collision detection and CCD: Not exactly fixed but it works good enough

Former-commit-id: 3feb9b1156fc941390b4efe4c1540ed4c5dbd109
Former-commit-id: 8c97b0ade765731800ef09b722e0742e44443338
This commit is contained in:
Song Minjae
2016-06-25 00:23:20 +09:00
parent e62f8feda5
commit 91f52eeab5
14 changed files with 400 additions and 481 deletions

View File

@@ -75,7 +75,7 @@ class Player : ActorWithBody(), Controllable, Pocketed, Factionable, Luminous, L
get() = Hitbox(0.0, 0.0, hitbox.width, hitbox.height) // use getter; dimension of the player may change by time.
companion object {
@Transient internal const val ACCEL_MULT_IN_FLIGHT: Double = 0.21 // TODO air control still too 'slippery' with 0.31, lower the value!
@Transient internal const val ACCEL_MULT_IN_FLIGHT: Double = 0.21
@Transient internal const val WALK_ACCEL_BASE: Double = 0.67
@Transient const val PLAYER_REF_ID: Int = 0x51621D
@@ -93,6 +93,7 @@ class Player : ActorWithBody(), Controllable, Pocketed, Factionable, Luminous, L
isVisible = true
referenceID = PLAYER_REF_ID // forcibly set ID
super.setDensity(BASE_DENSITY)
collisionType = KINEMATIC
}
override fun update(gc: GameContainer, delta: Int) {