From 0d9a8d835ab337c6f7c07fed70fb45c7603f1380 Mon Sep 17 00:00:00 2001 From: Matthias Braun Date: Fri, 31 Mar 2006 14:46:32 +0000 Subject: [PATCH] 1 tile holes work again, fixed some bugs in the PathWalker SVN-Revision: 3156 --- data/levels/test/1holes.stl | 130 ++++++++++++++++++++++++++++++++++++++++++++ data/levels/test/light.stl | 2 +- src/object/path_walker.cpp | 4 +- src/object/player.cpp | 12 +++- src/sector.cpp | 28 ++++------ 5 files changed, 155 insertions(+), 21 deletions(-) create mode 100644 data/levels/test/1holes.stl diff --git a/data/levels/test/1holes.stl b/data/levels/test/1holes.stl new file mode 100644 index 000000000..b17927f13 --- /dev/null +++ b/data/levels/test/1holes.stl @@ -0,0 +1,130 @@ +;; Generated by Flexlay Editor +(supertux-level + (version 2) + (name (_ "Totem Test")) + (author "Marek") + (sector + (name "main") + (gravity 10.000000) + (tilemap + (layer "background") + (solid #f) + (speed 1.000000) + (width 40) + (height 28) + (tiles + 0 0 0 0 0 0 0 0 0 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PathWalker::PathWalker(const Path* path) { last_pos = path->nodes[0].position; node_mult = 1 / path->nodes[0].time; + next_node_nr = path->nodes.size() > 1 ? 1 : 0; } PathWalker::~PathWalker() @@ -45,7 +46,7 @@ PathWalker::advance(float elapsed_time) const Path::Node* current_node = & (path->nodes[current_node_nr]); while(node_time + elapsed_time * node_mult >= 1) { - elapsed_time -= (1 - node_time) * node_mult; + elapsed_time -= (1 - node_time) / node_mult; if(walking_speed > 0) { advance_node(); @@ -119,6 +120,7 @@ PathWalker::goback_node() switch(path->mode) { case Path::PING_PONG: walking_speed = -walking_speed; + next_node_nr = path->nodes.size() > 1 ? 1 : 0; return; default: break; diff --git a/src/object/player.cpp b/src/object/player.cpp index bde9ccbc4..0bc2e854b 100644 --- a/src/object/player.cpp +++ b/src/object/player.cpp @@ -556,7 +556,7 @@ Player::draw(DrawingContext& context) { if(!visible) return; - + TuxBodyParts* tux_body; if (player_status->bonus == GROWUP_BONUS) @@ -599,7 +599,7 @@ Player::draw(DrawingContext& context) else // dir == RIGHT tux_body->set_action("buttjump-right"); } - else if (physic.get_velocity_y() != 0 && !on_ground()) + else if (!on_ground()) { if(dir == LEFT) tux_body->set_action("jump-left"); @@ -711,6 +711,14 @@ Player::collision(GameObject& other, const CollisionHit& hit) } if(other.get_flags() & FLAG_SOLID) { + /* + printf("Col %p: HN: %3.1f %3.1f D %.1f P: %3.1f %3.1f M: %3.1f %3.1f\n", + &other, + hit.normal.x, hit.normal.y, hit.depth, + get_pos().x, get_pos().y, + movement.x, movement.y); + */ + if(hit.normal.y < 0) { // landed on floor? if(physic.get_velocity_y() < 0) physic.set_velocity_y(0); diff --git a/src/sector.cpp b/src/sector.cpp index cf5e8f5d3..26a1269b4 100644 --- a/src/sector.cpp +++ b/src/sector.cpp @@ -572,7 +572,7 @@ Sector::draw(DrawingContext& context) context.pop_transform(); } -static const float DELTA = .001; +static const float DELTA = .1; void Sector::collision_tilemap(const Rect& dest, const Vector& movement, @@ -588,8 +588,7 @@ Sector::collision_tilemap(const Rect& dest, const Vector& movement, int starttilex = int(x1) / 32; int starttiley = int(y1) / 32; int max_x = int(x2); - // the +1 is somehow needed to make characters stay on the floor - int max_y = int(y2+1); + int max_y = int(y2 + (1 - DELTA)); CollisionHit temphit; for(int x = starttilex; x*32 < max_x; ++x) { @@ -729,17 +728,12 @@ Sector::collision_static(MovingObject* object, const Vector& movement) || !moving_object_2->is_valid()) continue; - Rect dest2 = moving_object_2->get_bbox(); - // We're using the old position of the object here, - // this might seem a bit wrong but improves some situations - // like stacked boxes and badguys alot - // - dest2.move(moving_object_2->get_movement()); + Rect dest = moving_object_2->dest; + Vector rel_movement = movement - moving_object_2->get_movement(); - //Vector movement = - - if(Collision::rectangle_rectangle(temphit, object->dest, rel_movement, dest2) + + if(Collision::rectangle_rectangle(temphit, object->dest, rel_movement, dest) && temphit.time > hit.time) { hit = temphit; collided_with = moving_object_2; @@ -804,18 +798,18 @@ Sector::handle_collisions() Vector movement = moving_object->get_movement(); // test if x or y movement is dominant - if(fabsf(moving_object->get_movement().x) > fabsf(moving_object->get_movement().y)) { + if(fabsf(moving_object->get_movement().x) < fabsf(moving_object->get_movement().y)) { // test in x direction first, then y direction moving_object->dest.move(Vector(0, -movement.y)); for(int i = 0; i < 2; ++i) { - bool res = collision_static(moving_object, /*Vector(movement.x, 0)*/ movement); + bool res = collision_static(moving_object, Vector(movement.x, 0)); if(res) break; } moving_object->dest.move(Vector(0, movement.y)); for(int i = 0; i < 2; ++i) { - bool res = collision_static(moving_object, /*Vector(0, movement.y)*/ movement); + bool res = collision_static(moving_object, Vector(0, movement.y)); if(res) break; } @@ -825,13 +819,13 @@ Sector::handle_collisions() // test in y direction first, then x direction moving_object->dest.move(Vector(-movement.x, 0)); for(int i = 0; i < 2; ++i) { - bool res = collision_static(moving_object, movement/*Vector(0, movement.y)*/); + bool res = collision_static(moving_object, Vector(0, movement.y)); if(res) break; } moving_object->dest.move(Vector(movement.x, 0)); for(int i = 0; i < 2; ++i) { - bool res = collision_static(moving_object, movement /*Vector(movement.x, 0)*/); + bool res = collision_static(moving_object, Vector(movement.x, 0)); if(res) break; } -- 2.11.0