + (playListAnimAkku[i] * 0.2f)
val pnum = i + playlistScroll
// print number
val m1 = currentPlaylist.musicList.getOrNull(pnum)
val m2 = App.audioMixer.musicTrack.currentTrack
val currentlyPlaying = if (m1 == null || m2 == null) false else (m1 == m2)
// print bars instead of numbers if the song is currently being played
if (currentlyPlaying) {
val xoff = 6
val yoff = 5 + 7 + (PLAYLIST_LINE_HEIGHT - 24) / 2
// it will set the colour on its own
drawFreqMeter(batch, x + xoff, y + yoff + PLAYLIST_LINE_HEIGHT * i * scale, alpha)
// print number
// print bars instead of numbers if the song is currently being played
if (currentlyPlaying) {
val xoff = 6
val yoff = 5 + 7 + (PLAYLIST_LINE_HEIGHT - 24) / 2
// it will set the colour on its own
drawFreqMeter(batch, x + xoff, y + yoff + PLAYLIST_LINE_HEIGHT * i * scale, alpha)
}
else {
val xoff = maskOffWidth + (if (pnum < 9) 3 else 0)
val yoff = 7 + (PLAYLIST_LINE_HEIGHT - 24) / 2
batch.color = Color(1f, 1f, 1f, alpha * 0.75f)
App.fontSmallNumbers.draw(
batch,
if (pnum in currentPlaylist.musicList.indices) "${pnum + 1}" else "",
x + xoff,
y + yoff + PLAYLIST_LINE_HEIGHT * i * scale
)
}
// print the name
batch.color = Color(1f, 1f, 1f, alpha2)
batch.draw(it.colorBufferTexture, x + PLAYLIST_LEFT_GAP * scale, y + PLAYLIST_LINE_HEIGHT * i * scale, it.width * scale, it.height * scale)
}
else {
val xoff = maskOffWidth + (if (pnum < 9) 3 else 0)
val yoff = 7 + (PLAYLIST_LINE_HEIGHT - 24) / 2
batch.color = Color(1f, 1f, 1f, alpha * 0.75f)
App.fontSmallNumbers.draw(
batch,
if (pnum in songsInGovernor.indices) "${pnum + 1}" else "",
x + xoff,
y + yoff + PLAYLIST_LINE_HEIGHT * i * scale
)
}
// print the name
batch.color = Color(1f, 1f, 1f, alpha2)
batch.draw(it.colorBufferTexture, x + PLAYLIST_LEFT_GAP * scale, y + PLAYLIST_LINE_HEIGHT * i * scale, it.width * scale, it.height * scale)
// separator
batch.color = Color(1f, 1f, 1f, alpha * 0.25f)
@@ -877,7 +929,7 @@ class MusicPlayer(private val ingame: TerrarumIngame) : UICanvas() {
// print the album name
batch.color = Color(1f, 1f, 1f, alpha * 0.75f)
Toolkit.drawTextCentered(batch, App.fontGame, internalPlaylistName, width, x.roundToInt(), 3 + (y + PLAYLIST_LINE_HEIGHT * PLAYLIST_LINES * scale).roundToInt())
Toolkit.drawTextCentered(batch, App.fontGame, MusicService.currentPlaylist?.name ?: "(null)", width, x.roundToInt(), 3 + (y + PLAYLIST_LINE_HEIGHT * PLAYLIST_LINES * scale).roundToInt())
}
}
@@ -918,7 +970,7 @@ class MusicPlayer(private val ingame: TerrarumIngame) : UICanvas() {
val pnum = i + albumlistScroll
val currentlyPlaying = if (pnum in albumsList.indices) {
val m1 = ingame.musicGovernor.playlistSource
val m1 = MusicService.currentPlaylist?.source
val m2 = albumsList[pnum].canonicalPath.replace('\\', '/')
(m1 == m2)
}
@@ -983,7 +1035,9 @@ class MusicPlayer(private val ingame: TerrarumIngame) : UICanvas() {
}
private val playControlAnimAkku = FloatArray(5) // how many control buttons?
private val playControlAnimLength = 0.2f
private val playControlAnimLength = 0.16f
private val colInactive = Color(0xaaaaaaff.toInt())
private fun drawControls(delta: Float, batch: SpriteBatch, posX: Float, posY: Float) {
val (alpha, reverse) = if (mode < MODE_MOUSE_UP && modeNext == MODE_MOUSE_UP)
@@ -1004,20 +1058,21 @@ class MusicPlayer(private val ingame: TerrarumIngame) : UICanvas() {
else
0f
val baseCol = if (transactionLocked) colInactive else Color.WHITE
if (alpha > 0f) {
val alpha0 = alpha.coerceIn(0f, 1f).organicOvershoot().coerceAtMost(1f)
val internalWidth =minOf(widthForMouseUp.toFloat(), width - 20f)
val separation = internalWidth / 5f
val anchorX = Toolkit.hdrawWidthf
val posY = posY + 12f
val alphaBase2 = 0.75f * (if (reverse) 1f - alpha0 else alpha0).pow(3f)
for (i in 0..4) {
val alphaBase = 0.75f * (if (reverse) 1f - alpha0 else alpha0).pow(3f) + (playControlAnimAkku[i] * 0.2f)
val alphaBase2 = 0.75f * (if (reverse) 1f - alpha0 else alpha0).pow(3f)
val animAkku = if (i == 2) 0f else playControlAnimAkku[i] // disable mouseUp for the progress ring
val alphaBase = 0.75f * (if (reverse) 1f - alpha0 else alpha0).pow(3f) + (animAkku * 0.2f)
val offset = i - 2
val posX = anchorX + offset * separation
val btnX = (posX - BUTTON_WIDTH / 2).roundToFloat()
val btnY = posY.roundToFloat()
@@ -1025,10 +1080,10 @@ class MusicPlayer(private val ingame: TerrarumIngame) : UICanvas() {
// prev/next button
if (i == 1 || i == 3) {
// prev/next song button
batch.color = Color(1f, 1f, 1f, alphaBase * (1f - buttonFadePerc))
batch.color = baseCol * Color(1f, 1f, 1f, alphaBase * (1f - buttonFadePerc))
batch.draw(controlButtons.get(i, 0), btnX, btnY)
// prev/next page button
batch.color = Color(1f, 1f, 1f, alphaBase * buttonFadePerc)
batch.color = baseCol * Color(1f, 1f, 1f, alphaBase * buttonFadePerc)
batch.draw(controlButtons.get(i, 1), btnX, btnY)
}
// stop button
@@ -1036,13 +1091,24 @@ class MusicPlayer(private val ingame: TerrarumIngame) : UICanvas() {
// get correct stop/play button
val iconY = if (!App.audioMixer.musicTrack.isPlaying) 1 else 0
// fade if avaliable
batch.color = Color(1f, 1f, 1f, alphaBase * (1f - buttonFadePerc))
batch.color = baseCol * Color(1f, 1f, 1f, alphaBase * (1f - buttonFadePerc))
batch.draw(controlButtons.get(i, iconY), btnX, btnY)
// page number with fade
// progress ring
val perc = ((App.audioMixer.musicTrack.currentTrack?.currentPositionInSamples()?.toFloat() ?: 0f) /
(App.audioMixer.musicTrack.currentTrack?.totalSizeInSamples ?: Long.MAX_VALUE)).coerceAtMost(1f)
val progress = (perc * 64).roundToInt() - 1
if (progress >= 0) {
val prx = progress % 8
val pry = progress / 8
batch.color = baseCol * Color(1f, 1f, 1f, alphaBase * (1f - buttonFadePerc))
batch.draw(progressSheet.get(prx, pry), btnX, btnY)
}
// page number with fade
for (mode in 0..1) {
val alphaNum = if (mode == 0) 1f - listViewPanelScroll else listViewPanelScroll
batch.color = Color(1f, 1f, 1f, alphaBase2 * buttonFadePerc * alphaNum) // don't use mouse-up effect
batch.color = baseCol * Color(1f, 1f, 1f, alphaBase2 * buttonFadePerc * alphaNum) // don't use mouse-up effect
val (thisPage, totalPage) = if (mode == 0)
albumlistScroll.div(PLAYLIST_LINES).plus(1) to albumsList.size.toFloat().div(PLAYLIST_LINES).ceilToInt()
else
@@ -1058,11 +1124,10 @@ class MusicPlayer(private val ingame: TerrarumIngame) : UICanvas() {
}
// else button
else {
batch.color = Color(1f, 1f, 1f, alphaBase)
batch.color = baseCol * Color(1f, 1f, 1f, alphaBase)
batch.draw(controlButtons.get(i, 0), btnX, btnY)
}
// update playControlAnimAkku
if (mouseOnButton == i && mode >= MODE_MOUSE_UP && modeNext >= MODE_MOUSE_UP)
playControlAnimAkku[i] = (playControlAnimAkku[i] + (delta / playControlAnimLength)).coerceIn(0f, 1f)
@@ -1070,6 +1135,9 @@ class MusicPlayer(private val ingame: TerrarumIngame) : UICanvas() {
playControlAnimAkku[i] = (playControlAnimAkku[i] - (delta / playControlAnimLength)).coerceIn(0f, 1f)
}
// printdbg(this, "playControlAnimAkku=${playControlAnimAkku.joinToString()}")
}
}
@@ -1135,7 +1203,7 @@ class MusicPlayer(private val ingame: TerrarumIngame) : UICanvas() {
// apply slope to the fft bins, also converts fullscale to decibels
for (bin in binHeights.indices) {
val freqR = (TerrarumAudioMixerTrack.SAMPLING_RATED / FFTSIZE) * (bin + 1)
val magn0 = fftOut.reim[2 * bin].absoluteValue / FFTSIZE * (freqR / 20.0) // apply slope
val magn0 = fftOut.reim[2 * bin].absoluteValue / FFTSIZE * freqR.sqrt() // apply slope
val magn = FastMath.interpolateLinear(FFT_SMOOTHING_FACTOR, magn0, oldFFTmagn[bin])
val magnLog = fullscaleToDecibels(magn) - dbOffset
@@ -1278,22 +1346,12 @@ class MusicPlayer(private val ingame: TerrarumIngame) : UICanvas() {
val albumArt: TextureRegion? = null
)
private fun loadNewAlbum(albumDir: File) {
private fun loadNewAlbum(albumDir: File): TerrarumMusicPlaylist {
val albumProp = albumPropCache[albumDir]
App.audioMixer.musicTrack.let { track ->
track.doGaplessPlayback = (albumProp.diskJockeyingMode == "continuous")
if (track.doGaplessPlayback) {
track.pullNextTrack = {
track.currentTrack = ingame.musicGovernor.pullNextMusicTrack(true)
setMusicName(track.currentTrack?.name ?: "")
}
}
}
currentlySelectedAlbum = albumProp
registerPlaylist(albumDir.absolutePath, albumProp.fileToName, albumProp.shuffled, albumProp.diskJockeyingMode)
return registerPlaylist(albumDir.absolutePath, albumProp.fileToName, albumProp.shuffled, albumProp.diskJockeyingMode)
// scroll playlist to the page current song is
}
@@ -1307,4 +1365,13 @@ class MusicPlayer(private val ingame: TerrarumIngame) : UICanvas() {
}
}
}
}
}
private operator fun Color.times(other: Color): Color {
return Color(
this.r * other.r,
this.g * other.g,
this.b * other.b,
this.a * other.a,
)
}

View File

@@ -1,6 +1,6 @@
## Aperçu ##
This project is to create a modular game engine that accommodates a 2D side-scrolling tilemap platformer, and a game that runs on top of it.
The goal of this project is to create a modular game engine that accommodates a 2D side-scrolling tilemap platformer, and a game that runs on top of it.
The project is divided into two parts: **Terrarum the Game Engine** and **Terrarum the actual game**.

View File

@@ -18,16 +18,15 @@
<orderEntry type="library" name="gdx-controllers-desktop-2.2.1" level="project" />
<orderEntry type="library" name="jxinput-1.0.0" level="project" />
<orderEntry type="library" name="graalvm-js 22.3.1" level="project" />
<orderEntry type="library" name="KotlinJavaRuntime" level="project" />
<orderEntry type="library" name="badlogicgames.gdx" level="project" />
<orderEntry type="library" name="badlogicgames.gdx.backend.lwjgl3" level="project" />
<orderEntry type="library" name="jetbrains.kotlin.reflect" level="project" />
<orderEntry type="library" name="jetbrains.kotlin.test" level="project" />
<orderEntry type="library" name="io.github.classgraph" level="project" />
<orderEntry type="library" name="apache.commons.math3" level="project" />
<orderEntry type="library" name="github.wendykierp.JTransforms" level="project" />
<orderEntry type="library" name="io.airlift.aircompressor" level="project" />
<orderEntry type="library" name="jetbrains.kotlin.test1" level="project" />
<orderEntry type="library" name="gdx-platform-1.12.1-natives-arm64-v8a" level="project" />
<orderEntry type="library" name="TerranVirtualDisk" level="project" />
<orderEntry type="library" name="KotlinJavaRuntime" level="project" />
<orderEntry type="library" name="GetBatteryStatus" level="project" />
</component>
</module>

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256
assets/keylayout/de_din.key Normal file
View File

@@ -0,0 +1,256 @@
{"n":"DE DIN T2","capslock":"caps","l":"iso","t":[[""],[undefined],
[undefined],
["<HOME>"],
[undefined],
["<CALL>"],
["<ENDCALL>"],
["0","=","}","}"],
["1","!","","¹"],
["2","\"","²","²"],
["3","§","³","³"],
["4","$","—","—"],
["5","%","¡","¡"],
["6","&","¿","¿"],
["7","/","{","{"],
["8","(","[","["],
["9",")","]","]"],
["*"],
["#"],
["<UP>"],
["<DOWN>"],
["<LEFT>"],
["<RIGHT>"],
["<CENTER>"],
["<VOL_UP>"],
["<VOL_DOWN>"],
["<POWER>"],
["<CAMERA>"],
["<CLEAR>"],
["a","A","æ","Æ"],
["b","B","",""],
["c","C","©","©"],
["d","D","","“"],
["e","E","€","¤"],
["f","F","",""],
["g","G","″","″"],
["h","H","ẞ","ẞ"],
["i","I","\u0303","\u0303"],
["j","J","\u0327","\u0327"],
["k","K","\u0326","\u0326"],
["l","L","\u0328","\u0328"],
["m","M","µ","µ"],
["n","N","",""],
["o","O","\u030A","\u030A"],
["p","P","\u0309","\u0309"],
["q","Q","@","@"],
["r","R","\u0308","\u0308"],
["s","S","","„"],
["t","T","\u0304","\u0304"],
["u","U","\u0306","\u0306"],
["v","V","«","«"],
["w","W","\u030C","\u030C"],
["x","X","»","»"],
["z","Z","\u030B","\u030B"],
["y","Y","",""],
[",",";","",""],
[".",":","·","·"],
["<ALT_L>"],
["<ALT_R>"],
["<SHIFT_L>"],
["<SHIFT_R>"],
["<TAB>"],
[" "," ","\u00A0","\u00A0"],
["<SYM>"],
["<EXPLORER>"],
["<ENVELOPE>"],
["\n"],
["\x08"],
["\u0302","°","×","×"],
["ß","?","\\","\\"],
["\u0301","\u0300","\u0307","\u0307"],
["ü","Ü","\u031B","\u031B"],
["+","*","~","¤"],
["#","'","®","®"],
["ö","Ö","\u0323","\u0323"],
["ä",'Ä',"\u0335","\u0335"],
["-","_","\u00AD","\u00AD"],
["<AT>"],
["<NUM_LOCK>"],
["<HEADSETHOOK>"],
["<FOCUS>"],
["+"],
["<MENU>"],
["<NOTIFICATION>"],
["<SEARCH>"],
["<PLAY_PAUSE>"],
["<STOP>"],
["<NEXT>"],
["<PREV>"],
["<REW>"],
["<FFWD>"],
["<MUTE>"],
["<PAGE_UP>"],
["<PAGE_DOWN>"],
["<PICTSYMBOLS>"],
["<SWITCH_CHARSET>"],
["<:A:>"],
["<:B:>"],
["<:C:>"],
["<:X:>"],
["<:Y:>"],
["<:Z:>"],
["<:L1:>"],
["<:R1:>"],
["<:L2:>"],
["<:R2:>"],
["<:TL:>"],
["<:TR:>"],
["<:START:>"],
["<:SELECT:>"],
["<:MODE:>"],
["<ESC>"],
["<DEL>"],
[undefined],
[undefined],
["<CAPS_LOCK>"],
["<SCROLL_LOCK>"],
[undefined],
[undefined],
[undefined],
["<PRINT_SCREEN_SYS_RQ>"],
["<PAUSE_BREAK>"],
[undefined],
["<END>"],
["<INSERT>"],
[undefined],
[undefined],
[undefined],
[undefined],
["<CTRL_L>"],
["<CTRL_R>"],
["<F1>"],
["<F2>"],
["<F3>"],
["<F4>"],
["<F5>"],
["<F6>"],
["<F7>"],
["<F8>"],
["<F9>"],
["<F10>"],
["<F11>"],
["<F12>"],
["<NUM_LOCK>"],
["0"],
["1"],
["2"],
["3"],
["4"],
["5"],
["6"],
["7"],
["8"],
["9"],
["/"],
["*"],
["-"],
["+"],
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