ground slide (balls) works; walking works; still no wall...

This commit is contained in:
minjaesong
2017-05-08 02:55:12 +09:00
parent ca8924e722
commit 629408ebb8
2 changed files with 37 additions and 24 deletions

View File

@@ -500,6 +500,11 @@ open class ActorHumanoid(birth: GameDate, death: GameDate? = null)
fun setNoClip(b: Boolean) {
noClip = b
if (b) {
moveDelta.zero()
controllerMoveDelta?.zero()
}
}
fun Float.abs() = FastMath.abs(this)

View File

@@ -695,6 +695,7 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
println("binarySearch embedding: ${simulationHitbox.endPointY}")
}
// snap to closest tile
// binarySearch gives embedding of ~3 pixels, which is safe to round up/down. // binarySearch gives embedding: it shouldn't but it does :\
// [Procedure]
@@ -714,27 +715,21 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
// manual compensation
// standing on the floow
if (isTouchingSide(simulationHitbox, COLLIDING_BOTTOM)) {
simulationHitbox.translate(0.0, -1.0)
}
//println("moveDelta: $moveDelta, displacement: ${simulationHitbox - hitbox})
println("moveDelta: $moveDelta, displacement: ${simulationHitbox - hitbox}")
//hitbox.translate(getBacktrackDelta(bmid))
hitbox.reassign(simulationHitbox)
println("hitbox.endY = ${hitbox.endPointY}")
println("# final hitbox.endY = ${hitbox.endPointY}")
/*var ccdStep = 0.0
while (!isColliding(simulationHitbox) && ccdStep < 1.0) {
simulationHitbox.reassign(hitbox)
simulationHitbox.translate(getBacktrackDelta(ccdStep))
ccdStep += 1.0/256.0
}
hitbox.translate(getBacktrackDelta(ccdStep))
println("endY: ${hitbox.endPointY}\tccdStep: $ccdStep")*/
//println("pointedY: ${hitbox.pointedY}")
// if collision not detected, just don't care; it's not your job to apply moveDelta
}
@@ -836,29 +831,42 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
val x2: Double
val y1: Double
val y2: Double
/*
This structure:
######## // TOP
| |
| |
| |
######## // BOTTOM
for hittng-the-block-edge case
*/
if (option == COLLIDING_TOP) {
x1 = hitbox.posX
x2 = hitbox.endPointX - A_PIXEL
y1 = hitbox.posY - A_PIXEL
x1 = hitbox.posX - A_PIXEL
x2 = hitbox.endPointX
y1 = hitbox.posY - A_PIXEL - A_PIXEL
y2 = y1
}
else if (option == COLLIDING_BOTTOM) {
x1 = hitbox.posX
x2 = hitbox.endPointX - A_PIXEL
y1 = hitbox.endPointY
x1 = hitbox.posX - A_PIXEL
x2 = hitbox.endPointX
y1 = hitbox.endPointY + A_PIXEL
y2 = y1
}
else if (option == COLLIDING_LEFT) {
x1 = hitbox.posX - A_PIXEL
x2 = x1
y1 = hitbox.posY
y2 = hitbox.endPointY - A_PIXEL
y1 = hitbox.posY - A_PIXEL
y2 = hitbox.endPointY
}
else if (option == COLLIDING_RIGHT) {
x1 = hitbox.endPointX
x2 = x1
y1 = hitbox.posY
y2 = hitbox.endPointY - A_PIXEL
y1 = hitbox.posY - A_PIXEL
y2 = hitbox.endPointY
}
else throw IllegalArgumentException()