mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-09 01:54:04 +09:00
114 lines
4.0 KiB
Kotlin
114 lines
4.0 KiB
Kotlin
package net.torvald.terrarum.modulebasegame
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import net.torvald.terrarum.*
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import net.torvald.terrarum.App.IS_DEVELOPMENT_BUILD
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import net.torvald.terrarum.App.printdbg
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import net.torvald.terrarum.blockproperties.BlockProp
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import net.torvald.terrarum.gameactors.ActorWithBody
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import net.torvald.terrarum.gameitems.GameItem
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import net.torvald.terrarum.modulebasegame.gameitems.BlockBase
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import net.torvald.terrarum.modulebasegame.imagefont.WatchFont
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import net.torvald.terrarumsansbitmap.gdx.TextureRegionPack
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/**
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* The entry point for the module "Basegame"
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*
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* Created by minjaesong on 2018-06-21.
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*/
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class EntryPoint : ModuleEntryPoint() {
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private val moduleName = "basegame"
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override fun getTitleScreen(batch: FlippingSpriteBatch): IngameInstance? {
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return TitleScreen(batch)
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}
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override fun invoke() {
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printdbg(this, "Hello, world!")
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// load common resources to the AssetsManager
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CommonResourcePool.addToLoadingList("$moduleName.items") {
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ItemSheet(ModMgr.getGdxFile(moduleName, "items/items.tga"))
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}
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CommonResourcePool.loadAll()
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// the order of invocation is important! Material should be the first as blocks and items are depend on it.
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ModMgr.GameMaterialLoader.invoke(moduleName)
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ModMgr.GameItemLoader.invoke(moduleName)
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ModMgr.GameBlockLoader.invoke(moduleName)
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ModMgr.GameLanguageLoader.invoke(moduleName)
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ModMgr.GameCraftingRecipeLoader.invoke(moduleName)
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println("Crafting Recipes: ")
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Terrarum.craftingCodex.props.forEach { item, recipes ->
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println("$item ->")
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recipes.forEach {
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print(" ")
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println(it)
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}
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}
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/////////////////////////////////
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// load customised item loader //
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/////////////////////////////////
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printdbg(this, "recording item ID ")
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// blocks.csvs are loaded by ModMgr beforehand
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// block items (blocks and walls are the same thing basically)
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for (tile in BlockCodex.getAll()) {
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ItemCodex[tile.id] = makeNewItemObj(tile, false)
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if (IS_DEVELOPMENT_BUILD) print(tile.id+" ")
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if (BlockCodex[tile.id].isWallable) {
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ItemCodex["wall@" + tile.id] = makeNewItemObj(tile, true)
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if (IS_DEVELOPMENT_BUILD) print("wall@" + tile.id + " ")
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}
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}
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println("\n[Basegame.EntryPoint] Welcome back!")
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}
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private fun makeNewItemObj(tile: BlockProp, isWall: Boolean) = object : GameItem(
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if (isWall) "wall@"+tile.id else tile.id
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) {
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override val isUnique: Boolean = false
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override var baseMass: Double = tile.density / 1000.0
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override var baseToolSize: Double? = null
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override val originalName = if (isWall) "${tile.nameKey}>>=BLOCK_WALL_NAME_TEMPLATE" else tile.nameKey
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override var stackable = true
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override var inventoryCategory = if (isWall) Category.WALL else Category.BLOCK
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override var isDynamic = false
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override val materialId = tile.material
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// override val itemImage: TextureRegion
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// get() {
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// val itemSheetNumber = App.tileMaker.tileIDtoItemSheetNumber(originalID)
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// val bucket = if (isWall) BlocksDrawer.tileItemWall else BlocksDrawer.tileItemTerrain
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// return bucket.get(
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// itemSheetNumber % App.tileMaker.ITEM_ATLAS_TILES_X,
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// itemSheetNumber / App.tileMaker.ITEM_ATLAS_TILES_X
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// )
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// }
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init {
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equipPosition = EquipPosition.HAND_GRIP
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tags.addAll(tile.tags)
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}
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override fun startPrimaryUse(actor: ActorWithBody, delta: Float): Long {
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return BlockBase.blockStartPrimaryUse(actor, this, dynamicID, delta)
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}
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override fun effectWhileEquipped(actor: ActorWithBody, delta: Float) {
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BlockBase.blockEffectWhenEquipped(actor, delta)
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}
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}
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override fun dispose() {
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WatchFont.dispose()
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}
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} |