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collision detection and CCD: Not exactly fixed but it works good enough
Former-commit-id: 3feb9b1156fc941390b4efe4c1540ed4c5dbd109 Former-commit-id: 8c97b0ade765731800ef09b722e0742e44443338
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@@ -6,30 +6,69 @@ package net.torvald.terrarum.gameactors
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object AVKey {
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const val MULT = "mult"
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/** pixels per frame
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* walking/running speed
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*/
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const val SPEED = "speed"
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const val SPEEDMULT = "speed$MULT"
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/** pixels per frame squared
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* acceleration of the movement (e.g. running, flying, driving, etc.)
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*/
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const val ACCEL = "accel"
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const val ACCELMULT = "accel$MULT"
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const val SCALE = "scale"
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/** pixels */
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const val BASEHEIGHT = "baseheight"
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/** kilogrammes */
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const val BASEMASS = "basemass"
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/** pixels per frame */
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const val JUMPPOWER = "jumppower"
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const val JUMPPOWERMULT = "jumppower$MULT"
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/** Int
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* "Default" value of 1 000
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*/
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const val STRENGTH = "strength"
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const val ENCUMBRANCE = "encumbrance"
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/** 30-bit RGB (Int)
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* 0000 0010000000 0010000000 0010000000
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* ^ Red ^ Green ^ Blue
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*/
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const val LUMINOSITY = "luminosity"
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const val PHYSIQUEMULT = "physique$MULT"
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const val DRAGCOEFF = "dragcoeff"
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/** String
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* e.g. Jarppi
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*/
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const val NAME = "name"
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/** String
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* e.g. Duudson
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*/
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const val RACENAME = "racename"
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/** String
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* e.g. Duudsonit
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*/
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const val RACENAMEPLURAL = "racenameplural"
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/** killogrammes
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* will affect attack strength, speed and inventory label
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* (see "Attack momentum calculator.numbers")
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* e.g. Hatchet (tiny)
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*/
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const val TOOLSIZE = "toolsize"
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/** Boolean
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* whether the player can talk with it
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*/
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const val INTELLIGENT = "intelligent"
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const val BASEDEFENCE = "basedefence" // creature base
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const val ARMOURDEFENCE = "armourdefence" // armour points
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/** (unit TBA)
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* base defence point of the species
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*/
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const val BASEDEFENCE = "basedefence"
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/** (unit TBA)
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* current defence point of worn armour(s)
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*/
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const val ARMOURDEFENCE = "armourdefence"
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const val ARMOURDEFENCEMULT = "armourdefence$MULT"
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}
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