renaming some shits to make them have more sensible name

Former-commit-id: 1c86d460750aa19f65b6e2a0cd7ac1c51ab8ca21
Former-commit-id: 1dd9c33f3eb05b2c48b85ca70ebf3a1b5e57e51a
This commit is contained in:
Song Minjae
2016-11-28 00:13:03 +09:00
parent 900121779b
commit f209452f69
3 changed files with 9 additions and 9 deletions

View File

@@ -59,9 +59,9 @@ constructor() : BasicGameState() {
lateinit var debugWindow: UIHandler
lateinit var notifier: UIHandler
lateinit internal var playerWrapper: PossessedPlayerWrapper
lateinit internal var playableActorWrapper: PlayableActorWrapper
internal val player: ActorHumanoid // currently POSSESSED actor :)
get() = playerWrapper.actor
get() = playableActorWrapper.actor
//private var GRADIENT_IMAGE: Image? = null
//private var skyBox: Rectangle? = null
@@ -126,7 +126,7 @@ constructor() : BasicGameState() {
// add new player and put it to actorContainer
playerWrapper = PossessedPlayerWrapper(PlayerBuilderSigrid.create())
playableActorWrapper = PlayableActorWrapper(PlayerBuilderSigrid.create())
//player = PBCynthia.create()
//player.setNoClip(true);
addActor(player)
@@ -244,12 +244,12 @@ constructor() : BasicGameState() {
changePossession(Player.PLAYER_REF_ID) // TODO completely other behaviour?
}
private fun changePossession(newActor: PossessedPlayerWrapper) {
private fun changePossession(newActor: PlayableActorWrapper) {
if (!hasActor(player)) {
throw IllegalArgumentException("No such actor in actorContainer: $newActor")
}
playerWrapper = newActor
playableActorWrapper = newActor
WorldSimulator(world, player, UPDATE_DELTA)
}
@@ -258,7 +258,7 @@ constructor() : BasicGameState() {
throw IllegalArgumentException("No such actor in actorContainer: $refid")
}
playerWrapper = PossessedPlayerWrapper(getActorByID(refid) as ActorHumanoid)
playableActorWrapper = PlayableActorWrapper(getActorByID(refid) as ActorHumanoid)
WorldSimulator(world, player, UPDATE_DELTA)
}

View File

@@ -172,7 +172,7 @@ open class ActorWithBody : Actor() {
@Transient private val gravitation: Vector2 = world.gravitation
@Transient val DRAG_COEFF_DEFAULT = 1.2
/** Drag coefficient. Parachutes have much higher value than bare body (1.2) */
private var DRAG_COEFF: Double
var dragCoefficient: Double
get() = actorValue.getAsDouble(AVKey.DRAGCOEFF) ?: DRAG_COEFF_DEFAULT
set(value) {
if (value < 0)
@@ -424,7 +424,7 @@ open class ActorWithBody : Actor() {
* Drag of atmosphere
* D = Cd (drag coefficient) * 0.5 * rho (density) * V^2 (velocity sqr) * A (area)
*/
val D: Vector2 = Vector2(veloX.magnSqr(), veloY.magnSqr()) * DRAG_COEFF * 0.5 * A// * tileDensityFluid.toDouble()
val D: Vector2 = Vector2(veloX.magnSqr(), veloY.magnSqr()) * dragCoefficient * 0.5 * A// * tileDensityFluid.toDouble()
val V: Vector2 = (W - D) / mass * SI_TO_GAME_ACC

View File

@@ -9,7 +9,7 @@ import org.newdawn.slick.Input
* @param actor : here you 'snap in' the actor you wish to control
* Created by minjaesong on 16-10-23.
*/
class PossessedPlayerWrapper(val actor: ActorHumanoid) {
class PlayableActorWrapper(val actor: ActorHumanoid) {
init {
if (actor !is Controllable)