mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
more renaming things
Former-commit-id: 80e29fc17e431e350d8d4860273ec42bc4ad67df Former-commit-id: d70546a097d66ade94de93b4be157b7c9637e98f
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@@ -300,8 +300,8 @@ constructor() : BasicGameState() {
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private fun setAppTitle() {
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Terrarum.appgc.setTitle(
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Terrarum.NAME +
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" — F: ${Terrarum.appgc.fps} (${Terrarum.TARGET_INTERNAL_FPS})" +
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" — M: ${Terrarum.memInUse}M / ${Terrarum.memTotal}M / ${Terrarum.memXmx}M")
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" — F: ${Terrarum.appgc.fps} (${Terrarum.TARGET_INTERNAL_FPS})")
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//" — M: ${Terrarum.memInUse}M / ${Terrarum.memTotal}M / ${Terrarum.memXmx}M")
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}
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override fun render(gc: GameContainer, sbg: StateBasedGame, gwin: Graphics) {
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@@ -18,7 +18,7 @@ object AVTracker : ConsoleCommand {
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try {
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val actorID = args[1].toInt()
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if (Terrarum.ingame.hasActor(actorID)) {
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if (Terrarum.ingame.theGameHasActor(actorID)) {
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jPanelInstances.add(ActorValueTracker(Terrarum.ingame.getActorByID(actorID)))
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}
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else {
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@@ -5,6 +5,23 @@ import net.torvald.terrarum.ui.ConsoleWindow
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import org.apache.commons.codec.digest.DigestUtils
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/**
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*
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* Password setting rules:
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*
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* For each releases new password should be set. The new password must:
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* - start with next alphabet of previous password
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* if previous password started with Z, the new password must start with A
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* - be a name appear in the Legend of Zelda series which officially released by Nintendo
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* - be lowercase
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* - BE CRACKABLE (crackstation.net)
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*
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* Example passwords would be:
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* aryll -> biggoron -> ciela -> ... -> linebeck -> midna -> navi -> ...
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*
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* Notes:
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* do NOT put plaintext anywhere in the code (except for comments maybe)
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* must use SHA-256
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*
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* Created by minjaesong on 16-02-19.
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*/
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internal object Authenticator : ConsoleCommand {
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@@ -40,7 +40,7 @@ abstract class Actor(val renderOrder: ActorOrder) : Comparable<Actor>, Runnable
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*/
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fun generateUniqueReferenceID(): Int {
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fun checkForCollision(value: Int) =
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Terrarum.ingame.hasActor(value) ||
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Terrarum.ingame.theGameHasActor(value) ||
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value < ItemCodex.ITEM_COUNT_MAX ||
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value < when (renderOrder) {
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ActorOrder.BEHIND -> ItemCodex.ITEM_COUNT_MAX
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@@ -65,7 +65,7 @@ open class ActorWithSprite(renderOrder: ActorOrder, val immobileBody: Boolean =
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)
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/**
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* TODO external force? do we need this? we have moveDelta
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* Elevators/Movingwalks/etc.: edit hitbox manually!
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*
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* Velocity vector for newtonian sim.
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* Acceleration: used in code like:
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@@ -506,9 +506,12 @@ open class ActorWithSprite(renderOrder: ActorOrder, val immobileBody: Boolean =
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}
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}
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// axis X
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if (isTouchingSide(nextHitbox, COLLIDING_LEFT) || isTouchingSide(nextHitbox, COLLIDING_RIGHT)
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&& moveDelta.x != 0.0) { // check right and left
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if (isTouchingSide(nextHitbox, COLLIDING_LEFT) || isTouchingSide(nextHitbox, COLLIDING_RIGHT)) { // check right and left
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// the actor is hitting the wall
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// FIXME balls are stuck in this
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if (referenceID != 321321321)
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println("$this trying to reflectX")
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hitAndReflectX()
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}
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}
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