Improve angle resolution, disable mode change (for now), improve R8

This commit is contained in:
Lucas S. Vieira 2024-12-12 22:18:24 -03:00 committed by Lucas Vieira
parent c429dd88be
commit 6fdd779162
5 changed files with 58 additions and 42 deletions

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View file

@ -139,13 +139,13 @@
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0,0,0,0,336,337,58,59,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,35,36,36,37,35,36,36,37,
0,0,0,0,0,338,64,288,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,41,11,11,42,41,11,11,42,
2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,85,374,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
45,46,46,47,0,0,0,372,0,0,0,0,0,0,0,0,86,375,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
35,37,253,84,0,0,367,265,2,2,2,2,2,2,2,2,288,376,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
41,42,254,85,0,189,373,265,45,46,46,47,4,7,8,6,86,377,378,0,0,0,0,0,0,0,0,0,0,0,0,0,
38,40,255,85,2,2,2,2,17,18,19,20,13,14,15,16,379,380,381,382,0,0,0,0,0,0,0,0,0,0,0,0,
86,31,32,86,45,46,46,47,23,24,25,26,10,21,22,12,207,383,384,385,386,0,0,0,0,0,0,0,0,0,0,0,
35,36,36,37,35,36,36,37,13,14,15,16,35,36,36,37,198,212,387,388,389,390,391,0,0,0,0,0,0,0,0,0,
2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,85,374,0,0,0,0,0,0,0,0,0,0,0,108,109,0,
45,46,46,47,0,0,0,372,0,0,0,0,0,0,0,0,86,375,0,0,0,0,0,0,0,0,0,0,0,110,111,0,
35,37,253,84,0,0,367,265,2,2,2,2,2,2,2,2,288,376,0,0,0,0,0,0,0,0,0,0,0,108,109,0,
41,42,254,85,0,189,373,265,45,46,46,47,4,7,8,6,86,377,378,0,0,0,0,0,0,0,0,0,0,110,111,0,
38,40,255,85,2,2,2,2,17,18,19,20,13,14,15,16,379,380,381,382,0,0,0,0,0,0,0,0,0,122,123,0,
86,31,32,86,45,46,46,47,23,24,25,26,10,21,22,12,207,383,384,385,386,0,0,0,0,0,0,0,0,164,165,0,
35,36,36,37,35,36,36,37,13,14,15,16,35,36,36,37,198,212,387,388,389,390,391,0,0,0,0,0,0,166,167,0,
41,11,11,42,41,11,11,42,10,21,22,12,41,11,11,42,392,393,394,395,396,397,398,399,0,0,0,0,0,0,0,0,
0,0,0,0,0,400,401,85,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,402,403,85,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
@ -163,14 +163,14 @@
9,82,5,83,45,46,46,47,0,264,265,265,265,368,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
84,41,11,42,35,36,36,37,0,367,265,265,265,265,456,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
85,84,58,59,41,11,11,42,264,369,265,369,265,265,369,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
35,36,36,37,201,202,203,204,176,232,233,250,0,0,0,0,35,36,36,37,2,2,2,2,0,0,0,0,0,0,0,0,
41,11,11,42,201,202,203,204,176,234,235,275,0,0,0,0,23,24,25,26,4,7,8,6,0,0,0,0,0,0,0,0,
17,18,19,20,201,176,210,211,236,237,238,239,0,0,0,0,13,14,15,16,13,14,15,16,0,0,0,0,0,0,0,0,
23,24,25,26,176,176,213,214,240,241,242,243,0,0,0,0,41,11,11,42,10,21,22,12,0,0,0,0,0,0,0,0,
13,14,15,16,218,219,176,176,245,246,247,248,0,0,0,0,35,36,36,37,27,28,29,30,0,0,0,0,0,0,0,0,
10,21,22,12,201,223,176,176,176,176,249,250,0,0,0,0,23,24,25,26,31,32,33,34,0,0,0,0,0,0,0,0,
35,36,36,37,201,223,176,176,176,176,202,251,0,0,0,0,13,14,15,16,35,36,36,37,0,0,0,0,0,0,0,0,
41,11,11,42,230,231,176,176,176,176,202,252,0,0,0,0,41,11,11,42,41,11,11,42,0,0,0,0,0,0,0,0
35,36,36,37,201,202,203,204,176,232,233,250,0,0,0,0,35,36,36,37,2,2,2,2,60,61,62,63,50,51,52,53,
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17,18,19,20,201,176,210,211,236,237,238,239,0,0,0,0,13,14,15,16,13,14,15,16,35,36,36,37,35,36,36,37,
23,24,25,26,176,176,213,214,240,241,242,243,0,0,0,0,41,11,11,42,10,21,22,12,41,11,11,42,41,11,11,42,
13,14,15,16,218,219,176,176,245,246,247,248,0,0,0,0,35,36,36,37,27,28,29,30,245,246,247,248,0,0,0,0,
10,21,22,12,201,223,176,176,176,176,249,250,0,0,0,0,23,24,25,26,31,32,33,34,176,176,249,250,0,0,0,0,
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41,11,11,42,230,231,176,176,176,176,202,252,0,0,0,0,41,11,11,42,41,11,11,42,176,176,202,252,0,0,0,0
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</layer>
<layer id="2" name="oneway" width="32" height="168" opacity="0.58">
@ -335,7 +335,7 @@
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View file

@ -330,7 +330,7 @@ _player_update_collision_lr(Player *player)
/* player->angle = 0; */
/* player->vel.vz = 0; */
/* // TODO: Same as hitting the head. Adjust this to look like ceiling */
/* player->pos.vy = (player->ev_left.coord - 10) << 12; */
/* player->pos.vy = (player->ev_left.coord - 10) << 12; */
/* } */
/* break; */
/* case CDIR_CEILING: */
@ -469,10 +469,18 @@ _player_update_collision_tb(Player *player)
player->angle = player->ev_grnd1.angle;
else if(!player->ev_grnd1.collided && player->ev_grnd2.collided)
player->angle = player->ev_grnd2.angle;
// In case both are available, get the angle on the left.
// This introduces certain collision bugs but let's leave it
// like this for now
else player->angle = player->ev_grnd1.angle;
/* // In case both are available, get the angle on the left. */
/* // This introduces certain collision bugs but let's leave it */
/* // like this for now */
/* else player->angle = player->ev_grnd1.angle; */
// In case both are available, get the lowest angle always
else {
player->angle =
(player->ev_grnd1.angle < player->ev_grnd2.angle)
? player->ev_grnd1.angle
: player->ev_grnd2.angle;
}
// TODO: FIX THIS!!!!!
int32_t deg = (abs(player->angle) * (360 << 12) >> 24);
@ -608,9 +616,9 @@ _player_update_collision_tb(Player *player)
}
void
player_update(Player *player)
_player_resolve_collision_modes(Player *player)
{
// NOTE THAT PLAYER INPUT IS NOT UPDATED AUTOMATICALLY!
// NOTE THAT PLAYER INPUT IS NOT UPDATED AUTOMATICALLY!
// One must call input_get_state on player->input so that
// player input is recognized. This is done in screen_level.c.
@ -618,7 +626,7 @@ player_update(Player *player)
// by 43 units towards the direction that makes more sense for
// that region, so angles may be increased or decreased depending
// on convenience.
uint32_t p_angle = abs(player->angle);
int32_t p_angle = player->angle;
/* GROUND SENSORS COLLISION MODES */
// As a rule of thumb, only floor and ceiling min/max
@ -630,21 +638,21 @@ player_update(Player *player)
#define GSMODE_ANGLE_FLOOR_RIGHT 0x01d5 // ~41° (original: 45°)
#define GSMODE_ANGLE_CEIL_MIN 0x0600 // 135°
#define GSMODE_ANGLE_CEIL_MAX 0x0a00 // 225°
#define GSMODE_ANGLE_FLOOR_LEFT 0x0e40 // ~318° (original: 315°)
#define GSMODE_ANGLE_FLOOR_LEFT 0x0e94 // ~318° (original: 315°)
// Original collision mode ranges
if((GSMODE_ANGLE_FLOOR_LEFT <= p_angle) || (p_angle <= GSMODE_ANGLE_FLOOR_RIGHT))
if((p_angle >= GSMODE_ANGLE_FLOOR_LEFT) || (p_angle <= GSMODE_ANGLE_FLOOR_RIGHT))
// floor
player->gsmode = CDIR_FLOOR;
else if((GSMODE_ANGLE_FLOOR_RIGHT < p_angle) && (p_angle < GSMODE_ANGLE_CEIL_MIN))
else if((p_angle > GSMODE_ANGLE_FLOOR_RIGHT) && (p_angle < GSMODE_ANGLE_CEIL_MIN))
// r.wall (l.wall if angle is negative)
player->gsmode = (player->angle >= 0)
? CDIR_RWALL
: CDIR_LWALL;
else if((GSMODE_ANGLE_CEIL_MIN <= p_angle) && (p_angle <= GSMODE_ANGLE_CEIL_MAX))
else if((p_angle >= GSMODE_ANGLE_CEIL_MIN) && (p_angle <= GSMODE_ANGLE_CEIL_MAX))
// ceiling
player->gsmode = CDIR_CEILING;
else if((GSMODE_ANGLE_CEIL_MAX < p_angle) && (p_angle < GSMODE_ANGLE_FLOOR_LEFT))
else if((p_angle > GSMODE_ANGLE_CEIL_MAX) && (p_angle < GSMODE_ANGLE_FLOOR_LEFT))
// l.wall (r.wall if angle negative)
player->gsmode = (player->angle >= 0)
? CDIR_LWALL
@ -670,6 +678,12 @@ player_update(Player *player)
player->psmode = (player->angle >= 0)
? CDIR_LWALL
: CDIR_RWALL;
}
void
player_update(Player *player)
{
//_player_resolve_collision_modes(player);
_player_update_collision_lr(player); // Push sensor collision detection
_player_update_collision_tb(player); // Ground sensor collision detection