first working staircasing but barely

This commit is contained in:
minjaesong
2021-08-20 11:35:15 +09:00
parent 467e1dd252
commit c0b4a929ad
7 changed files with 84 additions and 39 deletions

View File

@@ -12,6 +12,8 @@
"speed": 3.0,
"speedmult": [100,100,100,100,100,100,100],
"vertstride": 8,
"jumppower": 13.0,
"jumppowermult": [100,100,100,100,100,100,100],

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@@ -0,0 +1,31 @@
{
"racename": "RACE_HUMAN",
"racenameplural": "RACE_HUMAN_PLURAL",
"baseheight": 90,
"basemass": 600.0,
"strength": 5000,
"strengthmult": [90,95,98,100,102,105,110],
"accel": 0.67,
"speed": 6.0,
"speedmult": [100,100,100,100,100,100,100],
"vertstride": 32,
"jumppower": 19.0,
"jumppowermult": [100,100,100,100,100,100,100],
"scale": 1.0,
"scalemult": [100,100,100,100,100,100,100],
"encumbrance": 10000,
"basedefence": 100,
"basereach": 114,
"toolsize": 40,
"intelligent": true
}

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@@ -29,6 +29,9 @@ object AVKey {
const val JUMPPOWER = "jumppower"
const val JUMPPOWERBUFF = "$JUMPPOWER$BUFF"
/** Maximum height of a stair the actor can climb */
const val VERTSTRIDE = "vertstride"
/** How much air jumping you can perform. 0 is same as 1. INT */
const val AIRJUMPPOINT = "airjumppoint"
/** How much air jumping you have performed before you run out of the point. INT */

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@@ -760,12 +760,20 @@ open class ActorWithBody(renderOrder: RenderOrder, val physProp: PhysProperties)
val newHitbox = hitbox.reassign(sixteenStep[collidingStep])
var staircaseStatus = 0
var stairHeightLeft = 0.0
var stairHeightRight = 0.0
val selfCollisionStatus = intArrayOf(1,2,4,8).fold(0) { acc, state ->
// also update staircaseStatus while we're iterating
if (state and 5 != 0) {
staircaseStatus = staircaseStatus or (state * (isWalledStairs(newHitbox, state) == 1).toInt())
isWalledStairs(newHitbox, state).let {
staircaseStatus = staircaseStatus or (state * (it.first == 1).toInt())
if (state == COLLIDING_LEFT)
stairHeightLeft = it.second.toDouble()
else
stairHeightRight = it.second.toDouble()
}
}
acc or (state * isWalledStairs(newHitbox, state).coerceAtMost(1))
acc or (state * isWalledStairs(newHitbox, state).first.coerceAtMost(1))
}
// superseded by isWalledStairs-related codes
@@ -776,7 +784,7 @@ open class ActorWithBody(renderOrder: RenderOrder, val physProp: PhysProperties)
// fixme UP and RIGHT && LEFT and DOWN bug
println("collision: $selfCollisionStatus\tstaircasing: $staircaseStatus")
//println("collision: $selfCollisionStatus\tstaircasing: $staircaseStatus")
when (selfCollisionStatus) {
0 -> {
@@ -901,6 +909,17 @@ open class ActorWithBody(renderOrder: RenderOrder, val physProp: PhysProperties)
// remove Y displacement
// let original X velocity to pass-thru instead of snapping to tiles coded above
// pass-thru values are held by the vectorSum
println("staiscasing: $staircaseStatus for $selfCollisionStatus")
finalDisplacement.y = if (staircaseStatus == COLLIDING_LEFT) -stairHeightLeft else -stairHeightRight
finalDisplacement.x = vectorSum.x
bounceX = false
bounceY = false
}
else {
bounceX = angleOfIncidence == angleThreshold || displacementUnitVector.x != 0.0
bounceY = angleOfIncidence == angleThreshold || displacementUnitVector.y != 0.0
}
@@ -912,8 +931,6 @@ open class ActorWithBody(renderOrder: RenderOrder, val physProp: PhysProperties)
// TODO: translate other axis proportionally to the incident vector
bounceX = angleOfIncidence == angleThreshold || displacementUnitVector.x != 0.0
bounceY = angleOfIncidence == angleThreshold || displacementUnitVector.y != 0.0
}
@@ -1037,7 +1054,7 @@ open class ActorWithBody(renderOrder: RenderOrder, val physProp: PhysProperties)
val tyStart = y1.plus(HALF_PIXEL).floorInt()
val tyEnd = y2.plus(HALF_PIXEL).floorInt()
return isCollidingInternalStairs(txStart, tyStart, txEnd, tyEnd, feet) > 0
return isCollidingInternalStairs(txStart, tyStart, txEnd, tyEnd, feet).first > 0
}
/**
@@ -1104,13 +1121,13 @@ open class ActorWithBody(renderOrder: RenderOrder, val physProp: PhysProperties)
val tyStart = y1.plus(HALF_PIXEL).floorInt()
val tyEnd = y2.plus(HALF_PIXEL).floorInt()
return isCollidingInternalStairs(txStart, tyStart, txEnd, tyEnd, option == COLLIDING_BOTTOM) > 0
return isCollidingInternalStairs(txStart, tyStart, txEnd, tyEnd, option == COLLIDING_BOTTOM).first > 0
}
/**
* @return 0 - no collision, 1 - stair, 2 - "bonk" to the wall
* @return First int: 0 - no collision, 1 - staircasing, 2 - "bonk" to the wall; Second int: stair height
*/
private fun isWalledStairs(hitbox: Hitbox, option: Int): Int {
private fun isWalledStairs(hitbox: Hitbox, option: Int): Pair<Int, Int> {
val x1: Double
val x2: Double
val y1: Double
@@ -1154,15 +1171,20 @@ open class ActorWithBody(renderOrder: RenderOrder, val physProp: PhysProperties)
y2 = hitbox.endY - A_PIXEL
}
else if (option == COLLIDING_ALLSIDE) {
return maxOf(maxOf(isWalledStairs(hitbox, COLLIDING_LEFT), isWalledStairs(hitbox, COLLIDING_RIGHT)),
maxOf(isWalledStairs(hitbox, COLLIDING_BOTTOM), isWalledStairs(hitbox, COLLIDING_TOP)))
return maxOf(maxOf(isWalledStairs(hitbox, COLLIDING_LEFT).first,
isWalledStairs(hitbox, COLLIDING_RIGHT).first),
maxOf(isWalledStairs(hitbox, COLLIDING_BOTTOM).first,
isWalledStairs(hitbox, COLLIDING_TOP).first)) to 0
}
else if (option == COLLIDING_LR) {
return maxOf(isWalledStairs(hitbox, COLLIDING_LEFT),isWalledStairs(hitbox, COLLIDING_RIGHT))
val v1 = isWalledStairs(hitbox, COLLIDING_LEFT)
val v2 = isWalledStairs(hitbox, COLLIDING_RIGHT)
return maxOf(v1.first, v2.first) to maxOf(v2.first, v2.second)
}
else if (option == COLLIDING_UD) {
return maxOf(isWalledStairs(hitbox, COLLIDING_BOTTOM), isWalledStairs(hitbox, COLLIDING_TOP))
return maxOf(isWalledStairs(hitbox, COLLIDING_BOTTOM).first,
isWalledStairs(hitbox, COLLIDING_TOP).first) to 0
}
else throw IllegalArgumentException("$option")
@@ -1199,15 +1221,15 @@ open class ActorWithBody(renderOrder: RenderOrder, val physProp: PhysProperties)
}*/
private val AUTO_CLIMB_STRIDE: Int
get() = (8 * scale).toInt() // number inspired by SM64
get() = ((actorValue.getAsInt(AVKey.VERTSTRIDE) ?: 8) * scale).toInt()
//private val AUTO_CLIMB_RATE: Int // we'll just climb stairs instantly to make things work wo worrying about the details
// get() = Math.min(TILE_SIZE / 8 * Math.sqrt(scale), TILE_SIZED).toInt()
/**
* @return 0 - no collision, 1 - stair, 2 - "bonk" to the wall
* @return First int: 0 - no collision, 1 - staircasing, 2 - "bonk" to the wall; Second int: stair height
*/
private fun isCollidingInternalStairs(pxStart: Int, pyStart: Int, pxEnd: Int, pyEnd: Int, feet: Boolean = false): Int {
if (world == null) return 0
private fun isCollidingInternalStairs(pxStart: Int, pyStart: Int, pxEnd: Int, pyEnd: Int, feet: Boolean = false): Pair<Int, Int> {
if (world == null) return 0 to 0
val ys = if (gravitation.y >= 0) pyEnd downTo pyStart else pyStart..pyEnd
val yheight = (ys.last - ys.first).absoluteValue
@@ -1248,7 +1270,7 @@ open class ActorWithBody(renderOrder: RenderOrder, val physProp: PhysProperties)
if (stairHeight > AUTO_CLIMB_STRIDE) {
//println(" -> $stairHeight ending prematurely")
return 2
return 2 to stairHeight
}
}
@@ -1256,11 +1278,11 @@ open class ActorWithBody(renderOrder: RenderOrder, val physProp: PhysProperties)
//println("-> $stairHeight")
// edge-detect mode
return if (yheight == 0) hitFloor.toInt() * 2
return if (yheight == 0) hitFloor.toInt() * 2 to stairHeight
// not an edge-detect && no collision
else if (stairHeight == 0) 0
else if (stairHeight == 0) 0 to 0
// there was collision and stairHeight <= AUTO_CLIMB_STRIDE
else 1 // 1; your main code is not ready to handle return code 1 (try "setscale 2")
else 1 to stairHeight // 1; your main code is not ready to handle return code 1 (try "setscale 2")
}
/**

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@@ -339,8 +339,8 @@ open class TerrarumIngame(batch: SpriteBatch) : IngameInstance(batch) {
/** Load rest of the game with GL context */
fun postInit() {
//setTheRealGamerFirstTime(PlayerBuilderSigrid())
setTheRealGamerFirstTime(PlayerBuilderTestSubject1())
//setTheRealGamerFirstTime(PlayerBuilderWerebeastTest())
// setTheRealGamerFirstTime(PlayerBuilderTestSubject1())
setTheRealGamerFirstTime(PlayerBuilderWerebeastTest())

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@@ -25,6 +25,8 @@ object InjectCreatureRaw {
operator fun invoke(actorValueRef: ActorValue, module: String, jsonFileName: String) {
val jsonObj = JsonFetcher(ModMgr.getPath(module, "creatures/$jsonFileName"))
// TODO make it work for every possible keys (maybe except ones starts with '_')
val elementsInt = arrayOf(AVKey.BASEHEIGHT, AVKey.TOOLSIZE, AVKey.ENCUMBRANCE)
val elementsString = arrayOf(AVKey.RACENAME, AVKey.RACENAMEPLURAL)
val elementsDouble = arrayOf(AVKey.BASEMASS, AVKey.ACCEL)

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@@ -16,23 +16,8 @@ object PlayerBuilderWerebeastTest {
ModMgr.getPath("basegame", "sprites/taimu_glow.properties"),
-589141658L // random value thrown
)
//InjectCreatureRaw(p.actorValue, "basegame", "CreatureHuman.json")
InjectCreatureRaw(p.actorValue, "basegame", "CreatureWerebeastBase.json")
p.actorValue[AVKey.SCALE] = 1.0
p.actorValue[AVKey.SPEED] = 6.0
p.actorValue[AVKey.SPEEDBUFF] = 1.0
p.actorValue[AVKey.ACCEL] = ActorHumanoid.WALK_ACCEL_BASE
p.actorValue[AVKey.ACCELBUFF] = 1.0
p.actorValue[AVKey.JUMPPOWER] = 19.0
p.actorValue[AVKey.BASEREACH] = 114 // 7 tiles + 2 px
p.actorValue[AVKey.BASEMASS] = 599.16
p.actorValue[AVKey.SCALEBUFF] = 1.0 // Constant 1.0 for player, meant to be used by random mobs
p.actorValue[AVKey.STRENGTH] = 5000
p.actorValue[AVKey.ENCUMBRANCE] = 10000
p.actorValue[AVKey.BASEHEIGHT] = 90
p.actorValue[AVKey.INTELLIGENT] = true
p.actorValue[AVKey.__PLAYER_QUICKSLOTSEL] = 0
p.actorValue[AVKey.__ACTION_TIMER] = 0.0