options to change atlas texture size

This commit is contained in:
minjaesong
2023-08-14 03:53:25 +09:00
parent 9919a99032
commit f8f75fb7b6
16 changed files with 133 additions and 73 deletions

View File

@@ -18,6 +18,7 @@ import net.torvald.terrarum.gameitems.ItemID
import net.torvald.terrarum.gameworld.BlockAddress
import net.torvald.terrarum.gameworld.GameWorld
import net.torvald.terrarum.modulebasegame.gameactors.ActorHumanoid
import net.torvald.terrarum.modulebasegame.gameactors.IngamePlayer
import net.torvald.terrarum.realestate.LandUtil
import net.torvald.terrarum.worlddrawer.WorldCamera
import net.torvald.terrarumsansbitmap.gdx.TextureRegionPack
@@ -698,7 +699,7 @@ open class ActorWithBody : Actor {
}
private fun displaceHitbox() {
val printdbg1 = false && App.IS_DEVELOPMENT_BUILD
val printdbg1 = true && App.IS_DEVELOPMENT_BUILD
// // HOW IT SHOULD WORK // //
// ////////////////////////
// combineVeloToMoveDelta now
@@ -772,14 +773,14 @@ open class ActorWithBody : Actor {
fun debug2(wut: Any?) {
// vvvvv set it true to make debug print work
if (false && printdbg1 && vectorSum.magnitudeSquared != 0.0) printdbg(this, wut)
if (true && printdbg1 && vectorSum.magnitudeSquared != 0.0) printdbg(this, wut)
}
if (printdbg1 && vectorSum.magnitudeSquared != 0.0) println("")
debug1("Update Frame: ${INGAME.WORLD_UPDATE_TIMER}")
debug1("Hitbox: ${hitbox}")
debug1("vec dir: ${Math.toDegrees(vectorSum.direction)}°, value: $vectorSum, magnitude: ${vectorSum.magnitude}")
debug1("vec dir: ${if (vectorSum.isZero) "." else Math.toDegrees(vectorSum.direction)} deg, value: $vectorSum, magnitude: ${vectorSum.magnitude}")
// * NEW idea: wall pushes the actors (ref. SM64 explained by dutch pancake) *
@@ -802,11 +803,13 @@ open class ActorWithBody : Actor {
for (step in 0..ccdSteps) {
val stepBox = sixteenStep[step]
val goingDown = (vectorSum.y > PHYS_EPSILON_DIST) || (vectorSum.y >= 0.0 && !isWalled(stepBox, COLLIDING_BOTTOM)) // TODO reverse gravity adaptation?
debug2("stepbox[$step]=$stepBox; goingDown=$goingDown, downDown=$downDown")
val goingDownwardDirection = true//Math.toDegrees(vectorSum.direction).let { it > 0.0 && it < 180.0 } // commenting out: weird better bounce off than making players stuck :/
val goingDown = (vectorSum.y >= PHYS_EPSILON_VELO || (vectorSum.y.absoluteValue < PHYS_EPSILON_VELO && !isWalled(stepBox, COLLIDING_BOTTOM))) // TODO reverse gravity adaptation?
if (collidingStep == null && isColliding(stepBox, goingDown && !downDown)) {
debug2("stepbox[$step]=$stepBox; goingDown=$goingDown, downDown=$downDown, goingDownwardDirection=$goingDownwardDirection")
if (collidingStep == null && isColliding(stepBox, goingDown && !downDown && goingDownwardDirection)) {
collidingStep = step
}
@@ -823,20 +826,17 @@ open class ActorWithBody : Actor {
var stairHeightLeft = 0.0
var stairHeightRight = 0.0
val selfCollisionStatus = if (newHitbox == null) 0 else {
val goingDown = (vectorSum.y > PHYS_EPSILON_DIST) || (vectorSum.y >= 0.0 && !isWalled(newHitbox, COLLIDING_BOTTOM)) // TODO reverse gravity adaptation?
intArrayOf(1, 2, 4, 8).fold(0) { acc, state ->
val (isWalled, stairHeight) = isWalledStairs(newHitbox, state)
// also update staircaseStatus while we're iterating
if (state and COLLIDING_LR != 0) {
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()
}
staircaseStatus = staircaseStatus or (state * (isWalled == 1).toInt())
if (state == COLLIDING_LEFT)
stairHeightLeft = stairHeight.toDouble()
else
stairHeightRight = stairHeight.toDouble()
}
acc or (state * isWalledStairs(newHitbox, state).first.coerceAtMost(1)) // TODO reverse gravity adaptation?
acc or (state * isWalled.coerceAtMost(1)) // TODO reverse gravity adaptation?
}
}
@@ -875,19 +875,28 @@ open class ActorWithBody : Actor {
}
/* 15 */ COLLIDING_ALLSIDE -> {
newHitbox.reassign(sixteenStep[0]); zeroX = true; zeroY = true
debug1("reassining hitbox to ${sixteenStep[0]}")
}
// one-side collision
/* 1, 11 */ COLLIDING_LEFT, COLLIDING_LEFT or COLLIDING_UD -> {
newHitbox.translatePosX(TILE_SIZE - newHitbox.startX.modTileDelta()); bounceX = true
val t = TILE_SIZE - newHitbox.startX.modTileDelta()
newHitbox.translatePosX(t); bounceX = true
debug1("translate x by $t")
}
/* 4, 14 */ COLLIDING_RIGHT, COLLIDING_RIGHT or COLLIDING_UD -> {
newHitbox.translatePosX(-newHitbox.endX.modTileDelta()); bounceX = true
val t = -newHitbox.endX.modTileDelta()
newHitbox.translatePosX(t); bounceX = true
debug1("translate x by $t")
}
/* 8, 13 */ COLLIDING_TOP, COLLIDING_TOP or COLLIDING_LR -> {
newHitbox.translatePosY(TILE_SIZE - newHitbox.startY.modTileDelta()); bounceY = true
val t = TILE_SIZE - newHitbox.startY.modTileDelta()
newHitbox.translatePosY(t); bounceY = true
debug1("translate y by $t")
}
/* 2, 7 */ COLLIDING_BOTTOM, COLLIDING_BOTTOM or COLLIDING_LR -> {
newHitbox.translatePosY(-newHitbox.endY.modTileDelta()); bounceY = true
val t = -newHitbox.endY.modTileDelta()
newHitbox.translatePosY(t); bounceY = true
debug1("translate y by $t")
}
}
@@ -1316,16 +1325,18 @@ open class ActorWithBody : Actor {
// if (ys.last != ys.first && feet) throw InternalError("Feet mode collision but pyStart != pyEnd ($pyStart .. $pyEnd)")
val feetY = (pyEnd / TILE_SIZE) - (if (pyEnd < 0) 1 else 0) // round down toward negative infinity // TODO reverse gravity adaptation?
val feetY = (pyEnd / TILE_SIZED).floorToInt() // round down toward negative infinity // TODO reverse gravity adaptation?
// if (feet && this is IngamePlayer) printdbg(this, "feetY=$feetY")
for (y in ys) {
val ty = (y / TILE_SIZE) - (if (y < 0) 1 else 0) // round down toward negative infinity
val ty = (y / TILE_SIZED).floorToInt() // round down toward negative infinity
val isFeetTileHeight = (ty == feetY)
var hasFloor = false
for (x in pxStart..pxEnd) {
val tx = (x / TILE_SIZE) - (if (x < 0) 1 else 0) // round down toward negative infinity
val tx = (x / TILE_SIZED).floorToInt() // round down toward negative infinity
val tile = world!!.getTileFromTerrain(tx, ty)
if (feet && isFeetTileHeight) {
@@ -1741,7 +1752,7 @@ open class ActorWithBody : Actor {
val blockMark = CommonResourcePool.getAsTextureRegionPack("blockmarkings_common").get(0, 0)
for (y in 0..intTilewiseHitbox.height.toInt() + 1) {
batch.color = if (y == intTilewiseHitbox.height.toInt() + 1) Color.LIME else HITBOX_COLOURS0
batch.color = if (y == intTilewiseHitbox.height.toInt() + 1) HITBOX_COLOURS1 else HITBOX_COLOURS0
for (x in 0..intTilewiseHitbox.width.toInt()) {
batch.draw(blockMark,
(intTilewiseHitbox.startX.toFloat() + x) * TILE_SIZEF,
@@ -1964,7 +1975,7 @@ open class ActorWithBody : Actor {
@Transient const val GAME_TO_SI_ACC = (Terrarum.PHYS_TIME_FRAME * Terrarum.PHYS_TIME_FRAME) / METER
@Transient const val PHYS_EPSILON_DIST = 1.0 / 65536.0
// @Transient const val PHYS_EPSILON_VELO = 1.0 / 8192.0
@Transient const val PHYS_EPSILON_VELO = 1.0 / 8192.0
/**
@@ -2005,6 +2016,7 @@ open class ActorWithBody : Actor {
@Transient private val HITBOX_COLOURS0 = Color(0xFF00FF88.toInt())
@Transient private val HITBOX_COLOURS1 = Color(0xFFFF0088.toInt())
fun isCloseEnough(a: Double, b: Double) = ((a / b).let { if (it.isNaN()) 0.0 else it } - 1).absoluteValue < PHYS_EPSILON_DIST
}

View File

@@ -145,6 +145,9 @@ class Hitbox {
return this
}
/**
* Resize the hitbox centred around the "canonical" point.
*/
fun canonicalResize(w: Double, h: Double): Hitbox {
// sx_1 + 0.5w_1 = sx_2 + 0.5w_2 // equals because the final point must not move. sx_1: old start-x, sx_2: new start-x which is what we want
// sx_2 = sx_1 + 0.5w_1 - 0.5w_2 // move variables to right-hand side to derive final value sx_2