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 package net.torvald.terrarum.gameactors
import com.badlogic.gdx.Gdx
import com.badlogic.gdx.Input import com.badlogic.gdx.Input
import com.badlogic.gdx.graphics.Color import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.g2d.SpriteBatch import com.badlogic.gdx.graphics.g2d.SpriteBatch
import net.torvald.spriteanimation.SpriteAnimation import net.torvald.spriteanimation.SpriteAnimation
import net.torvald.terrarum.* import net.torvald.terrarum.*
import net.torvald.terrarum.AppLoader.printdbg 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.Block
import net.torvald.terrarum.blockproperties.BlockCodex import net.torvald.terrarum.blockproperties.BlockCodex
import net.torvald.terrarum.blockproperties.BlockProp import net.torvald.terrarum.blockproperties.BlockProp
@@ -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! * Elevators/Movingwalks/etc.: edit hitbox manually!
* *
* Velocity vector for newtonian sim. * Velocity vector for newtonian sim.
@@ -354,7 +358,6 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
override fun update(delta: Float) { override fun update(delta: Float) {
if (isUpdate && !flagDespawn) { if (isUpdate && !flagDespawn) {
val ddelta = Gdx.graphics.deltaTime.toDouble()
if (!assertPrinted) assertInit() if (!assertPrinted) assertInit()
if (sprite != null) sprite!!.update(delta) 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 * This body is NON-STATIC and the other body is STATIC
*/ */
if (!isNoCollideWorld) { if (!isNoCollideWorld) {
displaceHitbox(ddelta) displaceHitbox()
} }
else { else {
hitbox.translate(externalForce) hitbox.translate(externalForce)
@@ -562,7 +565,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
} }
}*/ }*/
private fun displaceHitbox(delta: Double) { private fun displaceHitbox() {
// // HOW IT SHOULD WORK // // // // HOW IT SHOULD WORK // //
// //////////////////////// // ////////////////////////
// combineVeloToMoveDelta now // combineVeloToMoveDelta now
@@ -628,7 +631,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
fun Double.modTileDelta() = this - this.modTile() 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 val ccdSteps = minOf(16, (vectorSum.magnitudeSquared / TILE_SIZE.sqr()).floorInt() + 1) // adaptive
@@ -1327,7 +1330,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
override fun drawGlow(batch: SpriteBatch) { override fun drawGlow(batch: SpriteBatch) {
if (isVisible && spriteGlow != null) { if (isVisible && spriteGlow != null) {
blendNormal() blendNormal(batch)
drawSpriteInGoodPosition(spriteGlow!!, batch) drawSpriteInGoodPosition(spriteGlow!!, batch)
} }
} }
@@ -1335,7 +1338,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
override fun drawBody(batch: SpriteBatch) { override fun drawBody(batch: SpriteBatch) {
if (isVisible && sprite != null) { if (isVisible && sprite != null) {
if (!KeyToggler.isOn(Input.Keys.F12)) { if (!KeyToggler.isOn(Input.Keys.F12)) {
BlendMode.resolve(drawMode) BlendMode.resolve(drawMode, batch)
drawSpriteInGoodPosition(sprite!!, batch) drawSpriteInGoodPosition(sprite!!, batch)
} }
else { else {

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

View File

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