Add collision tests

This commit is contained in:
Lucas S. Vieira 2024-08-02 23:43:58 -03:00
parent 7cd01c2b4a
commit 77ba77b97e
5 changed files with 155 additions and 42 deletions

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@ -6,10 +6,10 @@
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View file

@ -399,19 +399,19 @@ linecast(LevelData *lvl, TileMap128 *map128, TileMap16 *map16,
num_chunks = 1;
}
if(num_chunks > 1) {
printf("chunks: %d+(%d,%d)=%d %d+(%d,%d)=%d\n",
chunks[0],
vchunkx[0], vchunky[0],
lvl->layers[0].tiles[chunks[0]],
chunks[1],
vchunkx[1], vchunky[1],
lvl->layers[0].tiles[chunks[1]]);
} else {
printf("chunk: %d+(%d,%d)=%d\n",
chunks[0], vchunkx[0], vchunky[0],
lvl->layers[0].tiles[chunks[0]]);
}
/* if(num_chunks > 1) { */
/* printf("chunks: %d+(%d,%d)=%d %d+(%d,%d)=%d\n", */
/* chunks[0], */
/* vchunkx[0], vchunky[0], */
/* lvl->layers[0].tiles[chunks[0]], */
/* chunks[1], */
/* vchunkx[1], vchunky[1], */
/* lvl->layers[0].tiles[chunks[1]]); */
/* } else { */
/* printf("chunk: %d+(%d,%d)=%d\n", */
/* chunks[0], vchunkx[0], vchunky[0], */
/* lvl->layers[0].tiles[chunks[0]]); */
/* } */
// 4. Per definition, our linecast can at most intersect two chunks, and
// will affect exactly ONE or TWO pieces. So since we know the chunk or
@ -426,7 +426,6 @@ linecast(LevelData *lvl, TileMap128 *map128, TileMap16 *map16,
// Further, if these pieces are the same, I only need to look at one of
// them.
uint8_t num_pieces = 2;
int16_t pieces[2];
int32_t vpiecex[2];
int32_t vpiecey[2];
@ -434,17 +433,10 @@ linecast(LevelData *lvl, TileMap128 *map128, TileMap16 *map16,
pieces[1] = ((vchunky[1] >> 4) << 3) + (vchunkx[1] >> 4);
// mod 16 => AND with four least-significant bits
//vpiecex[0] = vchunkx[0] % 16;
//vpiecey[0] = vchunky[0] % 16;
vpiecex[0] = vchunkx[0] & 0x0f;
vpiecey[0] = vchunky[0] & 0x0f;
//if(pieces[0] != pieces[1]) {
//vpiecex[1] = vchunkx[1] % 16;
vpiecex[1] = vchunkx[1] & 0x0f;
//vpiecey[1] = vchunky[1] % 16;
vpiecey[1] = vchunky[1] & 0x0f;
//} else num_pieces = 1;
// Get chunk address from level map
chunks[0] = lvl->layers[0].tiles[chunks[0]];
@ -493,6 +485,8 @@ linecast(LevelData *lvl, TileMap128 *map128, TileMap16 *map16,
}
}
/* printf("piece: %u=(%d,%d)\n", pieces[0], vpiecex[0], vpiecey[0]); */
// These pieces are supposed to be verified linearly. If piece 0 has
// collision, identify the height on height mask and return the desired
// x or y pushbacks.

View file

@ -68,7 +68,12 @@ static uint8_t music_channel = 1;
static VECTOR cam_pos = { 0 };
static CollisionEvent ev = { 0 };
static CollisionEvent ev_grnd1 = { 0 };
static CollisionEvent ev_grnd2 = { 0 };
static CollisionEvent ev_left = { 0 };
static CollisionEvent ev_right = { 0 };
static CollisionEvent ev_ceil1 = { 0 };
static CollisionEvent ev_ceil2 = { 0 };
void
engine_init()
@ -184,13 +189,120 @@ engine_update()
cam_pos = player.pos;
player_update(&player);
ev = linecast(&leveldata, &map128, &map16,
player.pos.vx >> 12, (player.pos.vy >> 12) + 8,
1, 16); // 16px vertical downwards
/* Collider linecasts */
uint16_t
anchorx = (player.pos.vx >> 12),
anchory = (player.pos.vy >> 12) + 4;
uint16_t grn_ceil_dist = 8;
uint16_t grn_mag = 12;
uint16_t ceil_mag = 12;
uint16_t left_mag = 12;
uint16_t right_mag = 12;
ev_grnd1 = linecast(&leveldata, &map128, &map16,
anchorx - grn_ceil_dist, anchory + 8,
1, grn_mag);
ev_grnd2 = linecast(&leveldata, &map128, &map16,
anchorx + grn_ceil_dist, anchory + 8,
1, grn_mag);
ev_ceil1 = linecast(&leveldata, &map128, &map16,
anchorx - grn_ceil_dist, anchory - 8,
1, -ceil_mag);
ev_ceil2 = linecast(&leveldata, &map128, &map16,
anchorx + grn_ceil_dist, anchory - 8,
1, -ceil_mag);
// 16px horizontal to the left or to the right
ev_left = linecast(&leveldata, &map128, &map16,
anchorx, anchory,
0, -left_mag);
ev_right = linecast(&leveldata, &map128, &map16,
anchorx, anchory,
0, right_mag);
/* Draw Colliders */
uint16_t
ax = anchorx - (cam_pos.vx >> 12) + CENTERX,
ay = anchory - (cam_pos.vy >> 12) + CENTERY;
LINE_F2 line;
setLineF2(&line);
// Ground sensor left
setRGB0(&line, 0, 93, 0);
setXY2(&line, ax - grn_ceil_dist, ay + 8, ax - grn_ceil_dist, ay + 8 + grn_mag);
DrawPrim((void *)&line);
// (dot)
if(ev_grnd1.collided) setRGB0(&line, 255, 0, 0);
else setRGB0(&line, 255, 255, 255);
setXY2(&line, ax - grn_ceil_dist, ay + 8 + grn_mag, ax - grn_ceil_dist, ay + 8 + grn_mag);
DrawPrim((void *)&line);
// Ground sensor right
setRGB0(&line, 23, 99, 63);
setXY2(&line, ax + grn_ceil_dist, ay + 8, ax + grn_ceil_dist, ay + 8 + grn_mag);
DrawPrim((void *)&line);
// (dot)
if(ev_grnd2.collided) setRGB0(&line, 255, 0, 0);
else setRGB0(&line, 255, 255, 255);
setXY2(&line, ax + grn_ceil_dist, ay + 8 + grn_mag, ax + grn_ceil_dist, ay + 8 + grn_mag);
DrawPrim((void *)&line);
// Ceiling sensor left
setRGB0(&line, 0, 68, 93);
setXY2(&line, ax - grn_ceil_dist, ay - 8, ax - grn_ceil_dist, ay - 8 - ceil_mag);
DrawPrim((void *)&line);
// (dot)
if(ev_ceil1.collided) setRGB0(&line, 255, 0, 0);
else setRGB0(&line, 255, 255, 255);
setXY2(&line, ax - grn_ceil_dist, ay - 8 - ceil_mag, ax - grn_ceil_dist, ay - 8 - ceil_mag);
DrawPrim((void *)&line);
// Ceiling sensor right
setRGB0(&line, 99, 94, 23);
setXY2(&line, ax + grn_ceil_dist, ay - 8, ax + grn_ceil_dist, ay - 8 - ceil_mag);
DrawPrim((void *)&line);
// (dot)
if(ev_ceil2.collided) setRGB0(&line, 255, 0, 0);
else setRGB0(&line, 255, 255, 255);
setXY2(&line, ax + grn_ceil_dist, ay - 8 - ceil_mag, ax + grn_ceil_dist, ay - 8 - ceil_mag);
DrawPrim((void *)&line);
// Left sensor
setRGB0(&line, 99, 23, 99);
setXY2(&line, ax, ay, ax - left_mag, ay);
DrawPrim((void *)&line);
// (dot)
if(ev_left.collided) setRGB0(&line, 255, 0, 0);
else setRGB0(&line, 255, 255, 255);
setXY2(&line, ax - left_mag, ay, ax - left_mag, ay);
DrawPrim((void *)&line);
// Right sensor
setRGB0(&line, 99, 23, 99);
setXY2(&line, ax, ay, ax + right_mag, ay);
DrawPrim((void *)&line);
// (dot)
if(ev_right.collided) setRGB0(&line, 255, 0, 0);
else setRGB0(&line, 255, 255, 255);
setXY2(&line, ax + right_mag, ay, ax + right_mag, ay);
DrawPrim((void *)&line);
// Player center (dot)
setRGB0(&line, 255, 255, 255);
setXY2(&line, ax, ay, ax, ay);
DrawPrim((void *)&line);
player_update(&player);
}
// Text
static char buffer[255] = { 0 };
void
engine_draw()
{
@ -225,10 +337,10 @@ engine_draw()
int nclip, otz;
POLY_G4 *poly = (POLY_G4 *) get_next_prim();
setPolyG4(poly);
setRGB0(poly, 128, 0, 0);
setRGB1(poly, 0, 128, 0);
setRGB2(poly, 0, 0, 128);
setRGB3(poly, 128, 128, 0);
setRGB0(poly, 96, 0, 0);
setRGB1(poly, 0, 96, 0);
setRGB2(poly, 0, 0, 96);
setRGB3(poly, 96, 96, 0);
nclip = RotAverageNclip4(
&vertices[faces[i]],
@ -250,8 +362,7 @@ engine_draw()
uint32_t elapsed_sectors;
sound_xa_get_elapsed_sectors(&elapsed_sectors);
// Text
char buffer[255] = { 0 };
// Sound debug
snprintf(buffer, 255,
@ -271,18 +382,26 @@ engine_draw()
// Player debug
snprintf(buffer, 255,
"CAM %08x %08x\n"
/* "CAM %08x %08x\n" */
"POS %08x %08x\n"
"VEL %08x %08x\n"
"GSP %08x\n"
"DIR %c\n"
"COL %1x %2d\n",
cam_pos.vx, cam_pos.vy,
"GRN %1x %2d // %1x %2d\n"
"CEI %1x %2d // %1x %2d\n"
"LEF %1x %2d\n"
"RIG %1x %2d\n",
/* cam_pos.vx, cam_pos.vy, */
player.pos.vx, player.pos.vy,
player.vel.vx, player.vel.vy,
player.vel.vz,
player.anim_dir >= 0 ? 'R' : 'L',
ev.collided, ev.pushback);
ev_grnd1.collided, ev_grnd1.pushback,
ev_grnd2.collided, ev_grnd2.pushback,
ev_ceil1.collided, ev_ceil1.pushback,
ev_ceil2.collided, ev_ceil2.pushback,
ev_left.collided, ev_left.pushback,
ev_right.collided, ev_right.pushback);
draw_text(8, 12, 0, buffer);
}