reverting changes on ActorWBMovable: gotta make new branch

This commit is contained in:
minjaesong
2019-01-20 06:39:01 +09:00
parent be20fd8328
commit 10cf3fb007
3 changed files with 52 additions and 51 deletions

View File

@@ -1,13 +1,11 @@
package net.torvald.terrarum.gameactors
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.Input
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import net.torvald.spriteanimation.SpriteAnimation
import net.torvald.terrarum.*
import net.torvald.terrarum.AppLoader.printdbg
import net.torvald.terrarum.Terrarum.PHYS_REF_FPS
import net.torvald.terrarum.blockproperties.Block
import net.torvald.terrarum.blockproperties.BlockCodex
import net.torvald.terrarum.blockproperties.BlockProp
@@ -47,16 +45,16 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
private val world: GameWorld?
get() = Terrarum.ingame?.world
@Transient internal var sprite: SpriteAnimation? = null
@Transient internal var spriteGlow: SpriteAnimation? = null
var drawMode = BlendMode.NORMAL
var hitboxTranslateX: Int = 0// relative to spritePosX
protected set
protected set
var hitboxTranslateY: Int = 0// relative to spritePosY
protected set
protected set
var baseHitboxW: Int = 0
protected set
var baseHitboxH: Int = 0
@@ -80,7 +78,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
hitbox.endX.plus(0.00001f).div(TILE_SIZE).floor() + 0.5f,
hitbox.endY.plus(0.00001f).div(TILE_SIZE).floor() + 0.5f,
true
)
)
/** May hold width/height of zero; the end point should be inclusive!
@@ -97,6 +95,12 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
)
/**
* TODO Pixels per 1/60 seconds.
*
* When the engine resolves this value, the framerate must be accounted for. E.g.:
* 3.0 is resolved as 3.0 if FPS is 60, but the same value should be resolved as 6.0 if FPS is 30.
* v_resolved = v * (60/FPS) or, v * (60 * delta_t)
*
* Elevators/Movingwalks/etc.: edit hitbox manually!
*
* Velocity vector for newtonian sim.
@@ -133,16 +137,16 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
/** Apparent mass. Use "avBaseMass" for base mass */
val mass: Double
get() = actorValue.getAsDouble(AVKey.BASEMASS) ?: MASS_DEFAULT * Math.pow(scale, 3.0)
/*set(value) { // use "var avBaseMass: Double"
if (value <= 0)
throw IllegalArgumentException("mass cannot be less than or equal to zero.")
else if (value < MASS_LOWEST) {
printdbg(this, "input too small; using $MASS_LOWEST instead.")
actorValue[AVKey.BASEMASS] = MASS_LOWEST
}
/*set(value) { // use "var avBaseMass: Double"
if (value <= 0)
throw IllegalArgumentException("mass cannot be less than or equal to zero.")
else if (value < MASS_LOWEST) {
printdbg(this, "input too small; using $MASS_LOWEST instead.")
actorValue[AVKey.BASEMASS] = MASS_LOWEST
}
actorValue[AVKey.BASEMASS] = value / Math.pow(scale, 3.0)
}*/
actorValue[AVKey.BASEMASS] = value / Math.pow(scale, 3.0)
}*/
@Transient val MASS_DEFAULT: Double = 60.0
/** Valid range: [0, 1] */
var elasticity: Double = 0.0
@@ -185,8 +189,8 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
private inline val grounded: Boolean
get() = if (world == null) true else {
isNoClip ||
(world!!.gravitation.y > 0 && isWalled(hitbox, COLLIDING_BOTTOM) ||
isNoClip ||
(world!!.gravitation.y > 0 && isWalled(hitbox, COLLIDING_BOTTOM) ||
world!!.gravitation.y < 0 && isWalled(hitbox, COLLIDING_TOP))
}
/** Default to 'true' */
@@ -212,7 +216,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
* meter to pixel : 24/FPS
*/
private val gravitation: Vector2
get() = world?.gravitation ?: Vector2(0.0, 9.8)
get() = world?.gravitation ?: Vector2(0.0, 9.8)
@Transient val DRAG_COEFF_DEFAULT = 1.2
/** Drag coefficient. Parachutes have much higher value than bare body (1.2) */
var dragCoefficient: Double
@@ -266,7 +270,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
internal var walledTop = false // UNUSED; only for BasicDebugInfoWindow
internal var walledBottom = false // UNUSED; only for BasicDebugInfoWindow
internal var colliding = false
protected inline val updateDelta: Float
get() = Terrarum.deltaTime
@@ -354,7 +358,6 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
override fun update(delta: Float) {
if (isUpdate && !flagDespawn) {
val ddelta = Gdx.graphics.deltaTime.toDouble()
if (!assertPrinted) assertInit()
if (sprite != null) sprite!!.update(delta)
@@ -404,7 +407,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
* This body is NON-STATIC and the other body is STATIC
*/
if (!isNoCollideWorld) {
displaceHitbox(ddelta)
displaceHitbox()
}
else {
hitbox.translate(externalForce)
@@ -424,7 +427,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
// FIXME asymmetry on friction
setHorizontalFriction() // friction SHOULD use and alter externalForce
//if (isNoClip) { // TODO also hanging on the rope, etc.
setVerticalFriction()
setVerticalFriction()
//}
@@ -562,7 +565,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
}
}*/
private fun displaceHitbox(delta: Double) {
private fun displaceHitbox() {
// // HOW IT SHOULD WORK // //
// ////////////////////////
// combineVeloToMoveDelta now
@@ -619,7 +622,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
true
)
// offset 1 pixel to the down so that friction would work
// offset 1 pixel to the down so that friction would work
return (y == hitbox.endY.plus(1.0).div(TILE_SIZE).floorInt()) && // copied from forEachFeetTileNum
(x in newTilewiseHitbox.startX.toInt()..newTilewiseHitbox.endX.toInt()) // copied from forEachOccupyingTilePos
}
@@ -628,7 +631,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
fun Double.modTileDelta() = this - this.modTile()
val vectorSum = (externalForce + controllerMoveDelta) * PHYS_REF_FPS * delta //* PHYS_CONST_MULT
val vectorSum = externalForce + controllerMoveDelta
val ccdSteps = minOf(16, (vectorSum.magnitudeSquared / TILE_SIZE.sqr()).floorInt() + 1) // adaptive
@@ -708,7 +711,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
15 -> {
newHitbox.reassign(sixteenStep[0]); zeroX = true; zeroY = true
}
// one-side collision
// one-side collision
1, 11 -> {
newHitbox.translatePosX(TILE_SIZE - newHitbox.startX.modTileDelta()); bounceX = true
}
@@ -727,7 +730,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
// fire Collision Event with one/two/three-side collision
// for the ease of writing, this jumptable is separated from above.
when (selfCollisionStatus) {
// TODO compose CollisionInfo and fire collided()
// TODO compose CollisionInfo and fire collided()
}
@@ -962,7 +965,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
private fun isCollidingInternal(txStart: Int, tyStart: Int, txEnd: Int, tyEnd: Int, feet: Boolean = false): Boolean {
if (world == null) return false
for (y in tyStart..tyEnd) {
for (x in txStart..txEnd) {
val tile = world!!.getTileFromTerrain(x, y) ?: Block.STONE
@@ -990,7 +993,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
* Very straightforward for the actual solid tiles, not so much for the platforms
*/
private fun shouldICollideWithThis(tile: Int) =
// regular solid block
// regular solid block
(BlockCodex[tile].isSolid)
/**
@@ -999,7 +1002,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
* Just like "shouldICollideWithThis" but it's intended to work with feet tiles
*/
private fun shouldICollideWithThisFeet(tile: Int) =
// regular solid block
// regular solid block
(BlockCodex[tile].isSolid) ||
// platforms, moving downward AND not "going down"
(this is ActorHumanoid && BlockCodex[tile].isPlatform &&
@@ -1008,7 +1011,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
// platforms, moving downward
(this !is ActorHumanoid && BlockCodex[tile].isPlatform &&
externalForce.y + (controllerMoveDelta?.y ?: 0.0) >= 0.0)
// TODO: as for the platform, only apply it when it's a feet tile
// TODO: as for the platform, only apply it when it's a feet tile
@@ -1022,23 +1025,23 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
val tileY: Int
if (side == COLLIDING_LEFT) {
tileX = div16TruncateToMapWidth(hitbox.hitboxStart.x.roundInt()
+ i + translateX)
+ i + translateX)
tileY = div16TruncateToMapHeight(hitbox.hitboxEnd.y.roundInt() + translateY)
}
else if (side == COLLIDING_TOP) {
tileX = div16TruncateToMapWidth(hitbox.hitboxStart.x.roundInt()
+ i + translateX)
+ i + translateX)
tileY = div16TruncateToMapHeight(hitbox.hitboxStart.y.roundInt() + translateY)
}
else if (side == COLLIDING_RIGHT) {
tileX = div16TruncateToMapWidth(hitbox.hitboxEnd.x.roundInt() + translateX)
tileY = div16TruncateToMapHeight(hitbox.hitboxStart.y.roundInt()
+ i + translateY)
+ i + translateY)
}
else if (side == COLLIDING_LEFT) {
tileX = div16TruncateToMapWidth(hitbox.hitboxStart.x.roundInt() + translateX)
tileY = div16TruncateToMapHeight(hitbox.hitboxStart.y.roundInt()
+ i + translateY)
+ i + translateY)
}
else {
throw IllegalArgumentException(side.toString() + ": Wrong side input")
@@ -1327,7 +1330,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
override fun drawGlow(batch: SpriteBatch) {
if (isVisible && spriteGlow != null) {
blendNormal()
blendNormal(batch)
drawSpriteInGoodPosition(spriteGlow!!, batch)
}
}
@@ -1335,7 +1338,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
override fun drawBody(batch: SpriteBatch) {
if (isVisible && sprite != null) {
if (!KeyToggler.isOn(Input.Keys.F12)) {
BlendMode.resolve(drawMode)
BlendMode.resolve(drawMode, batch)
drawSpriteInGoodPosition(sprite!!, batch)
}
else {
@@ -1463,8 +1466,8 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
private fun forEachOccupyingTileNum(consumer: (Int?) -> Unit) {
if (world == null) return
val tiles = ArrayList<Int?>()
for (y in hIntTilewiseHitbox.startY.toInt()..hIntTilewiseHitbox.endY.toInt()) {
for (x in hIntTilewiseHitbox.startX.toInt()..hIntTilewiseHitbox.endX.toInt()) {
@@ -1478,7 +1481,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
private fun forEachOccupyingTile(consumer: (BlockProp?) -> Unit) {
if (world == null) return
val tileProps = ArrayList<BlockProp?>()
for (y in hIntTilewiseHitbox.startY.toInt()..hIntTilewiseHitbox.endY.toInt()) {
for (x in hIntTilewiseHitbox.startX.toInt()..hIntTilewiseHitbox.endX.toInt()) {
@@ -1507,7 +1510,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
private fun forEachOccupyingTilePos(hitbox: Hitbox, consumer: (BlockAddress) -> Unit) {
if (world == null) return
val newTilewiseHitbox = Hitbox.fromTwoPoints(
hitbox.startX.div(TILE_SIZE).floor(),
hitbox.startY.div(TILE_SIZE).floor(),
@@ -1529,7 +1532,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
private fun forEachFeetTileNum(consumer: (Int?) -> Unit) {
if (world == null) return
val tiles = ArrayList<Int?>()
// offset 1 pixel to the down so that friction would work
@@ -1545,7 +1548,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
private fun forEachFeetTile(consumer: (BlockProp?) -> Unit) {
if (world == null) return
val tileProps = ArrayList<BlockProp?>()
// offset 1 pixel to the down so that friction would work
@@ -1649,9 +1652,9 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
internal val avAcceleration: Double
get() { if (accelMultMovement.isNaN()) println("accelMultMovement: $accelMultMovement")
return actorValue.getAsDouble(AVKey.ACCEL)!! *
(actorValue.getAsDouble(AVKey.ACCELBUFF) ?: 1.0) *
accelMultMovement *
scale.sqrt()
(actorValue.getAsDouble(AVKey.ACCELBUFF) ?: 1.0) *
accelMultMovement *
scale.sqrt()
}
internal val avSpeedCap: Double
get() = actorValue.getAsDouble(AVKey.SPEED)!! *

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@@ -4,13 +4,12 @@ import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.graphics.g2d.TextureRegion
import net.torvald.terrarum.Second
import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.gameactors.ActorWBMovable.Companion.SI_TO_GAME_ACC
import net.torvald.terrarum.worlddrawer.FeaturesDrawer.TILE_SIZE
import net.torvald.terrarum.blockproperties.Block
import net.torvald.terrarum.blockproperties.BlockCodex
import net.torvald.terrarum.floorInt
import net.torvald.terrarum.gameactors.Actor
import net.torvald.terrarum.gameactors.Hitbox
import net.torvald.terrarum.worlddrawer.FeaturesDrawer.TILE_SIZE
import org.dyn4j.geometry.Vector2
/**
@@ -61,7 +60,7 @@ open class ParticleBase(renderOrder: Actor.RenderOrder, val despawnUponCollision
// gravity, winds, etc. (external forces)
if (!isNoSubjectToGrav) {
velocity += (Terrarum.ingame!!.world).gravitation / dragCoefficient * SI_TO_GAME_ACC
velocity += (Terrarum.ingame!!.world).gravitation / dragCoefficient
}

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@@ -7,7 +7,6 @@ import net.torvald.random.HQRNG
import net.torvald.terrarum.ModMgr
import net.torvald.terrarum.Second
import net.torvald.terrarum.gameactors.Actor
import net.torvald.terrarum.gameactors.ActorWBMovable
/**
* Created by minjaesong on 2017-12-18.
@@ -24,7 +23,7 @@ class ParticleMegaRain(posX: Double, posY: Double) : ParticleBase(Actor.RenderOr
w, h
)
velocity.y = 11.5 * ActorWBMovable.SI_TO_GAME_VEL
velocity.y = 11.5
}
}