fixed a bug where colourmap won't interpolate properly. BUG: fadeout/fadein is somewhat glitched, UIQuickBar does not fade-in/out instead it just (dis)appears with no effect

Former-commit-id: 029f504b7e2e4d85676ec8b36b27dcbed5e5db47
Former-commit-id: 0b56ca1e8976bfc5e7ea8d665e6ed6496a52de85
This commit is contained in:
Song Minjae
2016-07-27 00:20:36 +09:00
parent 00dd5e99bb
commit ee647652d2
36 changed files with 368 additions and 223 deletions

View File

@@ -36,8 +36,10 @@ class Player : ActorWithBody(), Controllable, Pocketed, Factionable, Luminous, L
/** how long the jump button has down, in frames */
internal var jumpCounter = 0
internal var jumpAcc = 0.0
/** how long the walk button has down, in frames */
internal var walkCounter = 0
internal var walkCounterX = 0
internal var walkCounterY = 0
@Transient private val MAX_JUMP_LENGTH = 17 // use 17; in internal frames
private var readonly_totalX = 0.0
@@ -134,7 +136,7 @@ class Player : ActorWithBody(), Controllable, Pocketed, Factionable, Luminous, L
* @author minjaesong
*/
private fun walkHorizontal(left: Boolean, absAxisVal: Float) {
if ((!walledLeft && left) || (!walledRight && !left)) {
if (true) {//(!walledLeft && left) || (!walledRight && !left)) {
readonly_totalX = //veloX +
/*actorValue.getAsDouble(AVKey.ACCEL)!! *
actorValue.getAsDouble(AVKey.ACCELMULT)!! *
@@ -145,7 +147,7 @@ class Player : ActorWithBody(), Controllable, Pocketed, Factionable, Luminous, L
actorValue.getAsDouble(AVKey.ACCEL)!! *
actorValue.getAsDouble(AVKey.ACCELMULT)!! *
Math.sqrt(scale) *
applyVelo(walkCounter) *
applyVelo(walkCounterX) *
(if (left) -1 else 1).toFloat() *
absAxisVal
@@ -153,7 +155,7 @@ class Player : ActorWithBody(), Controllable, Pocketed, Factionable, Luminous, L
walkX += readonly_totalX
walkX = absClamp(walkX, actorValue.getAsDouble(AVKey.SPEED)!! * actorValue.getAsDouble(AVKey.SPEEDMULT)!!)
walkCounter += 1
walkCounterX += 1
// Heading flag
if (left)
@@ -162,6 +164,7 @@ class Player : ActorWithBody(), Controllable, Pocketed, Factionable, Luminous, L
walkHeading = RIGHT
// println("$walkCounter: ${readonly_totalX}")
isWalking = true
}
}
@@ -176,13 +179,16 @@ class Player : ActorWithBody(), Controllable, Pocketed, Factionable, Luminous, L
actorValue.getAsDouble(AVKey.ACCEL)!! *
actorValue.getAsDouble(AVKey.ACCELMULT)!! *
Math.sqrt(scale) *
applyVelo(walkCounter) *
applyVelo(walkCounterY) *
(if (up) -1 else 1).toFloat() *
absAxisVal
applyForce(Vector2(0.0, readonly_totalY))
walkY += readonly_totalY
walkY = absClamp(walkY, actorValue.getAsDouble(AVKey.SPEED)!! * actorValue.getAsDouble(AVKey.SPEEDMULT)!!)
if (walkCounter <= WALK_FRAMES_TO_MAX_ACCEL) walkCounter += 1
//if (walkCounterY <= WALK_FRAMES_TO_MAX_ACCEL) walkCounterY += 1
isWalking = true
}
private fun applyAccel(x: Int): Double {
@@ -219,7 +225,8 @@ class Player : ActorWithBody(), Controllable, Pocketed, Factionable, Luminous, L
//veloX = 0f
walkCounter = 0
walkCounterX = 0
isWalking = false
}
// stops; let the friction kick in by doing nothing to the velocity here
@@ -245,7 +252,8 @@ class Player : ActorWithBody(), Controllable, Pocketed, Factionable, Luminous, L
///veloY = 0f
walkCounter = 0
walkCounterY = 0
isWalking = false
}
/**
@@ -266,9 +274,11 @@ class Player : ActorWithBody(), Controllable, Pocketed, Factionable, Luminous, L
var timedJumpCharge = init - init / len * jumpCounter
if (timedJumpCharge < 0) timedJumpCharge = 0.0
val jumpAcc = pwr * timedJumpCharge * JUMP_ACCELERATION_MOD * Math.sqrt(scale) // positive value
jumpAcc = -pwr * timedJumpCharge * JUMP_ACCELERATION_MOD * Math.sqrt(scale) // positive value
applyForce(Vector2(0.0, -jumpAcc))
applyForce(Vector2(0.0, jumpAcc))
if (jumpAcc != 0.0) println(jumpAcc)
}
// for mob ai:
@@ -359,7 +369,7 @@ class Player : ActorWithBody(), Controllable, Pocketed, Factionable, Luminous, L
walkHorizontal(true, AXIS_POSMAX)
prevHMoveKey = KeyMap.getKeyCode(EnumKeyFunc.MOVE_LEFT)
} // ↓F, ↓S
else if (isFuncDown(input, EnumKeyFunc.MOVE_LEFT) && isFuncDown(input, EnumKeyFunc.MOVE_RIGHT)) {
/*else if (isFuncDown(input, EnumKeyFunc.MOVE_LEFT) && isFuncDown(input, EnumKeyFunc.MOVE_RIGHT)) {
if (prevHMoveKey == KeyMap.getKeyCode(EnumKeyFunc.MOVE_LEFT)) {
walkHorizontal(false, AXIS_POSMAX)
prevHMoveKey = KeyMap.getKeyCode(EnumKeyFunc.MOVE_RIGHT)
@@ -367,7 +377,7 @@ class Player : ActorWithBody(), Controllable, Pocketed, Factionable, Luminous, L
walkHorizontal(true, AXIS_POSMAX)
prevHMoveKey = KeyMap.getKeyCode(EnumKeyFunc.MOVE_LEFT)
}
}
}*/
}
/**
@@ -388,7 +398,7 @@ class Player : ActorWithBody(), Controllable, Pocketed, Factionable, Luminous, L
walkVertical(true, AXIS_POSMAX)
prevVMoveKey = KeyMap.getKeyCode(EnumKeyFunc.MOVE_UP)
} // ↓E, ↓D
else if (isFuncDown(input, EnumKeyFunc.MOVE_UP) && isFuncDown(input, EnumKeyFunc.MOVE_DOWN)) {
/*else if (isFuncDown(input, EnumKeyFunc.MOVE_UP) && isFuncDown(input, EnumKeyFunc.MOVE_DOWN)) {
if (prevVMoveKey == KeyMap.getKeyCode(EnumKeyFunc.MOVE_UP)) {
walkVertical(false, AXIS_POSMAX)
prevVMoveKey = KeyMap.getKeyCode(EnumKeyFunc.MOVE_DOWN)
@@ -396,7 +406,7 @@ class Player : ActorWithBody(), Controllable, Pocketed, Factionable, Luminous, L
walkVertical(true, AXIS_POSMAX)
prevVMoveKey = KeyMap.getKeyCode(EnumKeyFunc.MOVE_UP)
}
}
}*/
}
}