bzr branch
http://9ix.org/bzr/ld27
25
by Josh C
overhaul collision and physics to fix an annoying collision resolution |
1 |
-- monkey patches for zoetrope Sprite |
2 |
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3 |
-- displace on a specific axis |
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4 |
function Sprite:displaceDir(other, dir) |
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if not self.solid or self == other or not other.solid then return end |
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if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end |
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if other.sprites then |
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9 |
-- handle groups |
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for _, spr in pairs(other.sprites) do |
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self:displace(spr, dir) |
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end |
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else |
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-- handle sprites |
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local dim = util.dim(dir) |
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local negMove = (other[dir] - self[dir]) + other[dim] |
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local posMove = (self[dir] + self[dim]) - other[dir] |
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-- TODO: re-add hinting? |
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if negMove < posMove then |
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chg = - negMove |
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else |
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chg = posMove |
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end |
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end |
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other[dir] = other[dir] + chg |
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end |
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-- don't use zoetrope physics |
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function Sprite:update(elapsed) |
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self:doPhysics('x', elapsed) |
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self:doPhysics('y', elapsed) |
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self:doPhysics('rotation', elapsed) |
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if self.onUpdate then self:onUpdate(elapsed) end |
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end |
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-- directional physics |
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function Sprite:doPhysics(dir, elapsed) |
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local vel = self.velocity |
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local acc = self.acceleration |
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local drag = self.drag |
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local minVel = self.minVelocity |
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local maxVel = self.maxVelocity |
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-- check existence of properties |
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if STRICT then |
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assert(vel, 'active sprite has no velocity property') |
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assert(acc, 'active sprite has no acceleration property') |
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assert(drag, 'active sprite has no drag property') |
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assert(minVel, 'active sprite has no minVelocity property') |
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assert(maxVel, 'active sprite has no maxVelocity property') |
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assert(dir=='x' or dir=='y' or dir=='rotation', 'direction should be x, y, or rotation') |
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end |
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vel.x = vel.x or 0 |
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vel.y = vel.y or 0 |
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vel.rotation = vel.rotation or 0 |
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||
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-- physics |
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if acc[dir] and acc[dir] ~= 0 then |
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vel[dir] = vel[dir] + acc[dir] * elapsed |
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else |
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if drag[dir] then |
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if vel[dir] > 0 then |
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vel[dir] = vel[dir] - drag[dir] * elapsed |
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if vel[dir] < 0 then vel[dir] = 0 end |
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elseif vel[dir] < 0 then |
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vel[dir] = vel[dir] + drag[dir] * elapsed |
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if vel[dir] > 0 then vel[dir] = 0 end |
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end |
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end |
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end |
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if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end |
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if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end |
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-- ugly hack for falling through floor on really slow frames |
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26
by Josh C
correct tile size for slow frame hack |
84 |
if math.abs(vel[dir] * elapsed) > 16 then |
25
by Josh C
overhaul collision and physics to fix an annoying collision resolution |
85 |
print('skip') |
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return |
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end |
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if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end |
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90 |
||
27
by Josh C
title screen |
91 |
if the.activeMaze and (dir == 'x' or dir == 'y') then -- doesn't make sense for rotation |
25
by Josh C
overhaul collision and physics to fix an annoying collision resolution |
92 |
if self[dir] < 0 then self[dir] = 0 end |
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local edge = the.activeMaze[util.dim(dir)] - the.player[util.dim(dir)] |
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-- TODO: take map position into account |
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if self[dir] > edge then self[dir] = edge end |
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end |
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end |