mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-11 19:14:05 +09:00
instead of dealing with delta, we'll just update multiple times, THIS TIME IN CORRECT WAY
(because it really works :p)
This commit is contained in:
@@ -120,9 +120,6 @@ class BuildingMaker(batch: SpriteBatch) : IngameInstance(batch) {
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}
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}
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protected var updateDeltaCounter = 0.0
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protected val updateRate = 1.0 / Terrarum.TARGET_INTERNAL_FPS
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private val actorsRenderOverlay = ArrayList<ActorWithBody>()
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init {
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@@ -161,19 +158,8 @@ class BuildingMaker(batch: SpriteBatch) : IngameInstance(batch) {
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// ASYNCHRONOUS UPDATE AND RENDER //
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// async update
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updateDeltaCounter += delta
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if (delta < 1f / 10f) { // discard async if measured FPS <= 10
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var updateTries = 0
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while (updateDeltaCounter >= updateRate) {
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updateGame(delta)
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updateDeltaCounter -= updateRate
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updateTries++
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}
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}
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else {
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updateGame(delta)
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}
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// TODO async update
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updateGame(delta)
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// render? just do it anyway
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renderGame()
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@@ -82,7 +82,7 @@ open class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
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fun getCanonicalTitle() = AppLoader.GAME_NAME +
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" — F: ${Gdx.graphics.framesPerSecond}" +
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if (AppLoader.IS_DEVELOPMENT_BUILD)
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" (Δt${Terrarum.updateRateStr} / RT${Terrarum.renderRateStr})" +
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" (ΔF${Terrarum.updateRateStr})" +
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" — M: J${Terrarum.memJavaHeap}M / N${Terrarum.memNativeHeap}M / X${Terrarum.memXmx}M"
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else
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""
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@@ -379,6 +379,7 @@ open class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
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LightmapRenderer.fireRecalculateEvent()
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AppLoader.debugTimers["Ingame.updateCounter"] = 0
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@@ -408,8 +409,6 @@ open class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
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itemOnGrip?.endSecondaryUse(delta)
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}
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protected val renderRate = Terrarum.renderRate
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private var firstTimeRun = true
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///////////////
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@@ -422,6 +421,7 @@ open class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
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}
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private var countdownToDeltaReset = 15 // number of frames
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private var updateAkku = 0.0
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override fun render(delta: Float) {
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// Q&D solution for LoadScreen and Ingame, where while LoadScreen is working, Ingame now no longer has GL Context
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@@ -443,7 +443,7 @@ open class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
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}
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if (countdownToDeltaReset >= 0) {3
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if (countdownToDeltaReset >= 0) {
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if (countdownToDeltaReset == 0) {
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AppLoader.resetDeltaSmoothingHistory()
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}
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@@ -456,20 +456,15 @@ open class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
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/** UPDATE CODE GOES HERE */
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updateAkku += AppLoader.getSmoothDelta()
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if (false && AppLoader.getConfigBoolean("multithread")) { // NO MULTITHREADING: camera don't like concurrent modification (jittery actor movements)
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if (firstTimeRun || updateThreadWrapper.state == Thread.State.TERMINATED) {
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updateThreadWrapper = Thread(ingameUpdateThread, "Terrarum UpdateThread")
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updateThreadWrapper.start()
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if (firstTimeRun) firstTimeRun = false
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}
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// else, NOP;
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}
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else {
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var i = 0L
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while (updateAkku >= delta) {
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AppLoader.debugTimers["Ingame.update"] = measureNanoTime { updateGame(delta) }
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updateAkku -= delta
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i += 1
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}
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AppLoader.debugTimers["Ingame.updateCounter"] = i
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/** RENDER CODE GOES HERE */
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@@ -543,6 +538,8 @@ open class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
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private fun renderGame() {
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Gdx.graphics.setTitle(getCanonicalTitle())
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IngameRenderer.invoke(
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world as GameWorldExtension,
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actorsRenderBehind,
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@@ -406,9 +406,9 @@ open class ActorHumanoid(
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avAcceleration * applyVelo(walkCounterX) * (if (left) -1f else 1f) * absAxisVal
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if (absAxisVal != AXIS_KEYBOARD)
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controllerMoveDelta?.x?.let { controllerMoveDelta!!.x = controllerMoveDelta!!.x.plus(readonly_totalX).bipolarClamp(avSpeedCap * absAxisVal) }
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controllerV?.x?.let { controllerV!!.x = controllerV!!.x.plus(readonly_totalX).bipolarClamp(avSpeedCap * absAxisVal) }
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else
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controllerMoveDelta?.x?.let { controllerMoveDelta!!.x = controllerMoveDelta!!.x.plus(readonly_totalX).bipolarClamp(avSpeedCap) }
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controllerV?.x?.let { controllerV!!.x = controllerV!!.x.plus(readonly_totalX).bipolarClamp(avSpeedCap) }
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if (walkCounterX < 1000000) {
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walkCounterX += 1
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@@ -444,9 +444,9 @@ open class ActorHumanoid(
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avAcceleration * applyVelo(walkCounterY) * (if (up) -1f else 1f) * absAxisVal
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if (absAxisVal != AXIS_KEYBOARD)
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controllerMoveDelta?.y?.let { controllerMoveDelta!!.y = controllerMoveDelta!!.y.plus(readonly_totalY).bipolarClamp(avSpeedCap * absAxisVal) }
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controllerV?.y?.let { controllerV!!.y = controllerV!!.y.plus(readonly_totalY).bipolarClamp(avSpeedCap * absAxisVal) }
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else
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controllerMoveDelta?.y?.let { controllerMoveDelta!!.y = controllerMoveDelta!!.y.plus(readonly_totalY).bipolarClamp(avSpeedCap) }
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controllerV?.y?.let { controllerV!!.y = controllerV!!.y.plus(readonly_totalY).bipolarClamp(avSpeedCap) }
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if (walkCounterY < 1000000) {
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walkCounterY += 1
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@@ -489,6 +489,7 @@ open class ActorHumanoid(
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private var oldJUMPPOWERBUFF = -1.0 // init
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private var oldScale = -1.0
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private var oldDragCoefficient = -1.0
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// used by some AIs
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var jumpAirTime: Double = -1.0
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get() {
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// compare all the affecting variables
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@@ -519,7 +520,7 @@ open class ActorHumanoid(
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val timedJumpCharge = jumpFunc(MAX_JUMP_LENGTH, jmpCtr)
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forceVec.y -= getJumpAcc(jumpPower, timedJumpCharge)
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forceVec.y += getDrag(1.0 / Terrarum.PHYS_REF_FPS, forceVec).y
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forceVec.y += getDrag(AppLoader.UPDATE_RATE.toFloat(), forceVec).y
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simYPos += forceVec.y // ignoring all the fluid drag OTHER THAN THE AIR
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@@ -564,7 +565,7 @@ open class ActorHumanoid(
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jumpAcc = getJumpAcc(jumpPower, timedJumpCharge)
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controllerMoveDelta?.y?.let { controllerMoveDelta!!.y -= jumpAcc } // feed negative value to the vector
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controllerV?.y?.let { controllerV!!.y -= jumpAcc } // feed negative value to the vector
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// do not think of resetting this to zero when counter hit the ceiling; that's HOW NOT
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// newtonian physics work, stupid myself :(
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@@ -609,7 +610,7 @@ open class ActorHumanoid(
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sprite?.update(delta)
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spriteGlow?.update(delta)
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if (walledBottom && controllerMoveDelta?.x != 0.0) {
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if (walledBottom && controllerV?.x != 0.0) {
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//switch row
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sprite?.switchRow(SPRITE_ROW_WALK)
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spriteGlow?.switchRow(SPRITE_ROW_WALK)
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@@ -617,8 +618,8 @@ open class ActorHumanoid(
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// set anim frame delay
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// 4f of the divider is a magic number, empirically decided
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if (this is HasAssembledSprite) {
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sprite?.delays?.set(SPRITE_ROW_WALK, scale.sqrt().toFloat() / (4f * (controllerMoveDelta?.x ?: 0.0001).abs().toFloat())) // FIXME empirical value
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spriteGlow?.delays?.set(SPRITE_ROW_WALK, scale.sqrt().toFloat() / (4f * (controllerMoveDelta?.x ?: 0.0001).abs().toFloat())) // FIXME empirical value
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sprite?.delays?.set(SPRITE_ROW_WALK, scale.sqrt().toFloat() / (4f * (controllerV?.x ?: 0.0001).abs().toFloat())) // FIXME empirical value
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spriteGlow?.delays?.set(SPRITE_ROW_WALK, scale.sqrt().toFloat() / (4f * (controllerV?.x ?: 0.0001).abs().toFloat())) // FIXME empirical value
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}
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@@ -10,7 +10,6 @@ import net.torvald.terrarum.gameactors.AVKey
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import net.torvald.terrarum.gameactors.ActorWBMovable
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import net.torvald.terrarum.gameactors.Controllable
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import net.torvald.terrarum.gameactors.Hitbox
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import net.torvald.terrarum.gameworld.GameWorld
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/**
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* Created by minjaesong on 2018-01-17.
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@@ -37,7 +36,7 @@ class PhysTestLuarLander : ActorWBMovable(RenderOrder.MIDTOP), Controllable {
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super.update(delta)
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if (Gdx.input.isKeyPressed(Input.Keys.UP)) {
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controllerMoveDelta!!.y = avSpeedCap
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controllerV!!.y = avSpeedCap
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}
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}
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@@ -9,7 +9,6 @@ import net.torvald.terrarum.blockproperties.BlockCodex
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import net.torvald.terrarum.gameactors.ActorWBMovable
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import net.torvald.terrarum.gameactors.Hitbox
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import net.torvald.terrarum.gameactors.Luminous
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import net.torvald.terrarum.gameworld.GameWorld
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import org.dyn4j.geometry.Vector2
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import java.util.*
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@@ -54,7 +53,7 @@ open class ProjectileSimple(
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posPre = Point2d(fromPoint.x, fromPoint.y)
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// lightbox sized 8x8 centered to the bullet
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lightBoxList.add(Hitbox(-4.0, -4.0, 8.0, 8.0))
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//this.externalForce.set(velocity)
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//this.externalV.set(velocity)
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damage = bulletDatabase[type][OFFSET_DAMAGE] as Int
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displayColour = bulletDatabase[type][OFFSET_COL] as Color
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@@ -64,7 +63,7 @@ open class ProjectileSimple(
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setHitboxDimension(2, 2, 0, 0) // should be following sprite's properties if there IS one
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externalForce.set((fromPoint to toPoint).setMagnitude(speed.toDouble()))
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externalV.set((fromPoint to toPoint).setMagnitude(speed.toDouble()))
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@@ -150,8 +150,8 @@ object CollisionSolver {
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// if they actually makes collision (e.g. player vs ball), solve it
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if (a makesCollisionWith b) {
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val a_moveDelta = a.externalForce + a.controllerMoveDelta
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val b_moveDelta = b.externalForce + b.controllerMoveDelta
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val a_moveDelta = a.externalV + a.controllerV
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val b_moveDelta = b.externalV + b.controllerV
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val ux_1 = a_moveDelta.x
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val ux_2 = b_moveDelta.x
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