thread pooling actor update, updated kotlin lib

Former-commit-id: 17dc75ada5a6652fa555c3a34214704897ca9afe
Former-commit-id: 75ddbe0187f978958cc5c1208a0cfb85bfdcdfaf
This commit is contained in:
Song Minjae
2016-05-25 19:32:48 +09:00
parent 46a3065423
commit f98cd773b1
14 changed files with 178 additions and 86 deletions

View File

@@ -10,7 +10,7 @@ import org.newdawn.slick.GameContainer
*/
abstract class Actor : Comparable<Actor>, Runnable {
abstract fun update(gc: GameContainer, delta_t: Int)
abstract fun update(gc: GameContainer, delta: Int)
/**
* Valid RefID is equal to or greater than 32768.

View File

@@ -183,9 +183,9 @@ open class ActorWithBody constructor() : Actor(), Visible {
@Transient internal val BASE_FRICTION = 0.3
@Transient val KINEMATIC = 1
@Transient val KINEMATIC = 1 // does not be budged by external forces
@Transient val DYNAMIC = 2
@Transient val STATIC = 3
@Transient val STATIC = 3 // does not be budged by external forces, target of collision
private val SLEEP_THRE = 1.0 / 16.0
private val CCD_TICK = 1.0 / 16.0
@@ -287,15 +287,11 @@ open class ActorWithBody constructor() : Actor(), Visible {
// Set 'next' position (hitbox) to fiddle with
setNewNextHitbox()
// if not horizontally moving then ...
//if (Math.abs(veloX) < 0.5) { // fix for special situations (see fig. 1 at the bottom of the source)
// updateVerticalPos();
// updateHorizontalPos();
//}
//else {
// compensate for colliding
//updateHorizontalCollision()
//updateVerticalCollision()
/**
* Solve collision
* If and only if:
* This body is NON-STATIC and the other body is STATIC
*/
applyNormalForce()
adjustHit()
@@ -551,15 +547,15 @@ open class ActorWithBody constructor() : Actor(), Visible {
val delta: Vector2 = Vector2(hitbox.toVector() - nextHitbox.toVector()) // we need to traverse back, so may as well negate at the first place
val ccdDelta = delta.setMagnitude(CCD_TICK)
if (ccdDelta.x.abs() >= SLEEP_THRE || ccdDelta.y.abs() >= SLEEP_THRE) { // regular situation
//if (ccdDelta.x.abs() >= SLEEP_THRE || ccdDelta.y.abs() >= SLEEP_THRE) { // regular situation
// CCD to delta while still colliding
while (isColliding(CONTACT_AREA_LEFT) || isColliding(CONTACT_AREA_RIGHT)
|| isColliding(CONTACT_AREA_TOP) || isColliding(CONTACT_AREA_BOTTOM)
) {
nextHitbox.translate(ccdDelta)
}
}
else { // stuck while standing still
//}
/*else { // stuck while standing still
// CCD upward
var upwardDelta = 0.0
while (isColliding(CONTACT_AREA_LEFT) || isColliding(CONTACT_AREA_RIGHT)
@@ -579,7 +575,7 @@ open class ActorWithBody constructor() : Actor(), Visible {
until the stucking is resolved
*/
}
}
}*/
}
}

View File

@@ -31,6 +31,7 @@ object CollisionSolver {
* [this link](https://www.toptal.com/game/video-game-physics-part-ii-collision-detection-for-solid-objects)
*/
fun process() {
// TODO threading X and Y
// clean up before we go
collListX.clear()
collListY.clear()