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Make some ints floats.

This commit is contained in:
fgenesis 2013-07-20 20:17:57 +02:00
parent 9f4c55c177
commit c2506d5bb2
12 changed files with 18 additions and 18 deletions

View file

@ -48,7 +48,7 @@ Beam::Beam(Vector pos, float angle) : Quad()
beamWidth = 16;
}
void Beam::setBeamWidth(int w)
void Beam::setBeamWidth(float w)
{
beamWidth = w;
}

View file

@ -205,7 +205,7 @@ void CollideEntity::updateMovement(float dt)
if (vel.x != 0 || vel.y != 0)
{
const int hw = collideRadius;
const float hw = collideRadius;
bool freeRange = false;
if (isv(EV_COLLIDELEVEL,1))

View file

@ -2716,7 +2716,7 @@ void Game::setTimerText(float time)
timerText->setText(os.str());
}
void Game::generateCollisionMask(Quad *q, int overrideCollideRadius)
void Game::generateCollisionMask(Quad *q, float overrideCollideRadius /* = 0 */)
{
#ifdef BBGE_BUILD_OPENGL
if (q->texture)
@ -8151,7 +8151,7 @@ bool Game::collideCircleVsCircle(Entity *a, Entity *b)
return (a->position - b->position).isLength2DIn(a->collideRadius + b->collideRadius);
}
bool Game::collideHairVsCircle(Entity *a, int num, const Vector &pos2, int radius, float perc, int *colSegment)
bool Game::collideHairVsCircle(Entity *a, int num, const Vector &pos2, float radius, float perc, int *colSegment)
{
if (perc == 0)
perc = 1;
@ -10879,7 +10879,7 @@ Vector Game::getClosestPointOnLine(Vector a, Vector b, Vector p)
return a + V;
}
bool Game::collideCircleWithGrid(const Vector& position, int r)
bool Game::collideCircleWithGrid(const Vector& position, float r)
{
Vector tile = position;
TileVector t(tile);

View file

@ -670,9 +670,9 @@ public:
void registerSporeDrop(const Vector &pos, int t);
bool collideBoxWithGrid(const Vector& position, int w, int h);
bool collideCircleWithGrid(const Vector& position, int r);
bool collideCircleWithGrid(const Vector& position, float r);
bool collideHairVsCircle(Entity *a, int num, const Vector &pos2, int radius, float perc=0, int *colSegment=0);
bool collideHairVsCircle(Entity *a, int num, const Vector &pos2, float radius, float perc=0, int *colSegment=0);
bool collideCircleVsCircle(Entity *a, Entity *b);
Bone *collideSkeletalVsCircle(Entity *skeletal, Entity *circle);
@ -823,7 +823,7 @@ public:
void setTimerTextAlpha(float a, float t);
void setTimerText(float time);
void generateCollisionMask(Quad *q, int overrideCollideRadius=0);
void generateCollisionMask(Quad *q, float overrideCollideRadius=0);
std::string sceneNatureForm;
std::string fromScene, toNode;
int toFlip;

View file

@ -56,7 +56,7 @@ Path::Path()
spiritFreeze = true;
}
void Path::clampPosition(Vector *pos, int radius)
void Path::clampPosition(Vector *pos, float radius)
{
if (pathShape == PATHSHAPE_CIRCLE)
{

View file

@ -76,7 +76,7 @@ public:
~Path();
void destroy();
void init();
void clampPosition(Vector *pos, int rad=0);
void clampPosition(Vector *pos, float rad=0);
void song(SongType song);
void songNote(int note);
void songNoteDone(int note, float len);

View file

@ -227,7 +227,7 @@ void ScriptedEntity::setupEntity(const std::string &tex, int lcode)
this->layer = dsq->getEntityLayerToLayer(lcode);
}
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)
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)
{
//this->updateCull = updateCull;
updateCull = -1;

View file

@ -37,7 +37,7 @@ public:
void resetTimer(float t);
void setEntityLayer(int layer);
void setupEntity(const std::string &tex, int layer=0);
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);
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);
void initSegments(int numSegments, int minDist, int maxDist, std::string bodyTex, std::string tailTex, int w, int h, float taper, bool reverseSegments);
void registerNewPart(RenderObject *r, const std::string &name);
typedef std::map<std::string, RenderObject*> PartMap;

View file

@ -166,9 +166,9 @@ public:
void setDamage(float dmg);
void setFirer(Entity *e);
void setBeamWidth(int w);
void setBeamWidth(float w);
protected:
int beamWidth;
float beamWidth;
void onRender();
void onEndOfLife();
void onUpdate(float dt);

View file

@ -289,13 +289,13 @@ public:
//D3DXMATRIX matrix;
#endif
int collideRadius;
float collideRadius;
Vector collidePosition;
std::vector<Vector> collisionMask;
std::vector<Vector> transformedCollisionMask;
CollideRects collisionRects;
int collisionMaskRadius;
float collisionMaskRadius;
float alphaMod;

View file

@ -1079,7 +1079,7 @@ Bone *SkeletalSprite::getBoneByIdx(int idx)
return 0;
}
Bone *SkeletalSprite::initBone(int idx, std::string gfx, int pidx, int rbp, std::string name, int cr, bool fh, bool fv, const Vector &cp)
Bone *SkeletalSprite::initBone(int idx, std::string gfx, int pidx, int rbp, std::string name, float cr, bool fh, bool fv, const Vector &cp)
{
Bone *b = new Bone;
b->boneIdx = idx;

View file

@ -270,7 +270,7 @@ protected:
int selectedBone;
friend class AnimationLayer;
std::vector<AnimationLayer> animLayers;
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));
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));
void deleteBones();
void onUpdate(float dt);
};