/dports/games/voadi/voadi-v0.3/data/scripts/ |
H A D | utils.lua | 129 function invert_d4(direction4) 130 return (direction4 + 2) % 4 136 function d4_to_angle(direction4) 137 assert(type(direction4) == "number", "direction4 must be a number.") 138 assert(direction4 >=0 and direction4 <=3, "direction4 must be between 0 and 3.") 139 if direction4 == 0 then return 0 end -- east 140 if direction4 == 1 then return math.pi / 2 end -- north 141 if direction4 == 2 then return math.pi end -- west 142 if direction4 == 3 then return 3 * math.pi / 2 end -- south
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/dports/games/voadi/voadi-v0.3/data/entities/ |
H A D | ocean_barrier.lua | 11 function push_hero(direction4) 15 hero:set_direction(direction4) 17 if direction4 == 0 then x = x + 4 18 elseif direction4 == 1 then y = y - 4 19 elseif direction4 == 2 then x = x - 4 20 elseif direction4 == 3 then y = y + 4 end
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/dports/games/solarus/solarus-f43727b232b3ed13d98440a845e2a29e470e4f0d/src/entities/ |
H A D | Separator.cpp | 157 void Separator::notify_activating(int direction4) { in notify_activating() argument 159 get_lua_context()->separator_on_activating(*this, direction4); in notify_activating() 167 void Separator::notify_activated(int direction4) { in notify_activated() argument 169 get_lua_context()->separator_on_activated(*this, direction4); in notify_activated()
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H A D | Npc.cpp | 356 int direction4 = get_movement()->get_displayed_direction4(); in notify_position_changed() local 357 sprite->set_current_direction(direction4); in notify_position_changed()
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H A D | Hero.cpp | 494 void Hero::set_animation_direction(int direction4) { in set_animation_direction() argument 495 sprites->set_animation_direction(direction4); in set_animation_direction() 893 bool Hero::is_facing_direction4(int direction4) const { in is_facing_direction4() 894 return get_animation_direction() == direction4; in is_facing_direction4() 1074 bool Hero::is_moving_towards(int direction4) const { in is_moving_towards() 1081 int direction8 = direction4 * 2; in is_moving_towards()
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H A D | Entity.cpp | 1035 int direction4 = 1; // North by default. in get_facing_point() local 1039 direction4 = sprite->get_current_direction(); in get_facing_point() 1044 direction4 = get_movement()->get_displayed_direction4(); in get_facing_point() 1048 return get_touching_point(direction4); in get_facing_point()
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/dports/games/solarus/solarus-f43727b232b3ed13d98440a845e2a29e470e4f0d/include/solarus/entities/ |
H A D | Separator.h | 59 void notify_activating(int direction4); 60 void notify_activated(int direction4);
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H A D | EntityState.h | 71 virtual void notify_direction_command_pressed(int direction4); 72 virtual void notify_direction_command_released(int direction4);
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H A D | Hero.h | 117 bool is_facing_direction4(int direction4) const; 138 bool is_moving_towards(int direction4) const;
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/dports/games/solarus-quest-editor/solarus-quest-editor-e541e1312c242bff10aa1fb84a7eb8b6cb8504ba/assets/initial_quest/data/enemies/ |
H A D | shamablin_fire.lua | 113 local direction4 = movement:get_direction4() 114 if direction4 then 116 s:set_direction(direction4)
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H A D | goblin_green.lua | 104 local direction4 = movement:get_direction4() 105 if direction4 then 107 s:set_direction(direction4)
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/dports/games/solarus/solarus-f43727b232b3ed13d98440a845e2a29e470e4f0d/src/hero/ |
H A D | PullingState.cpp | 204 int direction4 = get_sprites().get_animation_direction(); in stop_moving_pulled_entity() local 205 switch (direction4) { in stop_moving_pulled_entity()
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H A D | RunningState.cpp | 160 void Hero::RunningState::notify_direction_command_pressed(int direction4) { in notify_direction_command_pressed() argument 163 && direction4 != get_sprites().get_animation_direction()) { in notify_direction_command_pressed()
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/dports/games/solarus/solarus-f43727b232b3ed13d98440a845e2a29e470e4f0d/include/solarus/hero/ |
H A D | RunningState.h | 40 void notify_direction_command_pressed(int direction4) override;
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/dports/games/solarus/solarus-f43727b232b3ed13d98440a845e2a29e470e4f0d/include/solarus/lua/ |
H A D | LuaContext.h | 492 void separator_on_activating(Separator& separator, int direction4); 493 void separator_on_activated(Separator& separator, int direction4); 1542 void on_activating(int direction4); 1544 void on_activated(int direction4);
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/dports/games/solarus/solarus-f43727b232b3ed13d98440a845e2a29e470e4f0d/src/lua/ |
H A D | EntityApi.cpp | 1426 int direction4 = (angle + Geometry::PI_OVER_4) / Geometry::PI_OVER_2; in entity_api_get_direction4_to() local 1429 direction4 = (direction4 + 4) % 4; in entity_api_get_direction4_to() 1431 lua_pushnumber(l, direction4); in entity_api_get_direction4_to() 7286 void LuaContext::separator_on_activating(Separator& separator, int direction4) { in separator_on_activating() argument 7291 run_on_main([this, &separator, direction4](lua_State* l){ in separator_on_activating() 7293 on_activating(direction4); in separator_on_activating() 7306 void LuaContext::separator_on_activated(Separator& separator, int direction4) { in separator_on_activated() argument 7311 run_on_main([this, &separator, direction4](lua_State* l){ in separator_on_activated() 7313 on_activated(direction4); in separator_on_activated()
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/dports/games/freeciv-nox11/freeciv-2.6.6/client/ |
H A D | tilespec.c | 137 enum direction4 { enum 3856 enum direction4 dir = i % NUM_CORNER_DIRS; in tileset_setup_tile_type() 4009 enum direction4 dir = 0; in tileset_setup_tile_type() 4726 enum direction4 dir = 0; in fill_terrain_sprite_blending()
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/dports/games/freeciv/freeciv-2.6.6/client/ |
H A D | tilespec.c | 137 enum direction4 { enum 3856 enum direction4 dir = i % NUM_CORNER_DIRS; in tileset_setup_tile_type() 4009 enum direction4 dir = 0; in tileset_setup_tile_type() 4726 enum direction4 dir = 0; in fill_terrain_sprite_blending()
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/dports/games/freeciv-nox11/freeciv-2.6.6/ |
H A D | ChangeLog | 220746 - Internal code is changed to always use direction4 ordering.
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/dports/games/freeciv/freeciv-2.6.6/ |
H A D | ChangeLog | 220746 - Internal code is changed to always use direction4 ordering.
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