mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
not going to be easy; just renaming and changing things
Former-commit-id: 5cb93ffbd1b545e4a346fa3edc6bb874ec5b508e Former-commit-id: 194e2ea1e057415bbc2a516346dc1d8d216d64cb
This commit is contained in:
@@ -194,7 +194,7 @@ constructor() : BasicGameState() {
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///////////////////////////
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TilePropUtil.dynamicLumFuncTickClock()
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world.updateWorldTime(delta)
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WorldSimulator(player, delta)
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//WorldSimulator(player, delta)
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WeatherMixer.update(gc, delta)
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TileStats.update()
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if (!(CommandDict["setgl"] as SetGlobalLightOverride).lightOverride)
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@@ -405,12 +405,12 @@ constructor() : BasicGameState() {
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// velocity
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worldG.color = GameFontBase.codeToCol["g"]
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worldG.drawString(
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"${0x7F.toChar()}X ${actor.velocity.x}", // doesn't work for NPCs/Player
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"${0x7F.toChar()}X ${actor.moveDelta.x}",
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actor.hitbox.posX.toFloat(),
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actor.hitbox.pointedY.toFloat() + 4 + 8
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)
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worldG.drawString(
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"${0x7F.toChar()}Y ${actor.velocity.y}",
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"${0x7F.toChar()}Y ${actor.moveDelta.y}",
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actor.hitbox.posX.toFloat(),
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actor.hitbox.pointedY.toFloat() + 4 + 8 * 2
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)
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@@ -65,39 +65,31 @@ open class ActorWithSprite(renderOrder: ActorOrder, val immobileBody: Boolean =
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)
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/**
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* TODO external force? do we need this? we have moveDelta
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*
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* Velocity vector for newtonian sim.
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* Acceleration: used in code like:
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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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internal val velocity = Vector2(0.0, 0.0)
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var veloX: Double
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get() = velocity.x
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protected set(value) {
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velocity.x = value
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}
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var veloY: Double
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get() = velocity.y
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protected set(value) {
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velocity.y = value
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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)
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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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* for "Controllable" actors
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*/
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var controllerVel: Vector2? = if (this is Controllable) Vector2() else null
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var controllerMoveDelta: Vector2? = if (this is Controllable) Vector2() else null
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var walkX: Double
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get() = controllerVel!!.x
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get() = controllerMoveDelta!!.x
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protected set(value) {
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controllerVel!!.x = value
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controllerMoveDelta!!.x = value
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}
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var walkY: Double
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get() = controllerVel!!.y
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get() = controllerMoveDelta!!.y
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protected set(value) {
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controllerVel!!.y = value
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controllerMoveDelta!!.y = value
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}
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/**
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@@ -155,8 +147,6 @@ open class ActorWithSprite(renderOrder: ActorOrder, val immobileBody: Boolean =
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}
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get() = 1.0 - elasticity
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@Transient private val CEILING_HIT_ELASTICITY = 0.3
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var density = 1000.0
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set(value) {
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if (value < 0)
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@@ -342,7 +332,7 @@ open class ActorWithSprite(renderOrder: ActorOrder, val immobileBody: Boolean =
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* @param acc : Acceleration in Vector2
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*/
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fun applyForce(acc: Vector2) {
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velocity += acc.times(speedMultByTile)
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externalForce += acc * speedMultByTile
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}
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private val bounceDampenVelThreshold = 0.5
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@@ -375,8 +365,8 @@ open class ActorWithSprite(renderOrder: ActorOrder, val immobileBody: Boolean =
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}
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// hard limit velocity
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veloX = veloX.bipolarClamp(VELO_HARD_LIMIT)
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veloY = veloY.bipolarClamp(VELO_HARD_LIMIT)
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externalForce.x = externalForce.x.bipolarClamp(VELO_HARD_LIMIT)
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externalForce.y = externalForce.y.bipolarClamp(VELO_HARD_LIMIT)
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// Set 'next' position (hitbox) from canonical and walking velocity
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setNewNextHitbox()
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@@ -391,8 +381,12 @@ open class ActorWithSprite(renderOrder: ActorOrder, val immobileBody: Boolean =
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applyNormalForce()
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}
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setHorizontalFriction()
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if (immobileBody || isPlayerNoClip) { // TODO also hanging on the rope, etc.
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if (!immobileBody) { // TODO test no friction on immobileBody
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setHorizontalFriction()
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}
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//if (immobileBody || isPlayerNoClip) { // TODO also hanging on the rope, etc.
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// TODO test no friction on immobileBody
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if (isPlayerNoClip) { // TODO also hanging on the rope, etc.
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setVerticalFriction()
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}
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@@ -429,28 +423,28 @@ open class ActorWithSprite(renderOrder: ActorOrder, val immobileBody: Boolean =
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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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) {
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moveDelta.x = veloX + walkX
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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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) {
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moveDelta.y = veloY + walkY
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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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) {
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moveDelta.x = veloX
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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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) {
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moveDelta.y = veloY
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moveDelta.y = externalForce.y
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}
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}
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}
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@@ -475,7 +469,7 @@ open class ActorWithSprite(renderOrder: ActorOrder, 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(veloX.magnSqr(), veloY.magnSqr()) * dragCoefficient * 0.5 * A// * tileDensityFluid.toDouble()
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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 V: Vector2 = (W - D) / mass * SI_TO_GAME_ACC
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@@ -488,7 +482,7 @@ open class ActorWithSprite(renderOrder: ActorOrder, val immobileBody: Boolean =
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// axis Y. Using operand >= and hitting the ceiling will lock the player to the position
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if (moveDelta.y > 0.0) { // was moving downward?
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if (isColliding(nextHitbox, COLLIDING_TOP)) { // hit the ceiling
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hitAndForciblyReflectY()
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hitAndReflectY() //hitAndForciblyReflectY()
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grounded = false
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}
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else if (isColliding(nextHitbox)) {
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@@ -534,7 +528,7 @@ open class ActorWithSprite(renderOrder: ActorOrder, val immobileBody: Boolean =
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val ccdDelta = (nextHitbox.toVector() - hitbox.toVector())
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if (ccdDelta.x != 0.0 || ccdDelta.y != 0.0) {
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//ccdDelta.set(ccdDelta.setMagnitude(CCD_TICK)) // fixed tick
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val displacement = Math.min(1.0.div(velocity.magnitude * 2), 0.5) // adaptive tick
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val displacement = Math.min(1.0.div(moveDelta.magnitude * 2), 0.5) // adaptive tick
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ccdDelta.set(ccdDelta.setMagnitude(displacement))
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}
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@@ -551,35 +545,44 @@ open class ActorWithSprite(renderOrder: ActorOrder, val immobileBody: Boolean =
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}
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private fun hitAndReflectX() {
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if ((veloX * elasticity).abs() > Epsilon.E) {
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veloX *= -elasticity
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if ((externalForce.x * elasticity).abs() >= MINIMUM_BOUNCE_THRESHOLD) { // > Epsilon.E) {
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externalForce.x *= -elasticity
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if (this is Controllable) walkX *= -elasticity
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}
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else {
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veloX = 0.0
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externalForce.x = 0.0
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if (this is Controllable) walkX = 0.0
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}
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}
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private fun hitAndReflectY() {
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if ((veloY * elasticity).abs() > Epsilon.E) {
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veloY *= -elasticity
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if (externalForce.y.abs() >= MINIMUM_BOUNCE_THRESHOLD) { //> Epsilon.E) {
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externalForce.y *= -elasticity
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if (this is Controllable) walkY *= -elasticity
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}
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else {
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veloY = 0.0
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externalForce.y = 0.0
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if (this is Controllable) walkY *= 0.0
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}
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}
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@Transient private val CEILING_HIT_ELASTICITY = 0.3
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@Transient private val MINIMUM_BOUNCE_THRESHOLD = 0.1
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/**
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* prevents sticking to the ceiling
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*/
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private fun hitAndForciblyReflectY() {
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if (veloY.abs() * CEILING_HIT_ELASTICITY > A_PIXEL)
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veloY = -veloY * CEILING_HIT_ELASTICITY
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else
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veloY = veloY.sign() * -A_PIXEL
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// TODO HARK! I have changed veloX/Y to moveDelta.x/y
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if (moveDelta.y < 0) {
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if (moveDelta.y.abs() * CEILING_HIT_ELASTICITY > A_PIXEL)
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moveDelta.y = -moveDelta.y * CEILING_HIT_ELASTICITY
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else
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moveDelta.y = moveDelta.y.sign() * -A_PIXEL
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}
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else {
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throw Error("Check this out bitch (moveDelta.y = ${moveDelta.y})")
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}
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}
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private fun isColliding(hitbox: Hitbox) = isColliding(hitbox, 0)
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@@ -792,13 +795,13 @@ open class ActorWithSprite(renderOrder: ActorOrder, val immobileBody: Boolean =
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BASE_FRICTION * if (grounded) feetFriction else bodyFriction
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}
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if (veloX < 0) {
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veloX += friction
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if (veloX > 0) veloX = 0.0 // compensate overshoot
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if (externalForce.x < 0) {
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externalForce.x += friction
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if (externalForce.x > 0) externalForce.x = 0.0 // compensate overshoot
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}
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else if (veloX > 0) {
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veloX -= friction
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if (veloX < 0) veloX = 0.0 // compensate overshoot
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else if (externalForce.x > 0) {
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externalForce.x -= friction
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if (externalForce.x < 0) externalForce.x = 0.0 // compensate overshoot
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}
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if (this is Controllable) {
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@@ -819,13 +822,13 @@ open class ActorWithSprite(renderOrder: ActorOrder, val immobileBody: Boolean =
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else
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BASE_FRICTION * bodyFriction
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if (veloY < 0) {
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veloY += friction
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if (veloY > 0) veloX = 0.0 // compensate overshoot
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if (externalForce.y < 0) {
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externalForce.y += friction
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if (externalForce.y > 0) externalForce.y = 0.0 // compensate overshoot
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}
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else if (veloY > 0) {
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veloY -= friction
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if (veloY < 0) veloY = 0.0 // compensate overshoot
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else if (externalForce.y > 0) {
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externalForce.y -= friction
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if (externalForce.y < 0) externalForce.y = 0.0 // compensate overshoot
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}
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if (this is Controllable) {
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@@ -53,7 +53,7 @@ open class ProjectileSimple(
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posPre = Point2d(fromPoint.x, fromPoint.y)
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// lightbox sized 8x8 centered to the bullet
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lightBoxList.add(Hitbox(-4.0, -4.0, 8.0, 8.0))
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this.velocity.set(velocity)
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//this.externalForce.set(velocity)
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damage = bulletDatabase[type][OFFSET_DAMAGE] as Int
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displayColour = bulletDatabase[type][OFFSET_COL] as Color
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@@ -63,7 +63,7 @@ open class ProjectileSimple(
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setHitboxDimension(2, 2, 0, 0) // should be following sprite's properties if there IS one
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velocity.set((fromPoint to toPoint).setMagnitude(speed.toDouble()))
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externalForce.set((fromPoint to toPoint).setMagnitude(speed.toDouble()))
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@@ -60,8 +60,8 @@ internal class AILuaAPI(g: Globals, actor: ActorWithSprite) {
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t["posX"] = actor.hitbox.centeredX.toLua()
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t["posY"] = actor.hitbox.centeredY.toLua()
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t["veloX"] = actor.veloX.toLua()
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t["veloY"] = actor.veloY.toLua()
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t["veloX"] = actor.moveDelta.x.toLua()
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t["veloY"] = actor.moveDelta.y.toLua()
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t["width"] = actor.hitbox.width.toLua()
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t["height"] = actor.hitbox.height.toLua()
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@@ -150,10 +150,10 @@ object CollisionSolver {
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// if they actually makes collision (e.g. player vs ball), solve it
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if (a makesCollisionWith b) {
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val 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 ux_1 = a.moveDelta.x
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val ux_2 = b.moveDelta.x
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val uy_1 = a.moveDelta.y
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val uy_2 = b.moveDelta.y
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val m1 = a.mass
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val m2 = b.mass
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