package net.torvald.terrarum.modulebasegame import net.torvald.terrarum.AppLoader import net.torvald.terrarum.AppLoader.IS_DEVELOPMENT_BUILD import net.torvald.terrarum.AppLoader.printdbg import net.torvald.terrarum.ModMgr import net.torvald.terrarum.ModuleEntryPoint import net.torvald.terrarum.blockproperties.BlockCodex import net.torvald.terrarum.itemproperties.GameItem import net.torvald.terrarum.itemproperties.ItemCodex import net.torvald.terrarum.itemproperties.MaterialCodex import net.torvald.terrarum.modulebasegame.imagefont.WatchFont import net.torvald.terrarum.modulebasegame.items.BlockBase import net.torvald.terrarumsansbitmap.gdx.TextureRegionPack /** * The entry point for the module "Basegame" * * Created by minjaesong on 2018-06-21. */ class EntryPoint : ModuleEntryPoint() { private val moduleName = "basegame" override fun invoke() { // the order of invocation is important! Material should be the first as blocks and items are depend on it. ModMgr.GameMaterialLoader.invoke(moduleName) ModMgr.GameBlockLoader.invoke(moduleName) ModMgr.GameItemLoader.invoke(moduleName) ModMgr.GameLanguageLoader.invoke(moduleName) // load common resources to the AssetsManager AppLoader.resourcePool.addToLoadingList("$moduleName.items16") { TextureRegionPack(ModMgr.getGdxFile(moduleName, "items/items.tga"), 16, 16) } AppLoader.resourcePool.addToLoadingList("$moduleName.items24") { TextureRegionPack(ModMgr.getGdxFile(moduleName, "items/items24.tga"), 24, 24) } AppLoader.resourcePool.addToLoadingList("$moduleName.items48") { TextureRegionPack(ModMgr.getGdxFile(moduleName, "items/items48.tga"), 48, 48) } ///////////////////////////////// // load customised item loader // ///////////////////////////////// printdbg(this, "recording item ID ") // blocks.csvs are loaded by ModMgr beforehand // block items (blocks and walls are the same thing basically) for (i in ItemCodex.ITEM_TILES + ItemCodex.ITEM_WALLS) { val blockProp = BlockCodex.getOrNull(i % ItemCodex.ITEM_WALLS.first) if (blockProp != null) { ItemCodex.itemCodex[i] = object : GameItem() { override val originalID = i override var dynamicID = i override val isUnique: Boolean = false override var baseMass: Double = blockProp.density / 1000.0 override var baseToolSize: Double? = null override val originalName = blockProp.nameKey override var stackable = true override var inventoryCategory = if (i in ItemCodex.ITEM_TILES) Category.BLOCK else Category.WALL override var isDynamic = false override val material = MaterialCodex.getOrDefault(blockProp.material) init { equipPosition = EquipPosition.HAND_GRIP if (IS_DEVELOPMENT_BUILD) print("$originalID ") } override fun startPrimaryUse(delta: Float): Boolean { return BlockBase.blockStartPrimaryUse(this, i, delta) } override fun effectWhenEquipped(delta: Float) { BlockBase.blockEffectWhenEquipped(delta) } } } } println("Welcome back!") } override fun dispose() { WatchFont.dispose() } }