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https://github.com/AquariaOSE/Aquaria.git
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Make some ints floats.
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9f4c55c177
commit
c2506d5bb2
12 changed files with 18 additions and 18 deletions
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@ -48,7 +48,7 @@ Beam::Beam(Vector pos, float angle) : Quad()
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beamWidth = 16;
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}
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void Beam::setBeamWidth(int w)
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void Beam::setBeamWidth(float w)
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{
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beamWidth = w;
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}
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@ -205,7 +205,7 @@ void CollideEntity::updateMovement(float dt)
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if (vel.x != 0 || vel.y != 0)
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{
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const int hw = collideRadius;
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const float hw = collideRadius;
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bool freeRange = false;
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if (isv(EV_COLLIDELEVEL,1))
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@ -2716,7 +2716,7 @@ void Game::setTimerText(float time)
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timerText->setText(os.str());
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}
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void Game::generateCollisionMask(Quad *q, int overrideCollideRadius)
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void Game::generateCollisionMask(Quad *q, float overrideCollideRadius /* = 0 */)
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{
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#ifdef BBGE_BUILD_OPENGL
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if (q->texture)
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@ -8151,7 +8151,7 @@ bool Game::collideCircleVsCircle(Entity *a, Entity *b)
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return (a->position - b->position).isLength2DIn(a->collideRadius + b->collideRadius);
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}
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bool Game::collideHairVsCircle(Entity *a, int num, const Vector &pos2, int radius, float perc, int *colSegment)
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bool Game::collideHairVsCircle(Entity *a, int num, const Vector &pos2, float radius, float perc, int *colSegment)
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{
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if (perc == 0)
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perc = 1;
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@ -10879,7 +10879,7 @@ Vector Game::getClosestPointOnLine(Vector a, Vector b, Vector p)
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return a + V;
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}
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bool Game::collideCircleWithGrid(const Vector& position, int r)
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bool Game::collideCircleWithGrid(const Vector& position, float r)
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{
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Vector tile = position;
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TileVector t(tile);
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@ -670,9 +670,9 @@ public:
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void registerSporeDrop(const Vector &pos, int t);
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bool collideBoxWithGrid(const Vector& position, int w, int h);
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bool collideCircleWithGrid(const Vector& position, int r);
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bool collideCircleWithGrid(const Vector& position, float r);
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bool collideHairVsCircle(Entity *a, int num, const Vector &pos2, int radius, float perc=0, int *colSegment=0);
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bool collideHairVsCircle(Entity *a, int num, const Vector &pos2, float radius, float perc=0, int *colSegment=0);
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bool collideCircleVsCircle(Entity *a, Entity *b);
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Bone *collideSkeletalVsCircle(Entity *skeletal, Entity *circle);
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@ -823,7 +823,7 @@ public:
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void setTimerTextAlpha(float a, float t);
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void setTimerText(float time);
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void generateCollisionMask(Quad *q, int overrideCollideRadius=0);
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void generateCollisionMask(Quad *q, float overrideCollideRadius=0);
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std::string sceneNatureForm;
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std::string fromScene, toNode;
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int toFlip;
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@ -56,7 +56,7 @@ Path::Path()
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spiritFreeze = true;
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}
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void Path::clampPosition(Vector *pos, int radius)
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void Path::clampPosition(Vector *pos, float radius)
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{
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if (pathShape == PATHSHAPE_CIRCLE)
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{
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@ -76,7 +76,7 @@ public:
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~Path();
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void destroy();
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void init();
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void clampPosition(Vector *pos, int rad=0);
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void clampPosition(Vector *pos, float rad=0);
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void song(SongType song);
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void songNote(int note);
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void songNoteDone(int note, float len);
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@ -227,7 +227,7 @@ void ScriptedEntity::setupEntity(const std::string &tex, int lcode)
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this->layer = dsq->getEntityLayerToLayer(lcode);
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}
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void ScriptedEntity::setupBasicEntity(const std::string& texture, int health, int manaBall, int exp, int money, int collideRadius, int state, int w, int h, int expType, bool hitEntity, int updateCull, int layer)
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void ScriptedEntity::setupBasicEntity(const std::string& texture, int health, int manaBall, int exp, int money, float collideRadius, int state, int w, int h, int expType, bool hitEntity, int updateCull, int layer)
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{
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//this->updateCull = updateCull;
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updateCull = -1;
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@ -37,7 +37,7 @@ public:
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void resetTimer(float t);
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void setEntityLayer(int layer);
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void setupEntity(const std::string &tex, int layer=0);
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void setupBasicEntity(const std::string& texture, int health, int manaBall, int exp, int money, int collideRadius, int state, int w, int h, int expType, bool hitEntity, int updateCull, int layer);
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void setupBasicEntity(const std::string& texture, int health, int manaBall, int exp, int money, float collideRadius, int state, int w, int h, int expType, bool hitEntity, int updateCull, int layer);
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void initSegments(int numSegments, int minDist, int maxDist, std::string bodyTex, std::string tailTex, int w, int h, float taper, bool reverseSegments);
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void registerNewPart(RenderObject *r, const std::string &name);
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typedef std::map<std::string, RenderObject*> PartMap;
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@ -166,9 +166,9 @@ public:
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void setDamage(float dmg);
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void setFirer(Entity *e);
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void setBeamWidth(int w);
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void setBeamWidth(float w);
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protected:
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int beamWidth;
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float beamWidth;
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void onRender();
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void onEndOfLife();
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void onUpdate(float dt);
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@ -289,13 +289,13 @@ public:
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//D3DXMATRIX matrix;
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#endif
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int collideRadius;
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float collideRadius;
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Vector collidePosition;
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std::vector<Vector> collisionMask;
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std::vector<Vector> transformedCollisionMask;
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CollideRects collisionRects;
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int collisionMaskRadius;
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float collisionMaskRadius;
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float alphaMod;
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@ -1079,7 +1079,7 @@ Bone *SkeletalSprite::getBoneByIdx(int idx)
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return 0;
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}
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Bone *SkeletalSprite::initBone(int idx, std::string gfx, int pidx, int rbp, std::string name, int cr, bool fh, bool fv, const Vector &cp)
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Bone *SkeletalSprite::initBone(int idx, std::string gfx, int pidx, int rbp, std::string name, float cr, bool fh, bool fv, const Vector &cp)
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{
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Bone *b = new Bone;
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b->boneIdx = idx;
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@ -270,7 +270,7 @@ protected:
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int selectedBone;
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friend class AnimationLayer;
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std::vector<AnimationLayer> animLayers;
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Bone* initBone(int idx, std::string gfx, int pidx, int rbp=0, std::string name="", int cr=0, bool fh=false, bool fv=false, const Vector &cp=Vector(0,0,0));
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Bone* initBone(int idx, std::string gfx, int pidx, int rbp=0, std::string name="", float cr=0, bool fh=false, bool fv=false, const Vector &cp=Vector(0,0,0));
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void deleteBones();
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void onUpdate(float dt);
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};
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