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1 #include "Player.hh" |
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2 #include "PhysicsObject.hh" |
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3 #include "Engine.hh" |
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4 |
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5 #include <cmath> |
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6 |
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7 PhysicsObject::PhysicsObject (PhysicsWorld &world, float mass, |
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8 Vector position, Vector velocity) |
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9 : world(world), position(position), velocity(velocity), |
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10 mass(mass), inAir(true), aim(0), facingRight(true), reloadTimer(0) { |
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11 // TODO: Is thir the right way to do this? |
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12 //world.addPlayerObject(this); |
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13 } |
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14 |
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15 /** |
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16 * Player walks on floor. |
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17 */ |
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18 Vector PhysicsObject::walk_one_step (float partial, bool right) { |
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19 // which way we are walking |
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20 float deltaX = right ? partial : -partial; |
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21 Vector reached = this->position; |
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22 if(reached.roundToInt() == (reached+Vector(deltaX, 0)).roundToInt()) { |
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23 return reached+Vector(deltaX, 0); |
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24 } |
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25 // Is there upward ramp |
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26 if(!possibleLocation(position+Vector(deltaX, 0))) { |
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27 // Yes. Then we check n pixels up |
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28 for(int i = 1; i < 3; i++) { |
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29 if(possibleLocation(position+Vector(deltaX, -i))) { |
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30 // and when there is finally EMPTY, we can walk |
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31 reached = position+Vector(deltaX, -i); |
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32 break; |
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33 } |
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34 } |
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35 } else { |
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36 // Or downward ramp or flat |
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37 for(int i = 0; 1; i++) { |
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38 |
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39 // And when there is finally ground we can step on |
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40 // it. If there is no gound we still step there, |
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41 // but will fall one pixel down |
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42 if(possibleLocation(position+Vector(deltaX, i))) { |
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43 reached = position+Vector(deltaX, i); |
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44 } else { |
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45 break; |
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46 } |
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47 |
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48 // If the fall is big enough, set the worm in the air |
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49 if (i >= 2) { |
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50 // Vector back = walk(dt, !right); |
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51 this->inAir = true; |
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52 // this->velocity.x = right ? velocity : -velocity; |
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53 // Avoid stepping two pixels down when it starts to free fall |
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54 reached.y -= 2; |
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55 // this->velocity = (reached-back)*1000/dt; |
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56 break; |
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57 } |
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58 } |
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59 } |
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60 // And we return where we got |
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61 return reached; |
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62 } |
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63 void PhysicsObject::walk (TimeMS dt, bool right) { |
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64 float velocity = PLAYER_WALK_SPEED; |
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65 float walkAmount = (velocity*dt)/1000; |
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66 Vector reached = this->position; |
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67 while(walkAmount > 0 && !this->inAir) { |
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68 this->position = walk_one_step((1 < walkAmount ? 1 : walkAmount), right); |
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69 walkAmount--; |
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70 } |
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71 // TODO: Should the remaining walkAmount be handled somehow? |
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72 } |
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73 |
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74 /** |
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75 * Makes the player jump in the air. |
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76 * @param direction -1: jump left, 0: jump up, 1: jump right |
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77 */ |
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78 void PhysicsObject::jump (int direction) { |
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79 // Jump only if player is "on the ground" |
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80 if (!this->inAir) { |
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81 velocity.y = -100; |
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82 switch (direction) { |
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83 case 1: |
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84 velocity.x += 20; |
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85 break; |
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86 case -1: |
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87 velocity.x -= 20; |
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88 break; |
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89 case 0: |
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90 break; |
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91 default: |
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92 throw std::logic_error("Invalid jump direction"); |
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93 } |
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94 inAir = true; |
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95 } |
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96 } |
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97 |
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98 bool PhysicsObject::possibleLocation (Vector loc) { |
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99 for(unsigned int i = 0; i < this->shape.size(); i++) { |
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100 if(world.collides(loc+shape[i])) |
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101 return false; |
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102 } |
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103 return true; |
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104 } |
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105 |
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106 void func1() { |
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107 |
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108 } |
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109 |
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110 /** |
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111 * Updates object speed and position. This function organises force |
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112 * integration and collision detection. |
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113 */ |
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114 void PhysicsObject::updatePosition () { |
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115 |
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116 // Reloads weapon if not reloaded |
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117 reloadTimer -= PHYSICS_TICK_MS; |
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118 if(reloadTimer < 0) |
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119 reloadTimer = 0; |
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120 |
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121 // Add gravity to the force queue |
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122 forceq.push(world.gravity); |
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123 |
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124 // Go trough every force in the queue |
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125 Force total; |
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126 while (!forceq.empty()) { |
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127 total += forceq.front(); |
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128 forceq.pop(); |
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129 } |
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130 |
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131 // If the player has stopped and there's some ground under some of the 3 some of the 3t |
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132 // set inAir false |
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133 if (this->velocity == Vector(0,0)) { |
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134 this->inAir = !world.collides(this->position+shape[1]+Vector(0, 1)) |
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135 && !world.collides(this->position+shape[2]+Vector(0, 1)) |
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136 && !world.collides(this->position+shape[3]+Vector(0, 1)); |
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137 // If, however, there's a force caused by a bomb, e.g., set it in air. |
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138 // Still, we have to be able to separate forces caused by walking attempts |
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139 // and bombs etc (+0.1 because float comparison can be dangerous) |
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140 if (total.y < 0 || abs(total.x) > PLAYER_MOVE_FORCE + 0.1) |
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141 this->inAir = true; |
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142 } |
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143 |
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144 if(!possibleLocation(position)) { |
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145 //if we are trapped in ground form dirtball or something |
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146 //we might want to just return and set velocity to some value |
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147 //return; |
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148 } |
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149 |
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150 // If the worm is not in the air make it walk, |
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151 // otherwise integrate the new position and velocity |
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152 if (!this->inAir) { |
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153 //std::cout << "Tryin to walk" << std::endl; |
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154 // It walks only if there's some vertical force |
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155 if (total.x != 0) { |
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156 std::cout << "Succeeding to walk" << std::endl; |
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157 walk(PHYSICS_TICK_MS, total.x > 0); |
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158 this->velocity = Vector(0,0); |
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159 } |
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160 } |
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161 |
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162 if(!possibleLocation(position)) { |
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163 Engine::log(DEBUG, "great failure") << "great failure"; |
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164 func1(); |
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165 } |
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166 Vector newPosition; |
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167 Vector velAfterTick; |
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168 // Calculate new position and velocity to the given references |
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169 integrate(total, PHYSICS_TICK_MS, newPosition, velAfterTick); |
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170 this->velocity = velAfterTick; |
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171 |
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172 |
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173 // Collision detection |
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174 bool collided = false; |
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175 |
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176 const Vector diffVec = newPosition-position; |
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177 const Vector unitVector = diffVec / diffVec.length(); |
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178 Vector reached = position; |
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179 |
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180 while ((position-reached).sqrLength() < diffVec.sqrLength()) { |
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181 reached += unitVector; |
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182 // Check if any of the shapes points collide |
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183 for (uint64_t i = 0; i < shape.size(); i++) { |
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184 if (world.collides(reached+shape[i])) { // Collision |
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185 if (inAir) { |
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186 // Engine::log(DEBUG, "Here"); |
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187 this->bounce(world.getNormal(reached+shape[i], |
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188 reached-unitVector+shape[i])); |
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189 //this->velocity *= COLLISION_ELASTICITY; |
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190 } |
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191 reached = reached - unitVector; // Return to last point |
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192 collided = true; |
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193 if (this->velocity.sqrLength() < PLAYER_MIN_SPEED * PLAYER_MIN_SPEED) { |
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194 this->velocity = Vector(0,0); |
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195 } |
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196 break; |
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197 } |
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198 } |
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199 if (collided) |
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200 break; |
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201 // reached += unitVector; |
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202 } |
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203 |
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204 |
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205 if(!possibleLocation(reached)) { |
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206 Engine::log(DEBUG, "PhysicsObject.updatePosition") << "logic error reached should not be possible to be impossible.. diffVec: " << diffVec; |
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207 func1(); |
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208 } |
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209 |
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210 // In case of some float error check the final coordinate |
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211 if(!collided) { |
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212 if(!possibleLocation(newPosition)) { |
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213 newPosition = reached; |
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214 } else { |
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215 // This means everything was ok, so no need to do anything |
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216 } |
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217 } else { |
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218 newPosition = reached; |
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219 onCollision(); |
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220 //this->velocity = Vector(0, 0); |
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221 //TODO: it shouldn't just stop on collision |
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222 } |
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223 if(!possibleLocation(newPosition)) { |
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224 Engine::log(DEBUG, "great failure") << "great failure"; |
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225 func1(); |
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226 } |
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227 this->position = newPosition; |
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228 if(!possibleLocation(position)) { |
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229 Engine::log(DEBUG, "great failure") << "great failure"; |
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230 func1(); |
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231 } |
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232 // Engine::log(DEBUG, "PhysicsObject.updatePosition") << "Pos: " << this->position; |
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233 } |
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234 |
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235 /** |
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236 * Bounces from straight wall in any direction. |
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237 * Direction given as normal of that wall |
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238 */ |
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239 void PhysicsObject::bounce (Vector normal) { |
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240 // normal.sqrLength can't be 0 when got from getNormal() |
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241 if (normal.sqrLength() != 0) { |
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242 Vector nvel = velocity; |
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243 // We project the velocity on normal and remove twice that much from velocity |
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244 nvel = nvel - ((2)*((nvel*normal)/(normal*normal))*normal); |
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245 velocity = nvel; |
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246 // We lose some of our speed on collision |
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247 this->velocity *= this->collision_elasticity; |
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248 } |
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249 } |
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250 |
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251 /** |
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252 * Integrates given force over time and stores new position to |
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253 * posAfterTick and new velocity to velAfterTick. |
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254 * @param force Force vector. |
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255 * @param dt The time the force is applied (<=PHYSICS_TICK_MS) |
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256 */ |
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257 void PhysicsObject::integrate(Force force, TimeMS dt, Vector &posAfterTick, Vector &velAfterTick) { |
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258 posAfterTick = position; |
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259 velAfterTick = velocity; |
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260 Derivative tmpd; |
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261 Derivative k1 = evaluate(force, 0, tmpd, posAfterTick, velAfterTick); |
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262 Derivative k2 = evaluate(force, 0.5f*dt, k1, posAfterTick, velAfterTick); |
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263 Derivative k3 = evaluate(force, 0.5f*dt, k2, posAfterTick, velAfterTick); |
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264 Derivative k4 = evaluate(force, dt, k3, posAfterTick, velAfterTick); |
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265 |
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266 |
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267 const Vector dxdt = (k1.dx + (k2.dx + k3.dx) * 2.0f + k4.dx) * 1.0f/6.0f; |
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268 const Vector dvdt = (k1.dv + (k2.dv + k3.dv) * 2.0f + k4.dv) * 1.0f/6.0f; |
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269 |
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270 // Engine::log(DEBUG, "PhysicsObject.integrate") << "Changes: "<< dxdt << " " << dvdt << " Time: " <<dt; |
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271 posAfterTick = posAfterTick + (dxdt * dt)/1000; |
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272 velAfterTick = velAfterTick + (dvdt * dt)/1000; |
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273 //Engine::log(DEBUG, "PhysicsObject.integrate") << "velAfterTick: " << velAfterTick; |
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274 } |
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275 |
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276 Derivative PhysicsObject::evaluate(Force force, TimeMS dt, Derivative &d, const Vector &posAfterTick, const Vector &velAfterTick) { |
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277 Vector curPos = posAfterTick + (d.dx*dt)/1000; |
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278 Vector curVel = velAfterTick + (d.dv*dt)/1000; |
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279 |
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280 Derivative out; |
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281 out.dx = curVel; |
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282 out.dv = acceleration(force); |
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283 //Engine::log(DEBUG, "PhysicsObject.evaluate") << "Out.dx: " << out.dx; |
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284 return out; |
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285 } |
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286 |
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287 Vector PhysicsObject::acceleration(const Force &force) { |
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288 return (force/mass); |
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289 } |
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290 |
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291 void PhysicsObject::applyForce (Force force) { |
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292 // Add applied force to the queue |
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293 forceq.push(force); |
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294 } |
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295 |
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296 void PhysicsObject::changeAim(float da) { |
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297 this->aim += da; |
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298 |
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299 if (this->aim > PLAYER_AIM_MAX) this->aim = PLAYER_AIM_MAX; |
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300 if (this->aim < PLAYER_AIM_MIN) this->aim = PLAYER_AIM_MIN; |
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301 //Engine::log(DEBUG, "PhysicsObject.changeAim") << "Player aim: " << this->aim; |
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302 } |
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303 |
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304 void PhysicsObject::setFacing(bool facingRight) { |
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305 //Engine::log(DEBUG, "PhysicsObject.setFacing") << "Facing: " << right; |
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306 this->facingRight = facingRight; |
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307 } |
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308 |
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309 void PhysicsObject::updatePhysics (Vector position, Vector velocity, bool inAir) { |
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310 this->position = position; |
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311 this->velocity = velocity; |
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312 this->inAir = inAir; |
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313 } |
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314 |
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315 Vector PhysicsObject::getPosition () { |
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316 return this->position; |
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317 } |
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318 |
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319 bool PhysicsObject::getFacing() { |
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320 return this->facingRight; |
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321 } |
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322 |
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323 float PhysicsObject::getAim() { |
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324 return this->aim; |
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325 } |
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326 |
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327 std::vector<Vector>& PhysicsObject::getShape () { |
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328 return this->shape; |
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329 } |
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330 |
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331 void PhysicsObject::setShape (std::vector<Vector> shape) { |
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332 this->shape = shape; |
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333 } |
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334 |
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335 void PhysicsObject::tick () { |
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336 this->updatePosition(); |
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337 } |
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338 |
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339 bool PhysicsObject::canShoot() { |
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340 return this->reloadTimer <= 0; |
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341 } |
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342 |
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343 void PhysicsObject::draw(CL_GraphicContext *gc) { |
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344 CL_Quad player( |
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345 (position+shape[0]).x, (position+shape[0]).y, |
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346 (position+shape[1]).x, (position+shape[1]).y, |
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347 (position+shape[2]).x, (position+shape[2]).y, |
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348 (position+shape[3]).x, (position+shape[3]).y |
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349 ); |
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350 |
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351 gc->fill_quad(player, CL_Color::green); |
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352 |
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353 const uint16_t chlen = 10; |
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354 uint16_t x = player.center().x; |
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355 uint16_t y = player.center().y; |
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356 if (facingRight) { |
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357 gc->draw_line(x, y, |
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358 x + std::cos(aim)*chlen, |
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359 y - std::sin(aim)*chlen, |
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360 CL_Color::black); |
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361 } else { |
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362 gc->draw_line(x, y, |
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363 x - std::cos(aim)*chlen, |
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364 y - std::sin(aim)*chlen, |
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365 CL_Color::black); |
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366 } |
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367 } |
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368 |