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https://github.com/curioustorvald/Terrarum.git
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proof-of-concept collision solver, document for penetration compensation in collision solver and ActorWithBody (collide with world), updated README
Former-commit-id: 985edaea09aff8d972ece24e08bd31c378c60f2b Former-commit-id: 5c8fbd014c2c2edae21cf89f45a96aedc8d8bad9
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26
README.md
26
README.md
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## Aperçu ##
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This unnamed project is to create a side-view flatformer game, an attempt to create friendlier *Dwarf Fortress* adventurer mode, with more roguelike stuff such as perma-death and randomness and *lots of fun*.
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This unnamed project is to create a side-view flatformer game, an attempt to create friendlier *Dwarf Fortress* adventurer mode, with more rogue-like stuff such as permanent death, randomness and *lots of fun*.
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This project mainly uses Kotlin and Java, Python/Lua/etc. for tools.
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This project mainly uses Kotlin and Python/Lua/etc. for tools.
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Documentations and resources for work (such as .psd) are also included in the repo. You will need Mac computer to read and edit documentations in .gcx and .numbers.
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Documentations and resources for work (such as .psd) are also included in the repository. You will need Mac computer to read and edit documentations in .gcx and .numbers format.
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Any contribution in this project must be made sorely in English, so be sure to use English in codes, comments, etc.
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@@ -32,7 +32,7 @@ Any contribution in this project must be made sorely in English, so be sure to u
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* Writing text
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You will need to fiddle with .csv files in ./res/locales
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* Languagus with apparent grammatical gender
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Any gender discrimination should *not* exist in this game, so please choose vocabularies that is gender-neutral. If such behaviour is not possible in the target language, please use male gender.
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Any gender discrimination should *not* exist in this game, so please choose vocabularies that is gender-neutral. If such behaviour is not possible in the target language, please use male gender, but try your best to avoid the situation.
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Note: Right-to-left languages (arabic, hebrew, etc.) are not supported.
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@@ -43,11 +43,27 @@ Note: Right-to-left languages (arabic, hebrew, etc.) are not supported.
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* Other community or team contact
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## Tags ##
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* Rogue-like
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* Adventure
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* Procedural Generation
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* Open World
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* Sandbox
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* Survival
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* (Crafting)
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* 2D
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* Singleplayer
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* Platformer
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* (Atmospheric)
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* Indie
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* Pixel Graphics
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## 개요 ##
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이 변변한 이름 없는 프로젝트는 사이드뷰 발판 게임 형식으로 더 친절한 〈드워프 포트리스〉의 모험가 모드를 지향하는 게임 제작 프로젝트입니다. 영구 사망, 무작위성, __넘쳐나는 재미__와 같이 ‘로그라이크’스러운 요소를 지닙니다.
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이 프로젝트는 주 언어로 코틀린·자바를 사용하며 파이선·루아 등으로 작성된 툴을 이용합니다.
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이 프로젝트는 주 언어로 코틀린을 사용하며 파이선·루아 등으로 작성된 툴을 이용합니다.
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개발 문서와 작업용 리소스(psd 등) 또한 이 저장소에 포함되어 있습니다. gcx와 numbers 형식으로 된 문서를 읽고 수정하기 위해 맥 컴퓨터가 필요할 수 있습니다.
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@@ -3,6 +3,7 @@ package net.torvald.terrarum
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import net.torvald.imagefont.GameFontBase
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import net.torvald.terrarum.gameactors.*
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import net.torvald.terrarum.console.Authenticator
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import net.torvald.terrarum.gameactors.collisionsolver.CollisionSolver
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import net.torvald.terrarum.gamecontroller.GameController
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import net.torvald.terrarum.gamecontroller.Key
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import net.torvald.terrarum.gamecontroller.KeyMap
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@@ -82,6 +83,8 @@ constructor() : BasicGameState() {
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val KEY_LIGHTMAP_RENDER = Key.F7
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val KEY_LIGHTMAP_SMOOTH = Key.F8
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var DELTA_T: Int = 0
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@Throws(SlickException::class)
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override fun init(gameContainer: GameContainer, stateBasedGame: StateBasedGame) {
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KeyMap.build()
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@@ -133,6 +136,8 @@ constructor() : BasicGameState() {
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}
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override fun update(gc: GameContainer, sbg: StateBasedGame, delta: Int) {
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DELTA_T = delta
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update_delta = delta
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setAppTitle()
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@@ -345,7 +350,8 @@ constructor() : BasicGameState() {
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i-- // array removed 1 elem, so also decrement counter by 1
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}
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else {
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actorContainer[i].update(gc, delta)
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//actorContainer[i].update(gc, delta)
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actorContainer[i].start()
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}
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i++
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}
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@@ -7,9 +7,16 @@ import org.newdawn.slick.GameContainer
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/**
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* Created by minjaesong on 16-03-14.
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*/
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abstract class Actor : Comparable<Actor> {
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abstract class Actor : Comparable<Actor>, Runnable {
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abstract fun update(gc: GameContainer, delta_t: Int)
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abstract protected fun update(gc: GameContainer, delta_t: Int) // use start() for multithreaded env
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protected var thread: Thread? = null
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fun start() {
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thread = Thread(this, "ID: $referenceID")
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thread!!.run()
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}
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/**
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* Valid RefID is equal to or greater than 32768.
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@@ -28,7 +28,7 @@ open class ActorWithBody constructor() : Actor(), Visible {
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/**
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* Velocity vector (broken down by axes) for newtonian sim.
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* Acceleration: used in code like:
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* veloY += 3.0
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* veloY += 3.0
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* +3.0 is acceleration. You __accumulate__ acceleration to the velocity.
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*/
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@Volatile var veloX: Float = 0.toFloat()
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@@ -121,17 +121,20 @@ open class ActorWithBody constructor() : Actor(), Visible {
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@Transient internal var eventMoving = EVENT_MOVE_NONE // cannot collide both X-axis and Y-axis, or else jump control breaks up.
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/**
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* in milliseconds
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* Post-hit invincibility, in milliseconds
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*/
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@Transient val INVINCIBILITY_TIME = 500
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@Transient val INVINCIBILITY_TIME: Int = 500
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@Transient private val map: GameMap
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@Transient private val MASS_DEFAULT = 60f
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@Transient private val MASS_DEFAULT: Float = 60f
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internal val physSleep: Boolean
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get() = veloX.abs() < 0.5 && veloY.abs() < 0.5
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/**
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* for collide-to-world compensation
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*/
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@Transient private var posAdjustX = 0
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@Transient private var posAdjustY = 0
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@@ -187,6 +190,8 @@ open class ActorWithBody constructor() : Actor(), Visible {
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if (elasticity != 0f) elasticity = 0f
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}
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override fun run() = update(Terrarum.appgc, Terrarum.game.DELTA_T)
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override fun update(gc: GameContainer, delta_t: Int) {
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if (isUpdate) {
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/**
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package net.torvald.terrarum.gameactors
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package net.torvald.terrarum.gameactors.collisionsolver
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import com.jme3.math.FastMath
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import net.torvald.terrarum.Terrarum
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import net.torvald.terrarum.gameactors.ActorWithBody
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import java.util.*
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/**
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@@ -26,7 +27,8 @@ object CollisionSolver {
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private val collCandidateStack = Stack<CollisionMarkings>()
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/**
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* @link https://www.toptal.com/game/video-game-physics-part-ii-collision-detection-for-solid-objects
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* to see what's going on here, visit
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* [this link](https://www.toptal.com/game/video-game-physics-part-ii-collision-detection-for-solid-objects)
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*/
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fun process() {
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// clean up before we go
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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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// assuming perfect elastic collision; ignoring 'var elasticity'
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val ux_1 = a.veloX
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val ux_2 = b.veloX
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val uy_1 = a.veloY
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val uy_2 = b.veloY
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val m1 = a.mass
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val m2 = b.mass
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val vx_1 = (ux_2 * (m1 - m2) + 2 * m2 * ux_2) / (m1 + m2)
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val vx_2 = (ux_2 * (m2 - m1) + 2 * m1 * ux_1) / (m1 + m2)
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val vy_1 = (uy_2 * (m1 - m2) + 2 * m2 * uy_2) / (m1 + m2)
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val vy_2 = (uy_2 * (m2 - m1) + 2 * m1 * uy_1) / (m1 + m2)
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a.veloX = vx_1
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a.veloY = vy_1
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b.veloX = vx_2
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b.veloY = vy_2
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}
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}
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}
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private infix fun ActorWithBody.makesCollisionWith(other: ActorWithBody): Boolean {
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return false
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return true
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}
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private infix fun ActorWithBody.isCollidingWith(other: ActorWithBody): Boolean {
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val ax = this.hitbox.centeredX
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val ay = this.hitbox.centeredY
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@@ -0,0 +1,11 @@
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package net.torvald.terrarum.gameactors.collisionsolver
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/**
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* multithreaded version of CollisionSolver#solveCollision
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* Created by minjaesong on 16-04-26.
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*/
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internal class SolveByUnit : Runnable {
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override fun run() {
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throw UnsupportedOperationException()
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}
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}
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BIN
work_files/phys penetration compensation.numbers
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BIN
work_files/phys penetration compensation.numbers
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