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Searched refs:direction4 (Results 1 – 20 of 20) sorted by relevance

/dports/games/voadi/voadi-v0.3/data/scripts/
H A Dutils.lua129 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
/dports/games/voadi/voadi-v0.3/data/entities/
H A Docean_barrier.lua11 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
/dports/games/solarus/solarus-f43727b232b3ed13d98440a845e2a29e470e4f0d/src/entities/
H A DSeparator.cpp157 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()
H A DNpc.cpp356 int direction4 = get_movement()->get_displayed_direction4(); in notify_position_changed() local
357 sprite->set_current_direction(direction4); in notify_position_changed()
H A DHero.cpp494 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()
H A DEntity.cpp1035 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()
/dports/games/solarus/solarus-f43727b232b3ed13d98440a845e2a29e470e4f0d/include/solarus/entities/
H A DSeparator.h59 void notify_activating(int direction4);
60 void notify_activated(int direction4);
H A DEntityState.h71 virtual void notify_direction_command_pressed(int direction4);
72 virtual void notify_direction_command_released(int direction4);
H A DHero.h117 bool is_facing_direction4(int direction4) const;
138 bool is_moving_towards(int direction4) const;
/dports/games/solarus-quest-editor/solarus-quest-editor-e541e1312c242bff10aa1fb84a7eb8b6cb8504ba/assets/initial_quest/data/enemies/
H A Dshamablin_fire.lua113 local direction4 = movement:get_direction4()
114 if direction4 then
116 s:set_direction(direction4)
H A Dgoblin_green.lua104 local direction4 = movement:get_direction4()
105 if direction4 then
107 s:set_direction(direction4)
/dports/games/solarus/solarus-f43727b232b3ed13d98440a845e2a29e470e4f0d/src/hero/
H A DPullingState.cpp204 int direction4 = get_sprites().get_animation_direction(); in stop_moving_pulled_entity() local
205 switch (direction4) { in stop_moving_pulled_entity()
H A DRunningState.cpp160 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()
/dports/games/solarus/solarus-f43727b232b3ed13d98440a845e2a29e470e4f0d/include/solarus/hero/
H A DRunningState.h40 void notify_direction_command_pressed(int direction4) override;
/dports/games/solarus/solarus-f43727b232b3ed13d98440a845e2a29e470e4f0d/include/solarus/lua/
H A DLuaContext.h492 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);
/dports/games/solarus/solarus-f43727b232b3ed13d98440a845e2a29e470e4f0d/src/lua/
H A DEntityApi.cpp1426 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()
/dports/games/freeciv-nox11/freeciv-2.6.6/client/
H A Dtilespec.c137 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()
/dports/games/freeciv/freeciv-2.6.6/client/
H A Dtilespec.c137 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()
/dports/games/freeciv-nox11/freeciv-2.6.6/
H A DChangeLog220746 - Internal code is changed to always use direction4 ordering.
/dports/games/freeciv/freeciv-2.6.6/
H A DChangeLog220746 - Internal code is changed to always use direction4 ordering.