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Fix collision angles generator and add collision modes for sensors
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7 changed files with 246 additions and 154 deletions
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||||
<map version="1.10" tiledversion="1.11.0" orientation="orthogonal" renderorder="right-down" width="32" height="96" tilewidth="16" tileheight="16" infinite="0" nextlayerid="5" nextobjectid="1">
|
||||
<map version="1.10" tiledversion="1.11.0" orientation="orthogonal" renderorder="right-down" width="32" height="104" tilewidth="16" tileheight="16" infinite="0" nextlayerid="5" nextobjectid="1">
|
||||
<tileset firstgid="1" source="tiles16.tsx"/>
|
||||
<layer id="1" name="solid" width="32" height="96">
|
||||
<layer id="1" name="solid" width="32" height="104">
|
||||
<data encoding="csv">
|
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@ -91,17 +91,25 @@
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
||||
</data>
|
||||
</layer>
|
||||
<layer id="2" name="oneway" width="32" height="96" opacity="0.9">
|
||||
<layer id="2" name="oneway" width="32" height="104" opacity="0.9">
|
||||
<data encoding="csv">
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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|
||||
|
@ -198,10 +206,18 @@
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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</data>
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</layer>
|
||||
<layer id="3" name="none" width="32" height="96" opacity="0.5">
|
||||
<layer id="3" name="none" width="32" height="104" opacity="0.5">
|
||||
<data encoding="csv">
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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|
@ -298,10 +314,18 @@
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||||
</data>
|
||||
</layer>
|
||||
<layer id="4" name="front" width="32" height="96">
|
||||
<layer id="4" name="front" width="32" height="104">
|
||||
<data encoding="csv">
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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|
@ -398,6 +422,14 @@
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
|
||||
</data>
|
||||
</layer>
|
||||
|
|
|
@ -55,6 +55,9 @@ typedef enum {
|
|||
ACTION_HURT,
|
||||
} PlayerAction;
|
||||
|
||||
// Alias to make things look less weird
|
||||
typedef LinecastDirection CollMode;
|
||||
|
||||
typedef struct {
|
||||
InputState input;
|
||||
|
||||
|
@ -80,6 +83,10 @@ typedef struct {
|
|||
uint16_t iframes;
|
||||
uint8_t shield;
|
||||
|
||||
// Collision modes
|
||||
CollMode gsmode;
|
||||
CollMode psmode;
|
||||
|
||||
PlayerAction action;
|
||||
|
||||
CollisionEvent ev_grnd1;
|
||||
|
|
38
src/player.c
38
src/player.c
|
@ -70,6 +70,8 @@ load_player(Player *player,
|
|||
player->framecount = 0;
|
||||
player->iframes = 0;
|
||||
player->shield = 0;
|
||||
player->gsmode = CDIR_FLOOR;
|
||||
player->psmode = CDIR_FLOOR;
|
||||
|
||||
player_set_animation_direct(player, ANIM_STOPPED);
|
||||
player->anim_frame = player->anim_timer = 0;
|
||||
|
@ -411,8 +413,40 @@ player_update(Player *player)
|
|||
// One must call input_get_state on player->input so that
|
||||
// player input is recognized. This is done in screen_level.c.
|
||||
|
||||
_player_update_collision_lr(player);
|
||||
_player_update_collision_tb(player);
|
||||
uint32_t p_angle = abs(player->angle);
|
||||
|
||||
/* GROUND SENSORS COLLISION MODES */
|
||||
if((p_angle > 0x0e2d) || (p_angle <= 0x01bb))
|
||||
player->gsmode = CDIR_FLOOR;
|
||||
else if((p_angle > 0x01bb) && (p_angle <= 0x05d2))
|
||||
player->gsmode = (player->angle >= 0)
|
||||
? CDIR_RWALL
|
||||
: CDIR_LWALL;
|
||||
else if((p_angle > 0x05d2) && (p_angle <= 0x0a22))
|
||||
player->gsmode = CDIR_CEILING;
|
||||
else if((p_angle > 0x0a22) && (p_angle <= 0x0e2d))
|
||||
player->gsmode = (player->angle >= 0)
|
||||
? CDIR_LWALL
|
||||
: CDIR_RWALL;
|
||||
|
||||
/* PUSH SENSORS COLLISION MODES */
|
||||
// The logic here is basically subtract #x010 from each angle.
|
||||
// Push sensors are supposed to turn later than ground sensors
|
||||
if((p_angle > 0x0e1d) || (p_angle <= 0x01cb))
|
||||
player->psmode = CDIR_FLOOR;
|
||||
else if((p_angle > 0x01cb) && (p_angle <= 0x05c2))
|
||||
player->psmode = (player->angle >= 0)
|
||||
? CDIR_RWALL
|
||||
: CDIR_LWALL;
|
||||
else if((p_angle > 0x05c2) && (p_angle <= 0x0a12))
|
||||
player->psmode = CDIR_CEILING;
|
||||
else if((p_angle > 0x0a12) && (p_angle <= 0x0e1d))
|
||||
player->psmode = (player->angle >= 0)
|
||||
? CDIR_LWALL
|
||||
: CDIR_RWALL;
|
||||
|
||||
_player_update_collision_lr(player); // Push sensor collision detection
|
||||
_player_update_collision_tb(player); // Ground sensor collision detection
|
||||
|
||||
// i-frames
|
||||
if(player->iframes > 0) player->iframes--;
|
||||
|
|
|
@ -470,17 +470,34 @@ screen_level_draw(void *d)
|
|||
snprintf(buffer, 255,
|
||||
"GSP %08x\n"
|
||||
"SPD %08x %08x\n"
|
||||
"ANG %04x\n"
|
||||
"ANG %08x G.P %s %s %3d\n"
|
||||
"POS %08x %08x\n"
|
||||
"ACT %02u\n"
|
||||
"REV %08x\n"
|
||||
,
|
||||
player.vel.vz,
|
||||
player.vel.vx, player.vel.vy,
|
||||
player.angle,
|
||||
abs(player.angle),
|
||||
(player.gsmode == CDIR_FLOOR)
|
||||
? "FL"
|
||||
: (player.gsmode == CDIR_RWALL)
|
||||
? "RW"
|
||||
: (player.gsmode == CDIR_LWALL)
|
||||
? "LW"
|
||||
: (player.gsmode == CDIR_CEILING)
|
||||
? "CE"
|
||||
: " ",
|
||||
(player.psmode == CDIR_FLOOR)
|
||||
? "FL"
|
||||
: (player.psmode == CDIR_RWALL)
|
||||
? "RW"
|
||||
: (player.psmode == CDIR_LWALL)
|
||||
? "LW"
|
||||
: (player.psmode == CDIR_CEILING)
|
||||
? "CE"
|
||||
: " ",
|
||||
(int32_t)((player.angle * (360 << 12)) >> 24), // angle in deg
|
||||
player.pos.vx, player.pos.vy,
|
||||
player.action,
|
||||
player.spinrev
|
||||
player.action
|
||||
);
|
||||
font_draw_sm(buffer, 8, 12);
|
||||
}
|
||||
|
|
|
@ -40,15 +40,15 @@ def normalize(v):
|
|||
return [c / norm for c in v]
|
||||
|
||||
|
||||
def fix_angle(x):
|
||||
# This ensures that an angle in radians is always on their
|
||||
# 1st or 4th quadrant equivalent, and also on the first lap.
|
||||
fixed = x
|
||||
if (x >= (np.pi / 2)) and (x < np.pi):
|
||||
fixed = (2 * np.pi) - (np.pi - x)
|
||||
if (x >= np.pi) and (x < (1.5 * np.pi)):
|
||||
fixed = x - np.pi
|
||||
return fixed % (2 * np.pi)
|
||||
# def fix_angle(x):
|
||||
# # This ensures that an angle in radians is always on their
|
||||
# # 1st or 4th quadrant equivalent, and also on the first lap.
|
||||
# fixed = x
|
||||
# if (x >= (np.pi / 2)) and (x < np.pi):
|
||||
# fixed = (2 * np.pi) - (np.pi - x)
|
||||
# if (x >= np.pi) and (x < (1.5 * np.pi)):
|
||||
# fixed = x - np.pi
|
||||
# return fixed % (2 * np.pi)
|
||||
|
||||
|
||||
def to_psx_angle(a):
|
||||
|
@ -59,7 +59,8 @@ def to_psx_angle(a):
|
|||
# our angle.
|
||||
# Final gsp->(xsp, ysp) conversions in-game are given as
|
||||
# {x: (gsp * cos(x) >> 12), y: (gsp * -sin(x)) >> 12}.
|
||||
a = np.rad2deg(fix_angle(a))
|
||||
# a = np.rad2deg(fix_angle(a))
|
||||
a = round(np.rad2deg(a), 0)
|
||||
rat = a / 360
|
||||
return math.floor(rat * 4096)
|
||||
|
||||
|
@ -98,7 +99,6 @@ def get_height_mask(d: Direction, points):
|
|||
|
||||
# Build vector according to direction
|
||||
# and heightmask
|
||||
# TODO: Maybe the referential dirvec is wrong?
|
||||
vector = [0, 0]
|
||||
dirvec = [0, 0]
|
||||
dirv = 0
|
||||
|
@ -126,6 +126,8 @@ def get_height_mask(d: Direction, points):
|
|||
|
||||
vector = normalize(vector)
|
||||
angle = math.atan2(dirvec[1], dirvec[0]) - math.atan2(vector[1], vector[0])
|
||||
# Angles are always converted to degrees and rounded
|
||||
# to zero decimals
|
||||
angle = to_psx_angle(angle)
|
||||
return (heightmask, angle)
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue