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https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 12:21:52 +09:00
still glitchy but working?
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@@ -398,7 +398,7 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
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displaceHitbox()
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applyNormalForce()
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applyControllerMoveVelo() // TODO
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//applyControllerMoveVelo() // TODO
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}
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else {
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hitbox.translate(externalForce)
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@@ -660,6 +660,7 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
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debug2("ccd $i, endY = ${simulationHitbox.endPointY}")
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// TODO use isTouching (larger box) instead of isColliding?
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if (isColliding(simulationHitbox)) {
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ccdTick = i
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break
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@@ -697,6 +698,7 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
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simulationHitbox.translate(getBacktrackDelta(bmid))
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// set new mid
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// TODO use isTouching (larger box) instead of isColliding?
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if (isColliding(simulationHitbox)) { //COLLIDING_EXTRA_SIZE: doing trick so that final pos would be x.99800000 instead of y.0000000
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debug2("bmid = $bmid, new endY: ${simulationHitbox.endPointY}, going back")
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high = bmid
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@@ -735,6 +737,47 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
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}
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} // must end with semi-final hitbox
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// PUSH THE HITBOX INTO THE AIR for a pixel so IT WON'T BE COLLIDING
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//
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// naturally, binarySearch gives you a point like 7584.99999999 (barely not colliding) or
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// 7585.000000000 (colliding as fuck), BUT what we want is 7584.00000000 .
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// [Procedure]
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// 1. get touching area of four sides incl. edge points
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// 2. a side with most touching area is the "colliding side"
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// 3. round the hitbox so that coord of "colliding" side be integer
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// 3.1. there's two main cases: "main axis" being X; "main axis" being Y
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// 3.2. edge cases: (TBA)
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val vectorSum = externalForce + controllerMoveDelta
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// --> Y-Axis
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if (vectorSum.y > 0.0 && isTouchingSide(simulationHitbox, COLLIDING_BOTTOM)) {
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val displacementMainAxis = -1.0
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val displacementSecondAxis = displacementMainAxis * vectorSum.x / vectorSum.y // use controllerMoveDelta.x / controllerMoveDelta.y ?
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simulationHitbox.translate(displacementSecondAxis, displacementMainAxis)
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debug2("1 dx: $displacementSecondAxis, dy: $displacementMainAxis")
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}
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else if (vectorSum.y < 0.0 && isTouchingSide(simulationHitbox, COLLIDING_TOP)) {
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val displacementMainAxis = 1.0
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val displacementSecondAxis = displacementMainAxis * vectorSum.x / vectorSum.y
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simulationHitbox.translate(displacementSecondAxis, displacementMainAxis)
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debug2("2 dx: $displacementSecondAxis, dy: $displacementMainAxis")
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}
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// --> X-Axis
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if (vectorSum.x > 0.0 && isTouchingSide(simulationHitbox, COLLIDING_RIGHT)) {
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val displacementMainAxis = -1.0
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val displacementSecondAxis = displacementMainAxis * vectorSum.y / vectorSum.x
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simulationHitbox.translate(displacementMainAxis, displacementSecondAxis)
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debug2("3 dx: $displacementMainAxis, dy: $displacementSecondAxis")
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}
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else if (vectorSum.x < 0.0 && isTouchingSide(simulationHitbox, COLLIDING_LEFT)) {
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val displacementMainAxis = 1.0
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val displacementSecondAxis = displacementMainAxis * vectorSum.y / vectorSum.x
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simulationHitbox.translate(displacementMainAxis, displacementSecondAxis)
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debug2("4 dx: $displacementMainAxis, dy: $displacementSecondAxis")
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}
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/////////////////////////////////
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// resolve controllerMoveDelta //
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/////////////////////////////////
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@@ -769,6 +812,11 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
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low = bmid
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}
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}
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if (isTouchingSide(simulationHitboxX, COLLIDING_LEFT) || isTouchingSide(simulationHitboxX, COLLIDING_RIGHT)) {
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//controllerMoveDelta!!.x *= elasticity
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}
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}
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// FIXME FIXME edge-to-edge collision
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@@ -812,45 +860,6 @@ open class ActorWithPhysics(renderOrder: RenderOrder, val immobileBody: Boolean
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}
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// PUSH THE HITBOX INTO THE AIR for a pixel so IT WON'T BE COLLIDING
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//
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// naturally, binarySearch gives you a point like 7584.99999999 (barely not colliding) or
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// 7585.000000000 (colliding as fuck), BUT what we want is 7584.00000000 .
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// [Procedure]
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// 1. get touching area of four sides incl. edge points
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// 2. a side with most touching area is the "colliding side"
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// 3. round the hitbox so that coord of "colliding" side be integer
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// 3.1. there's two main cases: "main axis" being X; "main axis" being Y
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// 3.2. edge cases: (TBA)
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val vectorSum = externalForce + controllerMoveDelta
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// --> Y-Axis
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if (vectorSum.y > 0.0 && isTouchingSide(simulationHitbox, COLLIDING_BOTTOM)) {
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val displacementMainAxis = -1.0
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val displacementSecondAxis = displacementMainAxis * vectorSum.x / vectorSum.y // use controllerMoveDelta.x / controllerMoveDelta.y ?
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simulationHitbox.translate(displacementSecondAxis, displacementMainAxis)
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debug2("1 dx: $displacementSecondAxis, dy: $displacementMainAxis")
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}
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else if (vectorSum.y < 0.0 && isTouchingSide(simulationHitbox, COLLIDING_TOP)) {
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val displacementMainAxis = 1.0
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val displacementSecondAxis = displacementMainAxis * vectorSum.x / vectorSum.y
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simulationHitbox.translate(displacementSecondAxis, displacementMainAxis)
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debug2("2 dx: $displacementSecondAxis, dy: $displacementMainAxis")
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}
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// --> X-Axis
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if (vectorSum.x > 0.0 && isTouchingSide(simulationHitbox, COLLIDING_RIGHT)) {
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val displacementMainAxis = -1.0
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val displacementSecondAxis = displacementMainAxis * vectorSum.y / vectorSum.x
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simulationHitbox.translate(displacementMainAxis, displacementSecondAxis)
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debug2("3 dx: $displacementMainAxis, dy: $displacementSecondAxis")
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}
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else if (vectorSum.x < 0.0 && isTouchingSide(simulationHitbox, COLLIDING_LEFT)) {
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val displacementMainAxis = 1.0
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val displacementSecondAxis = displacementMainAxis * vectorSum.y / vectorSum.x
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simulationHitbox.translate(displacementMainAxis, displacementSecondAxis)
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debug2("4 dx: $displacementMainAxis, dy: $displacementSecondAxis")
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}
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// FIXME self-driven wall embed-ment is still a thing; block X movement when controllerMoveDelta hits the wall
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