reworked player movement
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8dd37e8e95
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3 changed files with 107 additions and 95 deletions
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@ -41,15 +41,17 @@ class (Show c, Mass c) => Collidible c where
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collisionCheck dt m1 m2 =
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let d1@(V2 d1x d1y) = velocity m1
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d2@(V2 d2x d2y) = velocity m2
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p1 = position m1
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p2 = position m2
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p1@(V2 p1x p1y) = position m1
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p2@(V2 p2x p2y) = position m2
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(m1b1@(V2 m1b1x m1b1y), m1b2@(V2 m1b2x m1b2y)) = boundary m1
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(m2b1@(V2 m2b1x m2b1y), m2b2@(V2 m2b2x m2b2y)) = boundary m2
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(V2 pm1b1x pm1b1y, V2 pm1b2x pm1b2y) = (p1 +) <$> boundary m1
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(V2 pm2b1x pm2b1y, V2 pm2b2x pm2b2y) = (p2 +) <$> boundary m2
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m1p1 = p1 + m1b1
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m1p2 = p1 + V2 m1b1x m1b2y
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m1p3 = p1 + m1b2
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m1p4 = p1 + V2 m1b2x m1b1y
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m2p1 = p2 + m2b1
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m1p4@(V2 m1p4x _) = p1 + V2 m1b2x m1b1y
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m2p1@(V2 m2p1x _) = p2 + m2b1
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m2p2 = p2 + V2 m2b1x m2b2y
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m2p3 = p2 + m2b2
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m2p4 = p2 + V2 m2b2x m2b1y
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@ -92,23 +94,23 @@ class (Show c, Mass c) => Collidible c where
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in2 || in1
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overlap =
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let in1 =
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(m1b1x > m2b1x && m1b1x < m2b2x &&
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m1b1y > m2b1y && m1b1y < m2b2y) ||
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(m1b2x > m2b1x && m1b2x < m2b2x &&
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m1b1y > m2b1y && m1b1y < m2b2y) ||
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(m1b1x > m2b1x && m1b2x < m2b2x &&
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m1b2y > m2b1y && m1b2y < m2b2y) ||
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(m1b2x > m2b1x && m1b2x < m2b2x &&
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m1b2y > m2b1y && m1b2y < m2b2y)
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(pm1b1x > pm2b1x && pm1b1x < pm2b2x &&
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pm1b1y > pm2b1y && pm1b1y < pm2b2y) ||
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(pm1b2x > pm2b1x && pm1b2x < pm2b2x &&
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pm1b1y > pm2b1y && pm1b1y < pm2b2y) ||
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(pm1b1x > pm2b1x && pm1b2x < pm2b2x &&
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pm1b2y > pm2b1y && pm1b2y < pm2b2y) ||
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(pm1b2x > pm2b1x && pm1b2x < pm2b2x &&
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pm1b2y > pm2b1y && pm1b2y < pm2b2y)
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in2 =
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(m2b1x > m1b1x && m2b1x < m1b2x &&
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m2b1y > m1b1y && m2b1y < m1b2y) ||
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(m2b2x > m1b1x && m2b2x < m1b2x &&
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m2b1y > m1b1y && m2b1y < m1b2y) ||
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(m2b1x > m1b1x && m2b2x < m1b2x &&
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m2b2y > m1b1y && m2b2y < m1b2y) ||
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(m2b2x > m1b1x && m2b2x < m1b2x &&
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m2b2y > m1b1y && m2b2y < m1b2y)
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(pm2b1x > pm1b1x && pm2b1x < pm1b2x &&
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pm2b1y > pm1b1y && pm2b1y < pm1b2y) ||
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(pm2b2x > pm1b1x && pm2b2x < pm1b2x &&
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pm2b1y > pm1b1y && pm2b1y < pm1b2y) ||
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(pm2b1x > pm1b1x && pm2b2x < pm1b2x &&
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pm2b2y > pm1b1y && pm2b2y < pm1b2y) ||
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(pm2b2x > pm1b1x && pm2b2x < pm1b2x &&
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pm2b2y > pm1b1y && pm2b2y < pm1b2y)
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in
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in2 || in1
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tx =
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@ -124,16 +126,6 @@ class (Show c, Mass c) => Collidible c where
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in
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if broadphaseOverlap
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then
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-- if overlap
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if False
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then
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Collision
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(if tx < ty then tx else ty)
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(if tx < ty
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then V2 (floor $ signum d1x) 0
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else V2 0 (floor $ signum d1y)
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)
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else
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let coll xdir =
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let (p11, p12, p21, p22)
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| xdir =
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@ -169,10 +161,10 @@ class (Show c, Mass c) => Collidible c where
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Collision tx (V2 (floor $ signum d1x) 0)
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(_, True, True, False, True) ->
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Collision ty (V2 0 (floor $ signum d1y))
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(True, _, True, False, _) ->
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NoCollision
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(_, True, False, _, False) ->
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NoCollision
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-- (True, _, True, False, _) ->
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-- NoCollision
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-- (_, True, False, _, False) ->
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-- NoCollision
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(_, _, _, False, False) ->
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NoCollision
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(_, _, True, _, _) ->
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@ -183,12 +175,13 @@ class (Show c, Mass c) => Collidible c where
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"Unhandled combination of collision check results: "
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<> fromString (show x)
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in
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case res of
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Collision _ _ ->
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res
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-- case res of
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-- Collision _ _ ->
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-- A.log A.Debug "colliding!" res
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-- NoCollision ->
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-- res
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NoCollision ->
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if overlap
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then Collision 0 (V2 0 0)
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else NoCollision
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else
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NoCollision
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@ -211,7 +204,7 @@ elasticCollision
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-> Double -- ^ Timestep length
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-> c1
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elasticCollision _ mo1 (_, NoCollision) _ = mo1
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elasticCollision damping mo1 (mo2, (Collision ddt (V2 dirx _))) _ =
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elasticCollision damping mo1 (mo2, Collision ddt (V2 dirx diry)) dt =
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let v1@(V2 v1x v1y) = velocity mo1
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(V2 v2x v2y) = velocity mo2
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p1 = position mo1
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@ -231,5 +224,12 @@ elasticCollision damping mo1 (mo2, (Collision ddt (V2 dirx _))) _ =
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in
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velocityUpdater
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mo1
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-- (positionUpdater mo1 (p1 + ((ddt *) <$> v1)))
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-- (positionUpdater
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-- mo1
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-- (p1 +
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-- if dirx == 0 && diry == 0
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-- then (dt *) <$> V2 (-v1x) 0
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-- else (ddt *) <$> v1
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-- )
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-- )
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nvel
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@ -97,7 +97,14 @@ update level dt = liftIO $ do
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(aindex, res)
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in
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tangibles `V.update`
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V.map updater collisionPartners
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V.map
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updater
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(A.log
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A.Debug
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("Collision partners: " <>
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fromString (show collisionPartners))
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collisionPartners
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)
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(newCast, newPowerups, mnewCat@(Just _)) = V.foldl
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(\acc@(castAcc, pAcc, _) input ->
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case input of
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@ -114,12 +114,12 @@ instance Actor Pituicat where
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}
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)
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finalCat = physCat
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{ pcMoveVel =
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{ pcMoveVel = (if pcXColl physCat then V2 0 1 else V2 1 1) *
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lerp (min 0.95 (60 * dt)) (pcMoveVel physCat) (pcTMoveVel physCat)
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, pcGrounded = pcGrounded physCat && abs dy * dt <= 2
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, pcPos = pcPos physCat + if not (pcXColl physCat)
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then ((dt *) <$> pcMoveVel physCat)
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else V2 0 0
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-- , pcPos = pcPos physCat + if not (pcXColl physCat)
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-- then (dt *) <$> pcMoveVel physCat
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-- else V2 0 0
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, pcEffects =
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foldl
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(\acc eff ->
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@ -174,6 +174,13 @@ instance Mass Pituicat where
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{ pcPos = pos
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}
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move dt cat =
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let dpos = (dt *) <$> velocity cat
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mpos = (dt *) <$>
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(if pcXColl cat then V2 (-1) 1 else V2 1 1) * pcMoveVel cat
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in
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positionUpdater cat (position cat + dpos + mpos)
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instance Collidible Pituicat where
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boundary cat =
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@ -223,7 +230,5 @@ instance Collidible Pituicat where
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in
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ncat
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{ pcGrounded = grounded
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, pcXColl = any
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(\(_, Collision _ (V2 cx _)) -> cx /= 0)
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(filter ((NoCollision /=) . snd) collrs) || dirx /= 0
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, pcXColl = not grounded && diry /= 0
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}
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