mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-10 22:01:52 +09:00
first working staircasing but barely
This commit is contained in:
@@ -12,6 +12,8 @@
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"speed": 3.0,
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"speedmult": [100,100,100,100,100,100,100],
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"vertstride": 8,
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"jumppower": 13.0,
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"jumppowermult": [100,100,100,100,100,100,100],
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31
assets/mods/basegame/creatures/CreatureWerebeastBase.json
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31
assets/mods/basegame/creatures/CreatureWerebeastBase.json
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@@ -0,0 +1,31 @@
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{
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"racename": "RACE_HUMAN",
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"racenameplural": "RACE_HUMAN_PLURAL",
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"baseheight": 90,
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"basemass": 600.0,
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"strength": 5000,
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"strengthmult": [90,95,98,100,102,105,110],
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"accel": 0.67,
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"speed": 6.0,
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"speedmult": [100,100,100,100,100,100,100],
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"vertstride": 32,
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"jumppower": 19.0,
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"jumppowermult": [100,100,100,100,100,100,100],
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"scale": 1.0,
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"scalemult": [100,100,100,100,100,100,100],
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"encumbrance": 10000,
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"basedefence": 100,
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"basereach": 114,
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"toolsize": 40,
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"intelligent": true
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}
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@@ -29,6 +29,9 @@ object AVKey {
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const val JUMPPOWER = "jumppower"
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const val JUMPPOWERBUFF = "$JUMPPOWER$BUFF"
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/** Maximum height of a stair the actor can climb */
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const val VERTSTRIDE = "vertstride"
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/** How much air jumping you can perform. 0 is same as 1. INT */
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const val AIRJUMPPOINT = "airjumppoint"
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/** 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)
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val newHitbox = hitbox.reassign(sixteenStep[collidingStep])
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var staircaseStatus = 0
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var stairHeightLeft = 0.0
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var stairHeightRight = 0.0
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val selfCollisionStatus = intArrayOf(1,2,4,8).fold(0) { acc, state ->
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// also update staircaseStatus while we're iterating
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if (state and 5 != 0) {
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staircaseStatus = staircaseStatus or (state * (isWalledStairs(newHitbox, state) == 1).toInt())
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isWalledStairs(newHitbox, state).let {
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staircaseStatus = staircaseStatus or (state * (it.first == 1).toInt())
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if (state == COLLIDING_LEFT)
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stairHeightLeft = it.second.toDouble()
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else
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stairHeightRight = it.second.toDouble()
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}
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}
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acc or (state * isWalledStairs(newHitbox, state).coerceAtMost(1))
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acc or (state * isWalledStairs(newHitbox, state).first.coerceAtMost(1))
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}
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// superseded by isWalledStairs-related codes
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@@ -776,7 +784,7 @@ open class ActorWithBody(renderOrder: RenderOrder, val physProp: PhysProperties)
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// fixme UP and RIGHT && LEFT and DOWN bug
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println("collision: $selfCollisionStatus\tstaircasing: $staircaseStatus")
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//println("collision: $selfCollisionStatus\tstaircasing: $staircaseStatus")
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when (selfCollisionStatus) {
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0 -> {
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@@ -901,6 +909,17 @@ open class ActorWithBody(renderOrder: RenderOrder, val physProp: PhysProperties)
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// remove Y displacement
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// let original X velocity to pass-thru instead of snapping to tiles coded above
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// pass-thru values are held by the vectorSum
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println("staiscasing: $staircaseStatus for $selfCollisionStatus")
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finalDisplacement.y = if (staircaseStatus == COLLIDING_LEFT) -stairHeightLeft else -stairHeightRight
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finalDisplacement.x = vectorSum.x
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bounceX = false
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bounceY = false
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}
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else {
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bounceX = angleOfIncidence == angleThreshold || displacementUnitVector.x != 0.0
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bounceY = angleOfIncidence == angleThreshold || displacementUnitVector.y != 0.0
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}
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@@ -912,8 +931,6 @@ open class ActorWithBody(renderOrder: RenderOrder, val physProp: PhysProperties)
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// TODO: translate other axis proportionally to the incident vector
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bounceX = angleOfIncidence == angleThreshold || displacementUnitVector.x != 0.0
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bounceY = angleOfIncidence == angleThreshold || displacementUnitVector.y != 0.0
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}
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@@ -1037,7 +1054,7 @@ open class ActorWithBody(renderOrder: RenderOrder, val physProp: PhysProperties)
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val tyStart = y1.plus(HALF_PIXEL).floorInt()
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val tyEnd = y2.plus(HALF_PIXEL).floorInt()
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return isCollidingInternalStairs(txStart, tyStart, txEnd, tyEnd, feet) > 0
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return isCollidingInternalStairs(txStart, tyStart, txEnd, tyEnd, feet).first > 0
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}
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/**
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@@ -1104,13 +1121,13 @@ open class ActorWithBody(renderOrder: RenderOrder, val physProp: PhysProperties)
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val tyStart = y1.plus(HALF_PIXEL).floorInt()
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val tyEnd = y2.plus(HALF_PIXEL).floorInt()
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return isCollidingInternalStairs(txStart, tyStart, txEnd, tyEnd, option == COLLIDING_BOTTOM) > 0
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return isCollidingInternalStairs(txStart, tyStart, txEnd, tyEnd, option == COLLIDING_BOTTOM).first > 0
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}
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/**
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* @return 0 - no collision, 1 - stair, 2 - "bonk" to the wall
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* @return First int: 0 - no collision, 1 - staircasing, 2 - "bonk" to the wall; Second int: stair height
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*/
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private fun isWalledStairs(hitbox: Hitbox, option: Int): Int {
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private fun isWalledStairs(hitbox: Hitbox, option: Int): Pair<Int, Int> {
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val x1: Double
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val x2: Double
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val y1: Double
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@@ -1154,15 +1171,20 @@ open class ActorWithBody(renderOrder: RenderOrder, val physProp: PhysProperties)
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y2 = hitbox.endY - A_PIXEL
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}
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else if (option == COLLIDING_ALLSIDE) {
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return maxOf(maxOf(isWalledStairs(hitbox, COLLIDING_LEFT), isWalledStairs(hitbox, COLLIDING_RIGHT)),
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maxOf(isWalledStairs(hitbox, COLLIDING_BOTTOM), isWalledStairs(hitbox, COLLIDING_TOP)))
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return maxOf(maxOf(isWalledStairs(hitbox, COLLIDING_LEFT).first,
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isWalledStairs(hitbox, COLLIDING_RIGHT).first),
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maxOf(isWalledStairs(hitbox, COLLIDING_BOTTOM).first,
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isWalledStairs(hitbox, COLLIDING_TOP).first)) to 0
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}
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else if (option == COLLIDING_LR) {
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return maxOf(isWalledStairs(hitbox, COLLIDING_LEFT),isWalledStairs(hitbox, COLLIDING_RIGHT))
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val v1 = isWalledStairs(hitbox, COLLIDING_LEFT)
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val v2 = isWalledStairs(hitbox, COLLIDING_RIGHT)
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return maxOf(v1.first, v2.first) to maxOf(v2.first, v2.second)
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}
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else if (option == COLLIDING_UD) {
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return maxOf(isWalledStairs(hitbox, COLLIDING_BOTTOM), isWalledStairs(hitbox, COLLIDING_TOP))
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return maxOf(isWalledStairs(hitbox, COLLIDING_BOTTOM).first,
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isWalledStairs(hitbox, COLLIDING_TOP).first) to 0
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}
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else throw IllegalArgumentException("$option")
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@@ -1199,15 +1221,15 @@ open class ActorWithBody(renderOrder: RenderOrder, val physProp: PhysProperties)
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}*/
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private val AUTO_CLIMB_STRIDE: Int
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get() = (8 * scale).toInt() // number inspired by SM64
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get() = ((actorValue.getAsInt(AVKey.VERTSTRIDE) ?: 8) * scale).toInt()
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//private val AUTO_CLIMB_RATE: Int // we'll just climb stairs instantly to make things work wo worrying about the details
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// get() = Math.min(TILE_SIZE / 8 * Math.sqrt(scale), TILE_SIZED).toInt()
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/**
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* @return 0 - no collision, 1 - stair, 2 - "bonk" to the wall
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* @return First int: 0 - no collision, 1 - staircasing, 2 - "bonk" to the wall; Second int: stair height
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*/
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private fun isCollidingInternalStairs(pxStart: Int, pyStart: Int, pxEnd: Int, pyEnd: Int, feet: Boolean = false): Int {
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if (world == null) return 0
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private fun isCollidingInternalStairs(pxStart: Int, pyStart: Int, pxEnd: Int, pyEnd: Int, feet: Boolean = false): Pair<Int, Int> {
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if (world == null) return 0 to 0
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val ys = if (gravitation.y >= 0) pyEnd downTo pyStart else pyStart..pyEnd
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val yheight = (ys.last - ys.first).absoluteValue
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@@ -1248,7 +1270,7 @@ open class ActorWithBody(renderOrder: RenderOrder, val physProp: PhysProperties)
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if (stairHeight > AUTO_CLIMB_STRIDE) {
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//println(" -> $stairHeight ending prematurely")
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return 2
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return 2 to stairHeight
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}
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}
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@@ -1256,11 +1278,11 @@ open class ActorWithBody(renderOrder: RenderOrder, val physProp: PhysProperties)
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//println("-> $stairHeight")
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// edge-detect mode
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return if (yheight == 0) hitFloor.toInt() * 2
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return if (yheight == 0) hitFloor.toInt() * 2 to stairHeight
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// not an edge-detect && no collision
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else if (stairHeight == 0) 0
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else if (stairHeight == 0) 0 to 0
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// there was collision and stairHeight <= AUTO_CLIMB_STRIDE
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else 1 // 1; your main code is not ready to handle return code 1 (try "setscale 2")
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else 1 to stairHeight // 1; your main code is not ready to handle return code 1 (try "setscale 2")
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}
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/**
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@@ -339,8 +339,8 @@ open class TerrarumIngame(batch: SpriteBatch) : IngameInstance(batch) {
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/** Load rest of the game with GL context */
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fun postInit() {
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//setTheRealGamerFirstTime(PlayerBuilderSigrid())
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setTheRealGamerFirstTime(PlayerBuilderTestSubject1())
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//setTheRealGamerFirstTime(PlayerBuilderWerebeastTest())
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// setTheRealGamerFirstTime(PlayerBuilderTestSubject1())
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setTheRealGamerFirstTime(PlayerBuilderWerebeastTest())
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@@ -25,6 +25,8 @@ object InjectCreatureRaw {
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operator fun invoke(actorValueRef: ActorValue, module: String, jsonFileName: String) {
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val jsonObj = JsonFetcher(ModMgr.getPath(module, "creatures/$jsonFileName"))
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// TODO make it work for every possible keys (maybe except ones starts with '_')
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val elementsInt = arrayOf(AVKey.BASEHEIGHT, AVKey.TOOLSIZE, AVKey.ENCUMBRANCE)
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val elementsString = arrayOf(AVKey.RACENAME, AVKey.RACENAMEPLURAL)
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val elementsDouble = arrayOf(AVKey.BASEMASS, AVKey.ACCEL)
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@@ -16,23 +16,8 @@ object PlayerBuilderWerebeastTest {
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ModMgr.getPath("basegame", "sprites/taimu_glow.properties"),
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-589141658L // random value thrown
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)
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//InjectCreatureRaw(p.actorValue, "basegame", "CreatureHuman.json")
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InjectCreatureRaw(p.actorValue, "basegame", "CreatureWerebeastBase.json")
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p.actorValue[AVKey.SCALE] = 1.0
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p.actorValue[AVKey.SPEED] = 6.0
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p.actorValue[AVKey.SPEEDBUFF] = 1.0
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p.actorValue[AVKey.ACCEL] = ActorHumanoid.WALK_ACCEL_BASE
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p.actorValue[AVKey.ACCELBUFF] = 1.0
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p.actorValue[AVKey.JUMPPOWER] = 19.0
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p.actorValue[AVKey.BASEREACH] = 114 // 7 tiles + 2 px
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p.actorValue[AVKey.BASEMASS] = 599.16
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p.actorValue[AVKey.SCALEBUFF] = 1.0 // Constant 1.0 for player, meant to be used by random mobs
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p.actorValue[AVKey.STRENGTH] = 5000
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p.actorValue[AVKey.ENCUMBRANCE] = 10000
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p.actorValue[AVKey.BASEHEIGHT] = 90
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p.actorValue[AVKey.INTELLIGENT] = true
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p.actorValue[AVKey.__PLAYER_QUICKSLOTSEL] = 0
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p.actorValue[AVKey.__ACTION_TIMER] = 0.0
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