com.torvald → net.torvald

Former-commit-id: 375604da8a20a6ba7cd0a8d05a44add02b2d04f4
Former-commit-id: 287287c5920b07618174d7a7573f049d350ded66
This commit is contained in:
Song Minjae
2016-04-12 12:29:02 +09:00
parent 2a34efb489
commit ac9f5b5138
148 changed files with 473 additions and 524 deletions

View File

@@ -0,0 +1,493 @@
package net.torvald.terrarum.gameactors
import net.torvald.terrarum.gameactors.faction.Faction
import net.torvald.terrarum.gamecontroller.EnumKeyFunc
import net.torvald.terrarum.gamecontroller.KeyMap
import net.torvald.terrarum.mapdrawer.MapDrawer
import net.torvald.terrarum.Terrarum
import net.torvald.spriteanimation.SpriteAnimation
import com.jme3.math.FastMath
import org.lwjgl.input.Controller
import org.lwjgl.input.Controllers
import org.newdawn.slick.GameContainer
import org.newdawn.slick.Input
import org.newdawn.slick.SlickException
import java.util.*
/**
* Created by minjaesong on 16-03-14.
*/
class Player : ActorWithBody, Controllable, Pocketed, Factionable, Luminous, LandHolder {
/**
* empirical value.
*/
// private transient final float JUMP_ACCELERATION_MOD = ???f / 10000f; //quadratic mode
@Transient private val JUMP_ACCELERATION_MOD = 170f / 10000f //linear mode
@Transient private val WALK_FRAMES_TO_MAX_ACCEL = 6
@Transient private val LEFT = 1
@Transient private val RIGHT = 2
@Transient private val KEY_NULL = -1
var vehicleRiding: Controllable? = null
internal var jumpCounter = 0
internal var walkPowerCounter = 0
@Transient private val MAX_JUMP_LENGTH = 17 // use 17; in internal frames
private var readonly_totalX = 0f
private var readonly_totalY = 0f
internal var jumping = false
internal var walkHeading: Int = 0
@Transient private var prevHMoveKey = KEY_NULL
@Transient private var prevVMoveKey = KEY_NULL
internal var noClip = false
@Transient private val AXIS_POSMAX = 1.0f
@Transient private val GAMEPAD_JUMP = 5
@Transient private val TSIZE = MapDrawer.TILE_SIZE
private val factionSet = HashSet<Faction>()
@Transient private val BASE_DENSITY = 1020
/** Must be set by PlayerFactory */
override var inventory: ActorInventory = ActorInventory()
/** Must be set by PlayerFactory */
override var faction: HashSet<Faction> = HashSet()
override var houseDesignation: ArrayList<Int>? = null
override var luminosity: Int
get() = actorValue.getAsInt(AVKey.LUMINOSITY) ?: 0
set(value) {
actorValue[AVKey.LUMINOSITY] = value
}
companion object {
@Transient internal const val ACCEL_MULT_IN_FLIGHT = 0.48f
@Transient internal const val WALK_STOP_ACCEL = 0.32f
@Transient internal const val WALK_ACCEL_BASE = 0.32f
@Transient const val PLAYER_REF_ID: Long = 0x51621D
@Transient const val BASE_HEIGHT = 40
}
/**
* Creates new Player instance with empty elements (sprites, actorvalue, etc.).
* **Use PlayerFactory to build player!**
* @throws SlickException
*/
@Throws(SlickException::class)
constructor() : super() {
isVisible = true
referenceID = PLAYER_REF_ID
super.setDensity(BASE_DENSITY)
}
override fun update(gc: GameContainer, delta_t: Int) {
if (vehicleRiding is Player)
throw RuntimeException("Attempted to 'ride' " + "player object.")
super.update(gc, delta_t)
updateSprite(delta_t)
updateMovementControl()
if (noClip) {
grounded = true
}
}
/**
* @param left (even if the game is joypad controlled, you must give valid value)
* *
* @param absAxisVal (set AXIS_POSMAX if keyboard controlled)
*/
private fun walkHorizontal(left: Boolean, absAxisVal: Float) {
//if ((!super.isWalledLeft() && left) || (!super.isWalledRight() && !left)) {
readonly_totalX = veloX +
actorValue.getAsFloat(AVKey.ACCEL)!! *
actorValue.getAsFloat(AVKey.ACCELMULT)!! *
FastMath.sqrt(scale) *
applyAccelRealism(walkPowerCounter) *
(if (left) -1 else 1).toFloat() *
absAxisVal
veloX = readonly_totalX
if (walkPowerCounter < WALK_FRAMES_TO_MAX_ACCEL) {
walkPowerCounter += 1
}
// Clamp veloX
veloX = absClamp(veloX, actorValue.getAsFloat(AVKey.SPEED)!!
* actorValue.getAsFloat(AVKey.SPEEDMULT)!!
* FastMath.sqrt(scale))
// Heading flag
if (left)
walkHeading = LEFT
else
walkHeading = RIGHT
//}
}
/**
* @param up (even if the game is joypad controlled, you must give valid value)
* *
* @param absAxisVal (set AXIS_POSMAX if keyboard controlled)
*/
private fun walkVertical(up: Boolean, absAxisVal: Float) {
readonly_totalY = veloY +
actorValue.getAsFloat(AVKey.ACCEL)!! *
actorValue.getAsFloat(AVKey.ACCELMULT)!! *
FastMath.sqrt(scale) *
applyAccelRealism(walkPowerCounter) *
(if (up) -1 else 1).toFloat() *
absAxisVal
veloY = readonly_totalY
if (walkPowerCounter < WALK_FRAMES_TO_MAX_ACCEL) {
walkPowerCounter += 1
}
// Clamp veloX
veloY = absClamp(veloY, actorValue.getAsFloat(AVKey.SPEED)!!
* actorValue.getAsFloat(AVKey.SPEEDMULT)!!
* FastMath.sqrt(scale))
}
/**
* For realistic accelerating while walking.
* Naïve 'veloX += 3' is actually like:
* a
* | ------------
* |
* |
* 0+------············ t
* which is unrealistic, so this method tries to introduce some realism by doing:
* a
* | ------------
* | ---
* | -
* | ---
* 0+----··················· t
* @param x
*/
private fun applyAccelRealism(x: Int): Float {
return 0.5f + 0.5f * -FastMath.cos(10 * x / (WALK_FRAMES_TO_MAX_ACCEL * FastMath.PI))
}
private fun walkHStop() {
if (veloX > 0) {
veloX -= actorValue.getAsFloat(AVKey.ACCEL)!! *
actorValue.getAsFloat(AVKey.ACCELMULT)!! *
FastMath.sqrt(scale)
// compensate overshoot
if (veloX < 0) veloX = 0f
} else if (veloX < 0) {
veloX += actorValue.getAsFloat(AVKey.ACCEL)!! *
actorValue.getAsFloat(AVKey.ACCELMULT)!! *
FastMath.sqrt(scale)
// compensate overshoot
if (veloX > 0) veloX = 0f
} else {
veloX = 0f
}
walkPowerCounter = 0
}
private fun walkVStop() {
if (veloY > 0) {
veloY -= WALK_STOP_ACCEL *
actorValue.getAsFloat(AVKey.ACCELMULT)!! *
FastMath.sqrt(scale)
// compensate overshoot
if (veloY < 0)
veloY = 0f
} else if (veloY < 0) {
veloY += WALK_STOP_ACCEL *
actorValue.getAsFloat(AVKey.ACCELMULT)!! *
FastMath.sqrt(scale)
// compensate overshoot
if (veloY > 0) veloY = 0f
} else {
veloY = 0f
}
walkPowerCounter = 0
}
private fun updateMovementControl() {
if (!noClip) {
if (grounded) {
actorValue.set(AVKey.ACCELMULT, 1f)
} else {
actorValue.set(AVKey.ACCELMULT, ACCEL_MULT_IN_FLIGHT)
}
} else {
actorValue.set(AVKey.ACCELMULT, 1f)
}
}
override fun processInput(input: Input) {
var gamepad: Controller? = null
var axisX = 0f
var axisY = 0f
var axisRX = 0f
var axisRY = 0f
if (Terrarum.hasController) {
gamepad = Controllers.getController(0)
axisX = gamepad!!.getAxisValue(0)
axisY = gamepad.getAxisValue(1)
axisRX = gamepad.getAxisValue(2)
axisRY = gamepad.getAxisValue(3)
if (Math.abs(axisX) < Terrarum.CONTROLLER_DEADZONE) axisX = 0f
if (Math.abs(axisY) < Terrarum.CONTROLLER_DEADZONE) axisY = 0f
if (Math.abs(axisRX) < Terrarum.CONTROLLER_DEADZONE) axisRX = 0f
if (Math.abs(axisRY) < Terrarum.CONTROLLER_DEADZONE) axisRY = 0f
}
/**
* L-R stop
*/
if (Terrarum.hasController) {
if (axisX == 0f) {
walkHStop()
}
} else {
// ↑F, ↑S
if (!isFuncDown(input, EnumKeyFunc.MOVE_LEFT) && !isFuncDown(input, EnumKeyFunc.MOVE_RIGHT)) {
walkHStop()
prevHMoveKey = KEY_NULL
}
}
/**
* U-D stop
*/
if (Terrarum.hasController) {
if (axisY == 0f) {
walkVStop()
}
} else {
// ↑E
// ↑D
if (isNoClip()
&& !isFuncDown(input, EnumKeyFunc.MOVE_UP)
&& !isFuncDown(input, EnumKeyFunc.MOVE_DOWN)) {
walkVStop()
prevVMoveKey = KEY_NULL
}
}
/**
* Left/Right movement
*/
if (Terrarum.hasController) {
if (axisX != 0f) {
walkHorizontal(axisX < 0, AXIS_POSMAX)
}
} else {
// ↑F, ↓S
if (isFuncDown(input, EnumKeyFunc.MOVE_RIGHT) && !isFuncDown(input, EnumKeyFunc.MOVE_LEFT)) {
walkHorizontal(false, AXIS_POSMAX)
prevHMoveKey = KeyMap.getKeyCode(EnumKeyFunc.MOVE_RIGHT)
} else if (isFuncDown(input, EnumKeyFunc.MOVE_LEFT) && !isFuncDown(input, EnumKeyFunc.MOVE_RIGHT)) {
walkHorizontal(true, AXIS_POSMAX)
prevHMoveKey = KeyMap.getKeyCode(EnumKeyFunc.MOVE_LEFT)
} else if (isFuncDown(input, EnumKeyFunc.MOVE_LEFT) && isFuncDown(input, EnumKeyFunc.MOVE_RIGHT)) {
if (prevHMoveKey == KeyMap.getKeyCode(EnumKeyFunc.MOVE_LEFT)) {
walkHorizontal(false, AXIS_POSMAX)
prevHMoveKey = KeyMap.getKeyCode(EnumKeyFunc.MOVE_RIGHT)
} else if (prevHMoveKey == KeyMap.getKeyCode(EnumKeyFunc.MOVE_RIGHT)) {
walkHorizontal(true, AXIS_POSMAX)
prevHMoveKey = KeyMap.getKeyCode(EnumKeyFunc.MOVE_LEFT)
}
}// ↓F, ↓S
// ↓F, ↑S
}
/**
* Up/Down movement
*/
if (noClip) {
if (Terrarum.hasController) {
if (axisY != 0f) {
walkVertical(axisY > 0, AXIS_POSMAX)
}
} else {
// ↑E
// ↓D
if (isFuncDown(input, EnumKeyFunc.MOVE_DOWN) && !isFuncDown(input, EnumKeyFunc.MOVE_UP)) {
walkVertical(false, AXIS_POSMAX)
prevVMoveKey = KeyMap.getKeyCode(EnumKeyFunc.MOVE_DOWN)
} else if (isFuncDown(input, EnumKeyFunc.MOVE_UP) && !isFuncDown(input, EnumKeyFunc.MOVE_DOWN)) {
walkVertical(true, AXIS_POSMAX)
prevVMoveKey = KeyMap.getKeyCode(EnumKeyFunc.MOVE_UP)
} else if (isFuncDown(input, EnumKeyFunc.MOVE_UP) && isFuncDown(input, EnumKeyFunc.MOVE_DOWN)) {
if (prevVMoveKey == KeyMap.getKeyCode(EnumKeyFunc.MOVE_UP)) {
walkVertical(false, AXIS_POSMAX)
prevVMoveKey = KeyMap.getKeyCode(EnumKeyFunc.MOVE_DOWN)
} else if (prevVMoveKey == KeyMap.getKeyCode(EnumKeyFunc.MOVE_DOWN)) {
walkVertical(true, AXIS_POSMAX)
prevVMoveKey = KeyMap.getKeyCode(EnumKeyFunc.MOVE_UP)
}
}// ↓E
// ↓D
// ↓E
// ↑D
}
}
/**
* Jump control
*/
if (isFuncDown(input, EnumKeyFunc.JUMP) || Terrarum.hasController && gamepad!!.isButtonPressed(GAMEPAD_JUMP)) {
if (!noClip) {
if (grounded) {
jumping = true
}
jump()
} else {
walkVertical(true, AXIS_POSMAX)
}
} else {
jumping = false
jumpCounter = 0
}
}
override fun keyPressed(key: Int, c: Char) {
}
/**
* See ./work_files/Jump\ power\ by\ pressing\ time.gcx
*/
private fun jump() {
if (jumping) {
val len = MAX_JUMP_LENGTH.toFloat()
val pwr = actorValue.getAsFloat(AVKey.JUMPPOWER)!! * (actorValue.getAsFloat(AVKey.JUMPPOWERMULT) ?: 1f)
// increment jump counter
if (jumpCounter < len) jumpCounter += 1
// linear time mode
val init = (len + 1) / 2f
var timedJumpCharge = init - init / len * jumpCounter
if (timedJumpCharge < 0) timedJumpCharge = 0f
val jumpAcc = pwr * timedJumpCharge * JUMP_ACCELERATION_MOD * FastMath.sqrt(scale)
veloY -= jumpAcc
// try concave mode?
}
// for mob ai:
//super.setVeloY(veloY
// -
// pwr * FastMath.sqrt(scale)
//);
}
private fun jumpFuncLin(pwr: Float, len: Float): Float {
return -(pwr / len) * jumpCounter
}
private fun jumpFuncSqu(pwr: Float, len: Float): Float {
return pwr / (len * len) * (jumpCounter - len * jumpCounter - len) - pwr
}
private fun jumpFuncExp(pwr: Float, len: Float): Float {
val a = FastMath.pow(pwr + 1, 1 / len)
return -FastMath.pow(a, len) + 1
}
private fun isFuncDown(input: Input, fn: EnumKeyFunc): Boolean {
return input.isKeyDown(KeyMap.getKeyCode(fn))
}
private fun absClamp(i: Float, ceil: Float): Float {
if (i > 0)
return if (i > ceil) ceil else i
else if (i < 0)
return if (-i > ceil) -ceil else i
else
return 0f
}
private fun updateSprite(delta_t: Int) {
sprite!!.update(delta_t)
if (spriteGlow != null) {
spriteGlow!!.update(delta_t)
}
if (grounded) {
if (walkHeading == LEFT) {
sprite!!.flip(true, false)
if (spriteGlow != null) {
spriteGlow!!.flip(true, false)
}
} else {
sprite!!.flip(false, false)
if (spriteGlow != null) {
spriteGlow!!.flip(false, false)
}
}
}
}
fun isNoClip(): Boolean {
return noClip
}
fun setNoClip(b: Boolean) {
noClip = b
}
override fun addHouseTile(x: Int, y: Int) {
throw UnsupportedOperationException()
}
override fun removeHouseTile(x: Int, y: Int) {
throw UnsupportedOperationException()
}
override fun clearHouseDesignation() {
throw UnsupportedOperationException()
}
}