diff --git a/assets/levels/R3/128.png b/assets/levels/R3/128.png
index 53c8681..d51a815 100644
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diff --git a/assets/levels/R3/Z2.tmx b/assets/levels/R3/Z2.tmx
index 01e11ce..3c4a2ff 100644
--- a/assets/levels/R3/Z2.tmx
+++ b/assets/levels/R3/Z2.tmx
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diff --git a/assets/levels/R3/tilemap128.tmx b/assets/levels/R3/tilemap128.tmx
index 1694e7d..a6db97d 100644
--- a/assets/levels/R3/tilemap128.tmx
+++ b/assets/levels/R3/tilemap128.tmx
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diff --git a/assets/levels/R3/tiles16.tsx b/assets/levels/R3/tiles16.tsx
index 0d528a6..78f8359 100644
--- a/assets/levels/R3/tiles16.tsx
+++ b/assets/levels/R3/tiles16.tsx
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diff --git a/assets/levels/R8/Z2.tmx b/assets/levels/R8/Z2.tmx
index daba015..e029bf3 100644
--- a/assets/levels/R8/Z2.tmx
+++ b/assets/levels/R8/Z2.tmx
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diff --git a/assets/levels/R8/tiles16.tsx b/assets/levels/R8/tiles16.tsx
index 36548c7..a803435 100644
--- a/assets/levels/R8/tiles16.tsx
+++ b/assets/levels/R8/tiles16.tsx
@@ -1223,15 +1223,15 @@
-
-
-
+
+
diff --git a/src/player.c b/src/player.c
index b6cd485..c0850cc 100644
--- a/src/player.c
+++ b/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;
diff --git a/src/screen_level.c b/src/screen_level.c
index da6bece..d32c330 100644
--- a/src/screen_level.c
+++ b/src/screen_level.c
@@ -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
);
diff --git a/tools/cookcollision.py b/tools/cookcollision.py
index 3411118..d64dda1 100755
--- a/tools/cookcollision.py
+++ b/tools/cookcollision.py
@@ -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)