mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
removing moveDelta to utilise externalForce and controllerMoveDelta separately, for great justice
This commit is contained in:
@@ -1,211 +0,0 @@
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import java.io.InputStream
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import java.io.OutputStream
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/**
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* Just to make things slow down
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*
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* This version of Brainfuck fills memory with sanitised input program, and initialises
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* memory pointer to be just right after your input program. This brings three major improvements:
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*
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* 1. Possibility of Self-modifying code
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* 2. Fucks your brain even more
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* 3. Forces you to enhance your calm
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*
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* Also note that program counter and memory pointer will wrap around when commands are executed,
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* but not when program is being loaded (will throw OutOfMemoryException).
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*
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* If memory at Program Counter is equal to 0xFF, it is interpreted as termination. (0xFF is NOT a
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* valid opcode for input program, however)
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*
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* Created by minjaesong on 17-04-29.
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*/
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class BFVM(
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val memSize: Int = 65536,
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val stdout: OutputStream = System.out,
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val stdin: InputStream = System.`in`
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) {
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private val ZERO = 0.toByte()
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private val INP = '>'.toByte()
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private val DEP = '<'.toByte()
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private val INC = '+'.toByte()
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private val DEC = '-'.toByte()
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private val PRN = '.'.toByte()
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private val RDI = ','.toByte()
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private val JPZ = '['.toByte()
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private val JPN = ']'.toByte()
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private val CYA = 0xFF.toByte()
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private val bfOpcodes = hashSetOf<Byte>(43,44,45,46,60,62,91,93)
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private val instSet = hashMapOf<Byte, () -> Unit>(
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Pair(INP, { INP() }),
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Pair(DEP, { DEP() }),
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Pair(INC, { INC() }),
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Pair(DEC, { DEC() }),
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Pair(PRN, { PRN() }),
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Pair(RDI, { RDI() }),
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Pair(JPZ, { JPZ() }),
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Pair(JPN, { JPN() })
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)
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private var r1: Byte = ZERO // Register One (Data register)
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private var r2 = 0 // Register Two (Scratchpad); theoretically I can use R1 but it limits bracket depth to 254
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private var mp = 0 // Memory Pointer
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private var pc = 0 // Program Counter
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private var ir = 0 // Instruction Register; does lookahead ahd lookbehind
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private val mem = ByteArray(memSize)
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/*
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Input program is loaded into the memory from index zero.
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Interrupts are hard-coded, 'cause why not?
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Code Mnemo. Desc.
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----|------|-----
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INP > Increment pointer
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DEP < Decrement pointer
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INC + Increment memory
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DEC - Decrement memory
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PRN . Print as text
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RDI , Read from input
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JPZ [ Jump past to matching ] when mem is zero
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JPN ] Jump back to matching [ when mem is non-zero
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[ Internal operations ]
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CYA 0xFF Marks end of the input program
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*/
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// NOTE: INC_PC is implied
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private fun INP() {
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INC_MP()
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}
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private fun DEP() {
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DEC_MP()
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}
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private fun INC() {
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r1 = mem[mp]
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r1++
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mem[mp] = r1
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}
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private fun DEC() {
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r1 = mem[mp]
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r1--
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mem[mp] = r1
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}
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private fun PRN() {
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stdout.write(mem[mp].toInt())
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}
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private fun RDI() {
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r1 = stdin.read().toByte()
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mem[mp] = r1
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}
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private fun JPZ() {
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if (mem[mp] == ZERO) {
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// lookahead
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ir = pc
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r2 = 0
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while (r2 != -1) {
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INC_IR()
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if (JPZ == mem[ir]) {
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r2++
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}
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else if (JPN == mem[ir]) {
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r2--
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}
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}
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pc = ir
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}
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}
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private fun JPN() {
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if (mem[mp] != ZERO) {
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// lookbehind
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ir = pc
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r2 = 0
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while (r2 != -1) {
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DEC_IR()
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if (JPN == mem[ir]) {
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r2++
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}
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else if (JPZ == mem[ir]) {
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r2--
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}
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}
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pc = ir
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}
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}
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// END OF NOTE (INC_PC is implied)
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fun execute() {
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while (mem[pc] != CYA) {
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//println("pc = $pc, mp = $mp, inst = ${mem[pc].toChar()}, mem = ${mem[mp]}")
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instSet[mem[pc]]?.invoke() // fetch-decode-execute in one line
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INC_PC()
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}
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}
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fun loadProgram(program: String) {
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val program = program.toByteArray(charset = Charsets.US_ASCII)
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pc = 0 // FOR NOW it's PC for input program
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mp = 0 // where to dump input bytes
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while (pc < program.size) {
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if (pc >= memSize - 1) {
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throw OutOfMemoryError("Virtual Machine Out of Memory")
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}
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r1 = program[pc]
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if (r1 in bfOpcodes) {
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mem[mp] = r1
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INC_MP()
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}
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INC_PC()
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}
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mem[program.size] = CYA
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mp = (program.size + 1) mod memSize
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pc = 0
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ir = 0
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}
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private fun INC_PC() { pc = (pc + 1) mod memSize }
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private fun INC_IR() { ir = (ir + 1) mod memSize }
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private fun DEC_IR() { ir = (ir - 1) mod memSize }
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private fun INC_MP() { mp = (mp + 1) mod memSize }
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private fun DEC_MP() { mp = (mp - 1) mod memSize }
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private infix fun Int.mod(other: Int) = Math.floorMod(this, other)
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}
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val vm = BFVM()
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val factorials = """
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+++++++++++
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>+>>>>++++++++++++++++++++++++++++++++++++++++++++
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>++++++++++++++++++++++++++++++++<<<<<<[>[>>>>>>+>
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+<<<<<<<-]>>>>>>>[<<<<<<<+>>>>>>>-]<[>++++++++++[-
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<-[>>+>+<<<-]>>>[<<<+>>>-]+<[>[-]<[-]]>[<<[>>>+<<<
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-]>>[-]]<<]>>>[>>+>+<<<-]>>>[<<<+>>>-]+<[>[-]<[-]]
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>[<<+>>[-]]<<<<<<<]>>>>>[+++++++++++++++++++++++++
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+++++++++++++++++++++++.[-]]++++++++++<[->-<]>++++
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++++++++++++++++++++++++++++++++++++++++++++.[-]<<
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<<<<<<<<<<[>>>+>+<<<<-]>>>>[<<<<+>>>>-]<-[>>.>.<<<
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[-]]<<[>>+>+<<<-]>>>[<<<+>>>-]<<[<+>-]>[<+>-]<<<-]
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"""
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vm.loadProgram(factorials)
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vm.execute()
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@@ -73,7 +73,7 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
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*/
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internal val externalForce = Vector2(0.0, 0.0)
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val moveDelta = Vector2(0.0, 0.0) // moveDelta = velocity + controllerMoveDelta
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//val moveDelta = Vector2(0.0, 0.0) // moveDelta = velocity + controllerMoveDelta
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@Transient private val VELO_HARD_LIMIT = 100.0
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/**
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@@ -359,11 +359,9 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
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//applyBuoyancy()
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}
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// --> Combine all the force (velo) and walk <-- //
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combineVeloToMoveDelta()
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// hard limit velocity
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moveDelta.x = moveDelta.x.bipolarClamp(VELO_HARD_LIMIT) // displaceHitbox SHOULD use moveDelta
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moveDelta.y = moveDelta.y.bipolarClamp(VELO_HARD_LIMIT)
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externalForce.x = externalForce.x.bipolarClamp(VELO_HARD_LIMIT) // displaceHitbox SHOULD use moveDelta
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externalForce.y = externalForce.y.bipolarClamp(VELO_HARD_LIMIT)
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if (!isChronostasis) {
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///////////////////////////////////////////////////
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@@ -405,7 +403,8 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
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applyNormalForce()
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}
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else {
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hitbox.translate(moveDelta)
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hitbox.translate(externalForce)
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hitbox.translate(controllerMoveDelta)
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}
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//////////////////////////////////////////////////////////////
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@@ -450,37 +449,37 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
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* F 1 velo + walk + velo + walk
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* as a result, the speed will keep increase without it
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*/
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private fun combineVeloToMoveDelta() {
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/*private fun combineVeloToMoveDelta() {
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if (this is Controllable) {
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// decide whether to ignore walkX
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if (!(isCollidingSide(hitbox, COLLIDING_LEFT) && walkX < 0)
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|| !(isCollidingSide(hitbox, COLLIDING_RIGHT) && walkX > 0)
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if (!(isTouchingSide(hitbox, COLLIDING_LEFT) && walkX < 0)
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|| !(isTouchingSide(hitbox, COLLIDING_RIGHT) && walkX > 0)
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) {
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moveDelta.x = externalForce.x + walkX
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}
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// decide whether to ignore walkY
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if (!(isCollidingSide(hitbox, COLLIDING_TOP) && walkY < 0)
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|| !(isCollidingSide(hitbox, COLLIDING_BOTTOM) && walkY > 0)
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if (!(isTouchingSide(hitbox, COLLIDING_TOP) && walkY < 0)
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|| !(isTouchingSide(hitbox, COLLIDING_BOTTOM) && walkY > 0)
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) {
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moveDelta.y = externalForce.y + walkY
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}
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}
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else {
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if (!isCollidingSide(hitbox, COLLIDING_LEFT)
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|| !isCollidingSide(hitbox, COLLIDING_RIGHT)
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if (!isTouchingSide(hitbox, COLLIDING_LEFT)
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|| !isTouchingSide(hitbox, COLLIDING_RIGHT)
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) {
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moveDelta.x = externalForce.x
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}
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// decide whether to ignore walkY
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if (!isCollidingSide(hitbox, COLLIDING_TOP)
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|| !isCollidingSide(hitbox, COLLIDING_BOTTOM)
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if (!isTouchingSide(hitbox, COLLIDING_TOP)
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|| !isTouchingSide(hitbox, COLLIDING_BOTTOM)
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) {
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moveDelta.y = externalForce.y
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}
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}
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}
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}*/
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/**
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* Apply gravitation to the every falling body (unless not levitating)
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@@ -488,7 +487,7 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
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* Apply only if not grounded; normal force is precessed separately.
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*/
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private fun applyGravitation() {
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if (!isNoSubjectToGrav && !isTouchingSide(hitbox, COLLIDING_BOTTOM)) {
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if (!isNoSubjectToGrav) {
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//if (!isTouchingSide(hitbox, COLLIDING_BOTTOM)) {
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/**
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* weight; gravitational force in action
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@@ -503,7 +502,7 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
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* Drag of atmosphere
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* D = Cd (drag coefficient) * 0.5 * rho (density) * V^2 (velocity sqr) * A (area)
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*/
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val D: Vector2 = Vector2(moveDelta.x.magnSqr(), moveDelta.y.magnSqr()) * dragCoefficient * 0.5 * A// * tileDensityFluid.toDouble()
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val D: Vector2 = Vector2(externalForce.x.magnSqr(), externalForce.y.magnSqr()) * dragCoefficient * 0.5 * A// * tileDensityFluid.toDouble()
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val V: Vector2 = (W - D) / Terrarum.TARGET_FPS.toDouble() * SI_TO_GAME_ACC
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@@ -514,6 +513,8 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
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private fun applyNormalForce() {
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if (!isNoCollideWorld) {
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val moveDelta = externalForce + controllerMoveDelta
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// axis Y. Using operand >= and hitting the ceiling will lock the player to the position
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// was moving downward?
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@@ -552,7 +553,7 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
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/**
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* nextHitbox must NOT be altered before this method is called!
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*/
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@Deprecated("It's stupid anyway.") private fun displaceByCCD() {
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/*@Deprecated("It's stupid anyway.") private fun displaceByCCD() {
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if (!isNoCollideWorld) {
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if (!isColliding(hitbox))
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return
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@@ -574,7 +575,7 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
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//println("ccdCollided: $ccdCollided")
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}
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}
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}*/
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/**
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* nextHitbox must NOT be altered before this method is called!
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@@ -596,137 +597,132 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
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// find "edge" point using binary search
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// [END OF SUBROUTINE]
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if (moveDelta.isZero) {
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println("0")
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return
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}
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fun getBacktrackDelta(percentage: Double): Vector2 {
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if (percentage < 0.0 || percentage > 1.0)
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throw IllegalArgumentException("$percentage")
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return moveDelta * percentage
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return externalForce * percentage
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}
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val simulationHitbox = hitbox.clone()
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var ccdTick: Int = ccdSteps // 0..15: collision detected, 16: not
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// do CCD first
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for (i in 1..ccdSteps) { // start from 1: if you are grounded, CCD of 0 will report as COLLIDING and will not you jump
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simulationHitbox.reassign(hitbox)
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simulationHitbox.translate(getBacktrackDelta(i.toDouble() / ccdSteps))
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println("ccd $i, endY = ${simulationHitbox.endPointY}")
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if (isColliding(simulationHitbox)) { //COLLIDING_EXTRA_SIZE: doing trick so that final pos would be x.99800000 instead of y.0000000
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ccdTick = i
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break
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}
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if (externalForce.isZero) {
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println("externalForce is zero")
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}
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else {
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val simulationHitbox = hitbox.clone()
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var ccdTick: Int = ccdSteps // 0..15: collision detected, 16: not
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// FIXME CCD-ing is not right (not-so-crucial for most cases anyway...)
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// DESCRIPTION: 0.999999999999 ~ 1.0 pixels off
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// I think collision detection is one pixel off -- very fucking likely
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println("ccdTick = $ccdTick, endY = ${simulationHitbox.endPointY}")
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||||
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||||
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/////////////////////////
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// FIXME THE EDGE CASE //
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/////////////////////////
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/*
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no collision; endY = 7989.683178548076
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||||
no collision; endY = 7995.169755787131
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||||
no collision; endY = 8000.749058412345 <-- CCD did NOT caught collision (8000.0 be collision)
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reflY
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0
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||||
0
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||||
*/
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||||
// THIS is also the consequence of COLLISION DETECTION being 1 pixel off
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//
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||||
// Fixed the issue by offsetting hitbox when doing collision detection,
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||||
// now it won't jump as if it's stuck in the ground (L/R stuck)
|
||||
// "snap to closest tile" does not make any difference
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|
||||
|
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// collision not found
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if (ccdTick == ccdSteps) {
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hitbox.translate(moveDelta)
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println("no collision; endY = ${hitbox.endPointY}")
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return
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}
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||||
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||||
|
||||
println("embedding befure: ${simulationHitbox.endPointY}")
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||||
// find no-collision point using binary search
|
||||
// trust me, X- and Y-axis must move simultaneously.
|
||||
//// binary search ////
|
||||
if (ccdTick >= 1) {
|
||||
var low = (ccdTick - 1).toDouble() / ccdSteps
|
||||
var high = (ccdTick).toDouble() / ccdSteps
|
||||
var bmid: Double
|
||||
|
||||
(1..binaryBranchingMax).forEach { _ ->
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||||
|
||||
bmid = (low + high) / 2.0
|
||||
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||||
// do CCD first
|
||||
for (i in 1..ccdSteps) { // start from 1: if you are grounded, CCD of 0 will report as COLLIDING and will not you jump
|
||||
simulationHitbox.reassign(hitbox)
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||||
simulationHitbox.translate(getBacktrackDelta(bmid))
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||||
simulationHitbox.translate(getBacktrackDelta(i.toDouble() / ccdSteps))
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||||
|
||||
print("bmid = $bmid, new endY: ${simulationHitbox.endPointY}")
|
||||
println("ccd $i, endY = ${simulationHitbox.endPointY}")
|
||||
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||||
// set new mid
|
||||
if (isColliding(simulationHitbox)) { //COLLIDING_EXTRA_SIZE: doing trick so that final pos would be x.99800000 instead of y.0000000
|
||||
print(", going back\n")
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||||
high = bmid
|
||||
}
|
||||
else {
|
||||
print(", going forth\n")
|
||||
low = bmid
|
||||
ccdTick = i
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
println("binarySearch embedding: ${simulationHitbox.endPointY}")
|
||||
// FIXME CCD-ing is not right (not-so-crucial for most cases anyway...)
|
||||
// DESCRIPTION: 0.999999999999 ~ 1.0 pixels off
|
||||
// I think collision detection is one pixel off -- very fucking likely
|
||||
|
||||
|
||||
println("ccdTick = $ccdTick, endY = ${simulationHitbox.endPointY}")
|
||||
|
||||
|
||||
/////////////////////////
|
||||
// FIXME THE EDGE CASE //
|
||||
/////////////////////////
|
||||
/*
|
||||
no collision; endY = 7989.683178548076
|
||||
no collision; endY = 7995.169755787131
|
||||
no collision; endY = 8000.749058412345 <-- CCD did NOT caught collision (8000.0 be collision)
|
||||
reflY
|
||||
0
|
||||
0
|
||||
*/
|
||||
// THIS is also the consequence of COLLISION DETECTION being 1 pixel off
|
||||
//
|
||||
// Fixed the issue by offsetting hitbox when doing collision detection,
|
||||
// now it won't jump as if it's stuck in the ground (L/R stuck)
|
||||
// "snap to closest tile" does not make any difference
|
||||
|
||||
|
||||
// collision not found
|
||||
if (ccdTick == ccdSteps) {
|
||||
hitbox.translate(externalForce)
|
||||
println("no collision; endX = ${hitbox.endPointX}")
|
||||
return
|
||||
}
|
||||
|
||||
|
||||
println("embedding befure: ${simulationHitbox.endPointX}")
|
||||
|
||||
// find no-collision point using binary search
|
||||
// trust me, X- and Y-axis must move simultaneously.
|
||||
//// binary search ////
|
||||
if (ccdTick >= 1) {
|
||||
var low = (ccdTick - 1).toDouble() / ccdSteps
|
||||
var high = (ccdTick).toDouble() / ccdSteps
|
||||
var bmid: Double
|
||||
|
||||
(1..binaryBranchingMax).forEach { _ ->
|
||||
|
||||
bmid = (low + high) / 2.0
|
||||
|
||||
simulationHitbox.reassign(hitbox)
|
||||
simulationHitbox.translate(getBacktrackDelta(bmid))
|
||||
|
||||
print("bmid = $bmid, new endY: ${simulationHitbox.endPointY}")
|
||||
|
||||
// set new mid
|
||||
if (isColliding(simulationHitbox)) { //COLLIDING_EXTRA_SIZE: doing trick so that final pos would be x.99800000 instead of y.0000000
|
||||
print(", going back\n")
|
||||
high = bmid
|
||||
}
|
||||
else {
|
||||
print(", going forth\n")
|
||||
low = bmid
|
||||
}
|
||||
}
|
||||
|
||||
println("binarySearch embedding: ${simulationHitbox.endPointY}")
|
||||
}
|
||||
|
||||
|
||||
// snap to closest tile
|
||||
// naturally, binarySearch gives you a point like 7584.99999999 (barely not colliding) or
|
||||
// 7585.000000000 (colliding as fuck), BUT what we want is 7584.00000000 .
|
||||
// [Procedure]
|
||||
// 1. get touching area of four sides incl. edge points
|
||||
// 2. a side with most touching area is the "colliding side"
|
||||
// 3. round the hitbox so that coord of "colliding" side be integer
|
||||
// 3.1. there's two main cases: "main axis" being X; "main axis" being Y
|
||||
// 3.2. edge cases: (TBA)
|
||||
|
||||
// test: assume hitting bottom
|
||||
val roundedInteger = simulationHitbox.endPointY.div(TILE_SIZE).roundInt() * TILE_SIZE
|
||||
val displacementMainAxis = roundedInteger - simulationHitbox.endPointY
|
||||
val displacementSecondAxis = displacementMainAxis * externalForce.x / externalForce.y
|
||||
|
||||
simulationHitbox.translate(displacementSecondAxis, displacementMainAxis)
|
||||
println("dx: $displacementSecondAxis, dy: $displacementMainAxis")
|
||||
|
||||
|
||||
println("externalForce: $externalForce, displacement: ${simulationHitbox - hitbox}")
|
||||
//hitbox.translate(getBacktrackDelta(bmid))
|
||||
hitbox.reassign(simulationHitbox)
|
||||
}
|
||||
|
||||
|
||||
// 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]
|
||||
// 1. get touching area of four sides incl. edge points
|
||||
// 2. a side with most touching area is the "colliding side"
|
||||
// 3. round the hitbox so that coord of "colliding" side be integer
|
||||
// 3.1. there's two main cases: "main axis" being X; "main axis" being Y
|
||||
// 3.2. edge cases: (TBA)
|
||||
|
||||
// test: assume hitting bottom
|
||||
/*val roundedInteger = simulationHitbox.endPointY.div(TILE_SIZE).roundInt() * TILE_SIZE
|
||||
val displacementMainAxis = roundedInteger - simulationHitbox.endPointY
|
||||
val displacementSecondAxis = displacementMainAxis * moveDelta.x / moveDelta.y
|
||||
|
||||
simulationHitbox.translate(displacementSecondAxis, displacementMainAxis)
|
||||
println("dx: $displacementSecondAxis, dy: $displacementMainAxis")*/
|
||||
// resolve controllerMoveDelta
|
||||
|
||||
|
||||
|
||||
// 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("# final hitbox.endY = ${hitbox.endPointY}")
|
||||
|
||||
|
||||
@@ -775,6 +771,7 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
|
||||
*/
|
||||
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
|
||||
@@ -793,7 +790,8 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
|
||||
externalForce.y = moveDelta.y * CEILING_HIT_ELASTICITY
|
||||
//externalForce.y = 0.0
|
||||
|
||||
hitbox.translatePosY(0.5)
|
||||
|
||||
//hitbox.translatePosY(0.5) // TODO why we need it?
|
||||
}
|
||||
else {
|
||||
throw Error("Check this out bitch (moveDelta.y = ${moveDelta.y})")
|
||||
@@ -809,10 +807,10 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
|
||||
if (isNoCollideWorld) return false
|
||||
|
||||
// offsets will stretch and shrink detection box according to the argument
|
||||
val x1 = hitbox.posX - A_PIXEL
|
||||
val x2 = hitbox.posX + hitbox.width
|
||||
val y1 = hitbox.posY - A_PIXEL
|
||||
val y2 = hitbox.posY + hitbox.height
|
||||
val x1 = hitbox.posX
|
||||
val x2 = hitbox.endPointX - A_PIXEL
|
||||
val y1 = hitbox.posY
|
||||
val y2 = hitbox.endPointY - A_PIXEL
|
||||
|
||||
|
||||
val txStart = x1.div(TILE_SIZE).floorInt() // plus(1.0) : adjusting for yet another anomaly
|
||||
@@ -878,46 +876,6 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
|
||||
return isCollidingInternal(txStart, tyStart, txEnd, tyEnd)
|
||||
}
|
||||
|
||||
|
||||
private fun isCollidingSide(hitbox: Hitbox, option: Int): Boolean {
|
||||
val x1: Double
|
||||
val x2: Double
|
||||
val y1: Double
|
||||
val y2: Double
|
||||
if (option == COLLIDING_TOP) {
|
||||
x1 = hitbox.posX
|
||||
x2 = hitbox.endPointX
|
||||
y1 = hitbox.posY
|
||||
y2 = y1
|
||||
}
|
||||
else if (option == COLLIDING_BOTTOM) {
|
||||
x1 = hitbox.posX
|
||||
x2 = hitbox.endPointX
|
||||
y1 = hitbox.endPointY
|
||||
y2 = y1
|
||||
}
|
||||
else if (option == COLLIDING_LEFT) {
|
||||
x1 = hitbox.posX
|
||||
x2 = x1
|
||||
y1 = hitbox.posY
|
||||
y2 = hitbox.endPointY
|
||||
}
|
||||
else if (option == COLLIDING_RIGHT) {
|
||||
x1 = hitbox.endPointX
|
||||
x2 = x1
|
||||
y1 = hitbox.posY
|
||||
y2 = hitbox.endPointY
|
||||
}
|
||||
else throw IllegalArgumentException()
|
||||
|
||||
val txStart = x1.div(TILE_SIZE).floorInt()
|
||||
val txEnd = x2.div(TILE_SIZE).floorInt()
|
||||
val tyStart = y1.div(TILE_SIZE).floorInt()
|
||||
val tyEnd = y2.div(TILE_SIZE).floorInt()
|
||||
|
||||
return isCollidingInternal(txStart, tyStart, txEnd, tyEnd)
|
||||
}
|
||||
|
||||
private fun isCollidingInternal(txStart: Int, tyStart: Int, txEnd: Int, tyEnd: Int): Boolean {
|
||||
for (y in tyStart..tyEnd) {
|
||||
for (x in txStart..txEnd) {
|
||||
|
||||
Reference in New Issue
Block a user