mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
new collision displacer: got one-block-ceiling-passthru bug, but otherwise tolerable
This commit is contained in:
@@ -2,10 +2,13 @@ varying vec4 v_color;
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varying vec2 v_texCoords;
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uniform sampler2D u_texture;
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void main(void) {
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vec4 color = texture2D(u_texture, v_texCoords);
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color = floor(15.0 * color + 0.5) / 15.0;
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vec4 color = texture2D(u_texture, v_texCoords).rgba;
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color.r = floor(15.0 * color.r + 0.5) / 15.0;
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color.g = floor(15.0 * color.g + 0.5) / 15.0;
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color.b = floor(15.0 * color.b + 0.5) / 15.0;
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// a: passthrough
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gl_FragColor = color;
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}
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59
assets/4096_bayer.frag
Normal file
59
assets/4096_bayer.frag
Normal file
@@ -0,0 +1,59 @@
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varying vec4 v_color;
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varying vec2 v_texCoords;
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uniform sampler2D u_texture;
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uniform mat4 Bayer;
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uniform float monitorGamma;
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vec4 gammaIn(vec4 col) {
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return pow(col, vec4(vec3(monitorGamma), 1.0));
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}
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vec4 gammaOut(vec4 col) {
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return pow(col, vec4(vec3(1.0 / monitorGamma), 1.0));
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}
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void main(void) {
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// create texture coordinates based on pixelSize //
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float pixelSize = 1.0;
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vec2 pixelSizeVec = vec2(float(pixelSize), float(pixelSize));
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vec2 discrete = (gl_FragCoord.xy + 0.001) / v_texCoords / pixelSizeVec;
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//vec2 discrete = (gl_FragCoord.xy) / v_texCoords / pixelSizeVec;
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discrete = floor(discrete * v_texCoords) / discrete;
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vec4 color = texture2D(u_texture, discrete).rgba;
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// add Bayer matrix entry to current pixel //
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vec2 entry = mod(gl_FragCoord.xy / pixelSizeVec, vec2(4, 4));
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color.r = color.r + Bayer[int(entry.x)][int(entry.y)] / 17.0 - 0.5;
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color.g = color.g + Bayer[int(entry.x)][int(entry.y)] / 17.0 - 0.5;
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color.b = color.b + Bayer[int(entry.x)][int(entry.y)] / 17.0 - 0.5;
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//color.a = color.a + Bayer[int(entry.x)][int(entry.y)] / 17.0 - 0.5;
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// find nearest 8-bit color //
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color.r = floor(15.0 * color.r + 0.5) / 15.0;
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color.g = floor(15.0 * color.g + 0.5) / 15.0;
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color.b = floor(15.0 * color.b + 0.5) / 15.0;
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//color.a = floor(15.0 * color.a + 0.5) / 15.0;
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gl_FragColor = color;
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//vec4 color = texture2D(u_texture, v_texCoords);
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//color = floor(15.0 * color + 0.5) / 15.0;
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//
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//gl_FragColor = color;
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}
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@@ -1,3 +1,7 @@
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec4 v_color;
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varying vec2 v_texCoords;
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@@ -9,6 +9,7 @@ import com.badlogic.gdx.graphics.GL20
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import com.badlogic.gdx.graphics.Texture
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import com.badlogic.gdx.graphics.glutils.ShaderProgram
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import com.badlogic.gdx.math.Matrix4
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/**
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* Created by minjaesong on 2017-07-05.
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@@ -37,6 +38,11 @@ object ColorLimiterTest : ApplicationAdapter() {
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ShaderProgram.pedantic = false
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shader4096 = ShaderProgram(Gdx.files.internal("assets/4096.vert"), Gdx.files.internal("assets/4096.frag"))
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shader4096.begin()
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//shader4096.setUniformMatrix("Bayer", Matrix4(floatArrayOf(0f,8f,2f,10f,12f,4f,14f,6f,3f,11f,1f,9f,15f,7f,13f,5f)))
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shader4096.end()
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img = Texture("assets/test_texture.tga")
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batch = SpriteBatch()
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@@ -51,7 +57,7 @@ object ColorLimiterTest : ApplicationAdapter() {
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batch.inUse {
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batch.shader = shader4096
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//batch.shader.setUniformf("iResolution", Gdx.graphics.width.toFloat(), Gdx.graphics.height.toFloat())
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//batch.shader.setUniformf("monitorGamma", 2.2f)
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batch.color = Color.WHITE
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batch.draw(img, 0f, 0f)
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@@ -47,6 +47,7 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
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private val ACTOR_UPDATE_RANGE = 4096
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lateinit var world: GameWorld
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lateinit var historicalFigureIDBucket: ArrayList<Int>
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/**
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* list of Actors that is sorted by Actors' referenceID
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@@ -76,9 +77,19 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
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val lightmapDownsample = 1f
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}
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var worldDrawFrameBuffer = FrameBuffer(Pixmap.Format.RGBA8888, TerrarumGDX.WIDTH, TerrarumGDX.HEIGHT, true)
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var lightmapFboA = FrameBuffer(Pixmap.Format.RGBA8888, TerrarumGDX.WIDTH.div(lightmapDownsample.toInt()), TerrarumGDX.HEIGHT.div(lightmapDownsample.toInt()), true)
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var lightmapFboB = FrameBuffer(Pixmap.Format.RGBA8888, TerrarumGDX.WIDTH.div(lightmapDownsample.toInt()), TerrarumGDX.HEIGHT.div(lightmapDownsample.toInt()), true)
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private val worldFBOformat = Pixmap.Format.RGBA4444 // just a future-proof for mobile
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private val lightFBOformat = Pixmap.Format.RGBA8888
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var worldDrawFrameBuffer = FrameBuffer(worldFBOformat, TerrarumGDX.WIDTH, TerrarumGDX.HEIGHT, true)
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var lightmapFboA = FrameBuffer(lightFBOformat, TerrarumGDX.WIDTH.div(lightmapDownsample.toInt()), TerrarumGDX.HEIGHT.div(lightmapDownsample.toInt()), true)
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var lightmapFboB = FrameBuffer(lightFBOformat, TerrarumGDX.WIDTH.div(lightmapDownsample.toInt()), TerrarumGDX.HEIGHT.div(lightmapDownsample.toInt()), true)
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init {
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println("worldDrawFrameBuffer.colorBufferTexture.textureData.format: ${worldDrawFrameBuffer.colorBufferTexture.textureData.format}")
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println("lightmapFboB.colorBufferTexture.textureData.format: ${lightmapFboB.colorBufferTexture.textureData.format}")
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}
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//private lateinit var shader12BitCol: Shader // grab LibGDX if you want some shader
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@@ -152,15 +163,28 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
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initViewPort(TerrarumGDX.WIDTH, TerrarumGDX.HEIGHT)
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}
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data class GameSaveData(
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val world: GameWorld,
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val historicalFigureIDBucket: ArrayList<Int>,
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val realGamePlayer: ActorHumanoid
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)
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fun enter(gameSaveData: GameSaveData) {
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world = gameSaveData.world
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historicalFigureIDBucket = gameSaveData.historicalFigureIDBucket
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playableActorDelegate = PlayableActorDelegate(gameSaveData.realGamePlayer)
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addNewActor(player!!)
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initGame()
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}
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/**
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* Create new world
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*/
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fun enter() {
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Gdx.input.inputProcessor = GameController
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initViewPort(TerrarumGDX.WIDTH, TerrarumGDX.HEIGHT)
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// load things when the game entered this "state"
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// load necessary shaders
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//shader12BitCol = Shader.makeShader("./assets/4096.vert", "./assets/4096.frag")
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@@ -176,6 +200,9 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
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WorldGenerator.generateMap()
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historicalFigureIDBucket = ArrayList<Int>()
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RoguelikeRandomiser.seed = HQRNG().nextLong()
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@@ -190,6 +217,17 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
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initGame()
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}
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fun initGame() {
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Gdx.input.inputProcessor = GameController
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initViewPort(TerrarumGDX.WIDTH, TerrarumGDX.HEIGHT)
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// init console window
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consoleHandler = UIHandler(ConsoleWindow())
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consoleHandler.setPosition(0, 0)
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@@ -391,7 +429,7 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
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///////////////////
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// blur lightmap //
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///////////////////
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val blurIterations = 3 // ideally, 4 * radius; must be even/odd number -- odd/even number will flip the image
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val blurIterations = 5 // ideally, 4 * radius; must be even/odd number -- odd/even number will flip the image
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val blurRadius = 4f / lightmapDownsample // (3, 4f); using low numbers for pixel-y aesthetics
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@@ -401,7 +439,7 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
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}
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lightmapFboA.inAction(null, null) {
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lightmapFboB.inAction(null, null) {
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Gdx.gl.glClearColor(0f, 0f, 0f, 0f)
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Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
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}
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@@ -423,7 +461,11 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
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blurReadBuffer.inAction(camera, batch) {
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batch.inUse {
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// using custom code for camera; this is obscure and tricky
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camera.position.set((WorldCamera.gdxCamX / lightmapDownsample).round(), (WorldCamera.gdxCamY / lightmapDownsample).round(), 0f) // make camara work
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camera.position.set(
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(WorldCamera.gdxCamX / lightmapDownsample).round(),
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(WorldCamera.gdxCamY / lightmapDownsample).round(),
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0f
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) // make camara work
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camera.update()
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batch.projectionMatrix = camera.combined
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@@ -445,7 +487,8 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
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batch.shader = TerrarumGDX.shaderBlur
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batch.shader.setUniformf("iResolution", blurWriteBuffer.width.toFloat(), blurWriteBuffer.height.toFloat())
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batch.shader.setUniformf("iResolution",
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blurWriteBuffer.width.toFloat(), blurWriteBuffer.height.toFloat())
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batch.shader.setUniformf("flip", 1f)
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if (i % 2 == 0)
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batch.shader.setUniformf("direction", blurRadius, 0f)
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@@ -480,7 +523,6 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
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batch.inUse {
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batch.shader = null
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// using custom code for camera; this is obscure and tricky
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camera.position.set(WorldCamera.gdxCamX, WorldCamera.gdxCamY, 0f) // make camara work
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camera.update()
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@@ -519,16 +561,26 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
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// mix lighpmap canvas to this canvas
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if (!KeyToggler.isOn(Input.Keys.F6)) { // F6 to disable lightmap draw
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setCameraPosition(0f, 0f)
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batch.shader = null
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val lightTex = blurWriteBuffer.colorBufferTexture // TODO zoom!
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lightTex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
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if (KeyToggler.isOn(KEY_LIGHTMAP_RENDER)) blendNormal()
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else blendMul()
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batch.color = Color.WHITE
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batch.draw(lightTex, 0f, 0f, lightTex.width * lightmapDownsample, lightTex.height * lightmapDownsample)
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batch.draw(lightTex,
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0f, 0f,
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lightTex.width * lightmapDownsample, lightTex.height * lightmapDownsample
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)
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}
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batch.shader = null
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// move camera back to its former position
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// using custom code for camera; this is obscure and tricky
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camera.position.set(WorldCamera.gdxCamX, WorldCamera.gdxCamY, 0f) // make camara work
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@@ -567,9 +619,11 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
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/////////////////////////////////
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// draw framebuffers to screen //
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/////////////////////////////////
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WeatherMixer.render(batch)
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batch.flush()
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batch.shader = null
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batch.color = Color.WHITE
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val worldTex = worldDrawFrameBuffer.colorBufferTexture // TODO zoom!
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worldTex.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest)
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@@ -577,6 +631,8 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
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batch.shader = null
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batch.color = Color.RED
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batch.fillRect(0f, 0f, 16f, 16f)
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@@ -640,7 +696,7 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
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/////////////////////////////
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// draw some overlays (UI) //
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/////////////////////////////
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uiContainer.forEach { if (it != consoleHandler) it.render(batch) } // FIXME draws black of grey coloured box on top right
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uiContainer.forEach { if (it != consoleHandler) it.render(batch) }
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debugWindow.render(batch)
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// make sure console draws on top of other UIs
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@@ -842,7 +898,9 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
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// TODO prevent possessing other player on multiplayer
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if (!theGameHasActor(refid)) {
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throw IllegalArgumentException("No such actor in the game: $refid (elemsActive: ${actorContainer.size}, elemsInactive: ${actorContainerInactive.size})")
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throw IllegalArgumentException(
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"No such actor in the game: $refid (elemsActive: ${actorContainer.size}, " +
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"elemsInactive: ${actorContainerInactive.size})")
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}
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// take care of old delegate
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@@ -975,8 +1033,10 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
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/** whether the actor is within screen */
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private fun ActorWithBody.inScreen() =
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distToCameraSqr(this) <=
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(TerrarumGDX.WIDTH.plus(this.hitbox.width.div(2)).times(1 / TerrarumGDX.ingame!!.screenZoom).sqr() +
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TerrarumGDX.HEIGHT.plus(this.hitbox.height.div(2)).times(1 / TerrarumGDX.ingame!!.screenZoom).sqr())
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(TerrarumGDX.WIDTH.plus(this.hitbox.width.div(2)).
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times(1 / TerrarumGDX.ingame!!.screenZoom).sqr() +
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TerrarumGDX.HEIGHT.plus(this.hitbox.height.div(2)).
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times(1 / TerrarumGDX.ingame!!.screenZoom).sqr())
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/** whether the actor is within update range */
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@@ -1111,7 +1171,9 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
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fun addUI(ui: UIHandler) {
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// check for exact duplicates
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if (uiContainer.contains(ui)) {
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throw IllegalArgumentException("Exact copy of the UI already exists: The instance of ${ui.UI.javaClass.simpleName}")
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throw IllegalArgumentException(
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"Exact copy of the UI already exists: The instance of ${ui.UI.javaClass.simpleName}"
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)
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}
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uiContainer.add(ui)
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@@ -1126,7 +1188,11 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
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index = actorContainerInactive.binarySearch(ID)
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if (index < 0) {
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JOptionPane.showMessageDialog(null, "Actor with ID $ID does not exist.", null, JOptionPane.ERROR_MESSAGE)
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JOptionPane.showMessageDialog(
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null,
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"Actor with ID $ID does not exist.",
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null, JOptionPane.ERROR_MESSAGE
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)
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throw IllegalArgumentException("Actor with ID $ID does not exist.")
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}
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else
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@@ -1203,11 +1269,11 @@ class StateInGameGDX(val batch: SpriteBatch) : Screen {
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||||
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override fun resize(width: Int, height: Int) {
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worldDrawFrameBuffer.dispose()
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worldDrawFrameBuffer = FrameBuffer(Pixmap.Format.RGBA8888, width, height, true)
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worldDrawFrameBuffer = FrameBuffer(worldFBOformat, width, height, true)
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lightmapFboA.dispose()
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lightmapFboA = FrameBuffer(Pixmap.Format.RGBA8888, width.div(lightmapDownsample.toInt()), height.div(lightmapDownsample.toInt()), true)
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lightmapFboA = FrameBuffer(lightFBOformat, width.div(lightmapDownsample.toInt()), height.div(lightmapDownsample.toInt()), true)
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||||
lightmapFboB.dispose()
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lightmapFboB = FrameBuffer(Pixmap.Format.RGBA8888, width.div(lightmapDownsample.toInt()), height.div(lightmapDownsample.toInt()), true)
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||||
lightmapFboB = FrameBuffer(lightFBOformat, width.div(lightmapDownsample.toInt()), height.div(lightmapDownsample.toInt()), true)
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||||
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||||
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||||
// Set up viewport when window is resized
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||||
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||||
@@ -14,6 +14,7 @@ import com.badlogic.gdx.graphics.g2d.SpriteBatch
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||||
import com.badlogic.gdx.graphics.glutils.FrameBuffer
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||||
import com.badlogic.gdx.graphics.glutils.ShaderProgram
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||||
import com.badlogic.gdx.graphics.glutils.ShapeRenderer
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||||
import com.badlogic.gdx.math.Matrix4
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||||
import com.google.gson.JsonArray
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||||
import com.google.gson.JsonPrimitive
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||||
import com.jme3.math.FastMath
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@@ -50,7 +51,6 @@ fun main(args: Array<String>) {
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||||
config.height = 742
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||||
config.backgroundFPS = 9999
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||||
config.foregroundFPS = 9999
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||||
//config.useGL30 = true
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||||
config.title = GAME_NAME
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||||
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||||
LwjglApplication(TerrarumGDX, config)
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||||
@@ -242,6 +242,8 @@ object TerrarumGDX : ApplicationAdapter() {
|
||||
|
||||
|
||||
lateinit var shaderBlur: ShaderProgram
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||||
lateinit var shader4096: ShaderProgram
|
||||
lateinit var shader4096Bayer: ShaderProgram
|
||||
|
||||
|
||||
init {
|
||||
@@ -301,6 +303,14 @@ object TerrarumGDX : ApplicationAdapter() {
|
||||
|
||||
ShaderProgram.pedantic = false
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||||
shaderBlur = ShaderProgram(Gdx.files.internal("assets/blur.vert"), Gdx.files.internal("assets/blur.frag"))
|
||||
shader4096 = ShaderProgram(Gdx.files.internal("assets/4096.vert"), Gdx.files.internal("assets/4096.frag"))
|
||||
shader4096Bayer = ShaderProgram(Gdx.files.internal("assets/4096.vert"), Gdx.files.internal("assets/4096_bayer.frag"))
|
||||
|
||||
shader4096Bayer.begin()
|
||||
shader4096Bayer.setUniformMatrix("Bayer", Matrix4(floatArrayOf(0f,8f,2f,10f,12f,4f,14f,6f,3f,11f,1f,9f,15f,7f,13f,5f)))
|
||||
shader4096Bayer.setUniformf("monitorGamma", 2.2f)
|
||||
shader4096Bayer.end()
|
||||
|
||||
|
||||
ModMgr // invoke Module Manager, will also invoke BlockCodex
|
||||
ItemCodex // invoke Item Codex
|
||||
|
||||
@@ -196,15 +196,6 @@ object TestTestMain : ApplicationAdapter() {
|
||||
ShaderProgram.pedantic = false
|
||||
blurShader = ShaderProgram(Gdx.files.internal("assets/blur.vert"), Gdx.files.internal("assets/blur.frag"))
|
||||
|
||||
// culprit #4
|
||||
blurShader.begin()
|
||||
blurShader.setUniformf("dir", 0f, 0f); //direction of blur; nil for now
|
||||
blurShader.setUniformf("resolution", maxOf(TerrarumGDX.WIDTH.toFloat(), TerrarumGDX.HEIGHT.toFloat())) //size of FBO texture
|
||||
blurShader.setUniformf("radius", 9f) //radius of blur
|
||||
blurShader.end()
|
||||
|
||||
Gdx.graphics.isContinuousRendering = true // culprit #3
|
||||
|
||||
|
||||
batch = SpriteBatch()
|
||||
|
||||
|
||||
@@ -61,7 +61,7 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
|
||||
*/
|
||||
override val hitbox = Hitbox(0.0, 0.0, 0.0, 0.0) // Hitbox is implemented using Double;
|
||||
|
||||
inline val tilewiseHitbox: Hitbox
|
||||
val tilewiseHitbox: Hitbox
|
||||
get() = Hitbox.fromTwoPoints(
|
||||
hitbox.startX.div(TILE_SIZE).floor(),
|
||||
hitbox.startY.div(TILE_SIZE).floor(),
|
||||
@@ -104,7 +104,7 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
|
||||
}
|
||||
@Transient val MASS_LOWEST = 0.1 // Kilograms
|
||||
/** Apparent mass. Use "avBaseMass" for base mass */
|
||||
inline val mass: Double
|
||||
val mass: Double
|
||||
get() = actorValue.getAsDouble(AVKey.BASEMASS) ?: MASS_DEFAULT * Math.pow(scale, 3.0)
|
||||
/*set(value) { // use "var avBaseMass: Double"
|
||||
if (value <= 0)
|
||||
@@ -185,7 +185,7 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
|
||||
@Transient private val gravitation: Vector2 = world.gravitation
|
||||
@Transient val DRAG_COEFF_DEFAULT = 1.2
|
||||
/** Drag coefficient. Parachutes have much higher value than bare body (1.2) */
|
||||
inline var dragCoefficient: Double
|
||||
var dragCoefficient: Double
|
||||
get() = actorValue.getAsDouble(AVKey.DRAGCOEFF) ?: DRAG_COEFF_DEFAULT
|
||||
set(value) {
|
||||
if (value < 0)
|
||||
@@ -541,7 +541,7 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
|
||||
|
||||
fun debug1(wut: Any?) {
|
||||
// vvvvv set it true to make debug print work
|
||||
if (false) println(wut)
|
||||
if (true) println(wut)
|
||||
}
|
||||
fun debug2(wut: Any?) {
|
||||
// vvvvv set it true to make debug print work
|
||||
@@ -622,10 +622,10 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
|
||||
val newHitbox = hitbox.reassign(sixteenStep[collidingStep])
|
||||
|
||||
var selfCollisionStatus = 0
|
||||
if (isWalled(newHitbox, COLLIDING_LEFT)) selfCollisionStatus += COLL_LEFTSIDE
|
||||
if (isWalled(newHitbox, COLLIDING_RIGHT)) selfCollisionStatus += COLL_RIGHTSIDE
|
||||
if (isWalled(newHitbox, COLLIDING_TOP)) selfCollisionStatus += COLL_TOPSIDE
|
||||
if (isWalled(newHitbox, COLLIDING_BOTTOM)) selfCollisionStatus += COLL_BOTTOMSIDE
|
||||
if (isWalled(newHitbox, COLLIDING_LEFT)) selfCollisionStatus += COLL_LEFTSIDE // 1
|
||||
if (isWalled(newHitbox, COLLIDING_RIGHT)) selfCollisionStatus += COLL_RIGHTSIDE // 4
|
||||
if (isWalled(newHitbox, COLLIDING_TOP)) selfCollisionStatus += COLL_TOPSIDE // 8
|
||||
if (isWalled(newHitbox, COLLIDING_BOTTOM)) selfCollisionStatus += COLL_BOTTOMSIDE // 2
|
||||
|
||||
// fixme UP and RIGHT && LEFT and DOWN bug
|
||||
|
||||
@@ -645,34 +645,81 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
|
||||
4, 14 -> { newHitbox.translatePosX( - newHitbox.endX.modTileDelta()) ; bounceX = true }
|
||||
8, 13 -> { newHitbox.translatePosY(TILE_SIZE - newHitbox.startY.modTileDelta()); bounceY = true }
|
||||
2, 7 -> { newHitbox.translatePosY( - newHitbox.endY.modTileDelta()) ; bounceY = true }
|
||||
// two-side collision
|
||||
3 -> {
|
||||
debug1("translateX: ${(TILE_SIZE - newHitbox.startX.modTileDelta()).rem(TILE_SIZE)}")
|
||||
newHitbox.translatePosX((TILE_SIZE - newHitbox.startX.modTileDelta()).rem(TILE_SIZE))
|
||||
newHitbox.translatePosY( - newHitbox.endY.modTileDelta())
|
||||
bounceX = true; bounceY = true
|
||||
}
|
||||
6 -> {
|
||||
debug1("translateX: ${( - newHitbox.endX.modTileDelta())}")
|
||||
newHitbox.translatePosX( - newHitbox.endX.modTileDelta())
|
||||
newHitbox.translatePosY( - newHitbox.endY.modTileDelta())
|
||||
bounceX = true; bounceY = true
|
||||
}
|
||||
9 -> {
|
||||
newHitbox.translatePosX(TILE_SIZE - newHitbox.startX.modTileDelta())
|
||||
newHitbox.translatePosY(TILE_SIZE - newHitbox.startY.modTileDelta())
|
||||
bounceX = true; bounceY = true
|
||||
}
|
||||
12 -> {
|
||||
debug1("translateY: ${(TILE_SIZE - newHitbox.startY.modTileDelta()).rem(TILE_SIZE)}")
|
||||
newHitbox.translatePosX( - newHitbox.endX.modTileDelta())
|
||||
newHitbox.translatePosY((TILE_SIZE - newHitbox.startY.modTileDelta()).rem(TILE_SIZE))
|
||||
bounceX = true; bounceY = true
|
||||
}
|
||||
}
|
||||
|
||||
// two-side collision
|
||||
if (selfCollisionStatus in listOf(3,6,9,12)) {
|
||||
debug1("twoside collision $selfCollisionStatus")
|
||||
|
||||
// !! this code is based on Dyn4j Vector's coord system; V(1,0) -> 0, V(0,1) -> pi, V(0,-1) -> -pi !! //
|
||||
|
||||
// we can use selfCollisionStatus to tell which of those four side we care
|
||||
|
||||
// points to the EDGE of the tile in world dimension (don't use this directly to get tilewise coord!!)
|
||||
val offendingTileWorldX = if (selfCollisionStatus in listOf(6, 12))
|
||||
newHitbox.endX.div(TILE_SIZE).floor() * TILE_SIZE
|
||||
else
|
||||
newHitbox.startX.div(TILE_SIZE).ceil() * TILE_SIZE
|
||||
|
||||
// points to the EDGE of the tile in world dimension (don't use this directly to get tilewise coord!!)
|
||||
val offendingTileWorldY = if (selfCollisionStatus in listOf(3, 6))
|
||||
newHitbox.endY.div(TILE_SIZE).floor() * TILE_SIZE
|
||||
else
|
||||
newHitbox.startY.div(TILE_SIZE).ceil() * TILE_SIZE
|
||||
|
||||
val offendingHitboxPointX = if (selfCollisionStatus in listOf(6, 12))
|
||||
newHitbox.endX
|
||||
else
|
||||
newHitbox.startX
|
||||
|
||||
val offendingHitboxPointY = if (selfCollisionStatus in listOf(3, 6))
|
||||
newHitbox.endY
|
||||
else
|
||||
newHitbox.startY
|
||||
|
||||
val angleOfIncidence = vectorSum.direction.toPositiveRad()
|
||||
val angleThreshold = (Vector2(offendingHitboxPointX, offendingHitboxPointY) -
|
||||
Vector2(offendingTileWorldX, offendingTileWorldY)).direction.toPositiveRad()
|
||||
|
||||
|
||||
val displacementAbs = Vector2(
|
||||
(offendingTileWorldX - offendingHitboxPointX).abs(),
|
||||
(offendingTileWorldY - offendingHitboxPointY).abs()
|
||||
)
|
||||
|
||||
|
||||
// conditions should be four? for 4 corners?
|
||||
// or mathe works regardless?
|
||||
// (need to account for I < TH; I > TH; I == TH)
|
||||
|
||||
val displacementUnitVector =
|
||||
if (angleOfIncidence == angleThreshold)
|
||||
-vectorSum
|
||||
else {
|
||||
when (selfCollisionStatus) {
|
||||
3 -> if (angleOfIncidence > angleThreshold) Vector2(1.0, 0.0) else Vector2(0.0, -1.0)
|
||||
6 -> if (angleOfIncidence > angleThreshold) Vector2(0.0, -1.0) else Vector2(-1.0, 0.0)
|
||||
9 -> if (angleOfIncidence > angleThreshold) Vector2(0.0, 1.0) else Vector2(1.0, 0.0)
|
||||
12 -> if (angleOfIncidence > angleThreshold) Vector2(-1.0, 0.0) else Vector2(0.0, 1.0)
|
||||
else -> throw InternalError("Blame hardware or universe")
|
||||
}
|
||||
}
|
||||
|
||||
val finalDisplacement =
|
||||
if (angleOfIncidence == angleThreshold)
|
||||
displacementUnitVector
|
||||
else
|
||||
Vector2(
|
||||
displacementAbs.x * displacementUnitVector.x,
|
||||
displacementAbs.y * displacementUnitVector.y
|
||||
)
|
||||
|
||||
newHitbox.translate(finalDisplacement)
|
||||
|
||||
|
||||
bounceX = angleOfIncidence == angleThreshold || displacementUnitVector.x != 0.0
|
||||
bounceY = angleOfIncidence == angleThreshold || displacementUnitVector.y != 0.0
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -712,113 +759,6 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
|
||||
|
||||
return
|
||||
|
||||
/*val BLOCK_LEFTSIDE = 1
|
||||
val BLOCK_BOTTOMSIDE = 2
|
||||
val BLOCK_RIGHTSIDE = 4
|
||||
val BLOCK_TOPSIDE = 8
|
||||
fun getBlockCondition(hitbox: Hitbox, blockAddress: BlockAddress): Int {
|
||||
val blockX = (blockAddress % world.width) * TILE_SIZE
|
||||
val blockY = (blockAddress / world.width) * TILE_SIZE
|
||||
var ret = 0
|
||||
|
||||
// test leftside
|
||||
if (hitbox.startX >= blockX && hitbox.startX < blockX + TILE_SIZE) { // TEST ME: <= or <
|
||||
ret += BLOCK_LEFTSIDE
|
||||
}
|
||||
// test bottomside
|
||||
if (hitbox.endY >= blockY && hitbox.endY < blockY + TILE_SIZE) {
|
||||
ret += BLOCK_BOTTOMSIDE
|
||||
}
|
||||
// test rightside
|
||||
if (hitbox.endX >= blockX && hitbox.endX < blockX + TILE_SIZE) {
|
||||
ret += BLOCK_RIGHTSIDE
|
||||
}
|
||||
// test topside
|
||||
if (hitbox.startY >= blockY && hitbox.startY < blockY + TILE_SIZE) {
|
||||
ret += BLOCK_TOPSIDE
|
||||
}
|
||||
|
||||
// cancel two superpositions (change 0b-numbers if you've changed side indices!)
|
||||
//if (ret and 0b1010 == 0b1010) ret = ret and 0b0101
|
||||
//if (ret and 0b0101 == 0b0101) ret = ret and 0b1010
|
||||
|
||||
return ret
|
||||
}
|
||||
infix fun Int.hasSide(side: Int) = this and side != 0
|
||||
|
||||
|
||||
|
||||
var bounceX = false
|
||||
var bounceY = false
|
||||
// collision NOT detected
|
||||
if (collidingStep == null) {
|
||||
hitbox.translate(vectorSum)
|
||||
// grounded = false
|
||||
}
|
||||
// collision detected
|
||||
else {
|
||||
//debug1("Collision detected")
|
||||
|
||||
val newHitbox = hitbox.clone() // this line is wrong (must be hitbox.reassign(sixteenStep[collidingStep])) HOWEVER the following method is also wrong; think about the case where I am placed exactly in between two tiles)
|
||||
// see if four sides of hitbox CROSSES the tile
|
||||
// that information should be able to tell where the hitbox be pushed
|
||||
// blocks can have up to 4 status at once
|
||||
affectingTiles.forEach { blockAddr ->
|
||||
val blockCollStatus = getBlockCondition(newHitbox, blockAddr)
|
||||
|
||||
if (blockCollStatus != 0) debug4("--> blockCollStat: $blockCollStatus")
|
||||
|
||||
// displacements (no ELSE IFs!) superpositions are filtered in getBlockCondition()
|
||||
if (blockCollStatus hasSide BLOCK_LEFTSIDE) {
|
||||
val displacement = TILE_SIZE - newHitbox.startX.modTileDelta()
|
||||
newHitbox.translatePosX(displacement)
|
||||
bounceX = true
|
||||
|
||||
debug4("--> leftside")
|
||||
}
|
||||
if (blockCollStatus hasSide BLOCK_RIGHTSIDE) {
|
||||
val displacement = newHitbox.endX.modTileDelta()
|
||||
newHitbox.translatePosX(displacement)
|
||||
bounceX = true
|
||||
|
||||
debug4("--> rightside")
|
||||
}
|
||||
if (blockCollStatus hasSide BLOCK_TOPSIDE) {
|
||||
val displacement = TILE_SIZE - newHitbox.startY.modTileDelta()
|
||||
newHitbox.translatePosY(displacement)
|
||||
bounceY = true
|
||||
|
||||
debug4("--> topside")
|
||||
}
|
||||
if (blockCollStatus hasSide BLOCK_BOTTOMSIDE) {
|
||||
val displacement = newHitbox.endY.modTileDelta()
|
||||
newHitbox.translatePosY(displacement)
|
||||
bounceY = true
|
||||
|
||||
debug4("--> bottomside")
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
hitbox.reassign(newHitbox)
|
||||
|
||||
|
||||
// bounce X/Y
|
||||
if (bounceX) {
|
||||
externalForce.x *= elasticity
|
||||
controllerMoveDelta?.let { controllerMoveDelta!!.x *= elasticity }
|
||||
}
|
||||
if (bounceY) {
|
||||
externalForce.y *= elasticity
|
||||
controllerMoveDelta?.let { controllerMoveDelta!!.y *= elasticity }
|
||||
}
|
||||
|
||||
|
||||
// grounded = true
|
||||
|
||||
}// end of collision not detected*/
|
||||
|
||||
|
||||
|
||||
|
||||
// if collision not detected, just don't care; it's not your job to apply moveDelta
|
||||
@@ -1458,35 +1398,44 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
|
||||
/**
|
||||
* Apparent strength. 1 000 is default value
|
||||
*/
|
||||
internal inline val avStrength: Double
|
||||
internal val avStrength: Double
|
||||
get() = (actorValue.getAsDouble(AVKey.STRENGTH) ?: 1000.0) *
|
||||
(actorValue.getAsDouble(AVKey.STRENGTHBUFF) ?: 1.0) * scale
|
||||
internal inline var avBaseStrength: Double?
|
||||
internal var avBaseStrength: Double?
|
||||
get() = actorValue.getAsDouble(AVKey.STRENGTH)
|
||||
set(value) {
|
||||
actorValue[AVKey.STRENGTH] = value!!
|
||||
}
|
||||
internal inline var avBaseMass: Double
|
||||
get() = actorValue.getAsDouble(AVKey.BASEMASS) ?: MASS_DEFAULT
|
||||
internal var avBaseMass: Double
|
||||
inline get() = actorValue.getAsDouble(AVKey.BASEMASS) ?: MASS_DEFAULT
|
||||
set(value) {
|
||||
if (value <= 0 || value.isNaN() || value.isInfinite())
|
||||
throw IllegalArgumentException("Tried to set base mass to invalid value ($value)")
|
||||
actorValue[AVKey.BASEMASS] = value
|
||||
}
|
||||
internal inline val avAcceleration: Double
|
||||
internal val avAcceleration: Double
|
||||
get() = actorValue.getAsDouble(AVKey.ACCEL)!! *
|
||||
actorValue.getAsDouble(AVKey.ACCELBUFF)!! *
|
||||
accelMultMovement *
|
||||
scale.sqrt()
|
||||
internal inline val avSpeedCap: Double
|
||||
internal val avSpeedCap: Double
|
||||
get() = actorValue.getAsDouble(AVKey.SPEED)!! *
|
||||
actorValue.getAsDouble(AVKey.SPEEDBUFF)!! *
|
||||
speedMultByTile *
|
||||
scale.sqrt()
|
||||
|
||||
private fun Double.toPositiveRad() = // rad(0..2pi, -2pi..0) -> rad(0..4pi)
|
||||
if (this >= -2 * Math.PI && this < 0.0)
|
||||
4 * Math.PI - this
|
||||
else
|
||||
this
|
||||
}
|
||||
|
||||
inline fun Int.sqr(): Int = this * this
|
||||
inline fun Double.floorInt() = Math.floor(this).toInt()
|
||||
inline fun Float.floorInt() = FastMath.floor(this)
|
||||
inline fun Float.floor() = FastMath.floor(this).toFloat()
|
||||
inline fun Double.ceilInt() = Math.ceil(this).toInt()
|
||||
inline fun Float.ceilInt() = FastMath.ceil(this)
|
||||
inline fun Double.round() = Math.round(this).toDouble()
|
||||
inline fun Double.floor() = Math.floor(this)
|
||||
@@ -1498,12 +1447,12 @@ inline fun Double.sqr() = this * this
|
||||
inline fun Double.sqrt() = Math.sqrt(this)
|
||||
inline fun Float.sqrt() = FastMath.sqrt(this)
|
||||
inline fun Int.abs() = if (this < 0) -this else this
|
||||
inline fun Double.bipolarClamp(limit: Double) =
|
||||
fun Double.bipolarClamp(limit: Double) =
|
||||
if (this > 0 && this > limit) limit
|
||||
else if (this < 0 && this < -limit) -limit
|
||||
else this
|
||||
|
||||
inline fun absMax(left: Double, right: Double): Double {
|
||||
fun absMax(left: Double, right: Double): Double {
|
||||
if (left > 0 && right > 0)
|
||||
if (left > right) return left
|
||||
else return right
|
||||
@@ -1518,8 +1467,8 @@ inline fun absMax(left: Double, right: Double): Double {
|
||||
}
|
||||
}
|
||||
|
||||
inline fun Double.magnSqr() = if (this >= 0.0) this.sqr() else -this.sqr()
|
||||
inline fun Double.sign() = if (this > 0.0) 1.0 else if (this < 0.0) -1.0 else 0.0
|
||||
fun Double.magnSqr() = if (this >= 0.0) this.sqr() else -this.sqr()
|
||||
fun Double.sign() = if (this > 0.0) 1.0 else if (this < 0.0) -1.0 else 0.0
|
||||
|
||||
fun interpolateLinear(scale: Double, startValue: Double, endValue: Double): Double {
|
||||
if (startValue == endValue) {
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
package net.torvald.terrarum.gameactors
|
||||
|
||||
import net.torvald.random.HQRNG
|
||||
import net.torvald.terrarum.TerrarumGDX
|
||||
import net.torvald.terrarum.gameworld.WorldTime
|
||||
|
||||
typealias AnyPlayer = HistoricalFigure
|
||||
@@ -18,6 +20,25 @@ open class HistoricalFigure(
|
||||
realAirFriction: Boolean = false
|
||||
) : ActorWithPhysics(Actor.RenderOrder.MIDDLE, realAirFriction) {
|
||||
|
||||
val historicalFigureIdentifier: Int = generateHistoricalFigureIdentifier()
|
||||
|
||||
private fun generateHistoricalFigureIdentifier(): Int {
|
||||
fun hasCollision(value: Int) =
|
||||
try {
|
||||
TerrarumGDX.ingame!!.historicalFigureIDBucket.contains(value)
|
||||
}
|
||||
catch (gameNotInitialisedException: KotlinNullPointerException) {
|
||||
false
|
||||
}
|
||||
|
||||
var ret: Int
|
||||
do {
|
||||
ret = HQRNG().nextInt() // set new ID
|
||||
} while (hasCollision(ret)) // check for collision
|
||||
return ret
|
||||
}
|
||||
|
||||
|
||||
init {
|
||||
this.actorValue["_bornyear"] = born.year
|
||||
this.actorValue["_borndays"] = born.yearlyDay
|
||||
|
||||
Reference in New Issue
Block a user