more renaming things

Former-commit-id: 80e29fc17e431e350d8d4860273ec42bc4ad67df
Former-commit-id: d70546a097d66ade94de93b4be157b7c9637e98f
This commit is contained in:
Song Minjae
2017-01-29 20:48:55 +09:00
parent c60a967050
commit 172e5752ca
5 changed files with 27 additions and 7 deletions

View File

@@ -300,8 +300,8 @@ constructor() : BasicGameState() {
private fun setAppTitle() { private fun setAppTitle() {
Terrarum.appgc.setTitle( Terrarum.appgc.setTitle(
Terrarum.NAME + Terrarum.NAME +
" — F: ${Terrarum.appgc.fps} (${Terrarum.TARGET_INTERNAL_FPS})" + " — F: ${Terrarum.appgc.fps} (${Terrarum.TARGET_INTERNAL_FPS})")
" — M: ${Terrarum.memInUse}M / ${Terrarum.memTotal}M / ${Terrarum.memXmx}M") //" — M: ${Terrarum.memInUse}M / ${Terrarum.memTotal}M / ${Terrarum.memXmx}M")
} }
override fun render(gc: GameContainer, sbg: StateBasedGame, gwin: Graphics) { override fun render(gc: GameContainer, sbg: StateBasedGame, gwin: Graphics) {

View File

@@ -18,7 +18,7 @@ object AVTracker : ConsoleCommand {
try { try {
val actorID = args[1].toInt() val actorID = args[1].toInt()
if (Terrarum.ingame.hasActor(actorID)) { if (Terrarum.ingame.theGameHasActor(actorID)) {
jPanelInstances.add(ActorValueTracker(Terrarum.ingame.getActorByID(actorID))) jPanelInstances.add(ActorValueTracker(Terrarum.ingame.getActorByID(actorID)))
} }
else { else {

View File

@@ -5,6 +5,23 @@ import net.torvald.terrarum.ui.ConsoleWindow
import org.apache.commons.codec.digest.DigestUtils import org.apache.commons.codec.digest.DigestUtils
/** /**
*
* Password setting rules:
*
* For each releases new password should be set. The new password must:
* - start with next alphabet of previous password
* if previous password started with Z, the new password must start with A
* - be a name appear in the Legend of Zelda series which officially released by Nintendo
* - be lowercase
* - BE CRACKABLE (crackstation.net)
*
* Example passwords would be:
* aryll -> biggoron -> ciela -> ... -> linebeck -> midna -> navi -> ...
*
* Notes:
* do NOT put plaintext anywhere in the code (except for comments maybe)
* must use SHA-256
*
* Created by minjaesong on 16-02-19. * Created by minjaesong on 16-02-19.
*/ */
internal object Authenticator : ConsoleCommand { internal object Authenticator : ConsoleCommand {

View File

@@ -40,7 +40,7 @@ abstract class Actor(val renderOrder: ActorOrder) : Comparable<Actor>, Runnable
*/ */
fun generateUniqueReferenceID(): Int { fun generateUniqueReferenceID(): Int {
fun checkForCollision(value: Int) = fun checkForCollision(value: Int) =
Terrarum.ingame.hasActor(value) || Terrarum.ingame.theGameHasActor(value) ||
value < ItemCodex.ITEM_COUNT_MAX || value < ItemCodex.ITEM_COUNT_MAX ||
value < when (renderOrder) { value < when (renderOrder) {
ActorOrder.BEHIND -> ItemCodex.ITEM_COUNT_MAX ActorOrder.BEHIND -> ItemCodex.ITEM_COUNT_MAX

View File

@@ -65,7 +65,7 @@ open class ActorWithSprite(renderOrder: ActorOrder, val immobileBody: Boolean =
) )
/** /**
* TODO external force? do we need this? we have moveDelta * Elevators/Movingwalks/etc.: edit hitbox manually!
* *
* Velocity vector for newtonian sim. * Velocity vector for newtonian sim.
* Acceleration: used in code like: * Acceleration: used in code like:
@@ -506,9 +506,12 @@ open class ActorWithSprite(renderOrder: ActorOrder, val immobileBody: Boolean =
} }
} }
// axis X // axis X
if (isTouchingSide(nextHitbox, COLLIDING_LEFT) || isTouchingSide(nextHitbox, COLLIDING_RIGHT) if (isTouchingSide(nextHitbox, COLLIDING_LEFT) || isTouchingSide(nextHitbox, COLLIDING_RIGHT)) { // check right and left
&& moveDelta.x != 0.0) { // check right and left
// the actor is hitting the wall // the actor is hitting the wall
// FIXME balls are stuck in this
if (referenceID != 321321321)
println("$this trying to reflectX")
hitAndReflectX() hitAndReflectX()
} }
} }