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Improve angle deduction, improve some tiles, fix mode change
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b115611b14
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9 changed files with 160 additions and 32 deletions
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0,0,74,75,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,54,55,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
|
|
|
@ -1223,15 +1223,15 @@
|
|||
</tile>
|
||||
<tile id="444">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="16.087" y="2.91304">
|
||||
<polygon points="0,0 -0.0869565,13.087 -9.08696,13.0435"/>
|
||||
<object id="2" x="15.9565" y="4.95652">
|
||||
<polygon points="0,0 0.0434783,11.0435 -8.95652,10.9565"/>
|
||||
</object>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="445">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="3" y="0">
|
||||
<polygon points="0,0 13,0 13,16 -3,16 -3,3.08696"/>
|
||||
<object id="2" x="3.04348" y="-0.0434783">
|
||||
<polygon points="0,0 12.9565,0.0434783 12.9565,16.0435 -3.04348,16.0435 -3,4.26087"/>
|
||||
</object>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
|
|
18
src/player.c
18
src/player.c
|
@ -474,7 +474,8 @@ _player_update_collision_tb(Player *player)
|
|||
// like this for now
|
||||
else player->angle = player->ev_grnd1.angle;
|
||||
|
||||
int32_t deg = (player->angle * (360 << 12) >> 24);
|
||||
// TODO: FIX THIS!!!!!
|
||||
int32_t deg = (abs(player->angle) * (360 << 12) >> 24);
|
||||
|
||||
// Set ground speed according to X and Y velocity,
|
||||
// and plaform angle
|
||||
|
@ -629,7 +630,7 @@ 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 0x0e2b // ~318° (original: 315°)
|
||||
#define GSMODE_ANGLE_FLOOR_LEFT 0x0e40 // ~318° (original: 315°)
|
||||
|
||||
// Original collision mode ranges
|
||||
if((GSMODE_ANGLE_FLOOR_LEFT <= p_angle) || (p_angle <= GSMODE_ANGLE_FLOOR_RIGHT))
|
||||
|
@ -652,10 +653,10 @@ player_update(Player *player)
|
|||
/* PUSH SENSORS COLLISION MODES */
|
||||
// As opposed to ground sensors, here the L.Wall and R.Wall modes are
|
||||
// well-defined.
|
||||
#define PSMODE_ANGLE_RWALL_MIN 0x01d5 // ~41°
|
||||
#define PSMODE_ANGLE_RWALL_MAX 0x0600 // 135°
|
||||
#define PSMODE_ANGLE_LWALL_MIN 0x0a00 // 225°
|
||||
#define PSMODE_ANGLE_LWALL_MAX 0x0e2b // ~318°
|
||||
#define PSMODE_ANGLE_RWALL_MIN 0x014e // ~41°
|
||||
#define PSMODE_ANGLE_RWALL_MAX 0x0579 // 135°
|
||||
#define PSMODE_ANGLE_LWALL_MIN 0x0a87 // 225°
|
||||
#define PSMODE_ANGLE_LWALL_MAX 0x0db9 // ~318°
|
||||
|
||||
if((p_angle > PSMODE_ANGLE_LWALL_MAX) || (p_angle < PSMODE_ANGLE_RWALL_MIN))
|
||||
player->psmode = CDIR_FLOOR;
|
||||
|
@ -663,9 +664,9 @@ player_update(Player *player)
|
|||
player->psmode = (player->angle >= 0)
|
||||
? CDIR_RWALL
|
||||
: CDIR_LWALL;
|
||||
else if((p_angle > PSMODE_ANGLE_RWALL_MAX) && (PSMODE_ANGLE_LWALL_MIN < p_angle))
|
||||
else if((p_angle > PSMODE_ANGLE_RWALL_MAX) && (p_angle < PSMODE_ANGLE_LWALL_MIN))
|
||||
player->psmode = CDIR_CEILING;
|
||||
else if((PSMODE_ANGLE_LWALL_MIN <= p_angle) && (p_angle <= PSMODE_ANGLE_LWALL_MAX))
|
||||
else if((PSMODE_ANGLE_LWALL_MIN >= p_angle) && (p_angle <= PSMODE_ANGLE_LWALL_MAX))
|
||||
player->psmode = (player->angle >= 0)
|
||||
? CDIR_LWALL
|
||||
: CDIR_RWALL;
|
||||
|
@ -852,6 +853,7 @@ player_update(Player *player)
|
|||
: Y_GRAVITY;
|
||||
} else {
|
||||
if(input_pressed(&player->input, PAD_CROSS) && player->action != ACTION_SPINDASH) {
|
||||
// TODO: Review jump according to angle
|
||||
player->vel.vx -= (Y_JUMP_STRENGTH * rsin(player->angle)) >> 12;
|
||||
player->vel.vy -= (Y_JUMP_STRENGTH * rcos(player->angle)) >> 12;
|
||||
player->grnd = 0;
|
||||
|
|
|
@ -478,7 +478,7 @@ screen_level_draw(void *d)
|
|||
,
|
||||
player.vel.vz,
|
||||
player.vel.vx, player.vel.vy,
|
||||
abs(player.angle),
|
||||
player.angle,
|
||||
(player.gsmode == CDIR_FLOOR)
|
||||
? "FL"
|
||||
: (player.gsmode == CDIR_RWALL)
|
||||
|
@ -497,7 +497,7 @@ screen_level_draw(void *d)
|
|||
: (player.psmode == CDIR_CEILING)
|
||||
? "CE"
|
||||
: " ",
|
||||
(int32_t)((player.angle * (360 << 12)) >> 24), // angle in deg
|
||||
(int32_t)(((int32_t)player.angle * (int32_t)(360 << 12)) >> 24), // angle in deg
|
||||
player.pos.vx, player.pos.vy,
|
||||
player.action
|
||||
);
|
||||
|
|
|
@ -74,6 +74,7 @@ def get_height_mask(d: Direction, points):
|
|||
# Of course, if pointing downwards, we go from left to right, top to bottom.
|
||||
# If using any other direction... flip it accordingly.
|
||||
heightmask = []
|
||||
last_pos = 0
|
||||
angle = 0
|
||||
for pos in range(16):
|
||||
found = False
|
||||
|
@ -94,15 +95,25 @@ def get_height_mask(d: Direction, points):
|
|||
if point_in_geometry([x, y], points):
|
||||
found = True
|
||||
heightmask.append(height)
|
||||
if (pos > 0) and (heightmask[pos - 1] != height):
|
||||
last_pos = pos
|
||||
break
|
||||
if not found:
|
||||
heightmask.append(0)
|
||||
|
||||
# Build vector according to direction
|
||||
# and heightmask
|
||||
# and heightmask.
|
||||
# We have a somewhat naive approach here to determine angle: when we have
|
||||
# a platform that, at some point, keeps its height, we ignore said height
|
||||
# change and only consider the steep part.
|
||||
# This is necessary because some tiles have a really steep angle in a
|
||||
# certain direction; angles are a property of the entire tile on a specific
|
||||
# mode.
|
||||
# This was causing some almost-square tiles with really steep angles to
|
||||
# have very small angles (see R3, tile 76).
|
||||
vector = [0, 0]
|
||||
dirvec = [1, 0]
|
||||
delta = heightmask[0] - heightmask[-1]
|
||||
delta = heightmask[0] - heightmask[last_pos]
|
||||
if d == Direction.DOWN:
|
||||
# Vector points left to right
|
||||
vector = [16, delta]
|
||||
|
@ -124,6 +135,9 @@ def get_height_mask(d: Direction, points):
|
|||
angle = math.atan2(dirvec[1], dirvec[0]) - math.atan2(vector[1], vector[0])
|
||||
# Angles are always converted to degrees and rounded
|
||||
# to zero decimals
|
||||
if angle < 0:
|
||||
angle += math.tau
|
||||
|
||||
angle = to_psx_angle(angle)
|
||||
return (heightmask, angle)
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue