mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
issue #16: walking fixed, jump not
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@@ -163,11 +163,9 @@ class SpriteAnimation(val parentActor: ActorWBMovable) {
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}
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fun switchRow(newRow: Int) {
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currentRow = newRow % nRows
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//if beyond the frame index then reset
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if (currentFrame > nFrames[currentRow]) {
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reset()
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if (newRow != currentRow) {
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currentRow = newRow
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currentFrame = 1
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}
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}
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@@ -77,6 +77,8 @@ object Terrarum : Screen {
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* To be used with physics simulator
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*/
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val PHYS_TIME_FRAME: Double = 26.0 + (2.0 / 3.0)
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val PHYS_CONST_MULT: Double = 60.0 / (26.0 + (2.0 / 3.0))
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val PHYS_REF_FPS: Double = 60.0
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// 26.0 + (2.0 / 3.0) // lower value == faster gravity response (IT WON'T HOTSWAP!!)
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// protip: using METER, game unit and SI unit will have same number
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@@ -86,9 +88,6 @@ object Terrarum : Screen {
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*/
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val TARGET_INTERNAL_FPS: Double = 60.0
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internal val UPDATE_CATCHUP_MAX_TRIES = 1 // this feature does more harm than good...
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@@ -204,16 +204,17 @@ class TitleScreen(val batch: SpriteBatch) : Screen {
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override fun render(delta: Float) {
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// async update
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updateDeltaCounter += delta
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var updateTries = 0
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while (updateDeltaCounter >= renderRate) {
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updateScreen(delta)
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updateDeltaCounter -= renderRate
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updateTries++
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if (updateTries >= Terrarum.UPDATE_CATCHUP_MAX_TRIES) {
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break
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if (delta < 1f / 10f) { // discard async if measured FPS <= 10
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var updateTries = 0
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while (updateDeltaCounter >= renderRate && updateTries < 6) {
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updateScreen(delta)
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updateDeltaCounter -= renderRate
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updateTries++
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}
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}
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else {
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updateScreen(delta)
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}
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// render? just do it anyway
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renderScreen()
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@@ -1,11 +1,13 @@
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package net.torvald.terrarum.gameactors
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import com.badlogic.gdx.Gdx
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import com.badlogic.gdx.Input
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import net.torvald.spriteanimation.SpriteAnimation
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import net.torvald.terrarum.*
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import net.torvald.terrarum.AppLoader.printdbg
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import net.torvald.terrarum.Terrarum.PHYS_REF_FPS
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import net.torvald.terrarum.blockproperties.Block
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import net.torvald.terrarum.blockproperties.BlockCodex
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import net.torvald.terrarum.blockproperties.BlockProp
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@@ -352,6 +354,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
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override fun update(delta: Float) {
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if (isUpdate && !flagDespawn) {
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val ddelta = Gdx.graphics.deltaTime.toDouble()
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if (!assertPrinted) assertInit()
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if (sprite != null) sprite!!.update(delta)
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@@ -401,7 +404,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
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* This body is NON-STATIC and the other body is STATIC
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*/
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if (!isNoCollideWorld) {
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displaceHitbox()
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displaceHitbox(ddelta)
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}
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else {
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hitbox.translate(externalForce)
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@@ -559,7 +562,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
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}
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}*/
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private fun displaceHitbox() {
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private fun displaceHitbox(delta: Double) {
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// // HOW IT SHOULD WORK // //
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// ////////////////////////
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// combineVeloToMoveDelta now
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@@ -625,7 +628,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
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fun Double.modTileDelta() = this - this.modTile()
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val vectorSum = externalForce + controllerMoveDelta
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val vectorSum = (externalForce + controllerMoveDelta) * PHYS_REF_FPS * delta //* PHYS_CONST_MULT
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val ccdSteps = minOf(16, (vectorSum.magnitudeSquared / TILE_SIZE.sqr()).floorInt() + 1) // adaptive
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@@ -161,35 +161,22 @@ class BuildingMaker(batch: SpriteBatch) : IngameInstance(batch) {
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// ASYNCHRONOUS UPDATE AND RENDER //
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/** UPDATE CODE GOES HERE */
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// async update
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updateDeltaCounter += delta
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if (false && AppLoader.getConfigBoolean("multithread")) { // NO MULTITHREADING: camera don't like concurrent modification (jittery actor movements)
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// else, NOP;
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}
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else {
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if (delta < 1f / 10f) { // discard async if measured FPS <= 10
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var updateTries = 0
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while (updateDeltaCounter >= updateRate) {
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//updateGame(delta)
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AppLoader.debugTimers["Ingame.update"] = measureNanoTime { updateGame(delta) }
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updateGame(delta)
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updateDeltaCounter -= updateRate
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updateTries++
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if (updateTries >= Terrarum.UPDATE_CATCHUP_MAX_TRIES) {
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break
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}
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}
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}
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else {
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updateGame(delta)
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}
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/** RENDER CODE GOES HERE */
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//renderGame(batch)
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AppLoader.debugTimers["Ingame.render"] = measureNanoTime { renderGame() }
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// render? just do it anyway
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renderGame()
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}
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private fun updateGame(delta: Float) {
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@@ -418,16 +418,7 @@ open class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
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///////////////
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private class ThreadIngameUpdate(val ingame: Ingame): Runnable {
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override fun run() {
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var updateTries = 0
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while (ingame.updateDeltaCounter >= ingame.renderRate) {
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ingame.updateGame(Terrarum.deltaTime)
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ingame.updateDeltaCounter -= ingame.renderRate
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updateTries++
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if (updateTries >= Terrarum.UPDATE_CATCHUP_MAX_TRIES) {
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break
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}
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}
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TODO()
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}
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}
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@@ -469,27 +460,24 @@ open class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
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// else, NOP;
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}
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else {
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var updateTries = 0
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val oldDeltaCtr = updateDeltaCounter
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while (updateDeltaCounter >= renderRate) {
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//updateGame(delta)
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AppLoader.debugTimers["Ingame.update"] = measureNanoTime { updateGame(delta) }
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updateDeltaCounter -= renderRate
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updateTries++
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if (updateTries >= Terrarum.UPDATE_CATCHUP_MAX_TRIES) {
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//printdbg(this, "Update couldn't catch up -- delta-T buildup was $oldDeltaCtr seconds")
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break
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updateDeltaCounter += delta
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/*if (delta < 1f / 10f) { // discard async if measured FPS <= 10
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var updateTries = 0
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while (updateDeltaCounter >= renderRate && updateTries < 6) {
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AppLoader.debugTimers["Ingame.update"] = measureNanoTime { updateGame(delta) }
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updateDeltaCounter -= renderRate
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updateTries++
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}
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}
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else {
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AppLoader.debugTimers["Ingame.update"] = measureNanoTime { updateGame(delta) }
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}*/
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AppLoader.debugTimers["Ingame.update"] = measureNanoTime { updateGame(delta) }
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}
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/** RENDER CODE GOES HERE */
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//renderGame(batch)
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AppLoader.debugTimers["Ingame.render"] = measureNanoTime { renderGame() }
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AppLoader.debugTimers["Ingame.render-Light"] =
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(AppLoader.debugTimers["Ingame.render"] as Long) - ((AppLoader.debugTimers["Renderer.LightTotal"] as? Long) ?: 0)
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