blocks csv fixed wrong opacity value

This commit is contained in:
minjaesong
2019-07-06 20:44:15 +09:00
parent 184eda38fd
commit 01e475814b
8 changed files with 2265 additions and 85 deletions

View File

@@ -98,15 +98,15 @@
"256";"256";"BLOCK_LANTERN_IRON_REGULAR";"0.0312";"0.0312";"0.0312";"0.0312";"1";"N/A";"FXTR";"0";"0";"0";"N/A";"0";"0";"16";"1.0000";"0.6372";"0.0000";"0.0000";"N/A";"N/A"
"257";"257";"BLOCK_SUNSTONE";"0.1252";"0.1252";"0.1252";"0.1252";"1";"N/A";"ROCK";"1";"0";"0";"N/A";"2";"0";"16";"0.0000";"0.0000";"0.0000";"0.0000";"N/A";"N/A"
"258";"258";"BLOCK_DAYLIGHT_CAPACITOR";"0.1252";"0.1252";"0.1252";"0.1252";"1";"N/A";"GLAS";"1";"0";"0";"N/A";"3";"0";"16";"0.0000";"0.0000";"0.0000";"0.0000";"N/A";"N/A"
"272";"272";"BLOCK_SCAFFOLDING_NORMAL";"0.0";"0.0";"0.0";"0.0";"1";"N/A";"WOOD";"0";"1";"0";"6";"0";"0";"16";"0.0";"0.0";"0.0";"0.0";"N/A";"N/A"
"273";"273";"BLOCK_SCAFFOLDING_EBONY";"0.0";"0.0";"0.0";"0.0";"1";"N/A";"WOOD";"0";"1";"0";"6";"0";"0";"16";"0.0";"0.0";"0.0";"0.0";"N/A";""
"274";"274";"BLOCK_SCAFFOLDING_BIRCH";"0.0";"0.0";"0.0";"0.0";"1";"N/A";"WOOD";"0";"1";"0";"6";"0";"0";"16";"0.0";"0.0";"0.0";"0.0";"N/A";""
"275";"275";"BLOCK_SCAFFOLDING_BLOODROSE";"0.0";"0.0";"0.0";"0.0";"1";"N/A";"WOOD";"0";"1";"0";"6";"0";"0";"16";"0.0";"0.0";"0.0";"0.0";"N/A";""
"4091";"0";"ACTORBLOCK_NO_COLLISION";"0.0";"0.0";"0.0";"0.0";"1";"1";"NULL";"0";"0";"0";"N/A";"0";"0";"0";"0.0";"0.0";"0.0";"0.0";"N/A";"N/A"
"4092";"0";"ACTORBLOCK_FULL_COLLISION";"0.0";"0.0";"0.0";"0.0";"1";"1";"NULL";"0";"0";"0";"N/A";"0";"0";"0";"0.0";"0.0";"0.0";"0.0";"N/A";"N/A"
"4093";"0";"ACTORBLOCK_ALLOW_MOVE_DOWN";"0.0";"0.0";"0.0";"0.0";"1";"1";"NULL";"0";"1";"0";"N/A";"0";"0";"0";"0.0";"0.0";"0.0";"0.0";"N/A";"N/A"
"4094";"0";"ACTORBLOCK_NO_PASS_RIGHT";"0.0";"0.0";"0.0";"0.0";"1";"1";"NULL";"0";"0";"0";"N/A";"0";"0";"0";"0.0";"0.0";"0.0";"0.0";"N/A";"N/A"
"4095";"0";"ACTORBLOCK_NO_PASS_LEFT";"0.0";"0.0";"0.0";"0.0";"1";"1";"NULL";"0";"0";"0";"N/A";"0";"0";"0";"0.0";"0.0";"0.0";"0.0";"N/A";"N/A"
"272";"272";"BLOCK_SCAFFOLDING_NORMAL";"0.0312";"0.0312";"0.0312";"0.0312";"1";"N/A";"WOOD";"0";"1";"0";"6";"0";"0";"16";"0.0";"0.0";"0.0";"0.0";"N/A";"N/A"
"273";"273";"BLOCK_SCAFFOLDING_EBONY";"0.0312";"0.0312";"0.0312";"0.0312";"1";"N/A";"WOOD";"0";"1";"0";"6";"0";"0";"16";"0.0";"0.0";"0.0";"0.0";"N/A";""
"274";"274";"BLOCK_SCAFFOLDING_BIRCH";"0.0312";"0.0312";"0.0312";"0.0312";"1";"N/A";"WOOD";"0";"1";"0";"6";"0";"0";"16";"0.0";"0.0";"0.0";"0.0";"N/A";""
"275";"275";"BLOCK_SCAFFOLDING_BLOODROSE";"0.0312";"0.0312";"0.0312";"0.0312";"1";"N/A";"WOOD";"0";"1";"0";"6";"0";"0";"16";"0.0";"0.0";"0.0";"0.0";"N/A";""
"4091";"0";"ACTORBLOCK_NO_COLLISION";"0.0312";"0.0312";"0.0312";"0.0312";"1";"1";"NULL";"0";"0";"0";"N/A";"0";"0";"0";"0.0";"0.0";"0.0";"0.0";"N/A";"N/A"
"4092";"0";"ACTORBLOCK_FULL_COLLISION";"0.0312";"0.0312";"0.0312";"0.0312";"1";"1";"NULL";"0";"0";"0";"N/A";"0";"0";"0";"0.0";"0.0";"0.0";"0.0";"N/A";"N/A"
"4093";"0";"ACTORBLOCK_ALLOW_MOVE_DOWN";"0.0312";"0.0312";"0.0312";"0.0312";"1";"1";"NULL";"0";"1";"0";"N/A";"0";"0";"0";"0.0";"0.0";"0.0";"0.0";"N/A";"N/A"
"4094";"0";"ACTORBLOCK_NO_PASS_RIGHT";"0.0312";"0.0312";"0.0312";"0.0312";"1";"1";"NULL";"0";"0";"0";"N/A";"0";"0";"0";"0.0";"0.0";"0.0";"0.0";"N/A";"N/A"
"4095";"0";"ACTORBLOCK_NO_PASS_LEFT";"0.0312";"0.0312";"0.0312";"0.0312";"1";"1";"NULL";"0";"0";"0";"N/A";"0";"0";"0";"0.0";"0.0";"0.0";"0.0";"N/A";"N/A"
"4096";"0";"BLOCK_WATER";"0.1016";"0.0744";"0.0508";"0.0826";"100";"1000";"WATR";"0";"0";"0";"0";"0";"0";"16";"0.0000";"0.0000";"0.0000";"0.0000";"005599A6";"16"
"4097";"0";"BLOCK_LAVA";"0.9696";"0.9696";"0.9696";"0.9696";"100";"2600";"ROCK";"0";"0";"0";"0";"0";"0";"16";"0.7664";"0.2032";"0.0000";"0.0000";"FF4600E6";"32"
"-1";"0";"BLOCK_NULL";"4.0000";"4.0000";"4.0000";"4.0000";"-1";"2600";"NULL";"0";"0";"1";"N/A";"0";"0";"16";"0.0000";"0.0000";"0.0000";"0.0000";"N/A";"N/A"
1 id drop name shdr shdg shdb shduv str dsty mate solid plat wall grav dlfn fv fr lumr lumg lumb lumuv colour vscs
98 256 256 BLOCK_LANTERN_IRON_REGULAR 0.0312 0.0312 0.0312 0.0312 1 N/A FXTR 0 0 0 N/A 0 0 16 1.0000 0.6372 0.0000 0.0000 N/A N/A
99 257 257 BLOCK_SUNSTONE 0.1252 0.1252 0.1252 0.1252 1 N/A ROCK 1 0 0 N/A 2 0 16 0.0000 0.0000 0.0000 0.0000 N/A N/A
100 258 258 BLOCK_DAYLIGHT_CAPACITOR 0.1252 0.1252 0.1252 0.1252 1 N/A GLAS 1 0 0 N/A 3 0 16 0.0000 0.0000 0.0000 0.0000 N/A N/A
101 272 272 BLOCK_SCAFFOLDING_NORMAL 0.0 0.0312 0.0 0.0312 0.0 0.0312 0.0 0.0312 1 N/A WOOD 0 1 0 6 0 0 16 0.0 0.0 0.0 0.0 N/A N/A
102 273 273 BLOCK_SCAFFOLDING_EBONY 0.0 0.0312 0.0 0.0312 0.0 0.0312 0.0 0.0312 1 N/A WOOD 0 1 0 6 0 0 16 0.0 0.0 0.0 0.0 N/A
103 274 274 BLOCK_SCAFFOLDING_BIRCH 0.0 0.0312 0.0 0.0312 0.0 0.0312 0.0 0.0312 1 N/A WOOD 0 1 0 6 0 0 16 0.0 0.0 0.0 0.0 N/A
104 275 275 BLOCK_SCAFFOLDING_BLOODROSE 0.0 0.0312 0.0 0.0312 0.0 0.0312 0.0 0.0312 1 N/A WOOD 0 1 0 6 0 0 16 0.0 0.0 0.0 0.0 N/A
105 4091 0 ACTORBLOCK_NO_COLLISION 0.0 0.0312 0.0 0.0312 0.0 0.0312 0.0 0.0312 1 1 NULL 0 0 0 N/A 0 0 0 0.0 0.0 0.0 0.0 N/A N/A
106 4092 0 ACTORBLOCK_FULL_COLLISION 0.0 0.0312 0.0 0.0312 0.0 0.0312 0.0 0.0312 1 1 NULL 0 0 0 N/A 0 0 0 0.0 0.0 0.0 0.0 N/A N/A
107 4093 0 ACTORBLOCK_ALLOW_MOVE_DOWN 0.0 0.0312 0.0 0.0312 0.0 0.0312 0.0 0.0312 1 1 NULL 0 1 0 N/A 0 0 0 0.0 0.0 0.0 0.0 N/A N/A
108 4094 0 ACTORBLOCK_NO_PASS_RIGHT 0.0 0.0312 0.0 0.0312 0.0 0.0312 0.0 0.0312 1 1 NULL 0 0 0 N/A 0 0 0 0.0 0.0 0.0 0.0 N/A N/A
109 4095 0 ACTORBLOCK_NO_PASS_LEFT 0.0 0.0312 0.0 0.0312 0.0 0.0312 0.0 0.0312 1 1 NULL 0 0 0 N/A 0 0 0 0.0 0.0 0.0 0.0 N/A N/A
110 4096 0 BLOCK_WATER 0.1016 0.0744 0.0508 0.0826 100 1000 WATR 0 0 0 0 0 0 16 0.0000 0.0000 0.0000 0.0000 005599A6 16
111 4097 0 BLOCK_LAVA 0.9696 0.9696 0.9696 0.9696 100 2600 ROCK 0 0 0 0 0 0 16 0.7664 0.2032 0.0000 0.0000 FF4600E6 32
112 -1 0 BLOCK_NULL 4.0000 4.0000 4.0000 4.0000 -1 2600 NULL 0 0 1 N/A 0 0 16 0.0000 0.0000 0.0000 0.0000 N/A N/A

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@@ -115,8 +115,8 @@ open class ActorHumanoid(
var axisRY = 0f; protected set
/** empirical value. */
@Transient private val JUMP_ACCELERATION_MOD = 51.0 / 10000.0 // (170 * (17/MAX_JUMP_LENGTH)^2) / 10000.0
@Transient private val WALK_FRAMES_TO_MAX_ACCEL = 6
@Transient private val JUMP_ACCELERATION_MOD = 51.0 / 10000.0 // (170 * (17/MAX_JUMP_LENGTH)^2) / 10000.0 // bigger value = higher jump
@Transient private val WALK_FRAMES_TO_MAX_ACCEL = 5 // how many frames it takes to reach maximum walking speed
@Transient private val LEFT = 1
@Transient private val RIGHT = 2
@@ -248,6 +248,9 @@ open class ActorHumanoid(
private fun processInput(delta: Float) {
// Good control is simple: it move as the player meant: if I push the stick forward, it goes forward, rather than
// the way your character is looking. Think of the SM64
/**
* L-R stop
*/

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@@ -316,7 +316,6 @@ internal object BlocksDrawer {
// draw a tile
if (thisTile != null) try {
val nearbyTilesInfo = if (mode == FLUID) {
getNearbyTilesInfoFluids(x, y)
}
@@ -386,9 +385,7 @@ internal object BlocksDrawer {
else {
writeToBuffer(mode, bufferX, bufferY, thisTileX, thisTileY, breakingStage)
}
} catch (e: NullPointerException) {
// do nothing. WARNING: This exception handling may hide erratic behaviour completely.
}
}
}
}

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@@ -2,7 +2,7 @@
<module type="JAVA_MODULE" version="4">
<component name="FacetManager">
<facet type="kotlin-language" name="Kotlin">
<configuration version="3" platform="JVM 9">
<configuration version="3" platform="JVM 12">
<compilerSettings />
<compilerArguments>
<option name="jvmTarget" value="12" />

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@@ -0,0 +1,27 @@
(*
Each order:
begins with "Order <Hex2Digit>\n"
terminated by: beginning of other order | EOF
*)
HEXDIGIT = "0" | "1" | "2" | "3" | "4" | "5" | "6" | "7" | "8" | "9" | "A" | "B" | "C" | "D" | "E" | "F" ;
HEX2DIGIT = HEXDIGIT, HEXDIGIT ;
ORDER_HEADER = "Order ", HEX2DIGIT ;
MUSICAL_NOTE_LETTER = "A" | "B" | "C" | "D" | "E" | "F" | "G" ;
MUSICAL_NOTE_SHARP = "#" | "-" ;
MUSICAL_NOTE_OCTAVE = "0" | "1" | "2" | "3" | "4" | "5" | "6" | "7" | "8" | "9" ;
MUSICAL_NOTE_NOOP = "..." ;
MUSICAL_NOTE_OFF = "===" ;
MUSICAL_NOTE = MUSICAL_NOTE_LETTER, MUSICAL_NOTE_SHARP, MUSICAL_NOTE_OCTAVE | MUSICAL_NOTE_NOOP | MUSICAL_NOTE_OFF ;
NOTE_EFFECT = HEXDIGIT, HEXDIGIT, HEXDIGIT | MUSICAL_NOTE_NOOP ;
ROW_NUMBER = HEX2DIGIT;
ONE_VOICE = " | " MUSICAL_NOTE, NOTE_EFFECT ;
ONE_ROW = ROW_NUMBER, ONE_VOICE, [ { ONE_VOICE } ] ;
ORDER_HEADER = "Order ", HEX2DIGIT ;

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