package net.torvald.terrarum.modulebasegame import net.torvald.terrarum.* import net.torvald.terrarum.App.IS_DEVELOPMENT_BUILD import net.torvald.terrarum.App.printdbg import net.torvald.terrarum.blockproperties.BlockProp import net.torvald.terrarum.gameactors.ActorWithBody import net.torvald.terrarum.gameitems.GameItem import net.torvald.terrarum.modulebasegame.gameitems.BlockBase import net.torvald.terrarum.modulebasegame.imagefont.WatchFont 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 getTitleScreen(batch: FlippingSpriteBatch): IngameInstance? { return TitleScreen(batch) } override fun invoke() { printdbg(this, "Hello, world!") // load common resources to the AssetsManager CommonResourcePool.addToLoadingList("$moduleName.items") { ItemSheet(ModMgr.getGdxFile(moduleName, "items/items.tga")) } CommonResourcePool.loadAll() // the order of invocation is important! Material should be the first as blocks and items are depend on it. ModMgr.GameMaterialLoader.invoke(moduleName) ModMgr.GameItemLoader.invoke(moduleName) ModMgr.GameBlockLoader.invoke(moduleName) ModMgr.GameLanguageLoader.invoke(moduleName) ModMgr.GameCraftingRecipeLoader.invoke(moduleName) println("Crafting Recipes: ") Terrarum.craftingCodex.props.forEach { item, recipes -> println("$item ->") recipes.forEach { print(" ") println(it) } } ///////////////////////////////// // 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 (tile in BlockCodex.getAll()) { ItemCodex[tile.id] = makeNewItemObj(tile, false) if (IS_DEVELOPMENT_BUILD) print(tile.id+" ") if (BlockCodex[tile.id].isWallable) { ItemCodex["wall@" + tile.id] = makeNewItemObj(tile, true) if (IS_DEVELOPMENT_BUILD) print("wall@" + tile.id + " ") } } println("\n[Basegame.EntryPoint] Welcome back!") } private fun makeNewItemObj(tile: BlockProp, isWall: Boolean) = object : GameItem( if (isWall) "wall@"+tile.id else tile.id ) { override val isUnique: Boolean = false override var baseMass: Double = tile.density / 1000.0 override var baseToolSize: Double? = null override val originalName = if (isWall) "${tile.nameKey}>>=BLOCK_WALL_NAME_TEMPLATE" else tile.nameKey override var stackable = true override var inventoryCategory = if (isWall) Category.WALL else Category.BLOCK override var isDynamic = false override val materialId = tile.material // override val itemImage: TextureRegion // get() { // val itemSheetNumber = App.tileMaker.tileIDtoItemSheetNumber(originalID) // val bucket = if (isWall) BlocksDrawer.tileItemWall else BlocksDrawer.tileItemTerrain // return bucket.get( // itemSheetNumber % App.tileMaker.ITEM_ATLAS_TILES_X, // itemSheetNumber / App.tileMaker.ITEM_ATLAS_TILES_X // ) // } init { equipPosition = EquipPosition.HAND_GRIP tags.addAll(tile.tags) } override fun startPrimaryUse(actor: ActorWithBody, delta: Float): Long { return BlockBase.blockStartPrimaryUse(actor, this, dynamicID, delta) } override fun effectWhileEquipped(actor: ActorWithBody, delta: Float) { BlockBase.blockEffectWhenEquipped(actor, delta) } } override fun dispose() { WatchFont.dispose() } }