mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
phys is broken again -- at least I'm re-doing the code
This commit is contained in:
@@ -738,7 +738,6 @@ fun absMax(left: Double, right: Double): Double {
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}
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}
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fun Double.magnSqr() = if (this >= 0.0) this.sqr() else -this.sqr()
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fun Double.sign() = if (this > 0.0) 1.0 else if (this < 0.0) -1.0 else 0.0
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fun interpolateLinear(scale: Double, startValue: Double, endValue: Double): Double {
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if (startValue == endValue) {
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@@ -94,13 +94,15 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
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true
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)
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private val nullVec = Vector2(0.0, 0.0)
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/**
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* TODO Pixels per 1/60 seconds.
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*
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* When the engine resolves this value, the framerate must be accounted for. E.g.:
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* 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.
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* v_resolved = v * (60/FPS) or, v * (60 * delta_t)
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* (Use this code verbatim: '(Terrarum.PHYS_REF_FPS * delta)')
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* (Use this code verbatim: '(Terrarum.PHYS_REF_FPS * delta)', for easy grep later)
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*
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*
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* Elevators/Movingwalks/etc.: edit hitbox manually!
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@@ -110,14 +112,17 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
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* veloY += 3.0
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* +3.0 is acceleration. You __accumulate__ acceleration to the velocity.
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*/
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internal val externalForce = Vector2(0.0, 0.0)
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internal val externalV = Vector2(0.0, 0.0)
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@Transient private val VELO_HARD_LIMIT = 100.0
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/**
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* for "Controllable" actors
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*/
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var controllerMoveDelta: Vector2? = if (this is Controllable) Vector2() else null
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var controllerMoveV: Vector2? = if (this is Controllable) Vector2() else null
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// not sure we need this...
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//var jumpable = true // this is kind of like "semaphore"
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@@ -218,7 +223,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
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* meter to pixel : 24/FPS
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*/
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private val gravitation: Vector2
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get() = world?.gravitation ?: Vector2(0.0, 9.8)
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get() = world?.gravitation ?: Vector2(0.0, 0.36)
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@Transient val DRAG_COEFF_DEFAULT = 1.2
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/** Drag coefficient. Parachutes have much higher value than bare body (1.2) */
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var dragCoefficient: Double
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@@ -348,7 +353,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
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* @param acc : Acceleration in Vector2
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*/
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fun applyForce(acc: Vector2) {
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externalForce += acc * speedMultByTile
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externalV += acc * speedMultByTile
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}
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private val bounceDampenVelThreshold = 0.5
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@@ -381,7 +386,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
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////////////////////////////////////////////////////////////////
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// Codes that modifies velocity (moveDelta and externalForce) //
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// Codes that modifies velocity (moveDelta and externalV) //
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////////////////////////////////////////////////////////////////
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// --> Apply more forces <-- //
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@@ -396,8 +401,8 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
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}
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// hard limit velocity
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externalForce.x = externalForce.x.bipolarClamp(VELO_HARD_LIMIT) // displaceHitbox SHOULD use moveDelta
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externalForce.y = externalForce.y.bipolarClamp(VELO_HARD_LIMIT)
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externalV.x = externalV.x.bipolarClamp(VELO_HARD_LIMIT) // displaceHitbox SHOULD use moveDelta
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externalV.y = externalV.y.bipolarClamp(VELO_HARD_LIMIT)
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if (!isChronostasis) {
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///////////////////////////////////////////////////
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@@ -413,7 +418,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
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displaceHitbox(delta)
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}
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else {
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val vecSum = externalForce + (controllerMoveDelta ?: Vector2(0.0, 0.0))
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val vecSum = externalV + (controllerMoveV ?: Vector2(0.0, 0.0))
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hitbox.translate(vecSum * (Terrarum.PHYS_REF_FPS * delta))
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}
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@@ -428,7 +433,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
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// TODO less friction for non-animating objects (make items glide far more on ice)
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// FIXME asymmetry on friction
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setHorizontalFriction(delta) // friction SHOULD use and alter externalForce
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setHorizontalFriction(delta) // friction SHOULD use and alter externalV
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//if (isNoClip) { // TODO also hanging on the rope, etc.
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setVerticalFriction(delta)
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//}
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@@ -470,28 +475,28 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
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if (!(isWalled(hitbox, COLLIDING_LEFT) && walkX < 0)
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|| !(isWalled(hitbox, COLLIDING_RIGHT) && walkX > 0)
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) {
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moveDelta.x = externalForce.x + walkX
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moveDelta.x = externalV.x + walkX
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}
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// decide whether to ignore walkY
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if (!(isWalled(hitbox, COLLIDING_TOP) && walkY < 0)
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|| !(isWalled(hitbox, COLLIDING_BOTTOM) && walkY > 0)
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) {
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moveDelta.y = externalForce.y + walkY
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moveDelta.y = externalV.y + walkY
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}
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}
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else {
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if (!isWalled(hitbox, COLLIDING_LEFT)
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|| !isWalled(hitbox, COLLIDING_RIGHT)
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) {
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moveDelta.x = externalForce.x
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moveDelta.x = externalV.x
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}
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// decide whether to ignore walkY
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if (!isWalled(hitbox, COLLIDING_TOP)
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|| !isWalled(hitbox, COLLIDING_BOTTOM)
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) {
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moveDelta.y = externalForce.y
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moveDelta.y = externalV.y
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}
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}
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}*/
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@@ -501,7 +506,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
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* weight; gravitational force in action
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* W = mass * G (9.8 [m/s^2])
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*/
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val W: Vector2 = gravitation * Terrarum.PHYS_TIME_FRAME.toDouble()
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val W: Vector2 = gravitation// * Terrarum.PHYS_TIME_FRAME.toDouble()
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/**
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* Area
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*/
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@@ -510,11 +515,12 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
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* Drag of atmosphere
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* D = Cd (drag coefficient) * 0.5 * rho (density) * V^2 (velocity sqr) * A (area)
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*/
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val D: Vector2 = Vector2(externalForce.x.magnSqr(), externalForce.y.magnSqr()) * dragCoefficient * 0.5 * A// * tileDensityFluid.toDouble()
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val V = externalV + controllerMoveV
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val D: Vector2 = V.magnSqr() * dragCoefficient * 0.5 * A// * tileDensityFluid.toDouble()
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val V: Vector2 = (W - D) / Terrarum.PHYS_TIME_FRAME * SI_TO_GAME_ACC
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val final: Vector2 = (W - D)
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return V * (Terrarum.PHYS_REF_FPS * delta).sqrt()
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return final
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// FIXME v * const, where const = 1.0 for FPS=60, sqrt(2.0) for FPS=30, etc.
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// this is "close enough" solution and not perfect.
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@@ -538,9 +544,8 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
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private fun applyGravitation(delta: Double) {
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if (!isNoSubjectToGrav && !(gravitation.y > 0 && walledBottom || gravitation.y < 0 && walledTop)) {
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//if (!isWalled(hitbox, COLLIDING_BOTTOM)) {
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applyForce(getDrag(delta, externalForce))
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//}
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//applyForce(getDrag(delta, externalV))
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applyForce(gravitation)
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}
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}
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@@ -587,7 +592,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
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// if not touching:
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// do nothing
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// [Friction]:
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// deform vector "externalForce"
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// deform vector "externalV"
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// if isControllable:
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// also alter walkX/Y
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// translate ((nextHitbox)) hitbox by moveDelta (forces), this consumes force
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@@ -596,287 +601,293 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
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//
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// ((comments)) [Label]
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if (world != null) {
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if (world == null) {
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return
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}
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fun debug1(wut: Any?) {
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// vvvvv set it true to make debug print work
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if (true) printdbg(this, wut)
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fun debug1(wut: Any?) {
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// vvvvv set it true to make debug print work
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if (true) printdbg(this, wut)
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}
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fun debug2(wut: Any?) {
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// vvvvv set it true to make debug print work
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if (false) printdbg(this, wut)
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}
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fun debug3(wut: Any?) {
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// vvvvv set it true to make debug print work
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if (false) printdbg(this, wut)
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}
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fun debug4(wut: Any?) {
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// vvvvv set it true to make debug print work
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if (false) printdbg(this, wut)
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}
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fun BlockAddress.isFeetTile(hitbox: Hitbox): Boolean {
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val (x, y) = LandUtil.resolveBlockAddr(world!!, this)
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val newTilewiseHitbox = 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.minus(0.00001).div(TILE_SIZE).floor(),
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hitbox.endY.minus(0.00001).div(TILE_SIZE).floor(),
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true
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)
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// offset 1 pixel to the down so that friction would work
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return (y == hitbox.endY.plus(1.0).div(TILE_SIZE).floorInt()) && // copied from forEachFeetTileNum
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(x in newTilewiseHitbox.startX.toInt()..newTilewiseHitbox.endX.toInt()) // copied from forEachOccupyingTilePos
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}
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fun Double.modTile() = this.toInt().div(TILE_SIZE).times(TILE_SIZE)
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fun Double.modTileDelta() = this - this.modTile()
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// displacement relative to the original position
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// s(t) = s_0 + v_0 * t + 0.5at^2
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// s(t) = s_0 + 0.5 * (v_0 + v(t)) * t
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// v(t) = v_0 + at
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// v_0 = myV
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val t = (Terrarum.PHYS_REF_FPS * delta)
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val displacement = (externalV + (controllerMoveV ?: nullVec)) * t
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val ccdSteps = minOf(16, (displacement.magnitudeSquared / TILE_SIZE.sqr()).floorInt() + 1) // adaptive
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// * NEW idea: wall pushes the actors (ref. SM64 explained by dutch pancake) *
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// direction to push is determined by the velocity
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// proc:
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// 10 I detect being walled and displace myself
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// 11 There's 16 possible case so work all 16 (some can be merged obviously)
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// 12 Amount of displacement can be obtained with modTileDelta()
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// 13 isWalled() is confirmed to be working
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// 20 sixteenStep may be optional, I think, but it'd be good to have
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// ignore MOST of the codes below (it might be possible to recycle the structure??)
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// and the idea above has not yet implemented, and may never will. --Torvald, 2018-12-30
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val sixteenStep = (0..ccdSteps).map { hitbox.clone().translate(displacement * (it / ccdSteps.toDouble())) } // zeroth step is for special condition
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var collidingStep: Int? = null
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for (step in 1..ccdSteps) {
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val stepBox = sixteenStep[step]
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forEachOccupyingTilePos(stepBox) {
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val tileCoord = LandUtil.resolveBlockAddr(world!!, it)
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val tile = world!!.getTileFromTerrain(tileCoord.first, tileCoord.second) ?: Block.STONE
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if (shouldICollideWithThis(tile) || (it.isFeetTile(stepBox) && shouldICollideWithThisFeet(tile))) {
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collidingStep = step
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}
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}
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fun debug2(wut: Any?) {
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// vvvvv set it true to make debug print work
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if (false) printdbg(this, wut)
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if (collidingStep != null) break
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}
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val COLL_LEFTSIDE = 1
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val COLL_BOTTOMSIDE = 2
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val COLL_RIGHTSIDE = 4
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val COLL_TOPSIDE = 8
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var bounceX = false
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var bounceY = false
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var zeroX = false
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var zeroY = false
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// collision NOT detected
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if (collidingStep == null) {
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hitbox.translate(displacement)
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// grounded = false
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}
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// collision detected
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else {
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debug1("== Collision step: $collidingStep / $ccdSteps")
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val newHitbox = hitbox.reassign(sixteenStep[collidingStep!!])
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var selfCollisionStatus = 0
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if (isWalled(newHitbox, COLLIDING_LEFT)) selfCollisionStatus += COLL_LEFTSIDE // 1
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if (isWalled(newHitbox, COLLIDING_RIGHT)) selfCollisionStatus += COLL_RIGHTSIDE // 4
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if (isWalled(newHitbox, COLLIDING_TOP)) selfCollisionStatus += COLL_TOPSIDE // 8
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if (isWalled(newHitbox, COLLIDING_BOTTOM)) selfCollisionStatus += COLL_BOTTOMSIDE // 2
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// fixme UP and RIGHT && LEFT and DOWN bug
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when (selfCollisionStatus) {
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0 -> {
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debug1("[ActorWBMovable] Contradiction -- collision detected by CCD, but isWalled() says otherwise")
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}
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5 -> {
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zeroX = true
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}
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10 -> {
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zeroY = true
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}
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15 -> {
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newHitbox.reassign(sixteenStep[0]); zeroX = true; zeroY = true
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}
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// one-side collision
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1, 11 -> {
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newHitbox.translatePosX(TILE_SIZE - newHitbox.startX.modTileDelta()); bounceX = true
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}
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4, 14 -> {
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newHitbox.translatePosX(-newHitbox.endX.modTileDelta()); bounceX = true
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}
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8, 13 -> {
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newHitbox.translatePosY(TILE_SIZE - newHitbox.startY.modTileDelta()); bounceY = true
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}
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2, 7 -> {
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newHitbox.translatePosY(-newHitbox.endY.modTileDelta()); bounceY = true
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}
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}
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fun debug3(wut: Any?) {
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// vvvvv set it true to make debug print work
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if (false) printdbg(this, wut)
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// fire Collision Event with one/two/three-side collision
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// for the ease of writing, this jumptable is separated from above.
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when (selfCollisionStatus) {
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// TODO compose CollisionInfo and fire collided()
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}
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fun debug4(wut: Any?) {
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// vvvvv set it true to make debug print work
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if (false) printdbg(this, wut)
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}
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fun BlockAddress.isFeetTile(hitbox: Hitbox): Boolean {
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val (x, y) = LandUtil.resolveBlockAddr(world!!, this)
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val newTilewiseHitbox = 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.minus(0.00001).div(TILE_SIZE).floor(),
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hitbox.endY.minus(0.00001).div(TILE_SIZE).floor(),
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true
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// two-side collision
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if (selfCollisionStatus in listOf(3, 6, 9, 12)) {
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debug1("twoside collision $selfCollisionStatus")
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// !! this code is based on Dyn4j Vector's coord system; V(1,0) -> 0, V(0,1) -> pi, V(0,-1) -> -pi !! //
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// we can use selfCollisionStatus to tell which of those four side we care
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// points to the EDGE of the tile in world dimension (don't use this directly to get tilewise coord!!)
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val offendingTileWorldX = if (selfCollisionStatus in listOf(6, 12))
|
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newHitbox.endX.div(TILE_SIZE).floor() * TILE_SIZE - 0.00001
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else
|
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newHitbox.startX.div(TILE_SIZE).ceil() * TILE_SIZE
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||||
|
||||
// points to the EDGE of the tile in world dimension (don't use this directly to get tilewise coord!!)
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val offendingTileWorldY = if (selfCollisionStatus in listOf(3, 6))
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newHitbox.endY.div(TILE_SIZE).floor() * TILE_SIZE - 0.00001
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else
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newHitbox.startY.div(TILE_SIZE).ceil() * TILE_SIZE
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val offendingHitboxPointX = if (selfCollisionStatus in listOf(6, 12))
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newHitbox.endX
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else
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||||
newHitbox.startX
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||||
|
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val offendingHitboxPointY = if (selfCollisionStatus in listOf(3, 6))
|
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newHitbox.endY
|
||||
else
|
||||
newHitbox.startY
|
||||
|
||||
|
||||
|
||||
val angleOfIncidence =
|
||||
if (selfCollisionStatus in listOf(3, 9))
|
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displacement.direction.toPositiveRad()
|
||||
else
|
||||
displacement.direction
|
||||
|
||||
val angleThreshold =
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if (selfCollisionStatus in listOf(3, 9))
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||||
(Vector2(offendingHitboxPointX, offendingHitboxPointY) -
|
||||
Vector2(offendingTileWorldX, offendingTileWorldY)).direction.toPositiveRad()
|
||||
else
|
||||
(Vector2(offendingHitboxPointX, offendingHitboxPointY) -
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||||
Vector2(offendingTileWorldX, offendingTileWorldY)).direction
|
||||
|
||||
|
||||
debug1("vectorSum: $displacement, vectorDirRaw: ${displacement.direction / Math.PI}pi")
|
||||
debug1("incidentAngle: ${angleOfIncidence / Math.PI}pi, threshold: ${angleThreshold / Math.PI}pi")
|
||||
|
||||
|
||||
val displacementAbs = Vector2(
|
||||
(offendingTileWorldX - offendingHitboxPointX).abs(),
|
||||
(offendingTileWorldY - offendingHitboxPointY).abs()
|
||||
)
|
||||
|
||||
// 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
|
||||
}
|
||||
|
||||
fun Double.modTile() = this.toInt().div(TILE_SIZE).times(TILE_SIZE)
|
||||
fun Double.modTileDelta() = this - this.modTile()
|
||||
// FIXME jump-thru-ceil bug on 1px-wide (the edge), case-9 collision (does not occur on case-12 coll.)
|
||||
|
||||
|
||||
val vectorSum = (externalForce + controllerMoveDelta) * (Terrarum.PHYS_REF_FPS * delta)
|
||||
val ccdSteps = minOf(16, (vectorSum.magnitudeSquared / TILE_SIZE.sqr()).floorInt() + 1) // adaptive
|
||||
|
||||
|
||||
|
||||
// * NEW idea: wall pushes the actors (ref. SM64 explained by dutch pancake) *
|
||||
// direction to push is determined by the velocity
|
||||
// proc:
|
||||
// 10 I detect being walled and displace myself
|
||||
// 11 There's 16 possible case so work all 16 (some can be merged obviously)
|
||||
// 12 Amount of displacement can be obtained with modTileDelta()
|
||||
// 13 isWalled() is confirmed to be working
|
||||
// 20 sixteenStep may be optional, I think, but it'd be good to have
|
||||
|
||||
// ignore MOST of the codes below (it might be possible to recycle the structure??)
|
||||
// and the idea above has not yet implemented, and may never will. --Torvald, 2018-12-30
|
||||
|
||||
val sixteenStep = (0..ccdSteps).map { hitbox.clone().translate(vectorSum * (it / ccdSteps.toDouble())) } // zeroth step is for special condition
|
||||
|
||||
var collidingStep: Int? = null
|
||||
|
||||
for (step in 1..ccdSteps) {
|
||||
|
||||
val stepBox = sixteenStep[step]
|
||||
|
||||
forEachOccupyingTilePos(stepBox) {
|
||||
val tileCoord = LandUtil.resolveBlockAddr(world!!, it)
|
||||
val tile = world!!.getTileFromTerrain(tileCoord.first, tileCoord.second) ?: Block.STONE
|
||||
|
||||
if (shouldICollideWithThis(tile) || (it.isFeetTile(stepBox) && shouldICollideWithThisFeet(tile))) {
|
||||
collidingStep = step
|
||||
}
|
||||
}
|
||||
|
||||
if (collidingStep != null) break
|
||||
}
|
||||
|
||||
|
||||
val COLL_LEFTSIDE = 1
|
||||
val COLL_BOTTOMSIDE = 2
|
||||
val COLL_RIGHTSIDE = 4
|
||||
val COLL_TOPSIDE = 8
|
||||
|
||||
var bounceX = false
|
||||
var bounceY = false
|
||||
var zeroX = false
|
||||
var zeroY = false
|
||||
// collision NOT detected
|
||||
if (collidingStep == null) {
|
||||
hitbox.translate(vectorSum)
|
||||
// grounded = false
|
||||
}
|
||||
// collision detected
|
||||
else {
|
||||
debug1("== Collision step: $collidingStep / $ccdSteps")
|
||||
|
||||
|
||||
val newHitbox = hitbox.reassign(sixteenStep[collidingStep!!])
|
||||
|
||||
var selfCollisionStatus = 0
|
||||
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
|
||||
|
||||
when (selfCollisionStatus) {
|
||||
0 -> {
|
||||
debug1("[ActorWBMovable] Contradiction -- collision detected by CCD, but isWalled() says otherwise")
|
||||
}
|
||||
5 -> {
|
||||
zeroX = true
|
||||
}
|
||||
10 -> {
|
||||
zeroY = true
|
||||
}
|
||||
15 -> {
|
||||
newHitbox.reassign(sixteenStep[0]); zeroX = true; zeroY = true
|
||||
}
|
||||
// one-side collision
|
||||
1, 11 -> {
|
||||
newHitbox.translatePosX(TILE_SIZE - newHitbox.startX.modTileDelta()); bounceX = true
|
||||
}
|
||||
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
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// 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()
|
||||
}
|
||||
|
||||
|
||||
// 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 - 0.00001
|
||||
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 - 0.00001
|
||||
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 =
|
||||
if (selfCollisionStatus in listOf(3, 9))
|
||||
vectorSum.direction.toPositiveRad()
|
||||
else
|
||||
vectorSum.direction
|
||||
|
||||
val angleThreshold =
|
||||
if (selfCollisionStatus in listOf(3, 9))
|
||||
(Vector2(offendingHitboxPointX, offendingHitboxPointY) -
|
||||
Vector2(offendingTileWorldX, offendingTileWorldY)).direction.toPositiveRad()
|
||||
else
|
||||
(Vector2(offendingHitboxPointX, offendingHitboxPointY) -
|
||||
Vector2(offendingTileWorldX, offendingTileWorldY)).direction
|
||||
|
||||
|
||||
debug1("vectorSum: $vectorSum, vectorDirRaw: ${vectorSum.direction / Math.PI}pi")
|
||||
debug1("incidentAngle: ${angleOfIncidence / Math.PI}pi, threshold: ${angleThreshold / Math.PI}pi")
|
||||
|
||||
|
||||
val displacementAbs = Vector2(
|
||||
(offendingTileWorldX - offendingHitboxPointX).abs(),
|
||||
(offendingTileWorldY - offendingHitboxPointY).abs()
|
||||
)
|
||||
|
||||
|
||||
// FIXME jump-thru-ceil bug on 1px-wide (the edge), case-9 collision (does not occur on case-12 coll.)
|
||||
|
||||
|
||||
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 displacementUnitVector =
|
||||
if (angleOfIncidence == angleThreshold)
|
||||
-displacement
|
||||
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
|
||||
)
|
||||
val finalDisplacement =
|
||||
if (angleOfIncidence == angleThreshold)
|
||||
displacementUnitVector
|
||||
else
|
||||
Vector2(
|
||||
displacementAbs.x * displacementUnitVector.x,
|
||||
displacementAbs.y * displacementUnitVector.y
|
||||
)
|
||||
|
||||
newHitbox.translate(finalDisplacement)
|
||||
newHitbox.translate(finalDisplacement)
|
||||
|
||||
|
||||
debug1("displacement: $finalDisplacement")
|
||||
debug1("displacement: $finalDisplacement")
|
||||
|
||||
|
||||
// TODO: translate other axis proportionally to the incident vector
|
||||
// TODO: translate other axis proportionally to the incident vector
|
||||
|
||||
bounceX = angleOfIncidence == angleThreshold || displacementUnitVector.x != 0.0
|
||||
bounceY = angleOfIncidence == angleThreshold || displacementUnitVector.y != 0.0
|
||||
bounceX = angleOfIncidence == angleThreshold || displacementUnitVector.x != 0.0
|
||||
bounceY = angleOfIncidence == angleThreshold || displacementUnitVector.y != 0.0
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// bounce X/Y
|
||||
if (bounceX) {
|
||||
externalForce.x *= elasticity
|
||||
controllerMoveDelta?.let { controllerMoveDelta!!.x *= elasticity }
|
||||
}
|
||||
if (bounceY) {
|
||||
externalForce.y *= elasticity
|
||||
controllerMoveDelta?.let { controllerMoveDelta!!.y *= elasticity }
|
||||
}
|
||||
if (zeroX) {
|
||||
externalForce.x = 0.0
|
||||
controllerMoveDelta?.let { controllerMoveDelta!!.x = 0.0 }
|
||||
}
|
||||
if (zeroY) {
|
||||
externalForce.y = 0.0
|
||||
controllerMoveDelta?.let { controllerMoveDelta!!.y = 0.0 }
|
||||
}
|
||||
// bounce X/Y
|
||||
if (bounceX) {
|
||||
externalV.x *= elasticity
|
||||
controllerMoveV?.let { controllerMoveV!!.x *= elasticity }
|
||||
}
|
||||
if (bounceY) {
|
||||
externalV.y *= elasticity
|
||||
controllerMoveV?.let { controllerMoveV!!.y *= elasticity }
|
||||
}
|
||||
if (zeroX) {
|
||||
externalV.x = 0.0
|
||||
controllerMoveV?.let { controllerMoveV!!.x = 0.0 }
|
||||
}
|
||||
if (zeroY) {
|
||||
externalV.y = 0.0
|
||||
controllerMoveV?.let { controllerMoveV!!.y = 0.0 }
|
||||
}
|
||||
|
||||
|
||||
hitbox.reassign(newHitbox)
|
||||
hitbox.reassign(newHitbox)
|
||||
|
||||
|
||||
// slam-into-whatever damage (such dirty; much hack; wow)
|
||||
// vvvv hack (supposed to be 1.0) vvv 50% hack
|
||||
val collisionDamage = mass * (vectorSum.magnitude / (10.0 / Terrarum.PHYS_TIME_FRAME).sqr()) / fallDamageDampening.sqr() * GAME_TO_SI_ACC
|
||||
// kg * m / s^2 (mass * acceleration), acceleration -> (vectorMagn / (0.01)^2).gameToSI()
|
||||
if (collisionDamage != 0.0) debug1("Collision damage: $collisionDamage N")
|
||||
// FIXME instead of 0.5mv^2, we can model after "change of velocity (aka accel)", just as in real-life; big change of accel on given unit time is what kills
|
||||
// slam-into-whatever damage (such dirty; much hack; wow)
|
||||
// vvvv hack (supposed to be 1.0) vvv 50% hack
|
||||
val collisionDamage = mass * (displacement.magnitude / (10.0 / Terrarum.PHYS_TIME_FRAME).sqr()) / fallDamageDampening.sqr() * GAME_TO_SI_ACC
|
||||
// kg * m / s^2 (mass * acceleration), acceleration -> (vectorMagn / (0.01)^2).gameToSI()
|
||||
if (collisionDamage != 0.0) debug1("Collision damage: $collisionDamage N")
|
||||
// FIXME instead of 0.5mv^2, we can model after "change of velocity (aka accel)", just as in real-life; big change of accel on given unit time is what kills
|
||||
|
||||
|
||||
// grounded = true
|
||||
}// end of collision not detected
|
||||
// grounded = true
|
||||
}// end of collision not detected
|
||||
|
||||
|
||||
return
|
||||
return
|
||||
|
||||
|
||||
|
||||
// if collision not detected, just don't care; it's not your job to apply moveDelta
|
||||
// if collision not detected, just don't care; it's not your job to apply moveDelta
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1012,11 +1023,11 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
|
||||
(BlockCodex[tile].isSolid) ||
|
||||
// platforms, moving downward AND not "going down"
|
||||
(this is ActorHumanoid && BlockCodex[tile].isPlatform &&
|
||||
externalForce.y + (controllerMoveDelta?.y ?: 0.0) >= 0.0 &&
|
||||
externalV.y + (controllerMoveV?.y ?: 0.0) >= 0.0 &&
|
||||
!this.isDownDown && this.axisY <= 0f) ||
|
||||
// platforms, moving downward
|
||||
(this !is ActorHumanoid && BlockCodex[tile].isPlatform &&
|
||||
externalForce.y + (controllerMoveDelta?.y ?: 0.0) >= 0.0)
|
||||
externalV.y + (controllerMoveV?.y ?: 0.0) >= 0.0)
|
||||
// TODO: as for the platform, only apply it when it's a feet tile
|
||||
|
||||
|
||||
@@ -1079,23 +1090,23 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
|
||||
BASE_FRICTION * if (grounded) feetFriction else bodyFriction
|
||||
}
|
||||
|
||||
if (externalForce.x < 0) {
|
||||
externalForce.x += friction
|
||||
if (externalForce.x > 0) externalForce.x = 0.0 // compensate overshoot
|
||||
if (externalV.x < 0) {
|
||||
externalV.x += friction
|
||||
if (externalV.x > 0) externalV.x = 0.0 // compensate overshoot
|
||||
}
|
||||
else if (externalForce.x > 0) {
|
||||
externalForce.x -= friction
|
||||
if (externalForce.x < 0) externalForce.x = 0.0 // compensate overshoot
|
||||
else if (externalV.x > 0) {
|
||||
externalV.x -= friction
|
||||
if (externalV.x < 0) externalV.x = 0.0 // compensate overshoot
|
||||
}
|
||||
|
||||
if (this is Controllable) {
|
||||
if (controllerMoveDelta!!.x < 0) {
|
||||
controllerMoveDelta!!.x += friction
|
||||
if (controllerMoveDelta!!.x > 0) controllerMoveDelta!!.x = 0.0
|
||||
if (controllerMoveV!!.x < 0) {
|
||||
controllerMoveV!!.x += friction
|
||||
if (controllerMoveV!!.x > 0) controllerMoveV!!.x = 0.0
|
||||
}
|
||||
else if (controllerMoveDelta!!.x > 0) {
|
||||
controllerMoveDelta!!.x -= friction
|
||||
if (controllerMoveDelta!!.x < 0) controllerMoveDelta!!.x = 0.0
|
||||
else if (controllerMoveV!!.x > 0) {
|
||||
controllerMoveV!!.x -= friction
|
||||
if (controllerMoveV!!.x < 0) controllerMoveV!!.x = 0.0
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1106,23 +1117,23 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
|
||||
else
|
||||
BASE_FRICTION * bodyFriction
|
||||
|
||||
if (externalForce.y < 0) {
|
||||
externalForce.y += friction
|
||||
if (externalForce.y > 0) externalForce.y = 0.0 // compensate overshoot
|
||||
if (externalV.y < 0) {
|
||||
externalV.y += friction
|
||||
if (externalV.y > 0) externalV.y = 0.0 // compensate overshoot
|
||||
}
|
||||
else if (externalForce.y > 0) {
|
||||
externalForce.y -= friction
|
||||
if (externalForce.y < 0) externalForce.y = 0.0 // compensate overshoot
|
||||
else if (externalV.y > 0) {
|
||||
externalV.y -= friction
|
||||
if (externalV.y < 0) externalV.y = 0.0 // compensate overshoot
|
||||
}
|
||||
|
||||
if (this is Controllable) {
|
||||
if (controllerMoveDelta!!.y < 0) {
|
||||
controllerMoveDelta!!.y += friction
|
||||
if (controllerMoveDelta!!.y > 0) controllerMoveDelta!!.y = 0.0
|
||||
if (controllerMoveV!!.y < 0) {
|
||||
controllerMoveV!!.y += friction
|
||||
if (controllerMoveV!!.y > 0) controllerMoveV!!.y = 0.0
|
||||
}
|
||||
else if (controllerMoveDelta!!.y > 0) {
|
||||
controllerMoveDelta!!.y -= friction
|
||||
if (controllerMoveDelta!!.y < 0) controllerMoveDelta!!.y = 0.0
|
||||
else if (controllerMoveV!!.y > 0) {
|
||||
controllerMoveV!!.y -= friction
|
||||
if (controllerMoveV!!.y < 0) controllerMoveV!!.y = 0.0
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1443,8 +1454,8 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
|
||||
field = value
|
||||
|
||||
if (value) {
|
||||
externalForce.zero()
|
||||
controllerMoveDelta?.zero()
|
||||
externalV.zero()
|
||||
controllerMoveV?.zero()
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -46,7 +46,7 @@ import org.luaj.vm2.*
|
||||
*/
|
||||
fun composeActorObject(actor: ActorWBMovable): LuaTable {
|
||||
val t: LuaTable = LuaTable()
|
||||
val moveDelta = actor.externalForce + actor.controllerMoveDelta
|
||||
val moveDelta = actor.externalV + actor.controllerMoveV
|
||||
|
||||
t["name"] = actor.actorValue.getAsString(AVKey.NAME).toLua()
|
||||
t["startX"] = actor.hitbox.centeredX.toLua()
|
||||
|
||||
@@ -52,8 +52,8 @@ open class GameWorld {
|
||||
|
||||
//public World physWorld = new World( new Vec2(0, -Terrarum.game.gravitationalAccel) );
|
||||
//physics
|
||||
/** Meter per second squared. Currently only the downward gravity is supported. No reverse gravity :p */
|
||||
var gravitation: Vector2 = Vector2(0.0, 9.80665)
|
||||
/** Some arbitrary and empirical value */
|
||||
var gravitation: Vector2 = Vector2(0.0, 0.36)
|
||||
/** 0.0..1.0+ */
|
||||
var globalLight = Color(0f,0f,0f,0f)
|
||||
var averageTemperature = 288f // 15 deg celsius; simulates global warming
|
||||
|
||||
@@ -124,11 +124,11 @@ open class ActorHumanoid(
|
||||
@Transient private val KEY_NULL = -1
|
||||
|
||||
/** how long the jump button has down, in frames */
|
||||
internal var jumpCounter = 0
|
||||
internal var jumpCounter = 0f
|
||||
internal var jumpAcc = 0.0
|
||||
/** how long the walk button has down, in frames */
|
||||
internal var walkCounterX = 0
|
||||
internal var walkCounterY = 0
|
||||
internal var walkCounterX = 0f
|
||||
internal var walkCounterY = 0f
|
||||
@Transient private val MAX_JUMP_LENGTH = 25 // manages "heaviness" of the jump control. Higher = heavier
|
||||
|
||||
private var readonly_totalX = 0.0
|
||||
@@ -289,24 +289,24 @@ open class ActorHumanoid(
|
||||
|
||||
if (hasController) {
|
||||
if (axisX != 0f) {
|
||||
walkHorizontal(axisX < 0f, axisX.abs())
|
||||
walkHorizontal(delta, axisX < 0f, axisX.abs())
|
||||
}
|
||||
}
|
||||
// ↑F, ↓S
|
||||
if (isRightDown && !isLeftDown) {
|
||||
walkHorizontal(false, AXIS_KEYBOARD)
|
||||
walkHorizontal(delta, false, AXIS_KEYBOARD)
|
||||
prevHMoveKey = AppLoader.getConfigInt("keyright")
|
||||
} // ↓F, ↑S
|
||||
else if (isLeftDown && !isRightDown) {
|
||||
walkHorizontal(true, AXIS_KEYBOARD)
|
||||
walkHorizontal(delta, true, AXIS_KEYBOARD)
|
||||
prevHMoveKey = AppLoader.getConfigInt("keyleft")
|
||||
} // ↓F, ↓S
|
||||
/*else if (isLeftDown && isRightDown) {
|
||||
if (prevHMoveKey == KeyMap.getKeyCode(EnumKeyFunc.MOVE_LEFT)) {
|
||||
walkHorizontal(false, AXIS_KEYBOARD)
|
||||
walkHorizontal(delta, false, AXIS_KEYBOARD)
|
||||
prevHMoveKey = KeyMap.getKeyCode(EnumKeyFunc.MOVE_RIGHT)
|
||||
} else if (prevHMoveKey == KeyMap.getKeyCode(EnumKeyFunc.MOVE_RIGHT)) {
|
||||
walkHorizontal(true, AXIS_KEYBOARD)
|
||||
walkHorizontal(delta, true, AXIS_KEYBOARD)
|
||||
prevHMoveKey = KeyMap.getKeyCode(EnumKeyFunc.MOVE_LEFT)
|
||||
}
|
||||
}*/
|
||||
@@ -317,24 +317,24 @@ open class ActorHumanoid(
|
||||
if (isNoClip || COLLISION_TEST_MODE) {
|
||||
if (hasController) {
|
||||
if (axisY != 0f) {
|
||||
walkVertical(axisY < 0, axisY.abs())
|
||||
walkVertical(delta, axisY < 0, axisY.abs())
|
||||
}
|
||||
}
|
||||
// ↑E, ↓D
|
||||
if (isDownDown && !isUpDown) {
|
||||
walkVertical(false, AXIS_KEYBOARD)
|
||||
walkVertical(delta, false, AXIS_KEYBOARD)
|
||||
prevVMoveKey = AppLoader.getConfigInt("keydown")
|
||||
} // ↓E, ↑D
|
||||
else if (isUpDown && !isDownDown) {
|
||||
walkVertical(true, AXIS_KEYBOARD)
|
||||
walkVertical(delta, true, AXIS_KEYBOARD)
|
||||
prevVMoveKey = AppLoader.getConfigInt("keyup")
|
||||
} // ↓E, ↓D
|
||||
/*else if (isUpDown && isDownDown) {
|
||||
if (prevVMoveKey == KeyMap.getKeyCode(EnumKeyFunc.MOVE_UP)) {
|
||||
walkVertical(false, AXIS_KEYBOARD)
|
||||
walkVertical(delta, false, AXIS_KEYBOARD)
|
||||
prevVMoveKey = KeyMap.getKeyCode(EnumKeyFunc.MOVE_DOWN)
|
||||
} else if (prevVMoveKey == KeyMap.getKeyCode(EnumKeyFunc.MOVE_DOWN)) {
|
||||
walkVertical(true, AXIS_KEYBOARD)
|
||||
walkVertical(delta, true, AXIS_KEYBOARD)
|
||||
prevVMoveKey = KeyMap.getKeyCode(EnumKeyFunc.MOVE_UP)
|
||||
}
|
||||
}*/
|
||||
@@ -349,15 +349,15 @@ open class ActorHumanoid(
|
||||
(!airJumpingAllowed && walledBottom)) {
|
||||
jumping = true
|
||||
}
|
||||
jump()
|
||||
jump(delta)
|
||||
}
|
||||
else {
|
||||
walkVertical(true, AXIS_KEYBOARD)
|
||||
walkVertical(delta, true, AXIS_KEYBOARD)
|
||||
}
|
||||
}
|
||||
else {
|
||||
jumping = false
|
||||
jumpCounter = 0
|
||||
jumpCounter = 0f
|
||||
jumpAcc = 0.0
|
||||
}
|
||||
|
||||
@@ -388,7 +388,7 @@ open class ActorHumanoid(
|
||||
* @param absAxisVal (set AXIS_KEYBOARD if keyboard controlled)
|
||||
* @author minjaesong
|
||||
*/
|
||||
private fun walkHorizontal(left: Boolean, absAxisVal: Float) {
|
||||
private fun walkHorizontal(delta: Float, left: Boolean, absAxisVal: Float) {
|
||||
|
||||
|
||||
if (avAcceleration.isNaN()) {
|
||||
@@ -406,12 +406,12 @@ open class ActorHumanoid(
|
||||
avAcceleration * applyVelo(walkCounterX) * (if (left) -1f else 1f) * absAxisVal
|
||||
|
||||
if (absAxisVal != AXIS_KEYBOARD)
|
||||
controllerMoveDelta?.x?.let { controllerMoveDelta!!.x = controllerMoveDelta!!.x.plus(readonly_totalX).bipolarClamp(avSpeedCap * absAxisVal) }
|
||||
controllerMoveV?.x?.let { controllerMoveV!!.x = controllerMoveV!!.x.plus(readonly_totalX).bipolarClamp(avSpeedCap * absAxisVal) }
|
||||
else
|
||||
controllerMoveDelta?.x?.let { controllerMoveDelta!!.x = controllerMoveDelta!!.x.plus(readonly_totalX).bipolarClamp(avSpeedCap) }
|
||||
controllerMoveV?.x?.let { controllerMoveV!!.x = controllerMoveV!!.x.plus(readonly_totalX).bipolarClamp(avSpeedCap) }
|
||||
|
||||
if (walkCounterX < 1000000) {
|
||||
walkCounterX += 1
|
||||
walkCounterX += 1 * (Terrarum.PHYS_REF_FPS * delta).toFloat()
|
||||
}
|
||||
|
||||
isWalkingH = true
|
||||
@@ -428,7 +428,7 @@ open class ActorHumanoid(
|
||||
* *
|
||||
* @param absAxisVal (set AXIS_KEYBOARD if keyboard controlled)
|
||||
*/
|
||||
private fun walkVertical(up: Boolean, absAxisVal: Float) {
|
||||
private fun walkVertical(delta: Float, up: Boolean, absAxisVal: Float) {
|
||||
if (up && walledTop || !up && walledBottom) return
|
||||
|
||||
|
||||
@@ -444,12 +444,12 @@ open class ActorHumanoid(
|
||||
avAcceleration * applyVelo(walkCounterY) * (if (up) -1f else 1f) * absAxisVal
|
||||
|
||||
if (absAxisVal != AXIS_KEYBOARD)
|
||||
controllerMoveDelta?.y?.let { controllerMoveDelta!!.y = controllerMoveDelta!!.y.plus(readonly_totalY).bipolarClamp(avSpeedCap * absAxisVal) }
|
||||
controllerMoveV?.y?.let { controllerMoveV!!.y = controllerMoveV!!.y.plus(readonly_totalY).bipolarClamp(avSpeedCap * absAxisVal) }
|
||||
else
|
||||
controllerMoveDelta?.y?.let { controllerMoveDelta!!.y = controllerMoveDelta!!.y.plus(readonly_totalY).bipolarClamp(avSpeedCap) }
|
||||
controllerMoveV?.y?.let { controllerMoveV!!.y = controllerMoveV!!.y.plus(readonly_totalY).bipolarClamp(avSpeedCap) }
|
||||
|
||||
if (walkCounterY < 1000000) {
|
||||
walkCounterY += 1
|
||||
walkCounterY += 1 * (Terrarum.PHYS_REF_FPS * delta).toFloat()
|
||||
}
|
||||
|
||||
|
||||
@@ -462,7 +462,7 @@ open class ActorHumanoid(
|
||||
else 0.0
|
||||
}
|
||||
|
||||
private fun applyVelo(x: Int): Double {
|
||||
private fun applyVelo(x: Float): Double {
|
||||
return if (x < WALK_FRAMES_TO_MAX_ACCEL)
|
||||
0.5 - 0.5 * Math.cos(Math.PI * x / WALK_FRAMES_TO_MAX_ACCEL)
|
||||
else 1.0
|
||||
@@ -470,13 +470,13 @@ open class ActorHumanoid(
|
||||
|
||||
// stops; let the friction kick in by doing nothing to the velocity here
|
||||
private fun walkHStop() {
|
||||
walkCounterX = 0
|
||||
walkCounterX = 0f
|
||||
isWalkingH = false
|
||||
}
|
||||
|
||||
// stops; let the friction kick in by doing nothing to the velocity here
|
||||
private fun walkVStop() {
|
||||
walkCounterY = 0
|
||||
walkCounterY = 0f
|
||||
isWalkingV = false
|
||||
}
|
||||
|
||||
@@ -489,6 +489,7 @@ open class ActorHumanoid(
|
||||
private var oldJUMPPOWERBUFF = -1.0 // init
|
||||
private var oldScale = -1.0
|
||||
private var oldDragCoefficient = -1.0
|
||||
// used by some AIs?
|
||||
var jumpAirTime: Double = -1.0
|
||||
get() {
|
||||
// compare all the affecting variables
|
||||
@@ -512,7 +513,7 @@ open class ActorHumanoid(
|
||||
|
||||
var simYPos = 0.0
|
||||
var forceVec = Vector2(0.0, 0.0)
|
||||
var jmpCtr = 0
|
||||
var jmpCtr = 0f
|
||||
while (true) {
|
||||
if (jmpCtr < MAX_JUMP_LENGTH) jmpCtr++
|
||||
|
||||
@@ -542,7 +543,7 @@ open class ActorHumanoid(
|
||||
private val jumpPower: Double
|
||||
get() = actorValue.getAsDouble(AVKey.JUMPPOWER)!! * (actorValue.getAsDouble(AVKey.JUMPPOWERBUFF) ?: 1.0)
|
||||
|
||||
private fun jumpFunc(len: Int, counter: Int): Double {
|
||||
private fun jumpFunc(len: Int, counter: Float): Double {
|
||||
// linear time mode
|
||||
val init = (len + 1) / 2.0
|
||||
var timedJumpCharge = init - init / len * counter
|
||||
@@ -555,16 +556,16 @@ open class ActorHumanoid(
|
||||
*
|
||||
* TODO linear function (play Super Mario Bros. and you'll get what I'm talking about) -- SCRATCH THAT!
|
||||
*/
|
||||
private fun jump() {
|
||||
private fun jump(delta: Float) {
|
||||
if (jumping) {// && jumpable) {
|
||||
// increment jump counter
|
||||
if (jumpCounter < MAX_JUMP_LENGTH) jumpCounter += 1
|
||||
if (jumpCounter < MAX_JUMP_LENGTH) jumpCounter += 1 / (Terrarum.PHYS_REF_FPS * delta).toFloat()
|
||||
|
||||
val timedJumpCharge = jumpFunc(MAX_JUMP_LENGTH, jumpCounter)
|
||||
|
||||
jumpAcc = getJumpAcc(jumpPower, timedJumpCharge)
|
||||
|
||||
controllerMoveDelta?.y?.let { controllerMoveDelta!!.y -= jumpAcc } // feed negative value to the vector
|
||||
controllerMoveV?.y?.let { controllerMoveV!!.y -= jumpAcc } // feed negative value to the vector
|
||||
// do not think of resetting this to zero when counter hit the ceiling; that's HOW NOT
|
||||
// newtonian physics work, stupid myself :(
|
||||
|
||||
@@ -579,7 +580,7 @@ open class ActorHumanoid(
|
||||
if (jumpCounter >= MAX_JUMP_LENGTH && !isGamer) {
|
||||
isJumpDown = false
|
||||
jumping = false
|
||||
jumpCounter = 0
|
||||
jumpCounter = 0f
|
||||
jumpAcc = 0.0
|
||||
}
|
||||
}
|
||||
@@ -609,7 +610,7 @@ open class ActorHumanoid(
|
||||
sprite?.update(delta)
|
||||
spriteGlow?.update(delta)
|
||||
|
||||
if (walledBottom && controllerMoveDelta?.x != 0.0) {
|
||||
if (walledBottom && controllerMoveV?.x != 0.0) {
|
||||
//switch row
|
||||
sprite?.switchRow(SPRITE_ROW_WALK)
|
||||
spriteGlow?.switchRow(SPRITE_ROW_WALK)
|
||||
@@ -617,8 +618,8 @@ open class ActorHumanoid(
|
||||
// set anim frame delay
|
||||
// 4f of the divider is a magic number, empirically decided
|
||||
if (this is HasAssembledSprite) {
|
||||
sprite?.delays?.set(SPRITE_ROW_WALK, scale.sqrt().toFloat() / (4f * (controllerMoveDelta?.x ?: 0.0001).abs().toFloat())) // FIXME empirical value
|
||||
spriteGlow?.delays?.set(SPRITE_ROW_WALK, scale.sqrt().toFloat() / (4f * (controllerMoveDelta?.x ?: 0.0001).abs().toFloat())) // FIXME empirical value
|
||||
sprite?.delays?.set(SPRITE_ROW_WALK, scale.sqrt().toFloat() / (4f * (controllerMoveV?.x ?: 0.0001).abs().toFloat())) // FIXME empirical value
|
||||
spriteGlow?.delays?.set(SPRITE_ROW_WALK, scale.sqrt().toFloat() / (4f * (controllerMoveV?.x ?: 0.0001).abs().toFloat())) // FIXME empirical value
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -10,7 +10,6 @@ import net.torvald.terrarum.gameactors.AVKey
|
||||
import net.torvald.terrarum.gameactors.ActorWBMovable
|
||||
import net.torvald.terrarum.gameactors.Controllable
|
||||
import net.torvald.terrarum.gameactors.Hitbox
|
||||
import net.torvald.terrarum.gameworld.GameWorld
|
||||
|
||||
/**
|
||||
* Created by minjaesong on 2018-01-17.
|
||||
@@ -37,7 +36,7 @@ class PhysTestLuarLander : ActorWBMovable(RenderOrder.MIDTOP), Controllable {
|
||||
super.update(delta)
|
||||
|
||||
if (Gdx.input.isKeyPressed(Input.Keys.UP)) {
|
||||
controllerMoveDelta!!.y = avSpeedCap
|
||||
controllerMoveV!!.y = avSpeedCap
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -9,7 +9,6 @@ import net.torvald.terrarum.blockproperties.BlockCodex
|
||||
import net.torvald.terrarum.gameactors.ActorWBMovable
|
||||
import net.torvald.terrarum.gameactors.Hitbox
|
||||
import net.torvald.terrarum.gameactors.Luminous
|
||||
import net.torvald.terrarum.gameworld.GameWorld
|
||||
import org.dyn4j.geometry.Vector2
|
||||
import java.util.*
|
||||
|
||||
@@ -54,7 +53,7 @@ open class ProjectileSimple(
|
||||
posPre = Point2d(fromPoint.x, fromPoint.y)
|
||||
// lightbox sized 8x8 centered to the bullet
|
||||
lightBoxList.add(Hitbox(-4.0, -4.0, 8.0, 8.0))
|
||||
//this.externalForce.set(velocity)
|
||||
//this.externalV.set(velocity)
|
||||
|
||||
damage = bulletDatabase[type][OFFSET_DAMAGE] as Int
|
||||
displayColour = bulletDatabase[type][OFFSET_COL] as Color
|
||||
@@ -64,7 +63,7 @@ open class ProjectileSimple(
|
||||
setHitboxDimension(2, 2, 0, 0) // should be following sprite's properties if there IS one
|
||||
|
||||
|
||||
externalForce.set((fromPoint to toPoint).setMagnitude(speed.toDouble()))
|
||||
externalV.set((fromPoint to toPoint).setMagnitude(speed.toDouble()))
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -150,8 +150,8 @@ object CollisionSolver {
|
||||
|
||||
// if they actually makes collision (e.g. player vs ball), solve it
|
||||
if (a makesCollisionWith b) {
|
||||
val a_moveDelta = a.externalForce + a.controllerMoveDelta
|
||||
val b_moveDelta = b.externalForce + b.controllerMoveDelta
|
||||
val a_moveDelta = a.externalV + a.controllerMoveV
|
||||
val b_moveDelta = b.externalV + b.controllerMoveV
|
||||
|
||||
val ux_1 = a_moveDelta.x
|
||||
val ux_2 = b_moveDelta.x
|
||||
|
||||
@@ -108,11 +108,11 @@ class BasicDebugInfoWindow : UICanvas() {
|
||||
+ ccG
|
||||
+ "${WorldCamera.y}")
|
||||
|
||||
printLine(batch, 3, "veloX reported $ccG${player.externalForce.x}")
|
||||
printLine(batch, 4, "veloY reported $ccG${player.externalForce.y}")
|
||||
printLine(batch, 3, "veloX reported $ccG${player.externalV.x}")
|
||||
printLine(batch, 4, "veloY reported $ccG${player.externalV.y}")
|
||||
|
||||
printLine(batch, 5, "p_WalkX $ccG${player.controllerMoveDelta?.x}")
|
||||
printLine(batch, 6, "p_WalkY $ccG${player.controllerMoveDelta?.y}")
|
||||
printLine(batch, 5, "p_WalkX $ccG${player.controllerMoveV?.x}")
|
||||
printLine(batch, 6, "p_WalkY $ccG${player.controllerMoveV?.y}")
|
||||
|
||||
printLineColumn(batch, 2, 3, "veloX measured $ccG${xdelta}")
|
||||
printLineColumn(batch, 2, 4, "veloY measured $ccG${ydelta}")
|
||||
|
||||
@@ -360,6 +360,13 @@ class Vector2 {
|
||||
return Vector2(newX, newY)
|
||||
}
|
||||
|
||||
private fun Double.magnSqr() = if (this >= 0.0) this * this else -(this * this)
|
||||
|
||||
/**
|
||||
* Returns new vector whose magnitude is squared, and direction is preserved.
|
||||
*/
|
||||
fun magnSqr(): Vector2 = Vector2(x.magnSqr(), y.magnSqr())
|
||||
|
||||
/**
|
||||
* Adds the given [Vector2] to this [Vector2].
|
||||
* @param vector the [Vector2]
|
||||
|
||||
Reference in New Issue
Block a user