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<< 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)