Improve angle deduction, improve some tiles, fix mode change

This commit is contained in:
Lucas S. Vieira 2024-12-10 00:51:22 -03:00 committed by Lucas Vieira
parent b115611b14
commit f954faff92
9 changed files with 160 additions and 32 deletions

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View file

@ -1223,15 +1223,15 @@
</tile> </tile>
<tile id="444"> <tile id="444">
<objectgroup draworder="index" id="2"> <objectgroup draworder="index" id="2">
<object id="1" x="16.087" y="2.91304"> <object id="2" x="15.9565" y="4.95652">
<polygon points="0,0 -0.0869565,13.087 -9.08696,13.0435"/> <polygon points="0,0 0.0434783,11.0435 -8.95652,10.9565"/>
</object> </object>
</objectgroup> </objectgroup>
</tile> </tile>
<tile id="445"> <tile id="445">
<objectgroup draworder="index" id="2"> <objectgroup draworder="index" id="2">
<object id="1" x="3" y="0"> <object id="2" x="3.04348" y="-0.0434783">
<polygon points="0,0 13,0 13,16 -3,16 -3,3.08696"/> <polygon points="0,0 12.9565,0.0434783 12.9565,16.0435 -3.04348,16.0435 -3,4.26087"/>
</object> </object>
</objectgroup> </objectgroup>
</tile> </tile>

View file

@ -474,7 +474,8 @@ _player_update_collision_tb(Player *player)
// like this for now // like this for now
else player->angle = player->ev_grnd1.angle; 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, // Set ground speed according to X and Y velocity,
// and plaform angle // and plaform angle
@ -629,7 +630,7 @@ player_update(Player *player)
#define GSMODE_ANGLE_FLOOR_RIGHT 0x01d5 // ~41° (original: 45°) #define GSMODE_ANGLE_FLOOR_RIGHT 0x01d5 // ~41° (original: 45°)
#define GSMODE_ANGLE_CEIL_MIN 0x0600 // 135° #define GSMODE_ANGLE_CEIL_MIN 0x0600 // 135°
#define GSMODE_ANGLE_CEIL_MAX 0x0a00 // 225° #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 // Original collision mode ranges
if((GSMODE_ANGLE_FLOOR_LEFT <= p_angle) || (p_angle <= GSMODE_ANGLE_FLOOR_RIGHT)) 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 */ /* PUSH SENSORS COLLISION MODES */
// As opposed to ground sensors, here the L.Wall and R.Wall modes are // As opposed to ground sensors, here the L.Wall and R.Wall modes are
// well-defined. // well-defined.
#define PSMODE_ANGLE_RWALL_MIN 0x01d5 // ~41° #define PSMODE_ANGLE_RWALL_MIN 0x014e // ~41°
#define PSMODE_ANGLE_RWALL_MAX 0x0600 // 135° #define PSMODE_ANGLE_RWALL_MAX 0x0579 // 135°
#define PSMODE_ANGLE_LWALL_MIN 0x0a00 // 225° #define PSMODE_ANGLE_LWALL_MIN 0x0a87 // 225°
#define PSMODE_ANGLE_LWALL_MAX 0x0e2b // ~318° #define PSMODE_ANGLE_LWALL_MAX 0x0db9 // ~318°
if((p_angle > PSMODE_ANGLE_LWALL_MAX) || (p_angle < PSMODE_ANGLE_RWALL_MIN)) if((p_angle > PSMODE_ANGLE_LWALL_MAX) || (p_angle < PSMODE_ANGLE_RWALL_MIN))
player->psmode = CDIR_FLOOR; player->psmode = CDIR_FLOOR;
@ -663,9 +664,9 @@ player_update(Player *player)
player->psmode = (player->angle >= 0) player->psmode = (player->angle >= 0)
? CDIR_RWALL ? CDIR_RWALL
: CDIR_LWALL; : 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; 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) player->psmode = (player->angle >= 0)
? CDIR_LWALL ? CDIR_LWALL
: CDIR_RWALL; : CDIR_RWALL;
@ -852,6 +853,7 @@ player_update(Player *player)
: Y_GRAVITY; : Y_GRAVITY;
} else { } else {
if(input_pressed(&player->input, PAD_CROSS) && player->action != ACTION_SPINDASH) { 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.vx -= (Y_JUMP_STRENGTH * rsin(player->angle)) >> 12;
player->vel.vy -= (Y_JUMP_STRENGTH * rcos(player->angle)) >> 12; player->vel.vy -= (Y_JUMP_STRENGTH * rcos(player->angle)) >> 12;
player->grnd = 0; player->grnd = 0;

View file

@ -478,7 +478,7 @@ screen_level_draw(void *d)
, ,
player.vel.vz, player.vel.vz,
player.vel.vx, player.vel.vy, player.vel.vx, player.vel.vy,
abs(player.angle), player.angle,
(player.gsmode == CDIR_FLOOR) (player.gsmode == CDIR_FLOOR)
? "FL" ? "FL"
: (player.gsmode == CDIR_RWALL) : (player.gsmode == CDIR_RWALL)
@ -497,7 +497,7 @@ screen_level_draw(void *d)
: (player.psmode == CDIR_CEILING) : (player.psmode == CDIR_CEILING)
? "CE" ? "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.pos.vx, player.pos.vy,
player.action player.action
); );

View file

@ -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. # Of course, if pointing downwards, we go from left to right, top to bottom.
# If using any other direction... flip it accordingly. # If using any other direction... flip it accordingly.
heightmask = [] heightmask = []
last_pos = 0
angle = 0 angle = 0
for pos in range(16): for pos in range(16):
found = False found = False
@ -94,15 +95,25 @@ def get_height_mask(d: Direction, points):
if point_in_geometry([x, y], points): if point_in_geometry([x, y], points):
found = True found = True
heightmask.append(height) heightmask.append(height)
if (pos > 0) and (heightmask[pos - 1] != height):
last_pos = pos
break break
if not found: if not found:
heightmask.append(0) heightmask.append(0)
# Build vector according to direction # 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] vector = [0, 0]
dirvec = [1, 0] dirvec = [1, 0]
delta = heightmask[0] - heightmask[-1] delta = heightmask[0] - heightmask[last_pos]
if d == Direction.DOWN: if d == Direction.DOWN:
# Vector points left to right # Vector points left to right
vector = [16, delta] 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]) angle = math.atan2(dirvec[1], dirvec[0]) - math.atan2(vector[1], vector[0])
# Angles are always converted to degrees and rounded # Angles are always converted to degrees and rounded
# to zero decimals # to zero decimals
if angle < 0:
angle += math.tau
angle = to_psx_angle(angle) angle = to_psx_angle(angle)
return (heightmask, angle) return (heightmask, angle)