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#include "Player.hh"
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#include "PhysicsObject.hh"
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#include "Engine.hh"
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#include <cmath>
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PhysicsObject::PhysicsObject (PhysicsWorld &world, float mass,
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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), reloadTimer(0) {
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// TODO: Is thir the right way to do this?
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//world.addPlayerObject(this);
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}
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/**
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* Player walks on floor.
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*/
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Vector PhysicsObject::walk_one_step (float partial, bool right) {
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// which way we are walking
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float deltaX = right ? partial : -partial;
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Vector reached = this->position;
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if(reached.roundToInt() == (reached+Vector(deltaX, 0)).roundToInt()) {
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return reached+Vector(deltaX, 0);
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}
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// Is there upward ramp
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if(!possibleLocation(position+Vector(deltaX, 0))) {
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// Yes. Then we check n pixels up
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for(int i = 1; i < 3; i++) {
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if(possibleLocation(position+Vector(deltaX, -i))) {
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// and when there is finally EMPTY, we can walk
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reached = position+Vector(deltaX, -i);
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break;
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}
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}
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} else {
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// Or downward ramp or flat
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for(int i = 0; 1; i++) {
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// And when there is finally ground we can step on
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// it. If there is no gound we still step there,
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// but will fall one pixel down
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if(possibleLocation(position+Vector(deltaX, i))) {
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reached = position+Vector(deltaX, i);
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} else {
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break;
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}
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// If the fall is big enough, set the worm in the air
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if (i >= 2) {
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// Vector back = walk(dt, !right);
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this->inAir = true;
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// this->velocity.x = right ? velocity : -velocity;
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// Avoid stepping two pixels down when it starts to free fall
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reached.y -= 2;
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// this->velocity = (reached-back)*1000/dt;
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break;
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}
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}
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}
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// And we return where we got
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return reached;
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}
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void PhysicsObject::walk (TimeMS dt, bool right) {
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float velocity = PLAYER_WALK_SPEED;
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float walkAmount = (velocity*dt)/1000;
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Vector reached = this->position;
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while(walkAmount > 0 && !this->inAir) {
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this->position = walk_one_step((1 < walkAmount ? 1 : walkAmount), right);
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walkAmount--;
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}
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// TODO: Should the remaining walkAmount be handled somehow?
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}
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/**
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* Makes the player jump in the air.
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* @param direction -1: jump left, 0: jump up, 1: jump right
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*/
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void PhysicsObject::jump (int direction) {
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// Jump only if player is "on the ground"
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if (!this->inAir) {
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velocity.y = -100;
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switch (direction) {
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case 1:
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velocity.x += 20;
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break;
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case -1:
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velocity.x -= 20;
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break;
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case 0:
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break;
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default:
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throw std::logic_error("Invalid jump direction");
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}
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inAir = true;
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}
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}
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bool PhysicsObject::possibleLocation (Vector loc) {
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for(unsigned int i = 0; i < this->shape.size(); i++) {
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if(world.collides(loc+shape[i]))
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return false;
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}
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return true;
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}
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void func1() {
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}
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/**
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* Updates object speed and position. This function organises force
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* integration and collision detection.
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*/
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void PhysicsObject::updatePosition () {
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// Reloads weapon if not reloaded
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reloadTimer -= PHYSICS_TICK_MS;
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if(reloadTimer < 0)
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reloadTimer = 0;
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// Add gravity to the force queue
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forceq.push(world.gravity);
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// Go trough every force in the queue
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Force total;
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while (!forceq.empty()) {
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total += forceq.front();
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forceq.pop();
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}
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// If the player has stopped and there's some ground under some of the 3 some of the 3t
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// set inAir false
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if (this->velocity == Vector(0,0)) {
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this->inAir = !world.collides(this->position+shape[1]+Vector(0, 1))
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&& !world.collides(this->position+shape[2]+Vector(0, 1))
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&& !world.collides(this->position+shape[3]+Vector(0, 1));
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// If, however, there's a force caused by a bomb, e.g., set it in air.
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// Still, we have to be able to separate forces caused by walking attempts
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// and bombs etc (+0.1 because float comparison can be dangerous)
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if (total.y < 0 || abs(total.x) > PLAYER_MOVE_FORCE + 0.1)
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this->inAir = true;
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}
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if(!possibleLocation(position)) {
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//if we are trapped in ground form dirtball or something
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//we might want to just return and set velocity to some value
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//return;
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}
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// If the worm is not in the air make it walk,
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// otherwise integrate the new position and velocity
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if (!this->inAir) {
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//std::cout << "Tryin to walk" << std::endl;
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// It walks only if there's some vertical force
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if (total.x != 0) {
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std::cout << "Succeeding to walk" << std::endl;
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walk(PHYSICS_TICK_MS, total.x > 0);
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this->velocity = Vector(0,0);
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}
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}
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if(!possibleLocation(position)) {
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Engine::log(DEBUG, "great failure") << "great failure";
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func1();
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}
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Vector newPosition;
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Vector velAfterTick;
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// Calculate new position and velocity to the given references
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integrate(total, PHYSICS_TICK_MS, newPosition, velAfterTick);
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this->velocity = velAfterTick;
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// Collision detection
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bool collided = false;
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const Vector diffVec = newPosition-position;
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const Vector unitVector = diffVec / diffVec.length();
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Vector reached = position;
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while ((position-reached).sqrLength() < diffVec.sqrLength()) {
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reached += unitVector;
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// Check if any of the shapes points collide
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for (uint64_t i = 0; i < shape.size(); i++) {
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if (world.collides(reached+shape[i])) { // Collision
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if (inAir) {
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// Engine::log(DEBUG, "Here");
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this->bounce(world.getNormal(reached+shape[i],
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reached-unitVector+shape[i]));
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//this->velocity *= COLLISION_ELASTICITY;
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}
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reached = reached - unitVector; // Return to last point
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collided = true;
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if (this->velocity.sqrLength() < PLAYER_MIN_SPEED * PLAYER_MIN_SPEED) {
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this->velocity = Vector(0,0);
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}
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break;
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}
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}
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if (collided)
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break;
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// reached += unitVector;
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}
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if(!possibleLocation(reached)) {
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Engine::log(DEBUG, "PhysicsObject.updatePosition") << "logic error reached should not be possible to be impossible.. diffVec: " << diffVec;
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func1();
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}
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// In case of some float error check the final coordinate
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if(!collided) {
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if(!possibleLocation(newPosition)) {
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newPosition = reached;
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} else {
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// This means everything was ok, so no need to do anything
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}
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} else {
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newPosition = reached;
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onCollision();
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//this->velocity = Vector(0, 0);
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//TODO: it shouldn't just stop on collision
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}
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if(!possibleLocation(newPosition)) {
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Engine::log(DEBUG, "great failure") << "great failure";
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func1();
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}
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this->position = newPosition;
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if(!possibleLocation(position)) {
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Engine::log(DEBUG, "great failure") << "great failure";
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func1();
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}
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// Engine::log(DEBUG, "PhysicsObject.updatePosition") << "Pos: " << this->position;
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}
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/**
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* Bounces from straight wall in any direction.
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* Direction given as normal of that wall
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*/
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void PhysicsObject::bounce (Vector normal) {
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// normal.sqrLength can't be 0 when got from getNormal()
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if (normal.sqrLength() != 0) {
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Vector nvel = velocity;
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// We project the velocity on normal and remove twice that much from velocity
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nvel = nvel - ((2)*((nvel*normal)/(normal*normal))*normal);
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velocity = nvel;
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// We lose some of our speed on collision
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this->velocity *= this->collision_elasticity;
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}
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}
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/**
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* Integrates given force over time and stores new position to
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* posAfterTick and new velocity to velAfterTick.
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* @param force Force vector.
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* @param dt The time the force is applied (<=PHYSICS_TICK_MS)
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*/
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void PhysicsObject::integrate(Force force, TimeMS dt, Vector &posAfterTick, Vector &velAfterTick) {
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posAfterTick = position;
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velAfterTick = velocity;
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Derivative tmpd;
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Derivative k1 = evaluate(force, 0, tmpd, posAfterTick, velAfterTick);
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Derivative k2 = evaluate(force, 0.5f*dt, k1, posAfterTick, velAfterTick);
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Derivative k3 = evaluate(force, 0.5f*dt, k2, posAfterTick, velAfterTick);
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Derivative k4 = evaluate(force, dt, k3, posAfterTick, velAfterTick);
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const Vector dxdt = (k1.dx + (k2.dx + k3.dx) * 2.0f + k4.dx) * 1.0f/6.0f;
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const Vector dvdt = (k1.dv + (k2.dv + k3.dv) * 2.0f + k4.dv) * 1.0f/6.0f;
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// Engine::log(DEBUG, "PhysicsObject.integrate") << "Changes: "<< dxdt << " " << dvdt << " Time: " <<dt;
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posAfterTick = posAfterTick + (dxdt * dt)/1000;
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velAfterTick = velAfterTick + (dvdt * dt)/1000;
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//Engine::log(DEBUG, "PhysicsObject.integrate") << "velAfterTick: " << velAfterTick;
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}
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Derivative PhysicsObject::evaluate(Force force, TimeMS dt, Derivative &d, const Vector &posAfterTick, const Vector &velAfterTick) {
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Vector curPos = posAfterTick + (d.dx*dt)/1000;
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Vector curVel = velAfterTick + (d.dv*dt)/1000;
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Derivative out;
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out.dx = curVel;
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out.dv = acceleration(force);
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//Engine::log(DEBUG, "PhysicsObject.evaluate") << "Out.dx: " << out.dx;
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return out;
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}
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Vector PhysicsObject::acceleration(const Force &force) {
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return (force/mass);
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}
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void PhysicsObject::applyForce (Force force) {
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// Add applied force to the queue
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forceq.push(force);
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}
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void PhysicsObject::changeAim(float da) {
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this->aim += da;
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if (this->aim > PLAYER_AIM_MAX) this->aim = PLAYER_AIM_MAX;
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if (this->aim < PLAYER_AIM_MIN) this->aim = PLAYER_AIM_MIN;
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//Engine::log(DEBUG, "PhysicsObject.changeAim") << "Player aim: " << this->aim;
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}
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void PhysicsObject::setFacing(bool facingRight) {
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//Engine::log(DEBUG, "PhysicsObject.setFacing") << "Facing: " << right;
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this->facingRight = facingRight;
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}
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void PhysicsObject::updatePhysics (Vector position, Vector velocity, bool inAir) {
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this->position = position;
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this->velocity = velocity;
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this->inAir = inAir;
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}
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Vector PhysicsObject::getPosition () {
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return this->position;
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}
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bool PhysicsObject::getFacing() {
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return this->facingRight;
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}
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float PhysicsObject::getAim() {
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return this->aim;
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}
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std::vector<Vector>& PhysicsObject::getShape () {
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return this->shape;
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}
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void PhysicsObject::setShape (std::vector<Vector> shape) {
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this->shape = shape;
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}
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void PhysicsObject::tick () {
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this->updatePosition();
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}
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bool PhysicsObject::canShoot() {
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return this->reloadTimer <= 0;
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}
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void PhysicsObject::draw(CL_GraphicContext *gc) {
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CL_Quad player(
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(position+shape[0]).x, (position+shape[0]).y,
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(position+shape[1]).x, (position+shape[1]).y,
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(position+shape[2]).x, (position+shape[2]).y,
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(position+shape[3]).x, (position+shape[3]).y
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);
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gc->fill_quad(player, CL_Color::green);
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const uint16_t chlen = 10;
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uint16_t x = player.center().x;
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uint16_t y = player.center().y;
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if (facingRight) {
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gc->draw_line(x, y,
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x + std::cos(aim)*chlen,
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y - std::sin(aim)*chlen,
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CL_Color::black);
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} else {
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gc->draw_line(x, y,
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x - std::cos(aim)*chlen,
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y - std::sin(aim)*chlen,
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CL_Color::black);
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}
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}
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