fixed dividng by zero (Line 756)

This commit is contained in:
minjaesong
2017-05-09 23:38:09 +09:00
parent 46fe5fb1e2
commit 4262b02faf
2 changed files with 24 additions and 31 deletions

View File

@@ -513,35 +513,31 @@ open class ActorHumanoid(birth: GameDate, death: GameDate? = null)
fun Float.abs() = FastMath.abs(this)
private fun updateSprite(delta: Int) {
if (sprite != null) sprite!!.update(delta)
if (spriteGlow != null) spriteGlow!!.update(delta)
sprite?.update(delta)
spriteGlow?.update(delta)
//println("$this\tsprite current frame: ${sprite!!.currentFrame}")
if (grounded) {
// set anim row
if (controllerMoveDelta?.x != 0.0) {
if (sprite != null) sprite!!.switchRow(SPRITE_ROW_WALK)
if (spriteGlow != null) spriteGlow!!.switchRow(SPRITE_ROW_WALK)
sprite?.switchRow(SPRITE_ROW_WALK)
spriteGlow?.switchRow(SPRITE_ROW_WALK)
}
// flipping the sprite
if (walkHeading == LEFT) {
sprite!!.flip(true, false)
if (spriteGlow != null) {
spriteGlow!!.flip(true, false)
}
spriteGlow?.flip(true, false)
}
else {
sprite!!.flip(false, false)
if (spriteGlow != null) {
spriteGlow!!.flip(false, false)
}
spriteGlow?.flip(false, false)
}
}
else {
if (sprite != null) sprite!!.switchRow(SPRITE_ROW_IDLE)
if (spriteGlow != null) spriteGlow!!.switchRow(SPRITE_ROW_IDLE)
sprite?.switchRow(SPRITE_ROW_IDLE)
spriteGlow?.switchRow(SPRITE_ROW_IDLE)
}
}
}

View File

@@ -590,7 +590,7 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
}
fun debug2(wut: Any?) {
// vvvvv set it true to make debug print work
if (false) println(wut)
if (true) println(wut)
}
fun debug3(wut: Any?) {
// vvvvv set it true to make debug print work
@@ -695,15 +695,13 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
simulationHitbox.reassign(hitbox)
simulationHitbox.translate(getBacktrackDelta(bmid))
debug2("bmid = $bmid, new endY: ${simulationHitbox.endPointY}")
// set new mid
if (isColliding(simulationHitbox)) { //COLLIDING_EXTRA_SIZE: doing trick so that final pos would be x.99800000 instead of y.0000000
debug2(", going back\n")
debug2("bmid = $bmid, new endY: ${simulationHitbox.endPointY}, going back")
high = bmid
}
else {
debug2(", going forth\n")
debug2("bmid = $bmid, new endY: ${simulationHitbox.endPointY}, going forth")
low = bmid
}
}
@@ -734,28 +732,28 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
// --> Y-Axis
if (vectorSum.y > 0.0 && isTouchingSide(simulationHitbox, COLLIDING_BOTTOM)) {
val displacementMainAxis = -1.0
val displacementSecondAxis = displacementMainAxis * externalForce.x / externalForce.y
val displacementSecondAxis = displacementMainAxis * vectorSum.x / vectorSum.y // use controllerMoveDelta.x / controllerMoveDelta.y ?
simulationHitbox.translate(displacementSecondAxis, displacementMainAxis)
debug2("dx: $displacementSecondAxis, dy: $displacementMainAxis")
debug2("1 dx: $displacementSecondAxis, dy: $displacementMainAxis")
}
else if (vectorSum.y < 0.0 && isTouchingSide(simulationHitbox, COLLIDING_TOP)) {
val displacementMainAxis = 1.0
val displacementSecondAxis = displacementMainAxis * externalForce.x / externalForce.y
val displacementSecondAxis = displacementMainAxis * vectorSum.x / vectorSum.y
simulationHitbox.translate(displacementSecondAxis, displacementMainAxis)
debug2("dx: $displacementSecondAxis, dy: $displacementMainAxis")
debug2("2 dx: $displacementSecondAxis, dy: $displacementMainAxis")
}
// --> X-Axis
if (vectorSum.x > 0.0 && isTouchingSide(simulationHitbox, COLLIDING_RIGHT)) {
val displacementMainAxis = -1.0
val displacementSecondAxis = displacementMainAxis * externalForce.y / externalForce.x
val displacementSecondAxis = displacementMainAxis * vectorSum.y / vectorSum.x
simulationHitbox.translate(displacementMainAxis, displacementSecondAxis)
debug2("dx: $displacementMainAxis, dy: $displacementSecondAxis")
debug2("3 dx: $displacementMainAxis, dy: $displacementSecondAxis")
}
else if (vectorSum.x < 0.0 && isTouchingSide(simulationHitbox, COLLIDING_LEFT)) {
val displacementMainAxis = 1.0
val displacementSecondAxis = displacementMainAxis * externalForce.y / externalForce.x
val displacementSecondAxis = displacementMainAxis * vectorSum.y / vectorSum.x
simulationHitbox.translate(displacementMainAxis, displacementSecondAxis)
debug2("dx: $displacementMainAxis, dy: $displacementSecondAxis")
debug2("4 dx: $displacementMainAxis, dy: $displacementSecondAxis")
}
// FIXME self-driven wall embed-ment is still a thing; block X movement when controllerMoveDelta hits the wall
@@ -829,9 +827,8 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
// TODO HARK! I have changed veloX/Y to moveDelta.x/y
if (moveDelta.y < 0) {
// kills movement if it is Controllable
if (controllerMoveDelta != null) {
walkY = 0.0
}
controllerMoveDelta?.let { it.y = 0.0 }
if (moveDelta.y * CEILING_HIT_ELASTICITY < -A_PIXEL) {
moveDelta.y = -moveDelta.y * CEILING_HIT_ELASTICITY
@@ -888,9 +885,9 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
The structure:
####### // TOP
= CASIO =
= sat =
= 10:08 =
=+-----+=
=| |=
=+-----+=
####### // BOTTOM
*/