minor tweaks and update textures to be even more accurate

This commit is contained in:
RandomityGuy 2023-07-03 14:16:06 +05:30
parent a0990054ea
commit 16d19908cd
88 changed files with 10 additions and 7 deletions

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@ -212,8 +212,8 @@ class DifBuilder {
var worker = new ResourceLoaderWorker(() -> {
var diffuseTex = ResourceLoader.getTexture(baseTexture).resource;
diffuseTex.wrap = Repeat;
diffuseTex.mipMap = Linear;
diffuseTex.filter = Linear;
diffuseTex.mipMap = Nearest;
// diffuseTex.filter = Linear;
var normalTex = ResourceLoader.getTexture(normalTexture).resource;
normalTex.wrap = Repeat;
normalTex.mipMap = Nearest;

View file

@ -279,7 +279,7 @@ class MarbleWorld extends Scheduler {
this.playGui.init(this.scene2d, this.mission.game.toLowerCase());
this.scene.addChild(this.sky);
this._ready = true;
AudioManager.playShell();
// AudioManager.playShell();
MarbleGame.canvas.clearContent();
if (this.endPad != null)
this.endPad.generateCollider();
@ -1451,7 +1451,7 @@ class MarbleWorld extends Scheduler {
}
var endGameCode = () -> {
this.dispose();
var pmg = new LevelSelectGui(["beginner", "intermediate", "advanced"][mission.difficultyIndex]);
var pmg = new LevelSelectGui(["beginner", "intermediate", "advanced", "multiplayer"][mission.difficultyIndex]);
LevelSelectGui.currentSelectionStatic = mission.index + 1;
MarbleGame.canvas.setContent(pmg);
#if js
@ -1466,6 +1466,7 @@ class MarbleWorld extends Scheduler {
}, (sender) -> {
var restartGameCode = () -> {
MarbleGame.canvas.popDialog(egg);
playGui.setGuiVisibility(true);
this.restart(true);
#if js
pointercontainer.hidden = true;
@ -1829,7 +1830,7 @@ class MarbleWorld extends Scheduler {
this._disposed = true;
AudioManager.stopAllSounds();
AudioManager.playShell();
// AudioManager.playShell();
}
}

View file

@ -77,7 +77,7 @@ class MissionList {
ultraMissions.set("beginner", parseDifficulty("ultra", "missions", "beginner", 0));
ultraMissions.set("intermediate", parseDifficulty("ultra", "missions", "intermediate", 1));
ultraMissions.set("advanced", parseDifficulty("ultra", "missions", "advanced", 2));
ultraMissions.set("multiplayer", parseDifficulty("ultra", "missions", "multiplayer", 2));
ultraMissions.set("multiplayer", parseDifficulty("ultra", "missions", "multiplayer", 3));
@:privateAccess ultraMissions["beginner"][ultraMissions["beginner"].length - 1].next = ultraMissions["intermediate"][0];
@:privateAccess ultraMissions["intermediate"][ultraMissions["intermediate"].length - 1].next = ultraMissions["advanced"][0];

View file

@ -8,6 +8,7 @@ import h3d.Engine;
import h3d.Camera;
import src.MarbleGame;
import h3d.mat.Texture;
import src.Settings;
class CubemapRenderer {
public var cubemap:Texture;
@ -38,7 +39,8 @@ class CubemapRenderer {
Renderer.cubemapPass = true;
for (i in 0...facesPerRender) {
var index = (nextFaceToRender + i) % 6;
Renderer.dirtyBuffers = true;
if (Settings.optionsSettings.reflectionDetail >= 4)
Renderer.dirtyBuffers = true;
e.pushTarget(cubemap, index);
this.camera.setCubeMap(index, position);