Made some float/int/unsigned char conversions explicit, fixed ParticleSystem:getColors, fixed love.mouse.isDown with x1 and x2 buttons

This commit is contained in:
Alex Szpakowski
2013-09-26 00:36:50 -03:00
parent 5de43a7207
commit bcee9a222b
16 changed files with 115 additions and 110 deletions
+22 -22
View File
@@ -106,8 +106,8 @@ int w_newBezierCurve(lua_State *L)
lua_rawgeti(L, 1, i+1);
Vector v;
v.x = luaL_checknumber(L, -2);
v.y = luaL_checknumber(L, -1);
v.x = (float) luaL_checknumber(L, -2);
v.y = (float) luaL_checknumber(L, -1);
points.push_back(v);
lua_pop(L, 2);
@@ -120,8 +120,8 @@ int w_newBezierCurve(lua_State *L)
for (size_t i = 1; i <= top; i += 2)
{
Vector v;
v.x = luaL_checknumber(L, i);
v.y = luaL_checknumber(L, i+1);
v.x = (float) luaL_checknumber(L, i);
v.y = (float) luaL_checknumber(L, i+1);
points.push_back(v);
}
}
@@ -144,8 +144,8 @@ int w_triangulate(lua_State *L)
lua_rawgeti(L, 1, i+1);
Vertex v;
v.x = luaL_checknumber(L, -2);
v.y = luaL_checknumber(L, -1);
v.x = (float) luaL_checknumber(L, -2);
v.y = (float) luaL_checknumber(L, -1);
vertices.push_back(v);
lua_pop(L, 2);
@@ -158,8 +158,8 @@ int w_triangulate(lua_State *L)
for (size_t i = 1; i <= top; i += 2)
{
Vertex v;
v.x = luaL_checknumber(L, i);
v.y = luaL_checknumber(L, i+1);
v.x = (float) luaL_checknumber(L, i);
v.y = (float) luaL_checknumber(L, i+1);
vertices.push_back(v);
}
}
@@ -214,8 +214,8 @@ int w_isConvex(lua_State *L)
lua_rawgeti(L, 1, i+1);
Vertex v;
v.x = luaL_checknumber(L, -2);
v.y = luaL_checknumber(L, -1);
v.x = (float) luaL_checknumber(L, -2);
v.y = (float) luaL_checknumber(L, -1);
vertices.push_back(v);
lua_pop(L, 2);
@@ -228,8 +228,8 @@ int w_isConvex(lua_State *L)
for (size_t i = 1; i <= top; i += 2)
{
Vertex v;
v.x = luaL_checknumber(L, i);
v.y = luaL_checknumber(L, i+1);
v.x = (float) luaL_checknumber(L, i);
v.y = (float) luaL_checknumber(L, i+1);
vertices.push_back(v);
}
}
@@ -246,26 +246,26 @@ int w_noise(lua_State *L)
switch (lua_gettop(L))
{
case 1:
x = luaL_checknumber(L, 1);
x = (float) luaL_checknumber(L, 1);
val = Math::instance.noise(x);
break;
case 2:
x = luaL_checknumber(L, 1);
y = luaL_checknumber(L, 2);
x = (float) luaL_checknumber(L, 1);
y = (float) luaL_checknumber(L, 2);
val = Math::instance.noise(x, y);
break;
case 3:
x = luaL_checknumber(L, 1);
y = luaL_checknumber(L, 2);
z = luaL_checknumber(L, 3);
x = (float) luaL_checknumber(L, 1);
y = (float) luaL_checknumber(L, 2);
z = (float) luaL_checknumber(L, 3);
val = Math::instance.noise(x, y, z);
break;
case 4:
default:
x = luaL_checknumber(L, 1);
y = luaL_checknumber(L, 2);
z = luaL_checknumber(L, 3);
w = luaL_checknumber(L, 4);
x = (float) luaL_checknumber(L, 1);
y = (float) luaL_checknumber(L, 2);
z = (float) luaL_checknumber(L, 3);
w = (float) luaL_checknumber(L, 4);
val = Math::instance.noise(x, y, z, w);
break;
}