Files
Terrarum/src/net/torvald/terrarum/TitleScreen.kt
2021-08-06 13:34:17 +09:00

426 lines
14 KiB
Kotlin

package net.torvald.terrarum
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.InputAdapter
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.OrthographicCamera
import com.badlogic.gdx.graphics.Pixmap
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.graphics.glutils.FrameBuffer
import com.jme3.math.FastMath
import net.torvald.random.HQRNG
import net.torvald.terrarum.AppLoader.printdbg
import net.torvald.terrarum.AppLoader.printdbgerr
import net.torvald.terrarum.TerrarumAppConfiguration.TILE_SIZED
import net.torvald.terrarum.TerrarumAppConfiguration.TILE_SIZEF
import net.torvald.terrarum.blockproperties.BlockCodex
import net.torvald.terrarum.gameactors.*
import net.torvald.terrarum.gameactors.ai.ActorAI
import net.torvald.terrarum.gameworld.GameWorld
import net.torvald.terrarum.gameworld.fmod
import net.torvald.terrarum.langpack.Lang
import net.torvald.terrarum.modulebasegame.IngameRenderer
import net.torvald.terrarum.modulebasegame.TerrarumIngame
import net.torvald.terrarum.modulebasegame.gameactors.HumanoidNPC
import net.torvald.terrarum.modulebasegame.gameworld.GameWorldExtension
import net.torvald.terrarum.gameworld.WorldTime
import net.torvald.terrarum.modulebasegame.ui.UIRemoCon
import net.torvald.terrarum.modulebasegame.ui.UITitleRemoConYaml
import net.torvald.terrarum.weather.WeatherMixer
import net.torvald.terrarum.ui.UICanvas
import net.torvald.terrarum.worlddrawer.WorldCamera
/**
* Created by minjaesong on 2017-09-02.
*/
class TitleScreen(batch: SpriteBatch) : IngameInstance(batch) {
// todo register titlescreen as the ingame, similar in a way that the buildingmaker did
var camera = OrthographicCamera(AppLoader.screenSize.screenWf, AppLoader.screenSize.screenHf)
// invert Y
fun initViewPort(width: Int, height: Int) {
// Set Y to point downwards
camera.setToOrtho(true, width.toFloat(), height.toFloat())
// Update camera matrix
camera.update()
// Set viewport to restrict drawing
Gdx.gl20.glViewport(0, 0, width, height)
}
//private var loadDone = false // not required; draw-while-loading is implemented in the AppLoader
private lateinit var demoWorld: GameWorldExtension
private lateinit var cameraNodes: FloatArray // camera Y-pos
private val cameraAI = object : ActorAI {
private val axisMax = 1f
private var firstTime = true
override fun update(actor: Actor, delta: Float) {
val actor = actor as HumanoidNPC
// fuck
val avSpeed = 1.0 // FIXME camera goes faster when FPS is high
actor.actorValue[AVKey.SPEED] = avSpeed
actor.actorValue[AVKey.ACCEL] = avSpeed / 6.0
// end fuck
val tileSize = TILE_SIZEF
val catmullRomTension = 0f
// pan camera
actor.moveRight(axisMax)
val domainSize = demoWorld.width * tileSize
val codomainSize = cameraNodes.size
val x = actor.hitbox.canonicalX.toFloat()
val p1 = (x / (domainSize / codomainSize)).floorInt() fmod cameraNodes.size
val p0 = ((p1 - 1) fmod codomainSize) fmod cameraNodes.size
val p2 = ((p1 + 1) fmod codomainSize) fmod cameraNodes.size
val p3 = ((p1 + 2) fmod codomainSize) fmod cameraNodes.size
val u: Float = 1f - (p2 - (x / (domainSize / codomainSize))) / (p2 - p1)
//val targetYPos = FastMath.interpolateCatmullRom(u, catmullRomTension, cameraNodes[p0], cameraNodes[p1], cameraNodes[p2], cameraNodes[p3])
val targetYPos = FastMath.interpolateLinear(u, cameraNodes[p1], cameraNodes[p2])
val yDiff = targetYPos - actor.hitbox.canonicalY
/*if (!firstTime) {
actor.moveDown(yDiff.bipolarClamp(axisMax.toDouble()).toFloat())
}
else {
actor.hitbox.setPosition(actor.hitbox.canonicalX, targetYPos.toDouble())
firstTime = false
}*/
actor.hitbox.setPosition(actor.hitbox.canonicalX, targetYPos.toDouble()) // just move the cameraY to interpolated path
//println("${actor.hitbox.canonicalX}, ${actor.hitbox.canonicalY}")
}
}
private lateinit var cameraPlayer: ActorWithBody
private val gradWhiteTop = Color(0xf8f8f8ff.toInt())
private val gradWhiteBottom = Color(0xd8d8d8ff.toInt())
val uiContainer = UIContainer()
private lateinit var uiMenu: UICanvas
private lateinit var worldFBO: FrameBuffer
private fun loadThingsWhileIntroIsVisible() {
printdbg(this, "Intro pre-load")
demoWorld = GameWorldExtension(1, 64, 64, 0L, 0L, 0)
printdbg(this, "Demo world gen complete")
// set time to summer
demoWorld.worldTime.addTime(WorldTime.DAY_LENGTH * 32)
// construct camera nodes
val nodeCount = 100
cameraNodes = kotlin.FloatArray(nodeCount) { it ->
val tileXPos = (demoWorld.width.toFloat() * it / nodeCount).floorInt()
var travelDownCounter = 0
while (travelDownCounter < demoWorld.height && !BlockCodex[demoWorld.getTileFromTerrain(tileXPos, travelDownCounter)].isSolid) {
travelDownCounter += 4
}
travelDownCounter * TILE_SIZEF
}
cameraPlayer = CameraPlayer(demoWorld, cameraAI)
demoWorld.worldTime.timeDelta = 150
IngameRenderer.setRenderedWorld(demoWorld)
uiMenu = UIRemoCon(UITitleRemoConYaml())//UITitleRemoConRoot()
uiMenu.setPosition(0, 0)
uiMenu.setAsOpen()
uiContainer.add(uiMenu)
//loadDone = true
}
override fun hide() {
}
override fun show() {
printdbg(this, "show() called")
initViewPort(AppLoader.screenSize.screenW, AppLoader.screenSize.screenH)
Gdx.input.inputProcessor = TitleScreenController(this)
worldFBO = FrameBuffer(Pixmap.Format.RGBA8888, AppLoader.screenSize.screenW, AppLoader.screenSize.screenH, false)
loadThingsWhileIntroIsVisible()
printdbg(this, "show() exit")
}
private val introUncoverTime: Second = 0.3f
private var introUncoverDeltaCounter = 0f
private var updateAkku = 0.0
private var fucklatch = false
override fun render(updateRate: Float) {
if (!fucklatch) {
printdbg(this, "render start")
fucklatch = true
}
// async update and render
val dt = Gdx.graphics.rawDeltaTime
updateAkku += dt
var i = 0L
while (updateAkku >= updateRate) {
AppLoader.measureDebugTime("Ingame.Update") { updateScreen(updateRate) }
updateAkku -= updateRate
i += 1
}
AppLoader.setDebugTime("Ingame.UpdateCounter", i)
// render? just do it anyway
AppLoader.measureDebugTime("Ingame.Render") { renderScreen() }
AppLoader.setDebugTime("Ingame.Render - (Light + Tiling)",
((AppLoader.debugTimers["Ingame.Render"] as? Long) ?: 0) -
(
((AppLoader.debugTimers["Renderer.Lanterns"] as? Long) ?: 0) +
((AppLoader.debugTimers["Renderer.LightPrecalc"] as? Long) ?: 0) +
((AppLoader.debugTimers["Renderer.LightRuns"] as? Long) ?: 0) +
((AppLoader.debugTimers["Renderer.LightToScreen"] as? Long) ?: 0) +
((AppLoader.debugTimers["Renderer.Tiling"] as? Long) ?: 0)
)
)
}
fun updateScreen(delta: Float) {
demoWorld.globalLight = WeatherMixer.globalLightNow
demoWorld.updateWorldTime(delta)
WeatherMixer.update(delta, cameraPlayer, demoWorld)
cameraPlayer.update(delta)
// worldcamera update AFTER cameraplayer in this case; the other way is just an exception for actual ingame SFX
WorldCamera.update(demoWorld, cameraPlayer)
// update UIs //
uiContainer.forEach { it?.update(delta) }
}
fun renderScreen() {
Gdx.graphics.setTitle(TerrarumIngame.getCanonicalTitle())
//camera.setToOrtho(true, AppLoader.terrarumAppConfig.screenWf, AppLoader.terrarumAppConfig.screenHf)
// render world
gdxClearAndSetBlend(.64f, .754f, .84f, 1f)
if (!demoWorld.layerTerrain.ptr.destroyed) { // FIXME q&d hack to circumvent the dangling pointer issue #26
IngameRenderer.invoke(gamePaused = false, uiContainer = uiContainer)
}
else {
printdbgerr(this, "Demoworld is already been destroyed")
}
batch.inUse {
setCameraPosition(0f, 0f)
batch.shader = null
batch.color = Color.WHITE
renderOverlayTexts()
}
}
private fun renderOverlayTexts() {
setCameraPosition(0f, 0f)
blendNormal(batch)
batch.shader = null
batch.color = Color.LIGHT_GRAY
val COPYTING = arrayOf(
AppLoader.COPYRIGHT_DATE_NAME,
Lang["COPYRIGHT_GNU_GPL_3"]
)
COPYTING.forEachIndexed { index, s ->
val textWidth = AppLoader.fontGame.getWidth(s)
AppLoader.fontGame.draw(batch, s,
(AppLoader.screenSize.screenW - textWidth - 1f).toInt().toFloat(),
(AppLoader.screenSize.screenH - AppLoader.fontGame.lineHeight * (COPYTING.size - index) - 1f).toInt().toFloat()
)
}
AppLoader.fontGame.draw(batch, "${AppLoader.GAME_NAME} ${AppLoader.getVERSION_STRING()}",
1f.toInt().toFloat(),
(AppLoader.screenSize.screenH - AppLoader.fontGame.lineHeight - 1f).toInt().toFloat()
)
}
override fun pause() {
}
override fun resume() {
}
override fun resize(width: Int, height: Int) {
printdbg(this, "resize() called")
printdbg(this, "called by:")
printStackTrace(this)
// Set up viewport when window is resized
initViewPort(AppLoader.screenSize.screenW, AppLoader.screenSize.screenH)
// resize UI by re-creating it (!!)
uiMenu.resize(AppLoader.screenSize.screenW, AppLoader.screenSize.screenH)
// TODO I forgot what the fuck kind of hack I was talking about
//uiMenu.setPosition(0, UITitleRemoConRoot.menubarOffY)
uiMenu.setPosition(0, 0) // shitty hack. Could be:
// 1: Init code and resize code are different
// 2: The UI is coded shit
IngameRenderer.resize(AppLoader.screenSize.screenW, AppLoader.screenSize.screenH)
printdbg(this, "resize() exit")
}
override fun dispose() {
uiMenu.dispose()
demoWorld.dispose()
}
fun setCameraPosition(newX: Float, newY: Float) {
TerrarumIngame.setCameraPosition(batch, camera, newX, newY)
}
class TitleScreenController(val screen: TitleScreen) : InputAdapter() {
override fun touchUp(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
screen.uiContainer.forEach { it?.touchUp(screenX, screenY, pointer, button) }
return true
}
override fun mouseMoved(screenX: Int, screenY: Int): Boolean {
screen.uiContainer.forEach { it?.mouseMoved(screenX, screenY) }
return true
}
override fun keyTyped(character: Char): Boolean {
screen.uiContainer.forEach { it?.keyTyped(character) }
return true
}
override fun scrolled(amountX: Float, amountY: Float): Boolean {
screen.uiContainer.forEach { it?.scrolled(amountX, amountY) }
return true
}
override fun keyUp(keycode: Int): Boolean {
screen.uiContainer.forEach { it?.keyUp(keycode) }
return true
}
override fun touchDragged(screenX: Int, screenY: Int, pointer: Int): Boolean {
screen.uiContainer.forEach { it?.touchDragged(screenX, screenY, pointer) }
return true
}
override fun keyDown(keycode: Int): Boolean {
screen.uiContainer.forEach { it?.keyDown(keycode) }
return true
}
override fun touchDown(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
screen.uiContainer.forEach { it?.touchDown(screenX, screenY, pointer, button) }
return true
}
}
private class CameraPlayer(val demoWorld: GameWorld, override val ai: ActorAI) : ActorWithBody(RenderOrder.FRONT, physProp = PhysProperties.MOBILE_OBJECT), AIControlled {
override val hitbox = Hitbox(0.0, 0.0, 2.0, 2.0)
init {
hitbox.setPosition(
HQRNG().nextInt(demoWorld.width) * TILE_SIZED,
0.0 // Y pos: placeholder; camera AI will take it over
)
}
override fun drawBody(batch: SpriteBatch) { }
override fun drawGlow(batch: SpriteBatch) { }
override fun update(delta: Float) {
}
override fun onActorValueChange(key: String, value: Any?) { }
override fun dispose() { }
override fun run() { TODO("not implemented") }
override fun moveLeft(amount: Float) {
TODO("not implemented")
}
override fun moveRight(amount: Float) {
TODO("not implemented")
}
override fun moveUp(amount: Float) {
TODO("not implemented")
}
override fun moveDown(amount: Float) {
TODO("not implemented")
}
override fun moveJump(amount: Float) {
TODO("not implemented")
}
override fun moveTo(bearing: Double) {
TODO("not implemented")
}
override fun moveTo(toX: Double, toY: Double) {
TODO("not implemented")
}
}
}