removing redundant interface "Visible"

Former-commit-id: 3ecfd08eef27d9035bcc98a4f2a6a2f4f89bab01
Former-commit-id: 08dad158f609d0aaf6f999ea17c120a966f1ada5
This commit is contained in:
Song Minjae
2016-11-14 12:23:39 +09:00
parent 4dd74381a8
commit 0b20869fa4
6 changed files with 39 additions and 40 deletions

View File

@@ -299,7 +299,7 @@ constructor() : BasicGameState() {
// draw actors //
/////////////////
actorContainer.forEach { actor ->
if (actor is Visible && actor.inScreen() && actor !is Player) { // if echo and within screen
if (actor is ActorWithBody && actor.inScreen() && actor !is Player) { // if echo and within screen
actor.drawBody(gc, actorsDrawFrameBuffer.graphics)
}
}
@@ -327,7 +327,7 @@ constructor() : BasicGameState() {
// draw actor glows //
//////////////////////
actorContainer.forEach { actor ->
if (actor is Visible && actor.inScreen() && actor !is Player) { // if echo and within screen
if (actor is ActorWithBody && actor.inScreen() && actor !is Player) { // if echo and within screen
actor.drawGlow(gc, actorsDrawFrameBuffer.graphics)
}
}
@@ -340,7 +340,7 @@ constructor() : BasicGameState() {
// draw reference ID if debugWindow is open
if (debugWindow.isVisible) {
actorContainer.forEachIndexed { i, actor ->
if (actor is Visible) {
if (actor is ActorWithBody) {
actorsDrawFrameBuffer.graphics.color = Color.white
actorsDrawFrameBuffer.graphics.font = Terrarum.fontSmallNumbers
actorsDrawFrameBuffer.graphics.drawString(
@@ -463,7 +463,7 @@ constructor() : BasicGameState() {
while (i < actorContainerSize) { // loop through actorContainerInactive
val actor = actorContainerInactive[i]
val actorIndex = i
if (actor is Visible && actor.inUpdateRange()) {
if (actor is ActorWithBody && actor.inUpdateRange()) {
addActor(actor) // duplicates are checked here
actorContainerInactive.removeAt(actorIndex)
actorContainerSize -= 1
@@ -491,7 +491,7 @@ constructor() : BasicGameState() {
i-- // array removed 1 elem, so we also decrement counter by 1
}
// inactivate distant actors
else if (actor is Visible && !actor.inUpdateRange()) {
else if (actor is ActorWithBody && !actor.inUpdateRange()) {
if (actor !is Projectile) { // if it's a projectile, just kill it.
actorContainerInactive.add(actor) // naïve add; duplicates are checked when the actor is re-activated
}
@@ -533,14 +533,14 @@ constructor() : BasicGameState() {
fun Double.sqr() = this * this
fun Int.sqr() = this * this
private fun distToActorSqr(a: Visible, p: ActorWithBody): Double =
private fun distToActorSqr(a: ActorWithBody, p: ActorWithBody): Double =
(a.hitbox.centeredX - p.hitbox.centeredX).sqr() + (a.hitbox.centeredY - p.hitbox.centeredY).sqr()
/** whether the actor is within screen */
private fun Visible.inScreen() = distToActorSqr(this, player) <=
private fun ActorWithBody.inScreen() = distToActorSqr(this, player) <=
(Terrarum.WIDTH.plus(this.hitbox.width.div(2)).times(1 / Terrarum.ingame.screenZoom).sqr() +
Terrarum.HEIGHT.plus(this.hitbox.height.div(2)).times(1 / Terrarum.ingame.screenZoom).sqr())
/** whether the actor is within update range */
private fun Visible.inUpdateRange() = distToActorSqr(this, player) <= ACTOR_UPDATE_RANGE.sqr()
private fun ActorWithBody.inUpdateRange() = distToActorSqr(this, player) <= ACTOR_UPDATE_RANGE.sqr()
/**
* actorContainer extensions
*/