mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-18 14:34:04 +09:00
first working staircasing but barely
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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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