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https://github.com/curioustorvald/Terrarum.git
synced 2026-03-09 13:21:51 +09:00
fixed dividng by zero (Line 756)
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@@ -513,35 +513,31 @@ open class ActorHumanoid(birth: GameDate, death: GameDate? = null)
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fun Float.abs() = FastMath.abs(this)
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private fun updateSprite(delta: Int) {
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if (sprite != null) sprite!!.update(delta)
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if (spriteGlow != null) spriteGlow!!.update(delta)
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sprite?.update(delta)
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spriteGlow?.update(delta)
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//println("$this\tsprite current frame: ${sprite!!.currentFrame}")
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if (grounded) {
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// set anim row
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if (controllerMoveDelta?.x != 0.0) {
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if (sprite != null) sprite!!.switchRow(SPRITE_ROW_WALK)
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if (spriteGlow != null) spriteGlow!!.switchRow(SPRITE_ROW_WALK)
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sprite?.switchRow(SPRITE_ROW_WALK)
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spriteGlow?.switchRow(SPRITE_ROW_WALK)
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}
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// flipping the sprite
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if (walkHeading == LEFT) {
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sprite!!.flip(true, false)
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if (spriteGlow != null) {
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spriteGlow!!.flip(true, false)
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}
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spriteGlow?.flip(true, false)
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}
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else {
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sprite!!.flip(false, false)
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if (spriteGlow != null) {
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spriteGlow!!.flip(false, false)
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}
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spriteGlow?.flip(false, false)
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}
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}
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else {
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if (sprite != null) sprite!!.switchRow(SPRITE_ROW_IDLE)
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if (spriteGlow != null) spriteGlow!!.switchRow(SPRITE_ROW_IDLE)
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sprite?.switchRow(SPRITE_ROW_IDLE)
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spriteGlow?.switchRow(SPRITE_ROW_IDLE)
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}
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}
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}
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@@ -590,7 +590,7 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
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}
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fun debug2(wut: Any?) {
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// vvvvv set it true to make debug print work
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if (false) println(wut)
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if (true) println(wut)
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}
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fun debug3(wut: Any?) {
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// vvvvv set it true to make debug print work
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@@ -695,15 +695,13 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
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simulationHitbox.reassign(hitbox)
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simulationHitbox.translate(getBacktrackDelta(bmid))
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debug2("bmid = $bmid, new endY: ${simulationHitbox.endPointY}")
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// set new mid
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if (isColliding(simulationHitbox)) { //COLLIDING_EXTRA_SIZE: doing trick so that final pos would be x.99800000 instead of y.0000000
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debug2(", going back\n")
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debug2("bmid = $bmid, new endY: ${simulationHitbox.endPointY}, going back")
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high = bmid
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}
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else {
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debug2(", going forth\n")
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debug2("bmid = $bmid, new endY: ${simulationHitbox.endPointY}, going forth")
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low = bmid
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}
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}
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@@ -734,28 +732,28 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
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// --> Y-Axis
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if (vectorSum.y > 0.0 && isTouchingSide(simulationHitbox, COLLIDING_BOTTOM)) {
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val displacementMainAxis = -1.0
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val displacementSecondAxis = displacementMainAxis * externalForce.x / externalForce.y
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val displacementSecondAxis = displacementMainAxis * vectorSum.x / vectorSum.y // use controllerMoveDelta.x / controllerMoveDelta.y ?
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simulationHitbox.translate(displacementSecondAxis, displacementMainAxis)
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debug2("dx: $displacementSecondAxis, dy: $displacementMainAxis")
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debug2("1 dx: $displacementSecondAxis, dy: $displacementMainAxis")
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}
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else if (vectorSum.y < 0.0 && isTouchingSide(simulationHitbox, COLLIDING_TOP)) {
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val displacementMainAxis = 1.0
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val displacementSecondAxis = displacementMainAxis * externalForce.x / externalForce.y
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val displacementSecondAxis = displacementMainAxis * vectorSum.x / vectorSum.y
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simulationHitbox.translate(displacementSecondAxis, displacementMainAxis)
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debug2("dx: $displacementSecondAxis, dy: $displacementMainAxis")
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debug2("2 dx: $displacementSecondAxis, dy: $displacementMainAxis")
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}
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// --> X-Axis
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if (vectorSum.x > 0.0 && isTouchingSide(simulationHitbox, COLLIDING_RIGHT)) {
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val displacementMainAxis = -1.0
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val displacementSecondAxis = displacementMainAxis * externalForce.y / externalForce.x
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val displacementSecondAxis = displacementMainAxis * vectorSum.y / vectorSum.x
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simulationHitbox.translate(displacementMainAxis, displacementSecondAxis)
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debug2("dx: $displacementMainAxis, dy: $displacementSecondAxis")
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debug2("3 dx: $displacementMainAxis, dy: $displacementSecondAxis")
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}
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else if (vectorSum.x < 0.0 && isTouchingSide(simulationHitbox, COLLIDING_LEFT)) {
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val displacementMainAxis = 1.0
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val displacementSecondAxis = displacementMainAxis * externalForce.y / externalForce.x
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val displacementSecondAxis = displacementMainAxis * vectorSum.y / vectorSum.x
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simulationHitbox.translate(displacementMainAxis, displacementSecondAxis)
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debug2("dx: $displacementMainAxis, dy: $displacementSecondAxis")
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debug2("4 dx: $displacementMainAxis, dy: $displacementSecondAxis")
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}
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// FIXME self-driven wall embed-ment is still a thing; block X movement when controllerMoveDelta hits the wall
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@@ -829,9 +827,8 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
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// TODO HARK! I have changed veloX/Y to moveDelta.x/y
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if (moveDelta.y < 0) {
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// kills movement if it is Controllable
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if (controllerMoveDelta != null) {
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walkY = 0.0
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}
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controllerMoveDelta?.let { it.y = 0.0 }
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if (moveDelta.y * CEILING_HIT_ELASTICITY < -A_PIXEL) {
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moveDelta.y = -moveDelta.y * CEILING_HIT_ELASTICITY
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@@ -888,9 +885,9 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
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The structure:
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####### // TOP
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= CASIO =
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= sat =
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= 10:08 =
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=+-----+=
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=| |=
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=+-----+=
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####### // BOTTOM
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*/
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