I can jump around at least, isTouching() needs more work

This commit is contained in:
minjaesong
2017-05-08 00:10:58 +09:00
parent 959873413d
commit 10a99b7db6

View File

@@ -230,6 +230,8 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
// to use with Controller (incl. player)
internal @Volatile var walledLeft = false
internal @Volatile var walledRight = false
internal @Volatile var walledTop = false // UNUSED; only for BasicDebugInfoWindow
internal @Volatile var walledBottom = false // UNUSED; only for BasicDebugInfoWindow
protected val gameContainer: GameContainer
get() = Terrarum.appgc
@@ -426,9 +428,13 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
// cheap solution for sticking into the wall while Left or Right is held
walledLeft = isTouchingSide(hitbox, COLLIDING_LEFT)
walledRight = isTouchingSide(hitbox, COLLIDING_RIGHT)
walledTop = isTouchingSide(hitbox, COLLIDING_TOP)
walledBottom = isTouchingSide(hitbox, COLLIDING_BOTTOM)
if (isPlayerNoClip) {
walledLeft = false
walledRight = false
walledTop = false
walledBottom = false
}
}
}
@@ -608,7 +614,7 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
var ccdTick: Int = ccdSteps // 0..15: collision detected, 16: not
// do CCD first
for (i in 0..ccdSteps) {
for (i in 1..ccdSteps) {
simulationHitbox.reassign(hitbox)
simulationHitbox.translate(getBacktrackDelta(i.toDouble() / ccdSteps))
@@ -621,7 +627,7 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
}
// FIXME CCD-ing is not right (not-so-crucial for most cases anyway...)
// DESCRIPTION: 0.999999999999 pixels off
// DESCRIPTION: 0.999999999999 ~ 1.0 pixels off
// I think collision detection is one pixel off -- very fucking likely
@@ -640,6 +646,11 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
0
0
*/
// THIS is also the consequence of COLLISION DETECTION being 1 pixel off
//
// Fixed the issue by offsetting hitbox when doing collision detection,
// now it won't jump as if it's stuck in the ground (L/R stuck)
// "snap to closest tile" does not make any difference
// collision not found
@@ -693,12 +704,14 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
// 3.2. edge cases: (TBA)
// test: assume hitting bottom
val roundedInteger = simulationHitbox.endPointY.div(TILE_SIZE).roundInt() * TILE_SIZE
/*val roundedInteger = simulationHitbox.endPointY.div(TILE_SIZE).roundInt() * TILE_SIZE
val displacementMainAxis = roundedInteger - simulationHitbox.endPointY
val displacementSecondAxis = displacementMainAxis * moveDelta.x / moveDelta.y
simulationHitbox.translate(displacementSecondAxis, displacementMainAxis)
println("dx: $displacementSecondAxis, dy: $displacementMainAxis")
println("dx: $displacementSecondAxis, dy: $displacementMainAxis")*/
//println("moveDelta: $moveDelta, displacement: ${simulationHitbox - hitbox})
println("moveDelta: $moveDelta, displacement: ${simulationHitbox - hitbox}")
@@ -753,7 +766,7 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
}
private fun hitAndReflectY() {
println("reflY")
println("** reflY **")
externalForce.y *= -elasticity
if (this is Controllable) walkY *= -elasticity
}
@@ -849,10 +862,10 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
}
}
val txStart = x1.div(TILE_SIZE).floorInt()
val txEnd = x2.div(TILE_SIZE).floorInt()
val tyStart = y1.div(TILE_SIZE).floorInt()
val tyEnd = y2.div(TILE_SIZE).floorInt()
val txStart = x1.plus(1.0).div(TILE_SIZE).floorInt() // plus(1.0) : adjusting for yet another anomaly
val txEnd = x2.plus(1.0).div(TILE_SIZE).floorInt()
val tyStart = y1.plus(1.0).div(TILE_SIZE).floorInt()
val tyEnd = y2.plus(1.0).div(TILE_SIZE).floorInt()
return isCollidingInternal(txStart, tyStart, txEnd, tyEnd)
}
@@ -863,35 +876,35 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
val y1: Double
val y2: Double
if (option == COLLIDING_TOP) {
x1 = hitbox.posX + HALF_PIXEL
x2 = hitbox.endPointX - HALF_PIXEL
y1 = hitbox.posY - A_PIXEL - HALF_PIXEL
x1 = hitbox.posX
x2 = hitbox.endPointX
y1 = hitbox.posY - A_PIXEL
y2 = y1
}
else if (option == COLLIDING_BOTTOM) {
x1 = hitbox.posX + HALF_PIXEL
x2 = hitbox.endPointX - HALF_PIXEL
y1 = hitbox.endPointY + A_PIXEL + HALF_PIXEL
x1 = hitbox.posX
x2 = hitbox.endPointX
y1 = hitbox.endPointY + A_PIXEL
y2 = y1
}
else if (option == COLLIDING_LEFT) {
x1 = hitbox.posX - A_PIXEL - HALF_PIXEL
x1 = hitbox.posX - A_PIXEL
x2 = x1
y1 = hitbox.posY + HALF_PIXEL
y2 = hitbox.endPointY - HALF_PIXEL
y1 = hitbox.posY
y2 = hitbox.endPointY
}
else if (option == COLLIDING_RIGHT) {
x1 = hitbox.endPointX + A_PIXEL + HALF_PIXEL
x1 = hitbox.endPointX + A_PIXEL
x2 = x1
y1 = hitbox.posY + HALF_PIXEL
y2 = hitbox.endPointY - HALF_PIXEL
y1 = hitbox.posY
y2 = hitbox.endPointY
}
else throw IllegalArgumentException()
val txStart = x1.div(TILE_SIZE).floorInt()
val txEnd = x2.div(TILE_SIZE).floorInt()
val tyStart = y1.div(TILE_SIZE).floorInt()
val tyEnd = y2.div(TILE_SIZE).floorInt()
val txStart = x1.plus(1.0).div(TILE_SIZE).floorInt()
val txEnd = x2.plus(1.0).div(TILE_SIZE).floorInt()
val tyStart = y1.plus(1.0).div(TILE_SIZE).floorInt()
val tyEnd = y2.plus(1.0).div(TILE_SIZE).floorInt()
return isCollidingInternal(txStart, tyStart, txEnd, tyEnd)
}
@@ -928,10 +941,10 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
}
else throw IllegalArgumentException()
val txStart = x1.div(TILE_SIZE).floorInt()
val txEnd = x2.div(TILE_SIZE).floorInt()
val tyStart = y1.div(TILE_SIZE).floorInt()
val tyEnd = y2.div(TILE_SIZE).floorInt()
val txStart = x1.plus(1.0).div(TILE_SIZE).floorInt()
val txEnd = x2.plus(1.0).div(TILE_SIZE).floorInt()
val tyStart = y1.plus(1.0).div(TILE_SIZE).floorInt()
val tyEnd = y2.plus(1.0).div(TILE_SIZE).floorInt()
return isCollidingInternal(txStart, tyStart, txEnd, tyEnd)
}