door automatic opening/closing now works

This commit is contained in:
minjaesong
2022-07-28 15:48:01 +09:00
parent c903d48073
commit 56fbfb578f
6 changed files with 117 additions and 73 deletions

View File

@@ -1,6 +1,5 @@
package net.torvald.spriteanimation
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.Pixmap
import com.badlogic.gdx.graphics.Texture
import com.badlogic.gdx.graphics.g2d.SpriteBatch
@@ -162,6 +161,7 @@ class AssembledSpriteAnimation(
override fun render(batch: SpriteBatch, posX: Float, posY: Float, scale: Float) {
if (parentActor.isVisible) {
batch.color = colourFilter
renderThisAnimation(batch, posX, posY, scale, "${currentAnimation}_${1+currentFrame}")
}
}

View File

@@ -1,5 +1,6 @@
package net.torvald.spriteanimation
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.utils.Disposable
import com.jme3.math.FastMath
@@ -19,6 +20,7 @@ abstract class SpriteAnimation(@Transient val parentActor: ActorWithBody) : Disp
var flipHorizontal = false
var flipVertical = false
var colourFilter = Color(-1)
open fun flip(horizontal: Boolean, vertical: Boolean) {
flipHorizontal = horizontal
@@ -144,8 +146,7 @@ class SheetSpriteAnimation(parentActor: ActorWithBody) : SpriteAnimation(parentA
if (visible) {
val region = textureRegion.get(currentFrame, currentRow)
// batch.color = colorFilter
batch.color = colourFilter
val tx = (parentActor.hitboxTranslateX) * scale
val txF = (parentActor.hitboxTranslateX + parentActor.baseHitboxW) * scale

View File

@@ -67,7 +67,7 @@ open class ActorWithBody : Actor {
protected set
open var tooltipText: String? = null // null: display nothing
val mouseUp: Boolean
get() = hitbox.containsPoint(Terrarum.mouseX, Terrarum.mouseY)
get() = hitbox.containsPoint((world?.width ?: 0) * TILE_SIZED, Terrarum.mouseX, Terrarum.mouseY)
var hitboxTranslateX: Int = 0// relative to spritePosX
protected set

View File

@@ -158,21 +158,24 @@ class Hitbox {
return this
}
// TODO consider ROUNDWORLD
fun containsPoint(x: Double, y: Double) = (x - hitboxStart.x) in 0.0..width && (y - hitboxStart.y) in 0.0..height
fun containsPoint(p: Point2d) = containsPoint(p.x, p.y)
infix fun intersects(position: Point2d) =
(position.x >= startX && position.x <= startX + width) &&
(position.y >= startY && position.y <= startY + height)
infix fun intersects(other: Hitbox) =
(this.startX <= other.startX && other.startX <= this.endX) ||
(this.startX <= other.endX && other.endX <= this.endX) &&
(this.startY <= other.startY && other.startY <= this.endY) ||
(this.startY <= other.endY && other.endY <= this.endY)
/** *ROUNDWORLD*-aware version of intersects(Double, Double). */
fun containsPoint(worldWidth: Double, x: Double, y: Double) = intersects(x, y) || intersects(x + worldWidth, y) || intersects(x - worldWidth, y)
/** *ROUNDWORLD*-aware version of intersects(Poind2d). */
fun containsPoint(worldWidth: Double, p: Point2d) = containsPoint(worldWidth, p.x, p.y)
/** *ROUNDWORLD*-aware version of intersects(Hitbox). */
fun containsHitbox(worldWidth: Double, other: Hitbox): Boolean {
val osx = other.startX; val osy = other.startY; val oex = other.endX; val oey = other.endY // to avoid redundant maths operations
return intersects(osx, osy, oex, oey) || intersects(osx + worldWidth, osy, oex + worldWidth, oey) || intersects(osx - worldWidth, osy, oex - worldWidth, oey)
}
fun intersects(px: Double, py: Double) =
(px in startX..endX) &&
(py in startY..endY)
infix fun intersects(position: Point2d) = intersects(position.x, position.y)
infix fun intersects(other: Hitbox) = intersects(other.startX, other.startY, other.endX, other.endY)
fun intersects(otherStartX: Double, otherStartY: Double, otherEndX: Double, otherEndY: Double) =
(this.endX >= otherStartX && otherEndX >= this.startX) &&
(this.endY >= otherStartY && otherEndY >= this.startY)
fun toVector(): Vector2 = Vector2(startX, startY)

View File

@@ -84,6 +84,7 @@ open class FixtureBase : ActorWithBody, CuedByTerrainChange {
* @param action a function with following arguments: posX, posY, offX, offY
*/
open fun forEachBlockbox(action: (Int, Int, Int, Int) -> Unit) {
// TODO scale-aware
worldBlockPos?.let { (posX, posY) ->
for (y in posY until posY + blockBox.height) {
for (x in posX until posX + blockBox.width) {

View File

@@ -105,6 +105,7 @@ open class FixtureSwingingDoorBase : FixtureBase, Luminous {
doorState = 0
placeActorBlocks()
}
doorCloseQueued = false
}
open protected fun openToRight() {
@@ -113,6 +114,7 @@ open class FixtureSwingingDoorBase : FixtureBase, Luminous {
doorState = 1
placeActorBlocks()
}
doorCloseQueued = false
}
open protected fun openToLeft() {
@@ -121,6 +123,7 @@ open class FixtureSwingingDoorBase : FixtureBase, Luminous {
doorState = -1
placeActorBlocks()
}
doorCloseQueued = false
}
/*override fun forEachBlockbox(action: (Int, Int, Int, Int) -> Unit) {
@@ -174,10 +177,10 @@ open class FixtureSwingingDoorBase : FixtureBase, Luminous {
}
private fun ActorWithBody.ontheLeftSideOfDoor(): Boolean {
return this.hitbox.centeredX < this@FixtureSwingingDoorBase.hitbox.centeredX
return this.hitbox.startX < this@FixtureSwingingDoorBase.hitbox.centeredX
}
private fun ActorWithBody.ontheRightSideOfDoor(): Boolean {
return this.hitbox.centeredX > this@FixtureSwingingDoorBase.hitbox.centeredX
return this.hitbox.endX > this@FixtureSwingingDoorBase.hitbox.centeredX
}
private fun ActorWithBody.movingTowardsRight(): Boolean {
@@ -190,66 +193,102 @@ open class FixtureSwingingDoorBase : FixtureBase, Luminous {
return ((this.controllerV ?: Vector2()) + this.externalV).x.absoluteValue < PHYS_EPSILON_VELO
}
private var doorCloseQueueTimer = 0f
private var doorCloseQueued = false
private fun queueDoorClosing() {
doorCloseQueueTimer = 0f
doorCloseQueued = true
}
override fun update(delta: Float) {
super.update(delta)
// debug colouring
// this.sprite?.colourFilter =
// if (doorCloseQueued) Color.YELLOW
// else if (doorStateTimer > doorHoldLength[doorState]!!) Color.LIME
// else Color.CORAL
if (!flagDespawn && worldBlockPos != null) {
val actors = INGAME.actorContainerActive.filterIsInstance<ActorWithBody>()
// auto opening and closing
// TODO make this work with "player_alies" faction, not just a player
val installer: IngamePlayer? = if (actorThatInstalledThisFixture == null) null else INGAME.actorContainerActive.filterIsInstance<IngamePlayer>().filter { it.uuid == actorThatInstalledThisFixture }.ifEmpty {
INGAME.actorContainerInactive.filterIsInstance<IngamePlayer>().filter { it.uuid == actorThatInstalledThisFixture }
}.getOrNull(0)
// if the door is "owned" by someone, restrict access to its "amicable" (defined using Faction subsystem) actors
// if the door is owned by null, restrict access to ActorHumanoid and actors with "intelligent" actor value set up
if (actorThatInstalledThisFixture == null || installer != null) {
val amicableActors: List<ActorWithBody> = ArrayList(
if (actorThatInstalledThisFixture == null)
actors.filterIsInstance<ActorHumanoid>() union actors.filter { it.actorValue.getAsBoolean("intelligent") == true }
else {
val goodFactions = installer?.faction?.flatMap { it.factionAmicable }?.toHashSet()
if (goodFactions != null)
actors.filterIsInstance<Factionable>().filter {
(it.faction.map { it.factionName } intersect goodFactions).isNotEmpty()
} as List<ActorWithBody>
else
listOf()
}
).also {
// add the installer of the door to the amicableActors if for some reason it was not added
if (installer != null && !it.contains(installer)) it.add(0, installer)
}.filter {
// filter amicableActors so that ones standing near the door remain
it.hitbox.intersects(this.hitbox)
}
// automatic opening/closing
if (doorStateTimer > doorHoldLength[doorState]!!) {
var nobodyIsThere = true
for (actor in amicableActors) {
if (actor.ontheLeftSideOfDoor() && actor.movingTowardsRight()) {
openToRight()
nobodyIsThere = false
break
}
else if (actor.ontheRightSideOfDoor() && actor.movingTowardsLeft()) {
openToLeft()
nobodyIsThere = false
break
}
}
if (nobodyIsThere) {
closeDoor()
}
doorStateTimer = 0f
}
// delayed auto closing
if (doorCloseQueued && doorCloseQueueTimer >= doorOpenedHoldLength) {
closeDoor()
}
else if (doorCloseQueued) {
doorCloseQueueTimer += delta
}
// automatic opening/closing
if (doorStateTimer > doorHoldLength[doorState]!!) {
val actors = INGAME.actorContainerActive.filterIsInstance<ActorWithBody>()
// auto opening and closing
// TODO make this work with "player_alies" faction, not just a player
val installer: IngamePlayer? = if (actorThatInstalledThisFixture == null) null
else INGAME.actorContainerActive.filterIsInstance<IngamePlayer>().filter { it.uuid == actorThatInstalledThisFixture }.ifEmpty {
INGAME.actorContainerInactive.filterIsInstance<IngamePlayer>().filter { it.uuid == actorThatInstalledThisFixture }
}.getOrNull(0)
// if the door is "owned" by someone, restrict access to its "amicable" (defined using Faction subsystem) actors
// if the door is owned by null, restrict access to ActorHumanoid and actors with "intelligent" actor value set up
if (actorThatInstalledThisFixture == null || installer != null) {
val amicableActors: List<ActorWithBody> = ArrayList(
if (actorThatInstalledThisFixture == null)
actors.filterIsInstance<ActorHumanoid>() union actors.filter { it.actorValue.getAsBoolean("intelligent") == true }
else {
val goodFactions = installer?.faction?.flatMap { it.factionAmicable }?.toHashSet()
if (goodFactions != null)
actors.filterIsInstance<Factionable>().filter {
(it.faction.map { it.factionName } intersect goodFactions).isNotEmpty()
} as List<ActorWithBody>
else
listOf()
}
).also {
// add the installer of the door to the amicableActors if for some reason it was not added
if (installer != null && !it.contains(installer)) it.add(0, installer)
}.filter {
// filter amicableActors so that ones standing near the door remain
this.hitbox.containsHitbox(INGAME.world.width * TILE_SIZED, it.hitbox)
}
var nobodyIsThere = true
val oldState = doorState
for (actor in amicableActors) {
if (doorState != 0) {
if (this.hitbox.containsHitbox(INGAME.world.width * TILE_SIZED, actor.hitbox)) {
nobodyIsThere = false
break
}
}
else {
if (actor.ontheLeftSideOfDoor() && actor.movingTowardsRight()) {
openToRight()
nobodyIsThere = false
break
}
else if (actor.ontheRightSideOfDoor() && actor.movingTowardsLeft()) {
openToLeft()
nobodyIsThere = false
break
}
}
}
if (nobodyIsThere && !doorCloseQueued && doorState != 0) {
queueDoorClosing()
}
if (oldState != doorState) doorStateTimer = 0f
}
}
else {
doorStateTimer += delta
}
doorStateTimer += delta
}
}