author | nireco |
Mon, 01 Dec 2008 12:14:39 +0000 | |
changeset 157 | 8afdd8c449f9 |
parent 154 | 78d144a48354 |
child 158 | 0215ace86018 |
permissions | -rw-r--r-- |
58 | 1 |
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2 |
#include "Physics.hh" |
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3 |
#include "Engine.hh" |
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#include "GameState.hh" |
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#include "Terrain.hh" |
58 | 6 |
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I added a couple of lines. This still clearly is not going to work in this state.
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#include <algorithm> |
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some rough-handed code modifications towards a newer, better, working Physics
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#include <functional> |
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changed collision detection, remove old if content with new
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#include <cmath> |
104 | 10 |
#include <assert.h> |
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I added a couple of lines. This still clearly is not going to work in this state.
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60 | 12 |
PhysicsWorld::PhysicsWorld (Vector gravity, Vector dimensions) |
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Physics.hh rewrite. Documenting and suggesting changes.
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: tick_timer(PHYSICS_TICK_MS), tick_counter(0), dimensions(dimensions), |
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Now it uses Terrain class, but it isn't properly integrated to the infrastructure.
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gravity(gravity) { |
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15 |
terrain = Terrain(1337); |
54 | 16 |
slots.connect(tick_timer.sig_timer(), this, &PhysicsWorld::tick); |
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tick_timer.enable(); |
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} |
44 | 19 |
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void PhysicsWorld::addObject (PhysicsObject *object) { |
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47 | 21 |
objects.push_back(object); |
44 | 22 |
} |
23 |
||
24 |
void PhysicsWorld::tick () { |
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123 | 25 |
// Engine::log(DEBUG, "physics.apply_force") << "*tick*"; |
58 | 26 |
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76 | 27 |
for (std::vector<PhysicsObject*>::iterator i = objects.begin(); i != objects.end(); i++) { |
28 |
(*i)->tick(); |
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} |
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105 | 30 |
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31 |
tick_counter++; |
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32 |
} |
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33 |
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34 |
uint32_t PhysicsWorld::getTick (void) { |
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35 |
return tick_counter; |
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It looks like physics could now work, but I doubt it...
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} |
fa1da22db8a0
It looks like physics could now work, but I doubt it...
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37 |
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Documenting more, cleaning variables. This code needs some serious
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PhysicsObject::PhysicsObject (PhysicsWorld &world, float mass, |
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39 |
Vector position, Vector velocity) |
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: world(world), position(position), velocity(velocity), |
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mass(mass), inAir(true), aim(0), facingRight(true) { |
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Physics.hh rewrite. Documenting and suggesting changes.
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// TODO: Is thir the right way to do this? |
60 | 43 |
world.addObject(this); |
44 |
} |
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44 | 45 |
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fix movement physics+network code to some degree, jumping is now buggy?
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Vector PhysicsObject::walk (bool right) { |
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Lots of small fixe. Moved drawing PhysicsObjects away from Graphics.cc.
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Vector cursor = right ? this->position + Vector(1,0) : |
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this->position + Vector(-1,0); |
112 | 49 |
Vector reached = this->position; |
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112 | 51 |
//for(int steps = 0; steps < 3; steps++) { |
52 |
||
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// Go up but not if the wall is over two pixels |
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if(world.getType(cursor) != EMPTY) { |
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Kirjottelin jotain uuden t?rm?ystarkistuksen tapasta, se kyll? bugaa jotenkin.
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for(int height = 0, max = 3; height < max+42; height++) { |
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56 |
|
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if(height >= max) |
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return reached; |
237ea0bb125a
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59 |
|
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cursor.y--; |
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if(world.getType(cursor) == EMPTY) { |
237ea0bb125a
Kirjottelin jotain uuden t?rm?ystarkistuksen tapasta, se kyll? bugaa jotenkin.
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// Check that the other parts of the worm don't collide with anything |
237ea0bb125a
Kirjottelin jotain uuden t?rm?ystarkistuksen tapasta, se kyll? bugaa jotenkin.
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if(possibleLocation(cursor)) { |
237ea0bb125a
Kirjottelin jotain uuden t?rm?ystarkistuksen tapasta, se kyll? bugaa jotenkin.
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reached = cursor; |
237ea0bb125a
Kirjottelin jotain uuden t?rm?ystarkistuksen tapasta, se kyll? bugaa jotenkin.
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65 |
continue; |
123 | 66 |
} else { |
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// Can't get any further |
112 | 68 |
return reached; |
69 |
} |
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} |
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} |
237ea0bb125a
Kirjottelin jotain uuden t?rm?ystarkistuksen tapasta, se kyll? bugaa jotenkin.
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} else { |
237ea0bb125a
Kirjottelin jotain uuden t?rm?ystarkistuksen tapasta, se kyll? bugaa jotenkin.
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if(possibleLocation(cursor)) { |
237ea0bb125a
Kirjottelin jotain uuden t?rm?ystarkistuksen tapasta, se kyll? bugaa jotenkin.
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parents:
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reached = cursor; |
237ea0bb125a
Kirjottelin jotain uuden t?rm?ystarkistuksen tapasta, se kyll? bugaa jotenkin.
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75 |
} |
237ea0bb125a
Kirjottelin jotain uuden t?rm?ystarkistuksen tapasta, se kyll? bugaa jotenkin.
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76 |
// Start checking if the lower squares are empty |
237ea0bb125a
Kirjottelin jotain uuden t?rm?ystarkistuksen tapasta, se kyll? bugaa jotenkin.
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|
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78 |
for(int depth = 0, max = 3; depth < max+42; depth++) { |
237ea0bb125a
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|
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if(depth >= max) { |
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// We can start a free fall now |
123 | 82 |
// |
112 | 83 |
// TODO it should be set inAir if it falls from a cliff |
116 | 84 |
this->inAir = true; |
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85 |
|
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86 |
// Put some speed there to make loke smoother |
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Kirjottelin jotain uuden t?rm?ystarkistuksen tapasta, se kyll? bugaa jotenkin.
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//this->velocity.y = -5; |
237ea0bb125a
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return reached; |
237ea0bb125a
Kirjottelin jotain uuden t?rm?ystarkistuksen tapasta, se kyll? bugaa jotenkin.
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89 |
} |
237ea0bb125a
Kirjottelin jotain uuden t?rm?ystarkistuksen tapasta, se kyll? bugaa jotenkin.
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90 |
|
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cursor.y++; |
237ea0bb125a
Kirjottelin jotain uuden t?rm?ystarkistuksen tapasta, se kyll? bugaa jotenkin.
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92 |
if(world.getType(cursor) == EMPTY) { |
237ea0bb125a
Kirjottelin jotain uuden t?rm?ystarkistuksen tapasta, se kyll? bugaa jotenkin.
saiam
parents:
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93 |
// Check that the other parts of the worm don't collide with anything |
237ea0bb125a
Kirjottelin jotain uuden t?rm?ystarkistuksen tapasta, se kyll? bugaa jotenkin.
saiam
parents:
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94 |
if(possibleLocation(cursor)) { |
237ea0bb125a
Kirjottelin jotain uuden t?rm?ystarkistuksen tapasta, se kyll? bugaa jotenkin.
saiam
parents:
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95 |
reached = cursor; |
237ea0bb125a
Kirjottelin jotain uuden t?rm?ystarkistuksen tapasta, se kyll? bugaa jotenkin.
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96 |
continue; |
237ea0bb125a
Kirjottelin jotain uuden t?rm?ystarkistuksen tapasta, se kyll? bugaa jotenkin.
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97 |
} else { |
237ea0bb125a
Kirjottelin jotain uuden t?rm?ystarkistuksen tapasta, se kyll? bugaa jotenkin.
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98 |
// Can't get any further |
112 | 99 |
return reached; |
100 |
} |
|
101 |
} |
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102 |
} |
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Kirjottelin jotain uuden t?rm?ystarkistuksen tapasta, se kyll? bugaa jotenkin.
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103 |
} |
237ea0bb125a
Kirjottelin jotain uuden t?rm?ystarkistuksen tapasta, se kyll? bugaa jotenkin.
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104 |
|
112 | 105 |
// cursor.x += right ? 1 : -1; |
106 |
//} |
|
107 |
return reached; |
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94 | 108 |
} |
109 |
||
110 |
void PhysicsObject::jump () { |
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114
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V?h?n siistin tota walkkia, viel? on kyll? tekemist?.
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111 |
// Jump only if player is "on the ground" |
71f7e9d3d052
V?h?n siistin tota walkkia, viel? on kyll? tekemist?.
saiam
parents:
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112 |
if (!this->inAir) { |
71f7e9d3d052
V?h?n siistin tota walkkia, viel? on kyll? tekemist?.
saiam
parents:
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113 |
velocity.y = -100; |
71f7e9d3d052
V?h?n siistin tota walkkia, viel? on kyll? tekemist?.
saiam
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114 |
inAir = true; |
71f7e9d3d052
V?h?n siistin tota walkkia, viel? on kyll? tekemist?.
saiam
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|
115 |
} |
94 | 116 |
} |
117 |
||
118 |
bool PhysicsObject::possibleLocation (Vector loc) { |
|
112 | 119 |
for(unsigned int i = 0; i < this->shape.size(); i++) { |
120 |
if(world.getType(loc+shape[i]) != EMPTY) |
|
121 |
return false; |
|
122 |
} |
|
123 |
return true; |
|
94 | 124 |
} |
125 |
||
126 |
/** |
|
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127 |
* Updates object speed and position. This function organises force |
cbba9729e92b
Integrointia fyssaan, jotain pikkubugausta havaittavissa.
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128 |
* integration and collision detection. |
cbba9729e92b
Integrointia fyssaan, jotain pikkubugausta havaittavissa.
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129 |
*/ |
cbba9729e92b
Integrointia fyssaan, jotain pikkubugausta havaittavissa.
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130 |
void PhysicsObject::updatePosition () { |
94 | 131 |
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Integrointia fyssaan, jotain pikkubugausta havaittavissa.
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parents:
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132 |
// Add gravity to the force queue |
85 | 133 |
forceq.push(world.gravity); |
83
cbba9729e92b
Integrointia fyssaan, jotain pikkubugausta havaittavissa.
saiam
parents:
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134 |
|
cbba9729e92b
Integrointia fyssaan, jotain pikkubugausta havaittavissa.
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135 |
// Go trough every force in the queue |
84
3cb862028a24
No nyt se toimii v?h?n paremmin. Koodia pit?? kyll? viel? siisti? aika huolella.
saiam
parents:
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136 |
Force total; |
83
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Integrointia fyssaan, jotain pikkubugausta havaittavissa.
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137 |
posAfterTick = position; |
cbba9729e92b
Integrointia fyssaan, jotain pikkubugausta havaittavissa.
saiam
parents:
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138 |
velAfterTick = velocity; |
cbba9729e92b
Integrointia fyssaan, jotain pikkubugausta havaittavissa.
saiam
parents:
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|
139 |
while (!forceq.empty()) { |
85 | 140 |
total += forceq.front(); |
83
cbba9729e92b
Integrointia fyssaan, jotain pikkubugausta havaittavissa.
saiam
parents:
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141 |
forceq.pop(); |
cbba9729e92b
Integrointia fyssaan, jotain pikkubugausta havaittavissa.
saiam
parents:
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142 |
} |
114
71f7e9d3d052
V?h?n siistin tota walkkia, viel? on kyll? tekemist?.
saiam
parents:
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143 |
|
71f7e9d3d052
V?h?n siistin tota walkkia, viel? on kyll? tekemist?.
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144 |
// TODO: This is _ugly_ (but not so ugly as the last one I think) |
71f7e9d3d052
V?h?n siistin tota walkkia, viel? on kyll? tekemist?.
saiam
parents:
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|
145 |
// hack. I think we should handle walking from the collision |
71f7e9d3d052
V?h?n siistin tota walkkia, viel? on kyll? tekemist?.
saiam
parents:
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|
146 |
// detection code. |
71f7e9d3d052
V?h?n siistin tota walkkia, viel? on kyll? tekemist?.
saiam
parents:
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|
147 |
|
71f7e9d3d052
V?h?n siistin tota walkkia, viel? on kyll? tekemist?.
saiam
parents:
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|
148 |
if (!this->inAir) { |
71f7e9d3d052
V?h?n siistin tota walkkia, viel? on kyll? tekemist?.
saiam
parents:
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|
149 |
if (total.x != 0) |
71f7e9d3d052
V?h?n siistin tota walkkia, viel? on kyll? tekemist?.
saiam
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|
150 |
this->position = walk(total.x > 0); |
154
78d144a48354
This version has a nasty bug in collision detection. We'll get rid of it by making the collision detection to return te point
saiam
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151 |
return; |
78d144a48354
This version has a nasty bug in collision detection. We'll get rid of it by making the collision detection to return te point
saiam
parents:
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diff
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|
152 |
//total.x = 0; |
114
71f7e9d3d052
V?h?n siistin tota walkkia, viel? on kyll? tekemist?.
saiam
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|
153 |
} |
71f7e9d3d052
V?h?n siistin tota walkkia, viel? on kyll? tekemist?.
saiam
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154 |
|
85 | 155 |
integrate(total, PHYSICS_TICK_MS); |
83
cbba9729e92b
Integrointia fyssaan, jotain pikkubugausta havaittavissa.
saiam
parents:
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156 |
|
84
3cb862028a24
No nyt se toimii v?h?n paremmin. Koodia pit?? kyll? viel? siisti? aika huolella.
saiam
parents:
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|
157 |
Vector newPosition = posAfterTick /*+ (velAfterTick * PHYSICS_TICK_MS)/1000*/; |
83
cbba9729e92b
Integrointia fyssaan, jotain pikkubugausta havaittavissa.
saiam
parents:
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158 |
this->velocity = velAfterTick; |
cbba9729e92b
Integrointia fyssaan, jotain pikkubugausta havaittavissa.
saiam
parents:
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159 |
|
123 | 160 |
|
114
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V?h?n siistin tota walkkia, viel? on kyll? tekemist?.
saiam
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|
161 |
// Collision detection |
115
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162 |
bool collided = false; |
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163 |
|
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164 |
const Vector diffVec = newPosition-position; |
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165 |
const Vector unitVector = diffVec / diffVec.length(); |
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166 |
Vector reached = position; |
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167 |
|
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168 |
while ((position-reached).length() < diffVec.length()) { |
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169 |
// Check if any of the shapes points collide |
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170 |
for (uint64_t i = 0; i < shape.size(); i++) { |
115
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171 |
if (world.getType(reached+shape[i]) != EMPTY) { // Collision |
154
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172 |
if (inAir) { |
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173 |
// Engine::log(DEBUG, "Here"); |
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174 |
this->bounce(world.getNormal(reached+shape[i], |
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175 |
reached-unitVector+shape[i])); |
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176 |
//this->velocity *= COLLISION_ELASTICITY; |
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177 |
} |
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178 |
reached = reached - unitVector; // Return to last point |
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179 |
collided = true; |
123 | 180 |
if (this->velocity.length() < PLAYER_MIN_SPEED) { |
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181 |
this->inAir = false; |
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182 |
this->velocity = Vector(0,0); |
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183 |
} |
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184 |
break; |
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185 |
} |
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186 |
} |
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187 |
if (collided) |
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188 |
break; |
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189 |
reached += unitVector; |
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190 |
} |
123 | 191 |
|
95 | 192 |
|
123 | 193 |
/* |
194 |
bool collided = false; |
|
94 | 195 |
|
123 | 196 |
//goes 1 unit forward every step and check if has hit anything |
197 |
Vector unitVector = (newPosition-position) / (newPosition-position).length(); |
|
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|
198 |
|
123 | 199 |
Vector tmpVector = position; |
200 |
Vector reached = position; |
|
201 |
||
202 |
int steps = (int) (newPosition-position).length() + 2; |
|
203 |
||
204 |
//Engine::log(DEBUG, "physics.update_position") << unitVector-newPosition; |
|
205 |
//Vector foo = position+unitVector*steps-newPosition; |
|
206 |
//Engine::log(DEBUG, "PhysicsObject.updatePosition") << "Virhe: "<< foo; |
|
207 |
||
208 |
for(int i = 0; i < steps; i++) { |
|
209 |
tmpVector += unitVector; |
|
210 |
||
211 |
float minVelocity = 10; |
|
212 |
// Check if any of the four corners of the worm collide |
|
213 |
for(int sh = 0; sh < 4; sh++) { |
|
214 |
if(world.getType(tmpVector+shape[sh]) != EMPTY) { |
|
215 |
reached = position + unitVector*(i-1); |
|
216 |
collided = true; |
|
217 |
this->bounce(world.getNormal(tmpVector+shape[sh], tmpVector-unitVector+shape[sh])); |
|
218 |
this->velocity *= 0.4; |
|
219 |
if(abs(this->velocity.x) < minVelocity && (abs(this->velocity.y) < minVelocity)) { |
|
220 |
this->inAir = false; |
|
221 |
this->velocity = Vector(0,0); |
|
222 |
} |
|
223 |
break; |
|
224 |
} |
|
225 |
} |
|
226 |
if(collided) |
|
227 |
break; |
|
228 |
} |
|
229 |
*/ |
|
230 |
||
92 | 231 |
// In case of some float error check the final coordinate |
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|
232 |
if(!collided) { |
92 | 233 |
if(world.getType(newPosition+shape[0]) != EMPTY || (world.getType(newPosition+shape[1]) != EMPTY) |
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234 |
|| (world.getType(newPosition+shape[2]) != EMPTY) || (world.getType(newPosition+shape[3]) != EMPTY)) { |
92 | 235 |
|
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|
236 |
// Engine::log(DEBUG, "physics.update_position") << "didnt hit"; |
112 | 237 |
// There was error, and there is ground |
92 | 238 |
//newPosition = tmpVector; |
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|
239 |
} else { |
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|
240 |
// This means everything was ok, so no need to do anything |
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|
241 |
} |
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|
242 |
} else { |
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|
243 |
newPosition = reached; |
116 | 244 |
onCollision(); |
92 | 245 |
//this->velocity = Vector(0, 0); |
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|
246 |
//TODO: it shouldn't just stop on collision |
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|
247 |
} |
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|
248 |
this->position = newPosition; |
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249 |
Engine::log(DEBUG, "PhysicsObject.updatePosition") << "Pos: " << this->position; |
44 | 250 |
} |
97 | 251 |
|
252 |
/** |
|
253 |
* Gets the index of the given coordinate direction |
|
254 |
* referring to the DIRECTIONS table in Physics.hh |
|
157
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255 |
* |
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|
256 |
* moved to Terrain.cc |
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|
257 |
*//* |
95 | 258 |
int getDirectionIndex (Vector dir) { |
110 | 259 |
if(dir.x == 0 && dir.y == -1) { |
260 |
return 0; |
|
261 |
} else if(dir.x == 1 && dir.y == -1) { |
|
262 |
return 1; |
|
263 |
} else if(dir.x == 1 && dir.y == 0) { |
|
264 |
return 2; |
|
265 |
} else if(dir.x == 1 && dir.y == 1) { |
|
266 |
return 3; |
|
267 |
} else if(dir.x == 0 && dir.y == 1) { |
|
268 |
return 4; |
|
269 |
} else if(dir.x == -1 && dir.y == 1) { |
|
270 |
return 5; |
|
271 |
} else if(dir.x == -1 && dir.y == 0) { |
|
272 |
return 6; |
|
273 |
} else if(dir.x == -1 && dir.y == -1) { |
|
274 |
return 7; |
|
275 |
} |
|
276 |
Engine::log(DEBUG, "physics.getDirectionIndex ") << "invalid direction: " << dir; |
|
277 |
return 0; |
|
157
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|
278 |
}*/ |
95 | 279 |
|
97 | 280 |
/** |
281 |
* Computes hitten wall's normal. Calculated from 3*3 grid |
|
282 |
*/ |
|
95 | 283 |
Vector PhysicsWorld::getNormal (Vector hitPoint, Vector prevPoint) { |
151 | 284 |
return terrain.getNormal(hitPoint, prevPoint); |
97 | 285 |
} |
286 |
||
287 |
/** |
|
288 |
* Bounces from straight wall in any direction. |
|
289 |
* Direction given as normal of that wall |
|
290 |
*/ |
|
291 |
void PhysicsObject::bounce (Vector normal) { |
|
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|
292 |
if (normal.length() != 0) { |
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|
293 |
// Engine::log(DEBUG, "PhysicsObject.bounce") << "Velocity: " << velocity; |
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|
294 |
Vector nvel = velocity; |
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Lots of small fixe. Moved drawing PhysicsObjects away from Graphics.cc.
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|
295 |
// Engine::log(DEBUG, "PhysicsObject.bounce") << "New Velocity: " << nvel; |
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|
296 |
nvel = nvel - (2*((nvel*normal)/(normal*normal))*normal); |
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|
297 |
// Engine::log(DEBUG, "PhysicsObject.bounce") << "Projection: " << nvel; |
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Lots of small fixe. Moved drawing PhysicsObjects away from Graphics.cc.
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|
298 |
velocity = nvel; |
154
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changeset
|
299 |
this->velocity *= COLLISION_ELASTICITY; |
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saiam
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|
300 |
} |
97 | 301 |
} |
44 | 302 |
|
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|
303 |
/** |
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|
304 |
* Integrates given force over time and stores new position to |
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|
305 |
* posAfterTick and new velocity to velAfterTick. |
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|
306 |
* @param force Force vector. |
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|
307 |
* @param dt The time the force is applied (<=PHYSICS_TICK_MS) |
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|
308 |
*/ |
85 | 309 |
void PhysicsObject::integrate(Force force, TimeMS dt) { |
83
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|
310 |
Derivative tmpd; |
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|
311 |
Derivative k1 = evaluate(force, 0, tmpd); |
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|
312 |
Derivative k2 = evaluate(force, 0.5f*dt, k1); |
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|
313 |
Derivative k3 = evaluate(force, 0.5f*dt, k2); |
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|
314 |
Derivative k4 = evaluate(force, dt, k3); |
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Integrointia fyssaan, jotain pikkubugausta havaittavissa.
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|
315 |
|
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|
316 |
|
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|
317 |
const Vector dxdt = (k1.dx + (k2.dx + k3.dx) * 2.0f + k4.dx) * 1.0f/6.0f; |
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|
318 |
const Vector dvdt = (k1.dv + (k2.dv + k3.dv) * 2.0f + k4.dv) * 1.0f/6.0f; |
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Integrointia fyssaan, jotain pikkubugausta havaittavissa.
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|
319 |
|
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Integrointia fyssaan, jotain pikkubugausta havaittavissa.
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|
320 |
// Engine::log(DEBUG, "PhysicsObject.integrate") << "Changes: "<< dxdt << " " << dvdt << " Time: " <<dt; |
cbba9729e92b
Integrointia fyssaan, jotain pikkubugausta havaittavissa.
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82
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|
321 |
posAfterTick = posAfterTick + (dxdt * dt)/1000; |
cbba9729e92b
Integrointia fyssaan, jotain pikkubugausta havaittavissa.
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|
322 |
velAfterTick = velAfterTick + (dvdt * dt)/1000; |
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Integrointia fyssaan, jotain pikkubugausta havaittavissa.
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82
diff
changeset
|
323 |
//Engine::log(DEBUG, "PhysicsObject.integrate") << "velAfterTick: " << velAfterTick; |
70 | 324 |
} |
325 |
||
85 | 326 |
Derivative PhysicsObject::evaluate(Force force, TimeMS dt, Derivative &d) { |
83
cbba9729e92b
Integrointia fyssaan, jotain pikkubugausta havaittavissa.
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|
327 |
Vector curPos = posAfterTick + (d.dx*dt)/1000; |
cbba9729e92b
Integrointia fyssaan, jotain pikkubugausta havaittavissa.
saiam
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|
328 |
Vector curVel = velAfterTick + (d.dv*dt)/1000; |
58 | 329 |
|
83
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Integrointia fyssaan, jotain pikkubugausta havaittavissa.
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changeset
|
330 |
Derivative out; |
cbba9729e92b
Integrointia fyssaan, jotain pikkubugausta havaittavissa.
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diff
changeset
|
331 |
out.dx = curVel; |
cbba9729e92b
Integrointia fyssaan, jotain pikkubugausta havaittavissa.
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diff
changeset
|
332 |
out.dv = acceleration(force); |
cbba9729e92b
Integrointia fyssaan, jotain pikkubugausta havaittavissa.
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diff
changeset
|
333 |
//Engine::log(DEBUG, "PhysicsObject.evaluate") << "Out.dx: " << out.dx; |
cbba9729e92b
Integrointia fyssaan, jotain pikkubugausta havaittavissa.
saiam
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diff
changeset
|
334 |
return out; |
cbba9729e92b
Integrointia fyssaan, jotain pikkubugausta havaittavissa.
saiam
parents:
82
diff
changeset
|
335 |
} |
cbba9729e92b
Integrointia fyssaan, jotain pikkubugausta havaittavissa.
saiam
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changeset
|
336 |
|
85 | 337 |
Vector PhysicsObject::acceleration(const Force &force) { |
83
cbba9729e92b
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changeset
|
338 |
return (force/mass); |
cbba9729e92b
Integrointia fyssaan, jotain pikkubugausta havaittavissa.
saiam
parents:
82
diff
changeset
|
339 |
} |
cbba9729e92b
Integrointia fyssaan, jotain pikkubugausta havaittavissa.
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diff
changeset
|
340 |
|
122
16a73ebca810
No warnings anymore, but well have to think about that applyForce
saiam
parents:
116
diff
changeset
|
341 |
void PhysicsObject::applyForce (Force force) { |
123 | 342 |
// Add applied force to the queue |
343 |
forceq.push(force); |
|
44 | 344 |
} |
345 |
||
108 | 346 |
void PhysicsObject::changeAim(float da) { |
347 |
this->aim += da; |
|
348 |
||
349 |
if (this->aim > PLAYER_AIM_MAX) this->aim = PLAYER_AIM_MAX; |
|
350 |
if (this->aim < PLAYER_AIM_MIN) this->aim = PLAYER_AIM_MIN; |
|
109 | 351 |
//Engine::log(DEBUG, "PhysicsObject.changeAim") << "Player aim: " << this->aim; |
108 | 352 |
} |
353 |
||
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|
354 |
void PhysicsObject::setFacing(bool facingRight) { |
109 | 355 |
//Engine::log(DEBUG, "PhysicsObject.setFacing") << "Facing: " << right; |
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|
356 |
this->facingRight = facingRight; |
108 | 357 |
} |
358 |
||
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|
359 |
void PhysicsObject::updatePhysics (Vector position, Vector velocity, bool inAir) { |
47 | 360 |
this->position = position; |
361 |
this->velocity = velocity; |
|
107
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|
362 |
this->inAir = inAir; |
44 | 363 |
} |
364 |
||
365 |
Vector PhysicsObject::getPosition () { |
|
47 | 366 |
return this->position; |
44 | 367 |
} |
368 |
||
108 | 369 |
bool PhysicsObject::getFacing() { |
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|
370 |
return this->facingRight; |
108 | 371 |
} |
372 |
||
373 |
float PhysicsObject::getAim() { |
|
374 |
return this->aim; |
|
375 |
} |
|
376 |
||
91 | 377 |
std::vector<Vector>& PhysicsObject::getShape () { |
378 |
return this->shape; |
|
379 |
} |
|
380 |
||
381 |
void PhysicsObject::setShape (std::vector<Vector> shape) { |
|
123 | 382 |
this->shape = shape; |
91 | 383 |
} |
384 |
||
44 | 385 |
void PhysicsObject::tick () { |
47 | 386 |
this->updatePosition(); |
44 | 387 |
} |
388 |
||
153
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|
389 |
void PhysicsObject::draw(CL_GraphicContext *gc) { |
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|
390 |
CL_Quad player( |
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|
391 |
(position+shape[0]).x, (position+shape[0]).y, |
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|
392 |
(position+shape[1]).x, (position+shape[1]).y, |
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|
393 |
(position+shape[2]).x, (position+shape[2]).y, |
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|
394 |
(position+shape[3]).x, (position+shape[3]).y |
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changeset
|
395 |
); |
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changeset
|
396 |
|
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|
397 |
gc->fill_quad(player, CL_Color::green); |
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changeset
|
398 |
|
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changeset
|
399 |
const uint16_t chlen = 10; |
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|
400 |
uint16_t x = player.center().x; |
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|
401 |
uint16_t y = player.center().y; |
73402d5b778e
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parents:
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|
402 |
if (facingRight) { |
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|
403 |
gc->draw_line(x, y, |
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|
404 |
x + std::cos(aim)*chlen, |
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changeset
|
405 |
y - std::sin(aim)*chlen, |
73402d5b778e
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changeset
|
406 |
CL_Color::black); |
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saiam
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diff
changeset
|
407 |
} else { |
73402d5b778e
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changeset
|
408 |
gc->draw_line(x, y, |
73402d5b778e
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changeset
|
409 |
x - std::cos(aim)*chlen, |
73402d5b778e
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saiam
parents:
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changeset
|
410 |
y - std::sin(aim)*chlen, |
73402d5b778e
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saiam
parents:
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changeset
|
411 |
CL_Color::black); |
73402d5b778e
Lots of small fixe. Moved drawing PhysicsObjects away from Graphics.cc.
saiam
parents:
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diff
changeset
|
412 |
} |
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saiam
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diff
changeset
|
413 |
} |
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changeset
|
414 |
|
75 | 415 |
/** |
77
98dc9008d15f
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nireco
parents:
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diff
changeset
|
416 |
* Returns terrainType in given tile. ROCK if tile is out of area |
98dc9008d15f
changed collision detection, remove old if content with new
nireco
parents:
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diff
changeset
|
417 |
* @param pos - coordinate of tile |
98dc9008d15f
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nireco
parents:
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diff
changeset
|
418 |
*/ |
112 | 419 |
TerrainType PhysicsWorld::getType(int x, int y) const { |
150
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Now it uses Terrain class, but it isn't properly integrated to the infrastructure.
saiam
parents:
148
diff
changeset
|
420 |
return terrain.getType((int32_t)x,(int32_t)y); |
77
98dc9008d15f
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parents:
76
diff
changeset
|
421 |
} |
112 | 422 |
TerrainType PhysicsWorld::getType(Vector pos) const { |
150
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saiam
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changeset
|
423 |
return terrain.getType(pos.x, pos.y); |
112 | 424 |
} |
425 |
||
426 |
/** |
|
427 |
* Removes ground from given circle. ROCK is not removed. |
|
428 |
* @param (x, y) or pos - center of circle. |
|
429 |
* @param r - radius of circle |
|
430 |
*/ |
|
431 |
void PhysicsWorld::removeGround(int x, int y, float r) { |
|
150
5e032b540af3
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saiam
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148
diff
changeset
|
432 |
terrain.removeGround(Vector(x,y), r); |
112 | 433 |
} |
434 |
void PhysicsWorld::removeGround(Vector pos, float r) { |
|
150
5e032b540af3
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saiam
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148
diff
changeset
|
435 |
terrain.removeGround(pos, r); |
112 | 436 |
} |
138
cc326b64ae20
Nyt kaivaminen visualisoidaan oikein, mutta fysiikkakoodi on kyll? edelleen ihan kauheata, pit?isi tuo Terrain v??nt??
saiam
parents:
135
diff
changeset
|
437 |
|
cc326b64ae20
Nyt kaivaminen visualisoidaan oikein, mutta fysiikkakoodi on kyll? edelleen ihan kauheata, pit?isi tuo Terrain v??nt??
saiam
parents:
135
diff
changeset
|
438 |
void PhysicsWorld::drawTerrain(CL_GraphicContext *gc) { |
150
5e032b540af3
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saiam
parents:
148
diff
changeset
|
439 |
terrain.draw(gc); |
138
cc326b64ae20
Nyt kaivaminen visualisoidaan oikein, mutta fysiikkakoodi on kyll? edelleen ihan kauheata, pit?isi tuo Terrain v??nt??
saiam
parents:
135
diff
changeset
|
440 |
} |