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Update engine submodule and refactor rendering functions in client and mapper scripts
1 parent a128452 commit f9b36eb

6 files changed

Lines changed: 7 additions & 26 deletions

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Scripts/ClientMain.fos

Lines changed: 0 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -14,7 +14,6 @@ void InitClientMain()
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Game.OnLoop.Subscribe(loop);
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Game.OnMouseMove.Subscribe(mouse_move);
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Game.OnRenderIface.Subscribe(render_iface);
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Game.OnRenderMap.Subscribe(render_map);
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Game.OnCritterIn.Subscribe(critter_in);
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Game.OnCritterOut.Subscribe(critter_out);
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Game.OnItemMapIn.Subscribe(item_map_in);
@@ -210,13 +209,6 @@ void render_iface()
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*/
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}
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// //////////////////////////////////////////////////////////////////////////////////////////////////
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// Render map function. You can use DrawMap* functions only there.
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[[Event]]
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void render_map()
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{
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}
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// //////////////////////////////////////////////////////////////////////////////////////////////////
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// Called on something critter in/out game.
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[[Event]]

Scripts/ContourPipeline.fos

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Original file line numberDiff line numberDiff line change
@@ -32,7 +32,7 @@ void ModuleInit()
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Game.OnCritterOut.Subscribe(OnCritterOut);
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Game.OnItemMapIn.Subscribe(OnItemMapIn);
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Game.OnItemMapOut.Subscribe(OnItemMapOut);
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Game.OnRenderMapStage.Subscribe(OnRenderMapStage);
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Game.OnRenderMap_AfterSprites.Subscribe(OnRenderMapAfterSprites);
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}
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[[Event]]
@@ -78,11 +78,8 @@ void OnItemContourChanged(Item item)
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}
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[[Event]]
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void OnRenderMapStage(Map map, MapRenderStage stage)
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void OnRenderMapAfterSprites(Map map, irect drawArea)
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{
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if (stage != MapRenderStage::AfterSprites) {
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return;
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}
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if (HighlightedItems.isEmpty() && HighlightedCritters.isEmpty()) {
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return;
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}

Scripts/MapperMain.fos

Lines changed: 0 additions & 9 deletions
Original file line numberDiff line numberDiff line change
@@ -12,7 +12,6 @@ void InitMapperMain()
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Game.OnStart.Subscribe(start);
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Game.OnFinish.Subscribe(finish);
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Game.OnRenderIface.Subscribe(render_iface);
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Game.OnRenderMap.Subscribe(render_map);
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Game.OnMouseDown.Subscribe(mouse_down);
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Game.OnMouseUp.Subscribe(mouse_up);
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Game.OnMouseMove.Subscribe(mouse_move);
@@ -1514,14 +1513,6 @@ void render_iface()
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//
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}
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// //////////////////////////////////////////////////////////////////////////////////////////////////
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// Render map function. You can use DrawMap* functions only there. This drawing before 1 iface layer.
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[[Event]]
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void render_map()
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{
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//
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}
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// //////////////////////////////////////////////////////////////////////////////////////////////////
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// Mouse behaviours. Click states look in _client_defines.fos, Mouse click states.
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// Return false to disable engine events.

TLA.fomain

Lines changed: 3 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -338,14 +338,15 @@ Timer.DeltaTimeCap = 0
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View.ScreenWidth = 1024
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View.ScreenHeight = 768
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View.ShowCorners = False
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View.ShowSpriteBorders = False
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View.HideNativeCursor = True
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View.FadingDuration = 1000
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View.MapZoomEnabled = True
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View.MapDirectDraw = False
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View.DisableLighting = False
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View.DisableFog = True
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View.GlobalDayColorTime = 300 600 1140 1380
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View.GlobalDayColor = 18 128 103 51 18 128 95 40 53 128 86 29
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View.DisableIndoorMask = True
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View.SpritesZoomMin = 0.2
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View.SpritesZoomMax = 2.5
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View.MapZoomInProgress = False

VERSION

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1 +1 @@
1-
0.3.2
1+
0.3.3

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