mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
some realisation after a bad idea (bad idea part is hidden/omitted/overridden in this commit)
This commit is contained in:
@@ -10,6 +10,8 @@ import net.torvald.spriteanimation.SpriteAnimation
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import net.torvald.terrarum.worlddrawer.WorldCamera
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import net.torvald.terrarum.blockproperties.Block
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import net.torvald.terrarum.blockproperties.BlockProp
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import net.torvald.terrarum.gameworld.BlockAddress
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import net.torvald.terrarum.realestate.LandUtil
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import org.dyn4j.geometry.Vector2
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import org.newdawn.slick.GameContainer
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import org.newdawn.slick.Graphics
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@@ -546,13 +548,14 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
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private val binaryBranchingMax = 54 // higher = more precise; theoretical max = 54 (# of mantissa + 2)
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private fun displaceHitbox() {
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fun debug1(wut: Any?) {
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// vvvvv set it true to make debug print work
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if (false) println(wut)
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if (true) println(wut)
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}
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fun debug2(wut: Any?) {
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// vvvvv set it true to make debug print work
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if (false) println(wut)
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if (true) println(wut)
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}
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fun debug3(wut: Any?) {
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// vvvvv set it true to make debug print work
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@@ -562,322 +565,153 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
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// vvvvv set it true to make debug print work
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if (true) println(wut)
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}
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//val moveDelta = externalForce + controllerMoveDelta
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// I kinda need these notes when I'm not caffeinated
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//
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// First of all: Rules
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// 1. If two sides are touching each other (they share exactly same coord along one axis),
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// they are not colliding (just touching)
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// 2. If two sides are embedded into each other, they are colliding.
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// [Objective]
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// - Displace `hitbox` directly
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// - Make sure "isTouching" is perfectly useable, it depends on it
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// [Procedure]
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// find "edge" point using binary search
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// [END OF SUBROUTINE]
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// TODO IDEA: if hitbox of controllerMoveDelta is shrunken then you won't need "PUSH THE HITBOX INTO THE AIR" part
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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("$percentage")
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return externalForce * percentage//externalForce * percentage
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}
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fun getControllerXDelta(percentage: Double): Vector2 {
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if (percentage < 0.0 || percentage > 1.0)
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throw IllegalArgumentException("$percentage")
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return Vector2(controllerMoveDelta!!.x * percentage, 0.0)
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}
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fun getControllerYDelta(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 Vector2(0.0, controllerMoveDelta!!.y * percentage)
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}
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fun Double.modTile() = this.toInt().div(TILE_SIZE).times(TILE_SIZE)
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fun Double.modTileDelta() = this - this.modTile()
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debug1("########################################")
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debug1("hitbox: $hitbox")
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val simulationHitbox = hitbox.clone()
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if (externalForce.isZero) {
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debug1("externalForce is zero")
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}
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else {
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debug1("externalForce = $externalForce, controller = $controllerMoveDelta")
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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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debug2("ccd $i, endY = ${simulationHitbox.endY}")
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// TODO use isTouching (larger box) instead of isColliding?
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if (isColliding(simulationHitbox)) {
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ccdTick = i
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break
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}
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}
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debug2("ccdTick = $ccdTick, endY = ${simulationHitbox.endY}")
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// collision not found
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var collisionNotFound = false
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if (ccdTick == ccdSteps) {
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hitbox.translate(externalForce)
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debug2("no collision; endY = ${hitbox.endY}")
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collisionNotFound = true
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}
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if (!collisionNotFound) {
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debug2("embedding before: ${simulationHitbox.endY}")
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// find no-collision point using binary search
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// trust me, X- and Y-axis must move simultaneously.
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//// binary search ////
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if (ccdTick >= 1) {
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var low = (ccdTick - 1).toDouble() / ccdSteps
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var high = (ccdTick).toDouble() / ccdSteps
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var bmid: Double
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(1..binaryBranchingMax).forEach { _ ->
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bmid = (low + high) / 2.0
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simulationHitbox.reassign(hitbox)
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simulationHitbox.translate(getBacktrackDelta(bmid))
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// set new mid
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// TODO use isTouching (larger box) instead of isColliding?
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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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debug2("bmid = $bmid, new endY: ${simulationHitbox.endY}, going back")
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high = bmid
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}
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else {
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debug2("bmid = $bmid, new endY: ${simulationHitbox.endY}, going forth")
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low = bmid
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}
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}
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debug2("binarySearch embedding: ${simulationHitbox.endY}")
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// apply Normal Force
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// next step (resolve controllerMoveDelta) requires this to be pre-handled
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if (isTouchingSide(simulationHitbox, COLLIDING_BOTTOM)) {
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controllerMoveDelta?.y?.let { controllerMoveDelta!!.y *= -elasticity }
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externalForce.y *= elasticity
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debug1("!! grounded ${Random().nextInt(1000)}!!")
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}
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else if (isTouchingSide(simulationHitbox, COLLIDING_TOP)) {
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controllerMoveDelta?.y?.let { controllerMoveDelta!!.y *= -elasticity }
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externalForce.y *= -elasticity
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debug1("!! headbutt ${Random().nextInt(1000)}!!")
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}
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if (isTouchingSide(simulationHitbox, COLLIDING_LR)) {
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//walkX *= elasticity
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externalForce.x *= -elasticity
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debug4("!! tackle ${Random().nextInt(1000)}!!")
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}
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}
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}
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} // must end with semi-final hitbox
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/////////////////////////////////
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// resolve controllerMoveDelta //
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/////////////////////////////////
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// TODO IDEA just as CCD starts from 1, not 0, if moveDelta is engaged,
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// TODO IDEA FIRST JUST APPLY the force THEN resolve collision or whatever
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if (controllerMoveDelta != null) {
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debug3("== ControllerMoveDelta ==")
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debug3("simulationHitbox = $simulationHitbox")
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// X-Axis
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val simulationHitboxX = simulationHitbox.clone()
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if (controllerMoveDelta!!.x != 0.0) {
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// skipping CCD and directly into BinarySearch: CCD would be unnecessary
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var low = 0.0
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var high = 1.0
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var bmid: Double
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(1..binaryBranchingMax).forEach { _ ->
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bmid = (low + high) / 2.0
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simulationHitboxX.reassign(simulationHitbox)
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simulationHitboxX.translate(getControllerXDelta(bmid))
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// set new mid
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// TODO LR-touching or colliding?
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if (isColliding(simulationHitboxX)) {
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debug3("x bmid = $bmid, new endX: ${simulationHitboxX.endX}, going back")
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high = bmid
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}
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else {
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debug3("x bmid = $bmid, new endX: ${simulationHitboxX.endX}, going forth")
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low = bmid
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}
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}
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}
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// FIXME FIXME edge-to-edge collision
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// FIXME ceiling hit by jumping: mul controllerY by elasticity
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// FIXME jitter on hitting body against a wall
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// FIXME balls jitter af and stuck on a wall
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// Y-Axis
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val simulationHitboxY = simulationHitbox.clone()
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if (controllerMoveDelta!!.y != 0.0) {
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// skipping CCD and directly into BinarySearch: CCD would be unnecessary
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var low = 0.0
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var high = 1.0
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var bmid: Double
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(1..binaryBranchingMax).forEach { _ ->
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bmid = (low + high) / 2.0
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simulationHitboxY.reassign(simulationHitbox)
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simulationHitboxY.translate(getControllerYDelta(bmid))
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// set new mid
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// TODO UD-touching or colliding?
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if (isColliding(simulationHitboxY)) {
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debug3("y bmid = $bmid, new endY: ${simulationHitboxY.endY}, going back")
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high = bmid
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}
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else {
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debug3("y bmid = $bmid, new endY: ${simulationHitboxY.endY}, going forth")
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low = bmid
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}
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}
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}
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simulationHitbox.setPosition(simulationHitboxX.startX, simulationHitboxY.startY)
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debug3("== END ControllerMoveDelta ==")
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}
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val vectorSum = externalForce + controllerMoveDelta
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val ccdSteps = 16
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// PUSH THE HITBOX INTO THE AIR for a pixel so IT WON'T BE COLLIDING
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//
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// naturally, binarySearch gives you a point like 7584.99999999 (barely not colliding) or
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// 7585.000000000 (colliding as fuck), BUT what we want is 7584.00000000 .
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// [Procedure]
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// 1. get touching area of four sides incl. edge points
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// 2. a side with most touching area is the "colliding side"
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// 3. round the hitbox so that coord of "colliding" side be integer
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// 3.1. there's two main cases: "main axis" being X; "main axis" being Y
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// 3.2. edge cases: (TBA)
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// TODO NEW idea: wall pushes the actors (ref. SM64 explained by dutch pancake)
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// direction to push is determined by the velocity
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// proc:
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// 10 I detect being walled and displace myself
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// 11 There's 16 possible case so work all 16 (some can be merged obviously)
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// 12 Amount of displacement can be obtained with modTileDelta()
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// 13 isTouchingSide() is confirmed to be working
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// 20 sixteenStep may be optional, I think, but it'd be good to have
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//println("endX modDelta: ${simulationHitbox.endX.modTileDelta()}")
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//println("startX modDelta: ${simulationHitbox.startX.modTileDelta()}")
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//println("touching_right_extra: ${isTouchingSide(simulationHitbox, COLLIDING_RIGHT_EXTRA)}")
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// ignore MOST of the codes below (it might be possible to recycle the structure??)
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//println("startY modDelta: ${simulationHitbox.startY.modTileDelta()}")
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//println("endY modDelta: ${simulationHitbox.endY.modTileDelta()}")
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val sixteenStep = (0..ccdSteps).map { hitbox.clone().translate(vectorSum * (it / ccdSteps.toDouble())) }
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// --> Y-Axis (bottom)
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// FIXME y-axis pushers are all wrong
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/*if (simulationHitbox.endY.modTileDelta() > 0 && isTouchingSide(simulationHitbox, COLLIDING_BOTTOM)) {
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//val displacementMainAxis = -1.00001
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//val displacementSecondAxis = displacementMainAxis * vectorSum.x / vectorSum.y // use controllerMoveDelta.x / controllerMoveDelta.y ?
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//simulationHitbox.translate(displacementSecondAxis, displacementMainAxis)
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//debug2("1 dx: $displacementSecondAxis, dy: $displacementMainAxis")
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debug3("1 modeTileDelta = ${simulationHitbox.endY.modTileDelta()}")
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simulationHitbox.translate(0.0, -simulationHitbox.endY.modTileDelta())
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}
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// --> Y-Axis (top)
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else if (vectorSum.y < 0.0 && isTouchingSide(simulationHitbox, COLLIDING_TOP)) {
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//val displacementMainAxis = 1.0
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//val displacementSecondAxis = displacementMainAxis * vectorSum.x / vectorSum.y
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//simulationHitbox.translate(displacementSecondAxis, displacementMainAxis)
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//debug2("2 dx: $displacementSecondAxis, dy: $displacementMainAxis")
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simulationHitbox.translate(0.0, 1.0)
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}*/
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// TODO don't worry about isColliding marker behaving asymmetric: it's normal! (lit when walled right, but not left)
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// --> Y-Axis (bottom side)
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if (vectorSum.y > 0 && simulationHitbox.endY.modTileDelta() >= 0.99999 && simulationHitbox.endY.modTileDelta() <= 1.0) {
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val target = simulationHitbox.endY.div(TILE_SIZE).floorInt().times(TILE_SIZE).toDouble() // works!
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val delta = target - simulationHitbox.endY
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debug4("yB: endY: ${simulationHitbox.endY}, target: $target, delta: $delta")
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simulationHitbox.translatePosY(delta)
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}
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// --> Y-Axis (top side)
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/*else if (vectorSum.y < 0 && simulationHitbox.startY.modTileDelta() >= 0.99999 && simulationHitbox.startY.modTileDelta() < 1.0) {
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val target = simulationHitbox.startY.div(TILE_SIZE).floorInt().times(TILE_SIZE).toDouble() + A_PIXEL
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val delta = target - simulationHitbox.startY
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debug4("yT: startY: ${simulationHitbox.startY}, target: $target, delta: $delta")
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simulationHitbox.translatePosY(delta)
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}*/
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// --> X-Axis (right side)
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if (simulationHitbox.endX.modTileDelta() >= 15.99999) {
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val target = simulationHitbox.endX.div(TILE_SIZE).floorInt().times(TILE_SIZE).toDouble() + TILE_SIZE // works!
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val delta = target - simulationHitbox.endX
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debug4("xR: endX: ${simulationHitbox.endX}, target: $target, delta: $delta")
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simulationHitbox.translatePosX(delta)
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}
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// --> X-Axis (left side)
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else if (simulationHitbox.startX.modTileDelta() >= 15.99999) {
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val target = simulationHitbox.startX.div(TILE_SIZE).floorInt().times(TILE_SIZE).toDouble() + TILE_SIZE
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val delta = target - simulationHitbox.startX
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debug4("xL: startX: ${simulationHitbox.startX}, target: $target, delta: $delta")
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simulationHitbox.translatePosX(delta)
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val affectingTiles = ArrayList<BlockAddress>()
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var collidingStep: Int? = null
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for (step in 0..ccdSteps) {
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val stepBox = sixteenStep[step]
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forEachOccupyingTilePos(stepBox) {
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val tileCoord = LandUtil.resolveBlockAddr(it)
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val tileProp = BlockCodex.getOrNull(world.getTileFromTerrain(tileCoord.first, tileCoord.second))
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if (tileProp == null || tileProp.isSolid) {
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affectingTiles.add(it)
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}
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}
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if (affectingTiles.isNotEmpty()) {
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collidingStep = step
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break // collision found on this step, break and proceed to next step
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}
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}
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// apply normal force
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if (isTouchingSide(simulationHitbox, COLLIDING_LEFT) && vectorSum.x < 0.0 ||
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isTouchingSide(simulationHitbox, COLLIDING_RIGHT) && vectorSum.x > 0.0) {
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externalForce.x *= -elasticity
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controllerMoveDelta?.x?.let { controllerMoveDelta!!.x *= -elasticity } // FIXME commented: "brake" applied when climbing down several steps
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val BLOCK_LEFTSIDE = 1
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val BLOCK_BOTTOMSIDE = 2
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val BLOCK_RIGHTSIDE = 4
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val BLOCK_TOPSIDE = 8
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fun getBlockCondition(hitbox: Hitbox, blockAddress: BlockAddress): Int {
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val blockX = (blockAddress % world.width) * TILE_SIZE
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val blockY = (blockAddress / world.width) * TILE_SIZE
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var ret = 0
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// test leftside
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if (hitbox.startX >= blockX && hitbox.startX < blockX + TILE_SIZE) { // TEST ME: <= or <
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ret += BLOCK_LEFTSIDE
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}
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// test bottomside
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if (hitbox.endY >= blockY && hitbox.endY < blockY + TILE_SIZE) {
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ret += BLOCK_BOTTOMSIDE
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}
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// test rightside
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if (hitbox.endX >= blockX && hitbox.endX < blockX + TILE_SIZE) {
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ret += BLOCK_RIGHTSIDE
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}
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// test topside
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if (hitbox.startY >= blockY && hitbox.startY < blockY + TILE_SIZE) {
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ret += BLOCK_TOPSIDE
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}
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// cancel two superpositions (change 0b-numbers if you've changed side indices!)
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//if (ret and 0b1010 == 0b1010) ret = ret and 0b0101
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//if (ret and 0b0101 == 0b0101) ret = ret and 0b1010
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return ret
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}
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if (isTouchingSide(simulationHitbox, COLLIDING_TOP) && vectorSum.y < 0.0 ||
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isTouchingSide(simulationHitbox, COLLIDING_BOTTOM) && vectorSum.y > 0.0) {
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externalForce.y *= -elasticity
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controllerMoveDelta?.y?.let { controllerMoveDelta!!.y *= -elasticity }
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infix fun Int.hasSide(side: Int) = this and side != 0
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var bounceX = false
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var bounceY = false
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// collision NOT detected
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if (collidingStep == null) {
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hitbox.translate(vectorSum)
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// grounded = false
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}
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// collision detected
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else {
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//debug1("Collision detected")
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val newHitbox = hitbox.clone()
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// see if four sides of hitbox CROSSES the tile
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// that information should be able to tell where the hitbox be pushed
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// blocks can have up to 4 status at once
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affectingTiles.forEach { blockAddr ->
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val blockCollStatus = getBlockCondition(newHitbox, blockAddr)
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if (blockCollStatus != 0) debug4("--> blockCollStat: $blockCollStatus")
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// displacements (no ELSE IFs!) superpositions are filtered in getBlockCondition()
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if (blockCollStatus hasSide BLOCK_LEFTSIDE) {
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val displacement = TILE_SIZE - newHitbox.startX.modTileDelta()
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newHitbox.translatePosX(displacement)
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bounceX = true
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debug4("--> leftside")
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}
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if (blockCollStatus hasSide BLOCK_RIGHTSIDE) {
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val displacement = newHitbox.endX.modTileDelta()
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newHitbox.translatePosX(displacement)
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bounceX = true
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debug4("--> rightside")
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||||
}
|
||||
if (blockCollStatus hasSide BLOCK_TOPSIDE) {
|
||||
val displacement = TILE_SIZE - newHitbox.startY.modTileDelta()
|
||||
newHitbox.translatePosY(displacement)
|
||||
bounceY = true
|
||||
|
||||
debug4("--> topside")
|
||||
}
|
||||
if (blockCollStatus hasSide BLOCK_BOTTOMSIDE) {
|
||||
val displacement = newHitbox.endY.modTileDelta()
|
||||
newHitbox.translatePosY(displacement)
|
||||
bounceY = true
|
||||
|
||||
debug4("--> bottomside")
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
debug1("final controller: $controllerMoveDelta, displacement: ${simulationHitbox - hitbox}")
|
||||
hitbox.reassign(newHitbox)
|
||||
|
||||
|
||||
hitbox.reassign(simulationHitbox)
|
||||
// bounce X/Y
|
||||
if (bounceX) {
|
||||
externalForce.x *= elasticity
|
||||
controllerMoveDelta?.let { controllerMoveDelta!!.x *= elasticity }
|
||||
}
|
||||
if (bounceY) {
|
||||
externalForce.y *= elasticity
|
||||
controllerMoveDelta?.let { controllerMoveDelta!!.y *= elasticity }
|
||||
}
|
||||
|
||||
|
||||
// grounded = true
|
||||
|
||||
}// end of collision not detected
|
||||
|
||||
//println("# final hitbox: $hitbox, wx: $walkX, wy: $walkY")
|
||||
|
||||
|
||||
|
||||
@@ -892,10 +726,11 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
|
||||
if (isNoCollideWorld) return false
|
||||
|
||||
// detectors are inside of the bounding box
|
||||
// CONFIRMED
|
||||
val x1 = hitbox.startX
|
||||
val x2 = hitbox.endX
|
||||
val y1 = hitbox.startY - A_PIXEL
|
||||
val y2 = hitbox.endY - A_PIXEL + A_PIXEL
|
||||
val y1 = hitbox.startY
|
||||
val y2 = hitbox.endY
|
||||
|
||||
|
||||
val txStart = x1.div(TILE_SIZE).floorInt()
|
||||
@@ -927,29 +762,30 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
|
||||
IMPORTANT AF NOTE: things are ASYMMETRIC!
|
||||
*/
|
||||
|
||||
if (option == COLLIDING_TOP) { // to compensate for asym, y1 is moved a pixel up
|
||||
x1 = hitbox.startX - A_PIXEL
|
||||
x2 = hitbox.endX - A_PIXEL + A_PIXEL
|
||||
// AT LEAST THESE ARE CONFIRMED
|
||||
if (option == COLLIDING_TOP) {
|
||||
x1 = hitbox.startX
|
||||
x2 = hitbox.endX - A_PIXEL
|
||||
y1 = hitbox.startY - A_PIXEL
|
||||
y2 = y1
|
||||
}
|
||||
else if (option == COLLIDING_BOTTOM) {
|
||||
x1 = hitbox.startX - A_PIXEL // FIXME reduce width
|
||||
x2 = hitbox.endX - A_PIXEL + A_PIXEL
|
||||
y1 = hitbox.endY - A_PIXEL + A_PIXEL
|
||||
x1 = hitbox.startX
|
||||
x2 = hitbox.endX - A_PIXEL
|
||||
y1 = hitbox.endY + A_PIXEL
|
||||
y2 = y1
|
||||
}
|
||||
else if (option == COLLIDING_LEFT) { // to compensate for asym, x1 is moved a pixel left
|
||||
else if (option == COLLIDING_LEFT) {
|
||||
x1 = hitbox.startX - A_PIXEL
|
||||
x2 = x1
|
||||
y1 = hitbox.startY - A_PIXEL
|
||||
y2 = hitbox.endY - A_PIXEL + A_PIXEL
|
||||
y1 = hitbox.startY
|
||||
y2 = hitbox.endY - A_PIXEL
|
||||
}
|
||||
else if (option == COLLIDING_RIGHT) {
|
||||
x1 = hitbox.endX
|
||||
x1 = hitbox.endX + A_PIXEL
|
||||
x2 = x1
|
||||
y1 = hitbox.startY - A_PIXEL
|
||||
y2 = hitbox.endY - A_PIXEL + A_PIXEL
|
||||
y1 = hitbox.startY
|
||||
y2 = hitbox.endY - A_PIXEL
|
||||
}
|
||||
else if (option == COLLIDING_ALLSIDE) {
|
||||
return isTouchingSide(hitbox, COLLIDING_LEFT) || isTouchingSide(hitbox, COLLIDING_RIGHT) ||
|
||||
@@ -1405,6 +1241,24 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
|
||||
return tileProps.forEach(consumer)
|
||||
}
|
||||
|
||||
private fun forEachOccupyingTilePos(hitbox: Hitbox, consumer: (BlockAddress) -> Unit) {
|
||||
val newTilewiseHitbox = Hitbox.fromTwoPoints(
|
||||
hitbox.startX.div(TILE_SIZE).floor(),
|
||||
hitbox.startY.div(TILE_SIZE).floor(),
|
||||
hitbox.endX.div(TILE_SIZE).floor(),
|
||||
hitbox.endY.div(TILE_SIZE).floor()
|
||||
)
|
||||
|
||||
val tilePosList = ArrayList<BlockAddress>()
|
||||
for (y in newTilewiseHitbox.startY.toInt()..newTilewiseHitbox.endY.toInt()) {
|
||||
for (x in newTilewiseHitbox.startX.toInt()..newTilewiseHitbox.endX.toInt()) {
|
||||
tilePosList.add(LandUtil.getBlockAddr(x, y))
|
||||
}
|
||||
}
|
||||
|
||||
return tilePosList.forEach(consumer)
|
||||
}
|
||||
|
||||
private fun forEachFeetTileNum(consumer: (Int?) -> Unit) {
|
||||
val tiles = ArrayList<Int?>()
|
||||
|
||||
|
||||
Reference in New Issue
Block a user