somehow fixed but now jumping while walking against wall changes jump behav

This commit is contained in:
minjaesong
2023-08-11 01:04:34 +09:00
parent cef58f6a73
commit 579b6b5b29

View File

@@ -802,20 +802,13 @@ open class ActorWithBody : Actor {
val stepBox = sixteenStep[step] val stepBox = sixteenStep[step]
debug2("stepbox[$step]=$stepBox; feet?=${vectorSum.y > PHYS_EPSILON_DIST}") val downDown = if (this is ActorHumanoid) this.isDownDown else false
val goingDown = (vectorSum.y > PHYS_EPSILON_DIST) || (vectorSum.y >= 0.0 && !isWalled(stepBox, if (gravitation.y >= 0.0) COLLIDING_BOTTOM else COLLIDING_TOP))
/*forEachOccupyingTilePos(stepBox) { debug2("stepbox[$step]=$stepBox; goingDown=$goingDown, downDown=$downDown")
val tileCoord = LandUtil.resolveBlockAddr(world!!, it)
val tile = world!!.getTileFromTerrain(tileCoord.first, tileCoord.second) ?: Block.STONE
if (shouldICollideWithThis(tile) || (it.isFeetTile(stepBox) && shouldICollideWithThisFeet(tile))) { // careful when using feet mode, as it will only look for collision on feet tiles!
collidingStep = step if (isColliding(stepBox, goingDown && !downDown)) {
}
}*/
// trying to use same function as the others, in an effort to eliminate the "contradiction" mentioned below
if (isColliding(stepBox, vectorSum.y > PHYS_EPSILON_DIST)) {
// not registering collision sometimes?
collidingStep = step collidingStep = step
} }
@@ -826,24 +819,13 @@ open class ActorWithBody : Actor {
var bounceY = false var bounceY = false
var zeroX = false var zeroX = false
var zeroY = false var zeroY = false
// collision NOT detected
if (collidingStep == null) {
debug1("== Collision step: no collision")
hitbox.translate(vectorSum)
// grounded = false
}
// collision detected
else {
debug1("== Collision step: $collidingStep / $ccdSteps")
debug1("CCD hitbox: ${sixteenStep[collidingStep]}")
val newHitbox = hitbox.reassign(sixteenStep[collidingStep])
val newHitbox = if (collidingStep == null) null else hitbox.clone().reassign(sixteenStep[collidingStep])
var staircaseStatus = 0 var staircaseStatus = 0
var stairHeightLeft = 0.0 var stairHeightLeft = 0.0
var stairHeightRight = 0.0 var stairHeightRight = 0.0
val selfCollisionStatus = intArrayOf(1,2,4,8).fold(0) { acc, state -> val selfCollisionStatus = if (newHitbox == null) 0 else
intArrayOf(1,2,4,8).fold(0) { acc, state ->
// also update staircaseStatus while we're iterating // also update staircaseStatus while we're iterating
if (state and 5 != 0) { if (state and 5 != 0) {
isWalledStairs(newHitbox, state).let { isWalledStairs(newHitbox, state).let {
@@ -857,6 +839,19 @@ open class ActorWithBody : Actor {
acc or (state * isWalledStairs(newHitbox, state).first.coerceAtMost(1)) acc or (state * isWalledStairs(newHitbox, state).first.coerceAtMost(1))
} }
// collision NOT detected
if (collidingStep == null) {
debug1("== Collision step: no collision")
hitbox.translate(vectorSum)
// grounded = false
}
// collision detected
else {
debug1("== Collision step: $collidingStep / $ccdSteps")
debug1("CCD hitbox: ${sixteenStep[collidingStep]}")
val newHitbox = newHitbox!!
// superseded by isWalledStairs-related codes // superseded by isWalledStairs-related codes
//if (isWalled(newHitbox, COLLIDING_LEFT)) selfCollisionStatus += COLL_LEFTSIDE // 1 //if (isWalled(newHitbox, COLLIDING_LEFT)) selfCollisionStatus += COLL_LEFTSIDE // 1
//if (isWalled(newHitbox, COLLIDING_BOTTOM)) selfCollisionStatus += COLL_BOTTOMSIDE // 2 //if (isWalled(newHitbox, COLLIDING_BOTTOM)) selfCollisionStatus += COLL_BOTTOMSIDE // 2
@@ -868,9 +863,9 @@ open class ActorWithBody : Actor {
debug1("collision: $selfCollisionStatus\tstaircasing: $staircaseStatus") debug1("collision: $selfCollisionStatus\tstaircasing: $staircaseStatus")
when (selfCollisionStatus) { when (selfCollisionStatus) {
0 -> { /*0 -> {
debug1("Contradiction -- collision detected by CCD, but isWalled() says otherwise") debug1("Contradiction -- collision detected by CCD, but isWalled() says otherwise")
} }*/
5 -> { 5 -> {
zeroX = true zeroX = true
} }
@@ -896,6 +891,11 @@ open class ActorWithBody : Actor {
} }
if (selfCollisionStatus == 0) {
debug1("== selfCollisionStatus was zero, behaving as if (collidingStep = null)")
hitbox.translate(vectorSum)
}
else {
// fire Collision Event with one/two/three-side collision // fire Collision Event with one/two/three-side collision
// for the ease of writing, this jumptable is separated from above. // for the ease of writing, this jumptable is separated from above.
when (selfCollisionStatus) { when (selfCollisionStatus) {
@@ -934,7 +934,6 @@ open class ActorWithBody : Actor {
newHitbox.startY newHitbox.startY
val angleOfIncidence = val angleOfIncidence =
if (selfCollisionStatus in listOf(3, 9)) if (selfCollisionStatus in listOf(3, 9))
vectorSum.direction.toPositiveRad() vectorSum.direction.toPositiveRad()
@@ -949,7 +948,13 @@ open class ActorWithBody : Actor {
(Vector2(offendingHitboxPointX, offendingHitboxPointY) - (Vector2(offendingHitboxPointX, offendingHitboxPointY) -
Vector2(offendingTileWorldX, offendingTileWorldY)).direction Vector2(offendingTileWorldX, offendingTileWorldY)).direction
debug1("incidentAngle: ${Math.toDegrees(angleOfIncidence)}°, threshold: ${Math.toDegrees(angleThreshold)}°") debug1(
"incidentAngle: ${Math.toDegrees(angleOfIncidence)}°, threshold: ${
Math.toDegrees(
angleThreshold
)
}°"
)
debug1("offendingTileWorldY=$offendingTileWorldY, offendingHitboxPointY=$offendingHitboxPointY") debug1("offendingTileWorldY=$offendingTileWorldY, offendingHitboxPointY=$offendingHitboxPointY")
@@ -966,10 +971,25 @@ open class ActorWithBody : Actor {
-vectorSum.signum -vectorSum.signum
else { else {
when (selfCollisionStatus) { when (selfCollisionStatus) {
3 -> if (angleOfIncidence > angleThreshold) Vector2(1.0, 0.0) else Vector2(0.0, -1.0) 3 -> if (angleOfIncidence > angleThreshold) Vector2(1.0, 0.0)
6 -> if (angleOfIncidence > angleThreshold) Vector2(0.0, -1.0) else Vector2(-1.0, 0.0) else Vector2(
0.0,
-1.0
)
6 -> if (angleOfIncidence > angleThreshold) Vector2(0.0, -1.0)
else Vector2(
-1.0,
0.0
)
9 -> if (angleOfIncidence > angleThreshold) Vector2(0.0, 1.0) else Vector2(1.0, 0.0) 9 -> if (angleOfIncidence > angleThreshold) Vector2(0.0, 1.0) else Vector2(1.0, 0.0)
12 -> if (angleOfIncidence > angleThreshold) Vector2(-1.0, 0.0) else Vector2(0.0, 1.0) 12 -> if (angleOfIncidence > angleThreshold) Vector2(-1.0, 0.0)
else Vector2(
0.0,
1.0
)
else -> throw InternalError("Blame hardware or universe") else -> throw InternalError("Blame hardware or universe")
} }
} }
@@ -988,14 +1008,17 @@ open class ActorWithBody : Actor {
debug1("finalDisplacement=$finalDisplacement") debug1("finalDisplacement=$finalDisplacement")
// adjust finalDisplacement for honest-to-god staircasing // adjust finalDisplacement for honest-to-god staircasing
if (physProp.useStairs && vectorSum.y <= 0.0 && staircaseStatus in listOf(1, 4) && selfCollisionStatus in (if (gravitation.y >= 0.0) listOf(3,6) else listOf(9, 12))) { if (physProp.useStairs && vectorSum.y <= 0.0 && staircaseStatus in listOf(1, 4) &&
selfCollisionStatus in (if (gravitation.y >= 0.0) listOf(3, 6) else listOf(9, 12))
) {
// remove Y displacement // remove Y displacement
// let original X velocity to pass-thru instead of snapping to tiles coded above // let original X velocity to pass-thru instead of snapping to tiles coded above
// pass-thru values are held by the vectorSum // pass-thru values are held by the vectorSum
debug1("staircasing: $staircaseStatus for $selfCollisionStatus") debug1("staircasing: $staircaseStatus for $selfCollisionStatus")
val stairHeight = if (staircaseStatus == COLLIDING_LEFT) stairHeightLeft else stairHeightRight val stairHeight =
if (staircaseStatus == COLLIDING_LEFT) stairHeightLeft else stairHeightRight
finalDisplacement.y = -stairHeight finalDisplacement.y = -stairHeight
finalDisplacement.x = vectorSum.x finalDisplacement.x = vectorSum.x
@@ -1008,7 +1031,8 @@ open class ActorWithBody : Actor {
// so we also zero the same exact value here for perfect hiding // so we also zero the same exact value here for perfect hiding
if (controllerV != null) { if (controllerV != null) {
val stairRatio = stairHeight / hitbox.height val stairRatio = stairHeight / hitbox.height
stairPenaltyVector = Math.pow(1.0 - (stairRatio), 90 * stairRatio).times(10).coerceIn(0.00005, 1.0) stairPenaltyVector =
Math.pow(1.0 - (stairRatio), 90 * stairRatio).times(10).coerceIn(0.00005, 1.0)
controllerV!!.x = 0.0 controllerV!!.x = 0.0
stairPenaltyCounter = 0 stairPenaltyCounter = 0
stairPenaltyMax = Math.pow(stairRatio, 2.4).times(166).roundToInt().coerceAtMost(64) stairPenaltyMax = Math.pow(stairRatio, 2.4).times(166).roundToInt().coerceAtMost(64)
@@ -1031,7 +1055,6 @@ open class ActorWithBody : Actor {
} }
// bounce X/Y // bounce X/Y
if (bounceX) { if (bounceX) {
externalV.x *= elasticity externalV.x *= elasticity
@@ -1067,6 +1090,8 @@ open class ActorWithBody : Actor {
// another platform-related hacks // another platform-related hacks
if (this is ActorHumanoid) downDownVirtually = false if (this is ActorHumanoid) downDownVirtually = false
}
}// end of collision not detected }// end of collision not detected
@@ -1129,7 +1154,7 @@ open class ActorWithBody : Actor {
/** /**
* @see /work_files/hitbox_collision_detection_compensation.jpg * @see /work_files/hitbox_collision_detection_compensation.jpg
*/ */
private fun isColliding(hitbox: Hitbox, feet: Boolean = false): Boolean { private fun isColliding(hitbox: Hitbox, usePlatformDetection: Boolean = false): Boolean {
if (isNoCollideWorld) return false if (isNoCollideWorld) return false
// detectors are inside of the bounding box // detectors are inside of the bounding box
@@ -1145,7 +1170,8 @@ open class ActorWithBody : Actor {
val tyStart = y1/*.plus(HALF_PIXEL)*/.floorToInt() val tyStart = y1/*.plus(HALF_PIXEL)*/.floorToInt()
val tyEnd = y2/*.plus(HALF_PIXEL)*/.floorToInt() val tyEnd = y2/*.plus(HALF_PIXEL)*/.floorToInt()
return isCollidingInternalStairs(txStart, if (feet) tyEnd else tyStart, txEnd, tyEnd, feet).first > 0 // return isCollidingInternalStairs(txStart, if (feet) tyEnd else tyStart, txEnd, tyEnd, feet).first > 0
return isCollidingInternalStairs(txStart, tyStart, txEnd, tyEnd, usePlatformDetection).first > 0
} }
/** /**
@@ -1327,7 +1353,7 @@ open class ActorWithBody : Actor {
var stairHeight = 0 var stairHeight = 0
var hitFloor = false var hitFloor = false
if (ys.last != ys.first && feet) throw InternalError("Feet mode collision but pyStart != pyEnd ($pyStart .. $pyEnd)") // if (ys.last != ys.first && feet) throw InternalError("Feet mode collision but pyStart != pyEnd ($pyStart .. $pyEnd)")
for (y in ys) { for (y in ys) {