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@@ -46,7 +46,7 @@ namespace CaveGame::Client
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JUI::Rect* title = nullptr;
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JUI::Rect* button_group = nullptr;
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JUI::Rect* changelog = nullptr;
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JGL::Texture* bg = nullptr; // TODO: RAII on this
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std::shared_ptr<JGL::Texture> bg = nullptr; // TODO: RAII on this
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Vector2 mpos {0,0};
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Vector2 goal {0,0};
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@@ -62,7 +62,7 @@ bool CaveGame::Client::AssetService::LoadAsset(const CaveGame::Client::AssetRequ
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if (textures.contains(request.name)) // TODO: Note repeat request.
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return true;
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auto texture =std::make_shared<Texture>(request.path);
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auto texture = std::make_shared<Texture>(request.path, FilteringMode::NEAREST);
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textures[request.name] = texture;
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}
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default: {
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@@ -35,7 +35,7 @@ void CaveGame::Client::MainMenu::Draw() {
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void CaveGame::Client::MainMenu::Load() {
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bg = new JGL::Texture("assets/textures/bg.png");
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bg = AssetService::Get()->GetTexture("bg");
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Scene::Load();
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@@ -86,7 +86,8 @@ void CaveGame::Client::MainMenu::BuildWidgets() {
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title->BorderWidth(0);
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auto* content = new JUI::Image(title);
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content->Content(Client::AssetService::Get()->title_img);
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// TODO: Unsafe!
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content->Content(AssetService::Get()->GetTexture("title").get());
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content->FitImageToParent(true);
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button_group = new Rect(scene);
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@@ -39,8 +39,8 @@ void CaveGame::Core::Player::Draw() {
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// TODO: Utilize land quad when falling enough to take fall damage, player can't move for a half second.
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auto myAsset = Client::AssetService::Get()->player_sprite;
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JGL::J2D::DrawPartialSprite(myAsset, RenderTopLeft(), quad.minPoint, {16, 24}, 0, {0,0}, {1,1}, Colors::White, dir);
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auto myAsset = Client::AssetService::Get()->GetTexture("player");
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JGL::J2D::DrawPartialSprite(myAsset.get(), RenderTopLeft(), quad.minPoint, {16, 24}, 0, {0,0}, {1,1}, Colors::White, dir);
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JGL::J2D::OutlineRect(Colors::Red, RenderTopLeft(), texture_center * 2.f);
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JGL::J2D::OutlineRect(Colors::Blue, TopLeft(), bounding_box);
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J2D::DrawString(Colors::White, std::format("vel: {},{}", Math::Round(velocity.x, 2), Math::Round(velocity.y, 2)), position.x, position.y-8, 0.5f, 8);
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@@ -1,3 +1,9 @@
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{
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"veins": {
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"clay": {
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"hi-pass-scale-x": 200,
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"hi-pass-scale-y": 205,
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"hi-pass-offset": 0
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}
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}
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}
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@@ -5,7 +5,12 @@
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["bg", "assets/textures/bg.png"],
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["explosion", "assets/textures/explosion.png"],
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["redacted", "assets/textures/redacted.png"],
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["title_1", "assets/textures/title_1.png"]
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["title", "assets/textures/title_1.png"],
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["gill_potion", "assets/textures/gill_potion.png"],
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["honey_jar", "assets/textures/honey_jar.png"],
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["hp_potion", "assets/textures/hp_potion.png"],
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["hp_potion_2x", "assets/textures/hp_potion_2x.png"],
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["hp_potion_3x", "assets/textures/hp_potion_3x.png"]
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],
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"music": [
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BIN
ClientApp/assets/textures/gill_potion.png
Normal file
BIN
ClientApp/assets/textures/gill_potion.png
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Binary file not shown.
After Width: | Height: | Size: 402 B |
@@ -162,7 +162,6 @@ namespace CaveGame::Core
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unsigned int ColorMap(int range, int wx, int wy);
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// TODO: Implement SecondPass, the catch is, it **may** need to load an arbitrary amount of adjacent chunks to correctly place structures.
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// TODO: Expert Mode: How do we keep it threaded separately while still accomplishing the above?
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@@ -183,7 +182,7 @@ namespace CaveGame::Core
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float GetPrecomputedWhiteNoise2D(int x, int y) const;
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protected:
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int seed = 0;
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int seed = 42069;
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SimplexNoise simplex;
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PerlinNoise perlin;
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@@ -108,6 +108,8 @@ namespace CaveGame::Logs {
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SetIncludeTimestampAll(false);
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}
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// TODO: This is duplicated here and in ReCaveGame::Loggers.cpp
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// Bring into jlog as utility functions.
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std::string format_timestamp(Timestamp ts) {
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return std::format(
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"{}-{}-{} {}:{}:{}.{}",
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@@ -120,6 +122,8 @@ namespace CaveGame::Logs {
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ts.Millisecond().count());
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}
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// TODO: This is duplicated here and in ReCaveGame::Loggers.cpp
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// Bring into jlog as utility functions.
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std::string format_source_location(const std::source_location &location) {
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return std::format("{} @ {}:{}", location.function_name(), location.file_name(), location.line());
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}
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