fix traplaunches, like really

This commit is contained in:
RandomityGuy 2023-05-24 18:57:10 +05:30
parent 3e04d2a4da
commit e1adbbb387
5 changed files with 81 additions and 162 deletions

View file

@ -1541,15 +1541,25 @@ class Marble extends GameObject {
function advancePhysics(timeState:TimeState, m:Move, collisionWorld:CollisionWorld, pathedInteriors:Array<PathedInterior>) {
var timeRemaining = timeState.dt;
var startTime = timeRemaining;
var it = 0;
var piTime = timeState.currentAttemptTime;
var piTime = timeRemaining;
_bounceYet = false;
var contactTime = 0.0;
var it = 0;
var passedTime = timeState.currentAttemptTime;
if (this.controllable) {
for (interior in pathedInteriors) {
// interior.pushTickState();
interior.computeNextPathStep(timeRemaining);
}
}
do {
if (timeRemaining <= 0)
break;
@ -1558,12 +1568,7 @@ class Marble extends GameObject {
if (timeRemaining < timeStep)
timeStep = timeRemaining;
if (this.controllable) {
for (interior in pathedInteriors) {
interior.pushTickState();
interior.recomputeVelocity(piTime + timeStep * 4, timeStep * 4);
}
}
passedTime += timeStep;
var stoppedPaths = false;
var tempState = timeState.clone();
@ -1662,18 +1667,6 @@ class Marble extends GameObject {
// var expectedPos = pos.add(posAdd);
// var newPos = nudgeToContacts(expectedPos, _radius);
piTime += timeStep;
if (this.controllable) {
for (interior in pathedInteriors) {
interior.popTickState();
interior.setStopped(stoppedPaths);
var piDT = timeState.clone();
piDT.currentAttemptTime = piTime;
piDT.dt = timeStep;
interior.update(piDT);
}
}
// if (mode == Start) {
// var upVec = this.level.currentUp;
// var startpadNormal = startPad.getAbsPos().up();
@ -1711,7 +1704,7 @@ class Marble extends GameObject {
if (this.heldPowerup != null && m.powerup && !this.level.outOfBounds) {
var pTime = timeState.clone();
pTime.dt = timeStep;
pTime.currentAttemptTime = piTime;
pTime.currentAttemptTime = passedTime;
this.heldPowerup.use(pTime);
this.heldPowerup = null;
if (this.level.isRecording) {
@ -1721,7 +1714,7 @@ class Marble extends GameObject {
if (this.controllable && this.prevPos != null) {
var tempTimeState = timeState.clone();
tempState.currentAttemptTime = piTime;
tempState.currentAttemptTime = passedTime;
tempState.dt = timeStep;
this.level.callCollisionHandlers(cast this, tempTimeState, pos, newPos, rot, quat);
}
@ -1731,9 +1724,25 @@ class Marble extends GameObject {
timeRemaining -= timeStep;
if (this.controllable) {
for (interior in pathedInteriors) {
interior.advance(timeStep);
}
}
piTime += timeStep;
if (tdiff == 0 || it > 10)
break;
} while (true);
if (timeRemaining > 0) {
// Advance pls
if (this.controllable) {
for (interior in pathedInteriors) {
interior.advance(timeRemaining);
}
}
}
this.queuedContacts = [];
this.updateRollSound(timeState, contactTime / timeState.dt, this._slipAmount);

View file

@ -24,9 +24,6 @@ import src.Resource;
typedef PIState = {
var currentTime:Float;
var targetTime:Float;
var changeTime:Float;
var prevPosition:Vector;
var currentPosition:Vector;
var velocity:Vector;
}
@ -42,21 +39,14 @@ class PathedInterior extends InteriorObject {
public var duration:Float;
public var currentTime:Float;
public var targetTime:Float;
public var changeTime:Float;
var basePosition:Vector;
var baseOrientation:Quat;
var baseScale:Vector;
public var prevPosition:Vector;
public var currentPosition:Vector;
public var velocity:Vector;
var stopped:Bool = false;
var stopTime:Float;
var previousState:PIState;
var soundChannel:Channel;
@ -142,78 +132,63 @@ class PathedInterior extends InteriorObject {
onFinish();
}
public function update(timeState:TimeState) {
// this.previousState = {
// currentTime: currentTime,
// targetTime: targetTime,
// changeTime: changeTime,
// prevPosition: prevPosition,
// currentPosition: currentPosition,
// velocity: velocity
// };
public function computeNextPathStep(timeDelta:Float) {
stopped = false;
if (currentTime == targetTime) {
velocity.set(0, 0, 0);
} else {
var delta = 0.0;
if (targetTime < 0) {
if (targetTime == -1)
delta = timeDelta;
else if (targetTime == -2)
delta = -timeDelta;
currentTime += delta;
while (currentTime >= duration)
currentTime -= duration;
while (currentTime < 0)
currentTime += duration;
} else {
delta = targetTime - currentTime;
if (delta < -timeDelta)
delta = -timeDelta;
else if (delta > timeDelta)
delta = timeDelta;
currentTime += delta;
}
var thisTime = timeState.currentAttemptTime;
var curTform = this.getAbsPos();
var tForm = getTransformAtTime(currentTime);
if (stopped) {
thisTime = stopTime;
popTickState();
var displaceDelta = tForm.getPosition().sub(curTform.getPosition());
velocity.set(displaceDelta.x / timeDelta, displaceDelta.y / timeDelta, displaceDelta.z / timeDelta);
this.collider.velocity = velocity.clone();
}
var transform = this.getTransformAtTime(this.getInternalTime(thisTime));
this.setTransform(transform);
var position = transform.getPosition();
this.prevPosition = this.currentPosition;
this.currentPosition = position;
if (!stopped) {
this.stopTime = timeState.currentAttemptTime;
pushTickState();
}
// if (!stopped)
// this.currentTime = timeState.currentAttemptTime;
velocity.set((position.x - prevPosition.x) / timeState.dt, (position.y - prevPosition.y) / timeState.dt, (position.z - prevPosition.z) / timeState.dt);
this.updatePosition();
}
public function advance(timeDelta:Float) {
if (stopped)
return;
if (this.velocity.length() == 0)
return;
var newp = this.getAbsPos().getPosition().add(velocity.multiply(timeDelta));
this.setPosition(newp.x, newp.y, newp.z);
this.collider.setTransform(this.getTransform());
if (this.soundChannel != null) {
var spat = this.soundChannel.getEffect(Spatialization);
spat.position = newp;
}
}
public function update(timeState:TimeState) {}
public function setStopped(stopped:Bool = true) {
// if (!this.stopped)
// this.stopTime = currentTime;
this.stopped = stopped;
}
public function recomputeVelocity(currentTime:Float, dt:Float) {
var thisTime = currentTime;
var transform = this.getTransformAtTime(this.getInternalTime(thisTime));
var position = transform.getPosition();
velocity.set((position.x - currentPosition.x) / dt, (position.y - currentPosition.y) / dt, (position.z - currentPosition.z) / dt);
this.collider.velocity = velocity;
}
public function pushTickState() {
this.previousState = {
currentTime: currentTime,
targetTime: targetTime,
changeTime: changeTime,
prevPosition: prevPosition,
currentPosition: currentPosition,
velocity: velocity.clone()
};
}
public function popTickState() {
this.currentTime = this.previousState.currentTime;
this.targetTime = this.previousState.targetTime;
this.changeTime = this.previousState.changeTime;
this.prevPosition = this.previousState.prevPosition;
this.currentPosition = this.previousState.currentPosition;
this.velocity = this.previousState.velocity.clone();
this.collider.velocity = this.velocity;
// this.updatePosition();
}
function computeDuration() {
var total = 0.0;
for (i in 0...(markerData.length - 1)) {
@ -224,32 +199,18 @@ class PathedInterior extends InteriorObject {
}
public function setTargetTime(now:TimeState, target:Float) {
var currentInternalTime = this.getInternalTime(now.currentAttemptTime);
this.currentTime = currentInternalTime; // Start where the interior currently is
this.targetTime = target;
this.changeTime = now.currentAttemptTime;
}
public function getInternalTime(externalTime:Float) {
if (this.targetTime < 0) {
var direction = (this.targetTime == -1) ? 1 : (this.targetTime == -2) ? -1 : 0;
return Util.adjustedMod(this.currentTime + (externalTime - this.changeTime) * direction, this.duration);
} else {
var dur = Math.abs(this.currentTime - this.targetTime);
var compvarion = Util.clamp(dur != 0 ? (externalTime - this.changeTime) / dur : 1, 0, 1);
return Util.clamp(Util.lerp(this.currentTime, this.targetTime, compvarion), 0, this.duration);
}
}
function updatePosition() {
this.setPosition(this.currentPosition.x, this.currentPosition.y, this.currentPosition.z);
var newp = this.getAbsPos().getPosition();
this.setPosition(newp.x, newp.y, newp.z);
this.collider.setTransform(this.getTransform());
this.collider.velocity = this.velocity;
if (this.soundChannel != null) {
var spat = this.soundChannel.getEffect(Spatialization);
spat.position = this.currentPosition;
spat.position = newp;
}
}
@ -324,7 +285,6 @@ class PathedInterior extends InteriorObject {
override function reset() {
this.currentTime = 0;
this.targetTime = 0;
this.changeTime = 0;
if (this.element.initialposition != "") {
this.currentTime = MisParser.parseNumber(this.element.initialposition) / 1000;
@ -339,14 +299,11 @@ class PathedInterior extends InteriorObject {
this.currentTime = this.duration;
}
this.stopTime = 0;
this.stopped = false;
// Reset the position
var transform = this.getTransformAtTime(this.getInternalTime(0));
var position = transform.getPosition();
this.prevPosition = position.clone();
this.currentPosition = position;
this.velocity = new Vector();
var initialTform = this.getTransformAtTime(this.currentTime);
this.setTransform(initialTform);
updatePosition();
}
}

View file

@ -21,9 +21,7 @@ class RewindFrame {
var bonusTime:Float;
var mpStates:Array<{
curState:PIState,
prevState:PIState,
stopped:Bool,
stopTime:Float
}>;
var gemCount:Int;
var gemStates:Array<Bool>;
@ -73,20 +71,8 @@ class RewindFrame {
currentTime: s.curState.currentTime,
targetTime: s.curState.targetTime,
velocity: s.curState.velocity.clone(),
currentPosition: s.curState.currentPosition.clone(),
prevPosition: s.curState.prevPosition.clone(),
changeTime: s.curState.changeTime,
},
stopTime: s.stopTime,
stopped: s.stopped,
prevState: s.prevState != null ? {
currentTime: s.prevState.currentTime,
targetTime: s.prevState.targetTime,
velocity: s.prevState.velocity.clone(),
currentPosition: s.prevState.currentPosition.clone(),
prevPosition: s.prevState.prevPosition.clone(),
changeTime: s.prevState.changeTime,
} : null,
});
}
c.trapdoorStates = [];

View file

@ -44,20 +44,8 @@ class RewindManager {
currentTime: x.currentTime,
targetTime: x.targetTime,
velocity: x.velocity.clone(),
currentPosition: x.currentPosition.clone(),
prevPosition: x.prevPosition.clone(),
changeTime: x.changeTime,
},
stopTime: @:privateAccess x.stopTime,
stopped: @:privateAccess x.stopped,
prevState: @:privateAccess x.previousState != null ? {
currentTime: @:privateAccess x.previousState.currentTime,
targetTime: @:privateAccess x.previousState.targetTime,
velocity: @:privateAccess x.previousState.velocity.clone(),
currentPosition: @:privateAccess x.previousState.currentPosition.clone(),
prevPosition: @:privateAccess x.previousState.prevPosition.clone(),
changeTime: @:privateAccess x.previousState.changeTime,
} : null,
}
});
rf.powerupStates = [];
@ -160,26 +148,7 @@ class RewindManager {
level.pathedInteriors[i].currentTime = rf.mpStates[i].curState.currentTime;
level.pathedInteriors[i].targetTime = rf.mpStates[i].curState.targetTime;
level.pathedInteriors[i].velocity.set(rf.mpStates[i].curState.velocity.x, rf.mpStates[i].curState.velocity.y, rf.mpStates[i].curState.velocity.z);
level.pathedInteriors[i].currentPosition.set(rf.mpStates[i].curState.currentPosition.x, rf.mpStates[i].curState.currentPosition.y,
rf.mpStates[i].curState.currentPosition.z);
level.pathedInteriors[i].prevPosition.set(rf.mpStates[i].curState.prevPosition.x, rf.mpStates[i].curState.prevPosition.y,
rf.mpStates[i].curState.prevPosition.z);
level.pathedInteriors[i].changeTime = rf.mpStates[i].curState.changeTime;
@:privateAccess level.pathedInteriors[i].stopTime = rf.mpStates[i].stopTime;
@:privateAccess level.pathedInteriors[i].stopped = rf.mpStates[i].stopped;
if (rf.mpStates[i].prevState != null) {
@:privateAccess level.pathedInteriors[i].previousState.currentTime = rf.mpStates[i].prevState.currentTime;
@:privateAccess level.pathedInteriors[i].previousState.targetTime = rf.mpStates[i].prevState.targetTime;
@:privateAccess level.pathedInteriors[i].previousState.velocity.set(rf.mpStates[i].prevState.velocity.x, rf.mpStates[i].prevState.velocity.y,
rf.mpStates[i].prevState.velocity.z);
@:privateAccess level.pathedInteriors[i].previousState.currentPosition.set(rf.mpStates[i].prevState.currentPosition.x,
rf.mpStates[i].prevState.currentPosition.y, rf.mpStates[i].prevState.currentPosition.z);
@:privateAccess level.pathedInteriors[i].previousState.prevPosition.set(rf.mpStates[i].prevState.prevPosition.x,
rf.mpStates[i].prevState.prevPosition.y, rf.mpStates[i].prevState.prevPosition.z);
@:privateAccess level.pathedInteriors[i].previousState.changeTime = rf.mpStates[i].prevState.changeTime;
} else {
@:privateAccess level.pathedInteriors[i].previousState = null;
}
}
var pstates = rf.powerupStates.copy();
var lmstates = rf.landMineStates.copy();

View file

@ -23,8 +23,6 @@ class MustChangeTrigger extends Trigger {
// Absolutely strange, and not sure if it's even a thing in MBG, but is implement nonetheless.
this.interior.currentTime = this.interior.targetTime;
this.interior.targetTime = MisParser.parseNumber(this.element.icontinuetottime) / 1000;
} else {
this.interior.changeTime = Math.NEGATIVE_INFINITY; // "If instant is 1, the MP will warp to targetTime instantly."
}
}
// this.level.replay.recordMarbleEnter(this);