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Added some extra debugging for GameScreen hit check
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78edbb2899
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@ -67,8 +67,10 @@ import gdx.diablo.widget.TextArea;
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public class GameScreen extends ScreenAdapter implements LoadingScreen.Loadable {
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public class GameScreen extends ScreenAdapter implements LoadingScreen.Loadable {
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private static final String TAG = "GameScreen";
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private static final String TAG = "GameScreen";
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private static final boolean DEBUG = true;
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private static final boolean DEBUG_TOUCHPAD = !true;
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private static final boolean DEBUG_TOUCHPAD = !true;
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private static final boolean DEBUG_MOBILE = true;
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private static final boolean DEBUG_MOBILE = true;
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private static final boolean DEBUG_HIT = DEBUG && !true;
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final AssetDescriptor<Sound> windowopenDescriptor = new AssetDescriptor<>("data\\global\\sfx\\cursor\\windowopen.wav", Sound.class);
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final AssetDescriptor<Sound> windowopenDescriptor = new AssetDescriptor<>("data\\global\\sfx\\cursor\\windowopen.wav", Sound.class);
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@ -428,6 +430,7 @@ public class GameScreen extends ScreenAdapter implements LoadingScreen.Loadable
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stage.screenToStageCoordinates(tmpVec2.set(Gdx.input.getX(), Gdx.input.getY()));
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stage.screenToStageCoordinates(tmpVec2.set(Gdx.input.getX(), Gdx.input.getY()));
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Actor hit = stage.hit(tmpVec2.x, tmpVec2.y, true);
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Actor hit = stage.hit(tmpVec2.x, tmpVec2.y, true);
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if (hit == null) mapListener.update();
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if (hit == null) mapListener.update();
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else if (DEBUG_HIT) Gdx.app.debug(TAG, hit.toString());
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//if (Gdx.input.isButtonPressed(Input.Buttons.LEFT)) {
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//if (Gdx.input.isButtonPressed(Input.Buttons.LEFT)) {
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// GridPoint2 coords = mapRenderer.coords();
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// GridPoint2 coords = mapRenderer.coords();
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// player.setPath(map, new Vector3(coords.x, coords.y, 0));
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// player.setPath(map, new Vector3(coords.x, coords.y, 0));
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