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https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
player sprites now aligned to hitbox && drawn at centre of the screen
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@@ -62,18 +62,18 @@ open class ActorWithPhysics(val world: GameWorld, renderOrder: RenderOrder, val
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/** half integer tilewise hitbox */ // got the idea from gl_FragCoord
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val hIntTilewiseHitbox: Hitbox
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get() = Hitbox.fromTwoPoints(
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hitbox.startX.div(TILE_SIZE).floor() + 0.5f,
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hitbox.startY.div(TILE_SIZE).floor() + 0.5f,
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hitbox.endX.div(TILE_SIZE).floor() + 0.5f,
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hitbox.endY.div(TILE_SIZE).floor() + 0.5f
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hitbox.startX.plus(0.0001f).div(TILE_SIZE).floor() + 0.5f,
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hitbox.startY.plus(0.0001f).div(TILE_SIZE).floor() + 0.5f,
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hitbox.endX.plus(0.0001f).div(TILE_SIZE).floor() + 0.5f,
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hitbox.endY.plus(0.0001f).div(TILE_SIZE).floor() + 0.5f
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)
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val intTilewiseHitbox: Hitbox
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get() = Hitbox.fromTwoPoints(
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hitbox.startX.div(TILE_SIZE).floor(),
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hitbox.startY.div(TILE_SIZE).floor(),
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hitbox.endX.div(TILE_SIZE).floor(),
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hitbox.endY.div(TILE_SIZE).floor()
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hitbox.startX.plus(0.0001f).div(TILE_SIZE).floor(),
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hitbox.startY.plus(0.0001f).div(TILE_SIZE).floor(),
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hitbox.endX.plus(0.0001f).div(TILE_SIZE).floor(),
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hitbox.endY.plus(0.0001f).div(TILE_SIZE).floor()
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)
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/**
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@@ -1149,6 +1149,7 @@ open class ActorWithPhysics(val world: GameWorld, renderOrder: RenderOrder, val
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// DEAR FUTURE ME,
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//
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// this code potentially caused a collision bug which only happens near the "edge" of the world.
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// (x_tile: 2400..2433 with world_width = 2400)
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//
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// -- Signed, 2017-09-17
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@@ -1171,73 +1172,48 @@ open class ActorWithPhysics(val world: GameWorld, renderOrder: RenderOrder, val
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override fun drawGlow(batch: SpriteBatch) {
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if (isVisible && spriteGlow != null) {
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blendNormal()
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val offsetX = hitboxTranslateX * scale
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val offsetY = spriteGlow!!.cellHeight * scale - hitbox.height - hitboxTranslateY * scale - 1
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if (WorldCamera.xCentre > leftsidePadding && centrePosPoint.x <= rightsidePadding) {
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// camera center neg, actor center pos
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spriteGlow!!.render(batch,
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(hitbox.startX - offsetX).toFloat() + world.width * TILE_SIZE,
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(hitbox.startY - offsetY).toFloat(),
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(scale).toFloat()
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)
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}
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else if (WorldCamera.xCentre < rightsidePadding && centrePosPoint.x >= leftsidePadding) {
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// camera center pos, actor center neg
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spriteGlow!!.render(batch,
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(hitbox.startX - offsetX).toFloat() - world.width * TILE_SIZE,
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(hitbox.startY - offsetY).toFloat(),
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(scale).toFloat()
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)
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}
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else {
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spriteGlow!!.render(batch,
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(hitbox.startX - offsetX).toFloat(),
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(hitbox.startY - offsetY).toFloat(),
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(scale).toFloat()
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)
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}
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drawSpriteInGoodPosition(spriteGlow!!, batch)
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}
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}
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val leftsidePadding = world.width.times(TILE_SIZE) - WorldCamera.width.ushr(1)
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val rightsidePadding = WorldCamera.width.ushr(1)
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override fun drawBody(batch: SpriteBatch) {
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if (isVisible && sprite != null) {
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BlendMode.resolve(drawMode)
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drawSpriteInGoodPosition(sprite!!, batch)
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}
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}
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val offsetX = hitboxTranslateX * scale
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val offsetY = sprite!!.cellHeight * scale - hitbox.height - hitboxTranslateY * scale - 1
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private fun drawSpriteInGoodPosition(sprite: SpriteAnimation, batch: SpriteBatch) {
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val leftsidePadding = world.width.times(TILE_SIZE) - WorldCamera.width.ushr(1)
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val rightsidePadding = WorldCamera.width.ushr(1)
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if (WorldCamera.xCentre > leftsidePadding && centrePosPoint.x <= rightsidePadding) {
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// camera center neg, actor center pos
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sprite!!.render(batch,
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(hitbox.startX - offsetX).toFloat() + world.width * TILE_SIZE,
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(hitbox.startY - offsetY).toFloat(),
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(scale).toFloat()
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)
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}
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else if (WorldCamera.xCentre < rightsidePadding && centrePosPoint.x >= leftsidePadding) {
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// camera center pos, actor center neg
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sprite!!.render(batch,
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(hitbox.startX - offsetX).toFloat() - world.width * TILE_SIZE,
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(hitbox.startY - offsetY).toFloat(),
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(scale).toFloat()
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)
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}
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else {
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sprite!!.render(batch,
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(hitbox.startX - offsetX).toFloat(),
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(hitbox.startY - offsetY).toFloat(),
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(scale).toFloat()
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)
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}
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val offsetX = hitboxTranslateX * scale
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val offsetY = sprite.cellHeight * scale - hitbox.height - hitboxTranslateY * scale - 1
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if (WorldCamera.xCentre > leftsidePadding && centrePosPoint.x <= rightsidePadding) {
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// camera center neg, actor center pos
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sprite.render(batch,
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(hitbox.startX - offsetX + hitbox.width).toFloat() + world.width * TILE_SIZE,
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(hitbox.startY - offsetY).toFloat(),
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(scale).toFloat()
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)
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}
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else if (WorldCamera.xCentre < rightsidePadding && centrePosPoint.x >= leftsidePadding) {
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// camera center pos, actor center neg
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sprite.render(batch,
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(hitbox.startX - offsetX + hitbox.width).toFloat() - world.width * TILE_SIZE,
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(hitbox.startY - offsetY).toFloat(),
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(scale).toFloat()
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)
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}
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else {
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sprite.render(batch,
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(hitbox.startX - offsetX + hitbox.width).toFloat(),
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(hitbox.startY - offsetY).toFloat(),
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(scale).toFloat()
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)
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}
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}
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@@ -4,7 +4,6 @@ import com.jme3.math.FastMath
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import net.torvald.terrarum.Terrarum
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import net.torvald.terrarum.gameactors.*
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import net.torvald.terrarum.gameworld.GameWorld
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import net.torvald.terrarum.round
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/**
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* Created by minjaesong on 2016-12-30.
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@@ -31,24 +30,22 @@ object WorldCamera {
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fun update(world: GameWorld, player: ActorWithPhysics) {
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// FIXME player is stucked to the left (titlescreen AND ingame)
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width = FastMath.ceil(Terrarum.WIDTH / (Terrarum.ingame?.screenZoom ?: 1f)) // div, not mul
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height = FastMath.ceil(Terrarum.HEIGHT / (Terrarum.ingame?.screenZoom ?: 1f))
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// TOP-LEFT position of camera border
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x = player.hitbox.centeredX.toFloat().minus(width / 2).floorInt() // X only: ROUNDWORLD implementation
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// some hacky equation to position player at the dead centre
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// NOT tested for WorldDrawer sampling negative coord for its drawing (which causes some fucking artefacts)
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x = ((player.hitbox.centeredX + player.hitbox.width).toFloat() - (width / 2)).floorInt() // X only: ROUNDWORLD implementation
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y = (FastMath.clamp(
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player.hitbox.centeredY.toFloat() - height / 2,
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TILE_SIZE.toFloat(),
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world.height * TILE_SIZE - height - TILE_SIZE.toFloat()
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)).floorInt().clampCameraY(world)
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}
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private fun Int.clampCameraY(world: GameWorld): Int {
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work_files/graphics/fonts/newrunes_colloquial_CHB.psd
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work_files/graphics/fonts/newrunes_colloquial_CHB.psd
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