mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 12:21:52 +09:00
instead of dealing with delta, we'll just update multiple times, THIS TIME IN CORRECT WAY
(because it really works :p)
This commit is contained in:
@@ -207,6 +207,8 @@ public class AppLoader implements ApplicationListener {
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Gdx.gl20.glViewport(0, 0, width, height);
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}
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public static final double UPDATE_RATE = 1.0 / 61.0; // TODO set it like 1/100, because apparent framerate is limited by update rate
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private float loadTimer = 0f;
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private final float showupTime = 100f / 1000f;
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@@ -235,7 +237,7 @@ public class AppLoader implements ApplicationListener {
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updateFullscreenQuad(appConfig.width, appConfig.height);
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}
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private static double _kalman_xhat_k = 1.0 / 60.0;
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private static double _kalman_xhat_k = UPDATE_RATE;
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private static double _kalman_return_value = _kalman_xhat_k;
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private static double _kalman_p_k = 1.0;
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private static final double _kalman_R = 0.2; // 0.2: empirical value
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@@ -254,7 +256,7 @@ public class AppLoader implements ApplicationListener {
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}
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public static void resetDeltaSmoothingHistory() {
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_kalman_xhat_k = 1.0 / 60.0;
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_kalman_xhat_k = UPDATE_RATE;
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_kalman_p_k = 1.0;
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}
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@@ -365,7 +367,7 @@ public class AppLoader implements ApplicationListener {
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}
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// draw the screen
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else {
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screen.render(((float) getSmoothDelta()));
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screen.render((float) UPDATE_RATE);
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}
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// nested FBOs are just not a thing in GL!
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@@ -74,22 +74,12 @@ object Terrarum : Screen {
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get() = HEIGHT.ushr(1)
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/**
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* To be used with physics simulator
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* To be used with physics simulator. This is a magic number.
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*/
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val PHYS_TIME_FRAME: Double = 26.0 + (2.0 / 3.0)
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val PHYS_CONST_MULT: Double = 60.0 / (26.0 + (2.0 / 3.0))
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val PHYS_REF_FPS: Double = 60.0
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// 26.0 + (2.0 / 3.0) // lower value == faster gravity response (IT WON'T HOTSWAP!!)
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// protip: using METER, game unit and SI unit will have same number
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/**
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* To be used with render, to achieve smooth frame drawing
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* TARGET_INTERNAL_FPS > PHYS_TIME_FRAME for smooth frame drawing
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*/
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val TARGET_INTERNAL_FPS: Double = 60.0
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var previousScreen: Screen? = null // to be used with temporary states like StateMonitorCheck
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@@ -483,13 +473,9 @@ object Terrarum : Screen {
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get() = Gdx.input.x
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inline val mouseScreenY: Int
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get() = Gdx.input.y
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/** Bigger than 1.0 */
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/** Delta converted as it it was a FPS */
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inline val updateRate: Double
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get() = 1.0 / AppLoader.getSmoothDelta()
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/** Smaller than 1.0 */
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val renderRate = 1.0 / TARGET_INTERNAL_FPS
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val renderRateStr = TARGET_INTERNAL_FPS.toString()
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/**
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* Usage:
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*
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@@ -199,23 +199,11 @@ class TitleScreen(val batch: SpriteBatch) : Screen {
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private val introUncoverTime: Second = 0.3f
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private var introUncoverDeltaCounter = 0f
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private var updateDeltaCounter = 0.0
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protected val renderRate = Terrarum.renderRate
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override fun render(delta: Float) {
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// async update
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updateDeltaCounter += delta
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if (delta < 1f / 10f) { // discard async if measured FPS <= 10
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var updateTries = 0
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while (updateDeltaCounter >= renderRate && updateTries < 6) {
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updateScreen(delta)
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updateDeltaCounter -= renderRate
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updateTries++
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}
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}
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else {
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updateScreen(delta)
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}
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// TODO async update
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updateScreen(delta)
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// render? just do it anyway
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renderScreen()
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}
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@@ -95,7 +95,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
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)
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/**
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* TODO Pixels per 1/60 seconds.
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* Unit: Pixels per 1/60 (or AppLoader.UPDATE_RATE) seconds.
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*
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* When the engine resolves this value, the framerate must be accounted for. E.g.:
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* 3.0 is resolved as 3.0 if FPS is 60, but the same value should be resolved as 6.0 if FPS is 30.
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@@ -109,15 +109,21 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
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* Acceleration: used in code like:
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* veloY += 3.0
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* +3.0 is acceleration. You __accumulate__ acceleration to the velocity.
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*
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* V for Velocity!
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*/
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internal val externalForce = Vector2(0.0, 0.0)
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internal val externalV = Vector2(0.0, 0.0)
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@Transient private val VELO_HARD_LIMIT = 100.0
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/**
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* Unit: Pixels per 1/60 (or AppLoader.UPDATE_RATE) seconds.
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*
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* for "Controllable" actors
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*
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* V for Velocity!
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*/
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var controllerMoveDelta: Vector2? = if (this is Controllable) Vector2() else null
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var controllerV: Vector2? = if (this is Controllable) Vector2() else null
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// not sure we need this...
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//var jumpable = true // this is kind of like "semaphore"
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@@ -348,23 +354,17 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
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* @param acc : Acceleration in Vector2
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*/
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fun applyForce(acc: Vector2) {
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externalForce += acc * speedMultByTile
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externalV += acc * speedMultByTile
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}
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private val bounceDampenVelThreshold = 0.5
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override fun update(fdelta: Float) {
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override fun update(delta: Float) {
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if (isUpdate && !flagDespawn) {
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//val delta = Gdx.graphics.rawDeltaTime.toDouble()
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val delta = AppLoader.getSmoothDelta()
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//println("${Gdx.graphics.rawDeltaTime.toDouble()}\t${AppLoader.getSmoothDelta()}")
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if (!assertPrinted) assertInit()
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if (sprite != null) sprite!!.update(fdelta)
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if (spriteGlow != null) spriteGlow!!.update(fdelta)
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if (sprite != null) sprite!!.update(delta)
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if (spriteGlow != null) spriteGlow!!.update(delta)
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// make NoClip work for player
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if (true) {//this == Terrarum.ingame!!.actorNowPlaying) {
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@@ -381,7 +381,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
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////////////////////////////////////////////////////////////////
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// Codes that modifies velocity (moveDelta and externalForce) //
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// Codes that modifies velocity (moveDelta and externalV) //
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////////////////////////////////////////////////////////////////
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// --> Apply more forces <-- //
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@@ -396,8 +396,8 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
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}
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// hard limit velocity
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externalForce.x = externalForce.x.bipolarClamp(VELO_HARD_LIMIT) // displaceHitbox SHOULD use moveDelta
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externalForce.y = externalForce.y.bipolarClamp(VELO_HARD_LIMIT)
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externalV.x = externalV.x.bipolarClamp(VELO_HARD_LIMIT) // displaceHitbox SHOULD use moveDelta
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externalV.y = externalV.y.bipolarClamp(VELO_HARD_LIMIT)
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if (!isChronostasis) {
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///////////////////////////////////////////////////
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@@ -410,11 +410,11 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
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* This body is NON-STATIC and the other body is STATIC
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*/
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if (!isNoCollideWorld) {
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displaceHitbox(delta)
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displaceHitbox(delta.toDouble())
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}
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else {
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val vecSum = externalForce + (controllerMoveDelta ?: Vector2(0.0, 0.0))
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hitbox.translate(vecSum * (Terrarum.PHYS_REF_FPS * delta))
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val vecSum = externalV + (controllerV ?: Vector2(0.0, 0.0))
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hitbox.translate(vecSum)
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}
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//////////////////////////////////////////////////////////////
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@@ -428,7 +428,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
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// TODO less friction for non-animating objects (make items glide far more on ice)
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// FIXME asymmetry on friction
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setHorizontalFriction(delta) // friction SHOULD use and alter externalForce
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setHorizontalFriction(delta) // friction SHOULD use and alter externalV
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//if (isNoClip) { // TODO also hanging on the rope, etc.
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setVerticalFriction(delta)
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//}
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@@ -470,33 +470,33 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
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if (!(isWalled(hitbox, COLLIDING_LEFT) && walkX < 0)
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|| !(isWalled(hitbox, COLLIDING_RIGHT) && walkX > 0)
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) {
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moveDelta.x = externalForce.x + walkX
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moveDelta.x = externalV.x + walkX
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}
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// decide whether to ignore walkY
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if (!(isWalled(hitbox, COLLIDING_TOP) && walkY < 0)
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|| !(isWalled(hitbox, COLLIDING_BOTTOM) && walkY > 0)
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) {
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moveDelta.y = externalForce.y + walkY
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moveDelta.y = externalV.y + walkY
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}
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}
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else {
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if (!isWalled(hitbox, COLLIDING_LEFT)
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|| !isWalled(hitbox, COLLIDING_RIGHT)
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) {
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moveDelta.x = externalForce.x
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moveDelta.x = externalV.x
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}
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// decide whether to ignore walkY
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if (!isWalled(hitbox, COLLIDING_TOP)
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|| !isWalled(hitbox, COLLIDING_BOTTOM)
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) {
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moveDelta.y = externalForce.y
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moveDelta.y = externalV.y
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}
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}
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}*/
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fun getDrag(delta: Double, externalForce: Vector2): Vector2 {
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fun getDrag(delta: Float, externalForce: Vector2): Vector2 {
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/**
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* weight; gravitational force in action
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* W = mass * G (9.8 [m/s^2])
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@@ -514,7 +514,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
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val V: Vector2 = (W - D) / Terrarum.PHYS_TIME_FRAME * SI_TO_GAME_ACC
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return V * (Terrarum.PHYS_REF_FPS * delta).sqrt()
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return V
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// FIXME v * const, where const = 1.0 for FPS=60, sqrt(2.0) for FPS=30, etc.
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// this is "close enough" solution and not perfect.
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@@ -535,11 +535,11 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
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*
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* Apply only if not grounded; normal force is precessed separately.
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*/
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private fun applyGravitation(delta: Double) {
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private fun applyGravitation(delta: Float) {
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if (!isNoSubjectToGrav && !(gravitation.y > 0 && walledBottom || gravitation.y < 0 && walledTop)) {
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//if (!isWalled(hitbox, COLLIDING_BOTTOM)) {
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applyForce(getDrag(delta, externalForce))
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applyForce(getDrag(delta, externalV))
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//}
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}
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}
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@@ -587,7 +587,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
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// if not touching:
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// do nothing
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// [Friction]:
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// deform vector "externalForce"
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// deform vector "externalV"
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// if isControllable:
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// also alter walkX/Y
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// translate ((nextHitbox)) hitbox by moveDelta (forces), this consumes force
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@@ -637,7 +637,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
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fun Double.modTileDelta() = this - this.modTile()
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val vectorSum = (externalForce + controllerMoveDelta) * (Terrarum.PHYS_REF_FPS * delta)
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val vectorSum = (externalV + controllerV)
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val ccdSteps = minOf(16, (vectorSum.magnitudeSquared / TILE_SIZE.sqr()).floorInt() + 1) // adaptive
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@@ -838,20 +838,20 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
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// bounce X/Y
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if (bounceX) {
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externalForce.x *= elasticity
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controllerMoveDelta?.let { controllerMoveDelta!!.x *= elasticity }
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externalV.x *= elasticity
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controllerV?.let { controllerV!!.x *= elasticity }
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}
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if (bounceY) {
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externalForce.y *= elasticity
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controllerMoveDelta?.let { controllerMoveDelta!!.y *= elasticity }
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externalV.y *= elasticity
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controllerV?.let { controllerV!!.y *= elasticity }
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}
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if (zeroX) {
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externalForce.x = 0.0
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controllerMoveDelta?.let { controllerMoveDelta!!.x = 0.0 }
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externalV.x = 0.0
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controllerV?.let { controllerV!!.x = 0.0 }
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}
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if (zeroY) {
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externalForce.y = 0.0
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controllerMoveDelta?.let { controllerMoveDelta!!.y = 0.0 }
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externalV.y = 0.0
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controllerV?.let { controllerV!!.y = 0.0 }
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}
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@@ -1012,11 +1012,11 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
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(BlockCodex[tile].isSolid) ||
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// platforms, moving downward AND not "going down"
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(this is ActorHumanoid && BlockCodex[tile].isPlatform &&
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externalForce.y + (controllerMoveDelta?.y ?: 0.0) >= 0.0 &&
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externalV.y + (controllerV?.y ?: 0.0) >= 0.0 &&
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!this.isDownDown && this.axisY <= 0f) ||
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// platforms, moving downward
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(this !is ActorHumanoid && BlockCodex[tile].isPlatform &&
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externalForce.y + (controllerMoveDelta?.y ?: 0.0) >= 0.0)
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externalV.y + (controllerV?.y ?: 0.0) >= 0.0)
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// TODO: as for the platform, only apply it when it's a feet tile
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@@ -1071,7 +1071,7 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
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/** about stopping
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* for about get moving, see updateMovementControl */
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private fun setHorizontalFriction(delta: Double) {
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private fun setHorizontalFriction(delta: Float) {
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val friction = if (isNoClip)
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BASE_FRICTION * BlockCodex[Block.STONE].friction.frictionToMult()
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else {
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@@ -1079,50 +1079,50 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
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BASE_FRICTION * if (grounded) feetFriction else bodyFriction
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}
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if (externalForce.x < 0) {
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externalForce.x += friction
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if (externalForce.x > 0) externalForce.x = 0.0 // compensate overshoot
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if (externalV.x < 0) {
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externalV.x += friction
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if (externalV.x > 0) externalV.x = 0.0 // compensate overshoot
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}
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else if (externalForce.x > 0) {
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externalForce.x -= friction
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if (externalForce.x < 0) externalForce.x = 0.0 // compensate overshoot
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else if (externalV.x > 0) {
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externalV.x -= friction
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if (externalV.x < 0) externalV.x = 0.0 // compensate overshoot
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}
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if (this is Controllable) {
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if (controllerMoveDelta!!.x < 0) {
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controllerMoveDelta!!.x += friction
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if (controllerMoveDelta!!.x > 0) controllerMoveDelta!!.x = 0.0
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if (controllerV!!.x < 0) {
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controllerV!!.x += friction
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if (controllerV!!.x > 0) controllerV!!.x = 0.0
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}
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else if (controllerMoveDelta!!.x > 0) {
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controllerMoveDelta!!.x -= friction
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if (controllerMoveDelta!!.x < 0) controllerMoveDelta!!.x = 0.0
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else if (controllerV!!.x > 0) {
|
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controllerV!!.x -= friction
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if (controllerV!!.x < 0) controllerV!!.x = 0.0
|
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}
|
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}
|
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}
|
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private fun setVerticalFriction(delta: Double) {
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private fun setVerticalFriction(delta: Float) {
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val friction = if (isNoClip)
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BASE_FRICTION * BlockCodex[Block.STONE].friction.frictionToMult()
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else
|
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BASE_FRICTION * bodyFriction
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|
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if (externalForce.y < 0) {
|
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externalForce.y += friction
|
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if (externalForce.y > 0) externalForce.y = 0.0 // compensate overshoot
|
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if (externalV.y < 0) {
|
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externalV.y += friction
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if (externalV.y > 0) externalV.y = 0.0 // compensate overshoot
|
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}
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else if (externalForce.y > 0) {
|
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externalForce.y -= friction
|
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if (externalForce.y < 0) externalForce.y = 0.0 // compensate overshoot
|
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else if (externalV.y > 0) {
|
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externalV.y -= friction
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if (externalV.y < 0) externalV.y = 0.0 // compensate overshoot
|
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}
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||||
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if (this is Controllable) {
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if (controllerMoveDelta!!.y < 0) {
|
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controllerMoveDelta!!.y += friction
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if (controllerMoveDelta!!.y > 0) controllerMoveDelta!!.y = 0.0
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if (controllerV!!.y < 0) {
|
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controllerV!!.y += friction
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if (controllerV!!.y > 0) controllerV!!.y = 0.0
|
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}
|
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else if (controllerMoveDelta!!.y > 0) {
|
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controllerMoveDelta!!.y -= friction
|
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if (controllerMoveDelta!!.y < 0) controllerMoveDelta!!.y = 0.0
|
||||
else if (controllerV!!.y > 0) {
|
||||
controllerV!!.y -= friction
|
||||
if (controllerV!!.y < 0) controllerV!!.y = 0.0
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1443,8 +1443,8 @@ open class ActorWBMovable(renderOrder: RenderOrder, val immobileBody: Boolean =
|
||||
field = value
|
||||
|
||||
if (value) {
|
||||
externalForce.zero()
|
||||
controllerMoveDelta?.zero()
|
||||
externalV.zero()
|
||||
controllerV?.zero()
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -46,7 +46,7 @@ import org.luaj.vm2.*
|
||||
*/
|
||||
fun composeActorObject(actor: ActorWBMovable): LuaTable {
|
||||
val t: LuaTable = LuaTable()
|
||||
val moveDelta = actor.externalForce + actor.controllerMoveDelta
|
||||
val moveDelta = actor.externalV + actor.controllerV
|
||||
|
||||
t["name"] = actor.actorValue.getAsString(AVKey.NAME).toLua()
|
||||
t["startX"] = actor.hitbox.centeredX.toLua()
|
||||
|
||||
@@ -120,9 +120,6 @@ class BuildingMaker(batch: SpriteBatch) : IngameInstance(batch) {
|
||||
}
|
||||
}
|
||||
|
||||
protected var updateDeltaCounter = 0.0
|
||||
protected val updateRate = 1.0 / Terrarum.TARGET_INTERNAL_FPS
|
||||
|
||||
private val actorsRenderOverlay = ArrayList<ActorWithBody>()
|
||||
|
||||
init {
|
||||
@@ -161,19 +158,8 @@ class BuildingMaker(batch: SpriteBatch) : IngameInstance(batch) {
|
||||
// ASYNCHRONOUS UPDATE AND RENDER //
|
||||
|
||||
|
||||
// async update
|
||||
updateDeltaCounter += delta
|
||||
if (delta < 1f / 10f) { // discard async if measured FPS <= 10
|
||||
var updateTries = 0
|
||||
while (updateDeltaCounter >= updateRate) {
|
||||
updateGame(delta)
|
||||
updateDeltaCounter -= updateRate
|
||||
updateTries++
|
||||
}
|
||||
}
|
||||
else {
|
||||
updateGame(delta)
|
||||
}
|
||||
// TODO async update
|
||||
updateGame(delta)
|
||||
|
||||
// render? just do it anyway
|
||||
renderGame()
|
||||
|
||||
@@ -82,7 +82,7 @@ open class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
|
||||
fun getCanonicalTitle() = AppLoader.GAME_NAME +
|
||||
" — F: ${Gdx.graphics.framesPerSecond}" +
|
||||
if (AppLoader.IS_DEVELOPMENT_BUILD)
|
||||
" (Δt${Terrarum.updateRateStr} / RT${Terrarum.renderRateStr})" +
|
||||
" (ΔF${Terrarum.updateRateStr})" +
|
||||
" — M: J${Terrarum.memJavaHeap}M / N${Terrarum.memNativeHeap}M / X${Terrarum.memXmx}M"
|
||||
else
|
||||
""
|
||||
@@ -379,6 +379,7 @@ open class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
|
||||
LightmapRenderer.fireRecalculateEvent()
|
||||
|
||||
|
||||
AppLoader.debugTimers["Ingame.updateCounter"] = 0
|
||||
|
||||
|
||||
|
||||
@@ -408,8 +409,6 @@ open class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
|
||||
itemOnGrip?.endSecondaryUse(delta)
|
||||
}
|
||||
|
||||
protected val renderRate = Terrarum.renderRate
|
||||
|
||||
private var firstTimeRun = true
|
||||
|
||||
///////////////
|
||||
@@ -422,6 +421,7 @@ open class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
|
||||
}
|
||||
|
||||
private var countdownToDeltaReset = 15 // number of frames
|
||||
private var updateAkku = 0.0
|
||||
|
||||
override fun render(delta: Float) {
|
||||
// Q&D solution for LoadScreen and Ingame, where while LoadScreen is working, Ingame now no longer has GL Context
|
||||
@@ -443,7 +443,7 @@ open class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
|
||||
}
|
||||
|
||||
|
||||
if (countdownToDeltaReset >= 0) {3
|
||||
if (countdownToDeltaReset >= 0) {
|
||||
if (countdownToDeltaReset == 0) {
|
||||
AppLoader.resetDeltaSmoothingHistory()
|
||||
}
|
||||
@@ -456,20 +456,15 @@ open class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
|
||||
|
||||
/** UPDATE CODE GOES HERE */
|
||||
|
||||
updateAkku += AppLoader.getSmoothDelta()
|
||||
|
||||
|
||||
if (false && AppLoader.getConfigBoolean("multithread")) { // NO MULTITHREADING: camera don't like concurrent modification (jittery actor movements)
|
||||
if (firstTimeRun || updateThreadWrapper.state == Thread.State.TERMINATED) {
|
||||
updateThreadWrapper = Thread(ingameUpdateThread, "Terrarum UpdateThread")
|
||||
updateThreadWrapper.start()
|
||||
|
||||
if (firstTimeRun) firstTimeRun = false
|
||||
}
|
||||
// else, NOP;
|
||||
}
|
||||
else {
|
||||
var i = 0L
|
||||
while (updateAkku >= delta) {
|
||||
AppLoader.debugTimers["Ingame.update"] = measureNanoTime { updateGame(delta) }
|
||||
updateAkku -= delta
|
||||
i += 1
|
||||
}
|
||||
AppLoader.debugTimers["Ingame.updateCounter"] = i
|
||||
|
||||
|
||||
/** RENDER CODE GOES HERE */
|
||||
@@ -543,6 +538,8 @@ open class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
|
||||
private fun renderGame() {
|
||||
Gdx.graphics.setTitle(getCanonicalTitle())
|
||||
|
||||
|
||||
|
||||
IngameRenderer.invoke(
|
||||
world as GameWorldExtension,
|
||||
actorsRenderBehind,
|
||||
|
||||
@@ -406,9 +406,9 @@ open class ActorHumanoid(
|
||||
avAcceleration * applyVelo(walkCounterX) * (if (left) -1f else 1f) * absAxisVal
|
||||
|
||||
if (absAxisVal != AXIS_KEYBOARD)
|
||||
controllerMoveDelta?.x?.let { controllerMoveDelta!!.x = controllerMoveDelta!!.x.plus(readonly_totalX).bipolarClamp(avSpeedCap * absAxisVal) }
|
||||
controllerV?.x?.let { controllerV!!.x = controllerV!!.x.plus(readonly_totalX).bipolarClamp(avSpeedCap * absAxisVal) }
|
||||
else
|
||||
controllerMoveDelta?.x?.let { controllerMoveDelta!!.x = controllerMoveDelta!!.x.plus(readonly_totalX).bipolarClamp(avSpeedCap) }
|
||||
controllerV?.x?.let { controllerV!!.x = controllerV!!.x.plus(readonly_totalX).bipolarClamp(avSpeedCap) }
|
||||
|
||||
if (walkCounterX < 1000000) {
|
||||
walkCounterX += 1
|
||||
@@ -444,9 +444,9 @@ open class ActorHumanoid(
|
||||
avAcceleration * applyVelo(walkCounterY) * (if (up) -1f else 1f) * absAxisVal
|
||||
|
||||
if (absAxisVal != AXIS_KEYBOARD)
|
||||
controllerMoveDelta?.y?.let { controllerMoveDelta!!.y = controllerMoveDelta!!.y.plus(readonly_totalY).bipolarClamp(avSpeedCap * absAxisVal) }
|
||||
controllerV?.y?.let { controllerV!!.y = controllerV!!.y.plus(readonly_totalY).bipolarClamp(avSpeedCap * absAxisVal) }
|
||||
else
|
||||
controllerMoveDelta?.y?.let { controllerMoveDelta!!.y = controllerMoveDelta!!.y.plus(readonly_totalY).bipolarClamp(avSpeedCap) }
|
||||
controllerV?.y?.let { controllerV!!.y = controllerV!!.y.plus(readonly_totalY).bipolarClamp(avSpeedCap) }
|
||||
|
||||
if (walkCounterY < 1000000) {
|
||||
walkCounterY += 1
|
||||
@@ -489,6 +489,7 @@ open class ActorHumanoid(
|
||||
private var oldJUMPPOWERBUFF = -1.0 // init
|
||||
private var oldScale = -1.0
|
||||
private var oldDragCoefficient = -1.0
|
||||
// used by some AIs
|
||||
var jumpAirTime: Double = -1.0
|
||||
get() {
|
||||
// compare all the affecting variables
|
||||
@@ -519,7 +520,7 @@ open class ActorHumanoid(
|
||||
|
||||
val timedJumpCharge = jumpFunc(MAX_JUMP_LENGTH, jmpCtr)
|
||||
forceVec.y -= getJumpAcc(jumpPower, timedJumpCharge)
|
||||
forceVec.y += getDrag(1.0 / Terrarum.PHYS_REF_FPS, forceVec).y
|
||||
forceVec.y += getDrag(AppLoader.UPDATE_RATE.toFloat(), forceVec).y
|
||||
|
||||
simYPos += forceVec.y // ignoring all the fluid drag OTHER THAN THE AIR
|
||||
|
||||
@@ -564,7 +565,7 @@ open class ActorHumanoid(
|
||||
|
||||
jumpAcc = getJumpAcc(jumpPower, timedJumpCharge)
|
||||
|
||||
controllerMoveDelta?.y?.let { controllerMoveDelta!!.y -= jumpAcc } // feed negative value to the vector
|
||||
controllerV?.y?.let { controllerV!!.y -= jumpAcc } // feed negative value to the vector
|
||||
// do not think of resetting this to zero when counter hit the ceiling; that's HOW NOT
|
||||
// newtonian physics work, stupid myself :(
|
||||
|
||||
@@ -609,7 +610,7 @@ open class ActorHumanoid(
|
||||
sprite?.update(delta)
|
||||
spriteGlow?.update(delta)
|
||||
|
||||
if (walledBottom && controllerMoveDelta?.x != 0.0) {
|
||||
if (walledBottom && controllerV?.x != 0.0) {
|
||||
//switch row
|
||||
sprite?.switchRow(SPRITE_ROW_WALK)
|
||||
spriteGlow?.switchRow(SPRITE_ROW_WALK)
|
||||
@@ -617,8 +618,8 @@ open class ActorHumanoid(
|
||||
// set anim frame delay
|
||||
// 4f of the divider is a magic number, empirically decided
|
||||
if (this is HasAssembledSprite) {
|
||||
sprite?.delays?.set(SPRITE_ROW_WALK, scale.sqrt().toFloat() / (4f * (controllerMoveDelta?.x ?: 0.0001).abs().toFloat())) // FIXME empirical value
|
||||
spriteGlow?.delays?.set(SPRITE_ROW_WALK, scale.sqrt().toFloat() / (4f * (controllerMoveDelta?.x ?: 0.0001).abs().toFloat())) // FIXME empirical value
|
||||
sprite?.delays?.set(SPRITE_ROW_WALK, scale.sqrt().toFloat() / (4f * (controllerV?.x ?: 0.0001).abs().toFloat())) // FIXME empirical value
|
||||
spriteGlow?.delays?.set(SPRITE_ROW_WALK, scale.sqrt().toFloat() / (4f * (controllerV?.x ?: 0.0001).abs().toFloat())) // FIXME empirical value
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -10,7 +10,6 @@ import net.torvald.terrarum.gameactors.AVKey
|
||||
import net.torvald.terrarum.gameactors.ActorWBMovable
|
||||
import net.torvald.terrarum.gameactors.Controllable
|
||||
import net.torvald.terrarum.gameactors.Hitbox
|
||||
import net.torvald.terrarum.gameworld.GameWorld
|
||||
|
||||
/**
|
||||
* Created by minjaesong on 2018-01-17.
|
||||
@@ -37,7 +36,7 @@ class PhysTestLuarLander : ActorWBMovable(RenderOrder.MIDTOP), Controllable {
|
||||
super.update(delta)
|
||||
|
||||
if (Gdx.input.isKeyPressed(Input.Keys.UP)) {
|
||||
controllerMoveDelta!!.y = avSpeedCap
|
||||
controllerV!!.y = avSpeedCap
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -9,7 +9,6 @@ import net.torvald.terrarum.blockproperties.BlockCodex
|
||||
import net.torvald.terrarum.gameactors.ActorWBMovable
|
||||
import net.torvald.terrarum.gameactors.Hitbox
|
||||
import net.torvald.terrarum.gameactors.Luminous
|
||||
import net.torvald.terrarum.gameworld.GameWorld
|
||||
import org.dyn4j.geometry.Vector2
|
||||
import java.util.*
|
||||
|
||||
@@ -54,7 +53,7 @@ open class ProjectileSimple(
|
||||
posPre = Point2d(fromPoint.x, fromPoint.y)
|
||||
// lightbox sized 8x8 centered to the bullet
|
||||
lightBoxList.add(Hitbox(-4.0, -4.0, 8.0, 8.0))
|
||||
//this.externalForce.set(velocity)
|
||||
//this.externalV.set(velocity)
|
||||
|
||||
damage = bulletDatabase[type][OFFSET_DAMAGE] as Int
|
||||
displayColour = bulletDatabase[type][OFFSET_COL] as Color
|
||||
@@ -64,7 +63,7 @@ open class ProjectileSimple(
|
||||
setHitboxDimension(2, 2, 0, 0) // should be following sprite's properties if there IS one
|
||||
|
||||
|
||||
externalForce.set((fromPoint to toPoint).setMagnitude(speed.toDouble()))
|
||||
externalV.set((fromPoint to toPoint).setMagnitude(speed.toDouble()))
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -150,8 +150,8 @@ object CollisionSolver {
|
||||
|
||||
// if they actually makes collision (e.g. player vs ball), solve it
|
||||
if (a makesCollisionWith b) {
|
||||
val a_moveDelta = a.externalForce + a.controllerMoveDelta
|
||||
val b_moveDelta = b.externalForce + b.controllerMoveDelta
|
||||
val a_moveDelta = a.externalV + a.controllerV
|
||||
val b_moveDelta = b.externalV + b.controllerV
|
||||
|
||||
val ux_1 = a_moveDelta.x
|
||||
val ux_2 = b_moveDelta.x
|
||||
|
||||
@@ -108,11 +108,11 @@ class BasicDebugInfoWindow : UICanvas() {
|
||||
+ ccG
|
||||
+ "${WorldCamera.y}")
|
||||
|
||||
printLine(batch, 3, "veloX reported $ccG${player.externalForce.x}")
|
||||
printLine(batch, 4, "veloY reported $ccG${player.externalForce.y}")
|
||||
printLine(batch, 3, "veloX reported $ccG${player.externalV.x}")
|
||||
printLine(batch, 4, "veloY reported $ccG${player.externalV.y}")
|
||||
|
||||
printLine(batch, 5, "p_WalkX $ccG${player.controllerMoveDelta?.x}")
|
||||
printLine(batch, 6, "p_WalkY $ccG${player.controllerMoveDelta?.y}")
|
||||
printLine(batch, 5, "p_WalkX $ccG${player.controllerV?.x}")
|
||||
printLine(batch, 6, "p_WalkY $ccG${player.controllerV?.y}")
|
||||
|
||||
printLineColumn(batch, 2, 3, "veloX measured $ccG${xdelta}")
|
||||
printLineColumn(batch, 2, 4, "veloY measured $ccG${ydelta}")
|
||||
|
||||
Reference in New Issue
Block a user