I really have no idea if i'm doing it right or wrong

This commit is contained in:
minjaesong
2017-05-30 01:10:10 +09:00
parent 225a18619b
commit 4caee89864

View File

@@ -28,6 +28,9 @@ import java.util.*
*/
open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean = false, physics: Boolean = true) : ActorWithBody(renderOrder) {
val COLLISION_TEST_MODE = true
/** !! ActorValue macros are on the very bottom of the source !! **/
@@ -121,7 +124,7 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
else
field = value * ELASTICITY_MAX
}
@Transient private val ELASTICITY_MAX = 0.993 // No perpetual motion!
@Transient private val ELASTICITY_MAX = 1.0//0.993 // No perpetual motion!
/**
* what pretty much every physics engine has, instead of my 'elasticity'
@@ -219,11 +222,12 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
@Transient private var assertPrinted = false
// to use with Controller (incl. player)
// debug only
internal @Volatile var walledLeft = false
internal @Volatile var walledRight = false
internal @Volatile var walledTop = false // UNUSED; only for BasicDebugInfoWindow
internal @Volatile var walledBottom = false // UNUSED; only for BasicDebugInfoWindow
internal @Volatile var colliding = false
protected val gameContainer: GameContainer
get() = Terrarum.appgc
@@ -330,7 +334,7 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
// make NoClip work for player
if (this is Player) {
isNoSubjectToGrav = isPlayerNoClip
isNoSubjectToGrav = isPlayerNoClip || COLLISION_TEST_MODE
isNoCollideWorld = isPlayerNoClip
isNoSubjectToFluidResistance = isPlayerNoClip
}
@@ -409,10 +413,11 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
// TODO less friction for non-animating objects (make items glide far more on ice)
// FIXME asymmetry on friction
setHorizontalFriction() // friction SHOULD use and alter externalForce
if (isPlayerNoClip) { // TODO also hanging on the rope, etc.
//if (isPlayerNoClip) { // TODO also hanging on the rope, etc.
setVerticalFriction()
}
//}
// make sure if the actor tries to go out of the map, loop back instead
@@ -424,11 +429,13 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
walledRight = isTouchingSide(hitbox, COLLIDING_RIGHT)
walledTop = isTouchingSide(hitbox, COLLIDING_TOP)
walledBottom = isTouchingSide(hitbox, COLLIDING_BOTTOM)
colliding = isColliding(hitbox)
if (isPlayerNoClip) {
walledLeft = false
walledRight = false
walledTop = false
walledBottom = false
colliding = false
}
}
}
@@ -505,45 +512,6 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
}
}
private fun applyNormalForce() {
if (!isNoCollideWorld) {
val moveDelta = externalForce + controllerMoveDelta
// axis Y. Using operand >= and hitting the ceiling will lock the player to the position
// was moving downward?
if (moveDelta.y > 0.0) {
if (isTouchingSide(hitbox, COLLIDING_TOP)) { // hit the ceiling
hitAndReflectY() //hitAndForciblyReflectY()
//grounded = false
}
else if (isTouchingSide(hitbox, COLLIDING_BOTTOM)) { // actor hit something on its bottom
hitAndReflectY()
//grounded = true
}
else { // the actor is not grounded at all
//grounded = false
}
}
// or was moving upward?
else if (moveDelta.y < 0.0) {
//grounded = false
if (isTouchingSide(hitbox, COLLIDING_TOP)) { // actor hit something on its top
hitAndForciblyReflectY() // prevents sticking to the ceiling
}
}
// axis X
if (isTouchingSide(hitbox, COLLIDING_LEFT) || isTouchingSide(hitbox, COLLIDING_RIGHT)) { // check right and left
// the actor is hitting the wall
// FIXME balls are stuck in this
//if (referenceID != 321321321)
// println("$this trying to reflectX")
hitAndReflectX()
}
}
}
/**
* nextHitbox must NOT be altered before this method is called!
*/
@@ -724,7 +692,7 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
if (isTouchingSide(simulationHitbox, COLLIDING_LR)) {
//walkX *= elasticity
externalForce.x *= -elasticity
debug1("!! tackle ${Random().nextInt(1000)}!!")
debug4("!! tackle ${Random().nextInt(1000)}!!")
}
}
@@ -762,7 +730,7 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
// set new mid
// TODO LR-touching or colliding?
if (isTouchingSide(simulationHitboxX, COLLIDING_LEFT) || isTouchingSide(simulationHitboxX, COLLIDING_RIGHT)) {
if (isColliding(simulationHitboxX)) {
debug3("x bmid = $bmid, new endX: ${simulationHitboxX.endX}, going back")
high = bmid
}
@@ -796,7 +764,7 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
// set new mid
// TODO UD-touching or colliding?
if (isTouchingSide(simulationHitboxY, COLLIDING_UD)) {
if (isColliding(simulationHitboxY)) {
debug3("y bmid = $bmid, new endY: ${simulationHitboxY.endY}, going back")
high = bmid
}
@@ -813,6 +781,7 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
debug3("== END ControllerMoveDelta ==")
}
val vectorSum = externalForce + controllerMoveDelta
// PUSH THE HITBOX INTO THE AIR for a pixel so IT WON'T BE COLLIDING
@@ -831,10 +800,14 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
//println("startX modDelta: ${simulationHitbox.startX.modTileDelta()}")
//println("touching_right_extra: ${isTouchingSide(simulationHitbox, COLLIDING_RIGHT_EXTRA)}")
//println("startY modDelta: ${simulationHitbox.startY.modTileDelta()}")
//println("endY modDelta: ${simulationHitbox.endY.modTileDelta()}")
val vectorSum = externalForce + controllerMoveDelta
// --> Y-Axis (bottom)
if (simulationHitbox.endY.modTileDelta() > 0 && isTouchingSide(simulationHitbox, COLLIDING_BOTTOM)) {
// FIXME y-axis pushers are all wrong
/*if (simulationHitbox.endY.modTileDelta() > 0 && isTouchingSide(simulationHitbox, COLLIDING_BOTTOM)) {
//val displacementMainAxis = -1.00001
//val displacementSecondAxis = displacementMainAxis * vectorSum.x / vectorSum.y // use controllerMoveDelta.x / controllerMoveDelta.y ?
//simulationHitbox.translate(displacementSecondAxis, displacementMainAxis)
@@ -843,7 +816,7 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
simulationHitbox.translate(0.0, -simulationHitbox.endY.modTileDelta())
}
// --> Y-Axis (top)
/*else if (vectorSum.y < 0.0 && isTouchingSide(simulationHitbox, COLLIDING_TOP)) {
else if (vectorSum.y < 0.0 && isTouchingSide(simulationHitbox, COLLIDING_TOP)) {
//val displacementMainAxis = 1.0
//val displacementSecondAxis = displacementMainAxis * vectorSum.x / vectorSum.y
//simulationHitbox.translate(displacementSecondAxis, displacementMainAxis)
@@ -851,30 +824,47 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
simulationHitbox.translate(0.0, 1.0)
}*/
// TODO don't worry about isColliding marker behaving asymmetric: it's normal! (lit when walled right, but not left)
// --> Y-Axis (bottom side)
if (vectorSum.y > 0 && simulationHitbox.endY.modTileDelta() >= 0.99999 && simulationHitbox.endY.modTileDelta() <= 1.0) {
val target = simulationHitbox.endY.div(TILE_SIZE).floorInt().times(TILE_SIZE).toDouble() // works!
val delta = target - simulationHitbox.endY
debug4("yB: endY: ${simulationHitbox.endY}, target: $target, delta: $delta")
simulationHitbox.translatePosY(delta)
}
// --> Y-Axis (top side)
/*else if (vectorSum.y < 0 && simulationHitbox.startY.modTileDelta() >= 0.99999 && simulationHitbox.startY.modTileDelta() < 1.0) {
val target = simulationHitbox.startY.div(TILE_SIZE).floorInt().times(TILE_SIZE).toDouble() + A_PIXEL
val delta = target - simulationHitbox.startY
debug4("yT: startY: ${simulationHitbox.startY}, target: $target, delta: $delta")
simulationHitbox.translatePosY(delta)
}*/
// --> X-Axis (right side)
if (vectorSum.x > 0 && simulationHitbox.endX.modTileDelta() >= 15.99999) {
val target = simulationHitbox.endX.div(TILE_SIZE).floorInt().plus(1).times(TILE_SIZE).toDouble()
if (simulationHitbox.endX.modTileDelta() >= 15.99999) {
val target = simulationHitbox.endX.div(TILE_SIZE).floorInt().times(TILE_SIZE).toDouble() + TILE_SIZE // works!
val delta = target - simulationHitbox.endX
debug4("xR: endX: ${simulationHitbox.endX}, target: $target, delta: $delta")
simulationHitbox.translatePosX(delta)
}
// --> X-Axis (left side)
else if (vectorSum.x < 0 && simulationHitbox.startX.modTileDelta() >= 0.99999 && simulationHitbox.startX.modTileDelta() < 1.0) {
val target = simulationHitbox.startX.div(TILE_SIZE).floorInt().times(TILE_SIZE).toDouble()
else if (simulationHitbox.startX.modTileDelta() >= 15.99999) {
val target = simulationHitbox.startX.div(TILE_SIZE).floorInt().times(TILE_SIZE).toDouble() + TILE_SIZE
val delta = target - simulationHitbox.startX
debug4("xL: startX: ${simulationHitbox.startX}, target: $target, delta: $delta")
simulationHitbox.translatePosX(delta)
}
if (isTouchingSide(simulationHitbox, COLLIDING_LR)) {
// apply normal force
if (isTouchingSide(simulationHitbox, COLLIDING_LEFT) && vectorSum.x < 0.0 ||
isTouchingSide(simulationHitbox, COLLIDING_RIGHT) && vectorSum.x > 0.0) {
externalForce.x *= -elasticity
controllerMoveDelta?.x?.let { controllerMoveDelta!!.x *= -elasticity } // FIXME commented: "brake" applied when climbing down several steps
}
if (isTouchingSide(simulationHitbox, COLLIDING_UD)) {
if (isTouchingSide(simulationHitbox, COLLIDING_TOP) && vectorSum.y < 0.0 ||
isTouchingSide(simulationHitbox, COLLIDING_BOTTOM) && vectorSum.y > 0.0) {
externalForce.y *= -elasticity
controllerMoveDelta?.y?.let { controllerMoveDelta!!.y *= -elasticity }
}
@@ -895,53 +885,6 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
}
private fun hitAndReflectX() {
externalForce.x *= -elasticity
//controllerMoveDelta?.x?.let { controllerMoveDelta!!.x *= -elasticity }
}
private fun hitAndReflectY() {
externalForce.y *= -elasticity
//controllerMoveDelta?.y?.let { controllerMoveDelta!!.x *= -elasticity }
}
@Transient private val CEILING_HIT_ELASTICITY = 0.3
@Transient private val MINIMUM_BOUNCE_THRESHOLD = 1.0
/**
* prevents sticking to the ceiling
*/
private fun hitAndForciblyReflectY() {
println("hitAndForciblyReflectY")
val moveDelta = externalForce + controllerMoveDelta
// TODO HARK! I have changed veloX/Y to moveDelta.x/y
if (moveDelta.y < 0) {
// kills movement if it is Controllable
controllerMoveDelta?.let { it.y = 0.0 }
if (moveDelta.y * CEILING_HIT_ELASTICITY < -A_PIXEL) {
moveDelta.y = -moveDelta.y * CEILING_HIT_ELASTICITY
}
else {
moveDelta.y = A_PIXEL
}
// for more of a "bounce", you can assign zero if you don't like it
externalForce.y = moveDelta.y * CEILING_HIT_ELASTICITY
//externalForce.y = 0.0
//hitbox.translatePosY(0.5) // TODO why de we need it?
}
else {
throw Error("Check this out bitch (moveDelta.y = ${moveDelta.y})")
}
}
//private fun isColliding(hitbox: Hitbox) = isColliding(hitbox, 0)
/**
* @see /work_files/hitbox_collision_detection_compensation.jpg
*/
@@ -949,10 +892,10 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
if (isNoCollideWorld) return false
// detectors are inside of the bounding box
val x1 = hitbox.startX - A_PIXEL // to compensate for asym, x1 is moved a pixel left
val x2 = hitbox.endX - A_PIXEL
val y1 = hitbox.startY - A_PIXEL // to compensate for asym, y1 is moved a pixel up
val y2 = hitbox.endY - A_PIXEL
val x1 = hitbox.startX
val x2 = hitbox.endX
val y1 = hitbox.startY - A_PIXEL
val y2 = hitbox.endY - A_PIXEL + A_PIXEL
val txStart = x1.div(TILE_SIZE).floorInt()
@@ -984,30 +927,29 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
IMPORTANT AF NOTE: things are ASYMMETRIC!
*/
// detectors are inside of the bounding box
if (option == COLLIDING_TOP) { // to compensate for asym, y1 is moved a pixel up
x1 = hitbox.startX - A_PIXEL
x2 = hitbox.endX - A_PIXEL
y1 = hitbox.startY - A_PIXEL - A_PIXEL
x2 = hitbox.endX - A_PIXEL + A_PIXEL
y1 = hitbox.startY - A_PIXEL
y2 = y1
}
else if (option == COLLIDING_BOTTOM) {
x1 = hitbox.startX - A_PIXEL
x2 = hitbox.endX - A_PIXEL
y1 = hitbox.endY
x1 = hitbox.startX - A_PIXEL // FIXME reduce width
x2 = hitbox.endX - A_PIXEL + A_PIXEL
y1 = hitbox.endY - A_PIXEL + A_PIXEL
y2 = y1
}
else if (option == COLLIDING_LEFT) { // to compensate for asym, x1 is moved a pixel left
x1 = hitbox.startX - 2 * A_PIXEL
x1 = hitbox.startX - A_PIXEL
x2 = x1
y1 = hitbox.startY
y2 = hitbox.endY - A_PIXEL
y1 = hitbox.startY - A_PIXEL
y2 = hitbox.endY - A_PIXEL + A_PIXEL
}
else if (option == COLLIDING_RIGHT) {
x1 = hitbox.endX
x2 = x1
y1 = hitbox.startY
y2 = hitbox.endY - A_PIXEL
y1 = hitbox.startY - A_PIXEL
y2 = hitbox.endY - A_PIXEL + A_PIXEL
}
else if (option == COLLIDING_ALLSIDE) {
return isTouchingSide(hitbox, COLLIDING_LEFT) || isTouchingSide(hitbox, COLLIDING_RIGHT) ||