jamshred still buggy, but player now 'slides' on the walls instead of bouncing

db4
Alex Chapman 2008-05-30 17:38:48 +10:00
parent 43ca76c518
commit ca8685a266
3 changed files with 55 additions and 37 deletions

View File

@ -88,7 +88,7 @@ jamshred-gadget H{
{ T{ mouse-scroll } [ handle-mouse-scroll ] }
} set-gestures
: jamshred-window ( -- )
[ <jamshred> <jamshred-gadget> "Jamshred" open-window ] with-ui ;
: jamshred-window ( -- jamshred )
[ <jamshred> dup <jamshred-gadget> "Jamshred" open-window ] with-ui ;
MAIN: jamshred-window

View File

@ -56,26 +56,20 @@ TUPLE: player < oint name sounds tunnel nearest-segment last-move speed ;
[ ]
} cleave ;
:: move-player-on-heading ( d-left player distance heading -- d-left' player )
[let* | d-to-move [ d-left distance min ]
move-v [ d-to-move heading n*v ] |
move-v player location+
player update-nearest-segment
d-left d-to-move - player ] ;
:: (distance) ( heading player -- current next location heading )
player nearest-segment>>
player [ tunnel>> ] [ nearest-segment>> ] bi heading heading-segment
player location>> heading ;
: (distance) ( player -- segments current location )
[ tunnel>> ] [ nearest-segment>> ] [ location>> ] tri ;
: distance-to-heading-segment ( heading player -- distance )
(distance) distance-to-next-segment ;
: distance-to-next-segment ( player -- distance )
[ (distance) ] [ forward>> distance-to-heading-segment ] bi ;
: distance-to-heading-segment-area ( heading player -- distance )
(distance) distance-to-next-segment-area ;
: distance-to-collision ( player -- distance )
dup nearest-segment>> (distance-to-collision) ;
: move-toward-wall ( d-left player d-to-wall -- d-left' player )
over distance-to-next-segment min
over forward>> move-player-on-heading ;
: from ( player -- radius distance-from-centre )
[ nearest-segment>> dup radius>> swap ] [ location>> ] bi
distance-from-centre ;
@ -85,10 +79,28 @@ TUPLE: player < oint name sounds tunnel nearest-segment last-move speed ;
: fraction-from-wall ( player -- fraction )
fraction-from-centre 1 swap - ;
: update-nearest-segment2 ( heading player -- )
2dup distance-to-heading-segment-area 0 <= [
[ tunnel>> ] [ nearest-segment>> rot heading-segment ]
[ (>>nearest-segment) ] tri
] [
2drop
] if ;
:: move-player-on-heading ( d-left player distance heading -- d-left' player )
[let* | d-to-move [ d-left distance min ]
move-v [ d-to-move heading n*v ] |
move-v player location+
heading player update-nearest-segment2
d-left d-to-move - player ] ;
: move-toward-wall ( d-left player d-to-wall -- d-left' player )
over [ forward>> ] keep distance-to-heading-segment-area min
over forward>> move-player-on-heading ;
: ?move-player-freely ( d-left player -- d-left' player )
! 2dup [ 0 > ] [ fraction-from-wall 0 > ] bi* and [
over 0 > [
dup distance-to-collision dup 0 > [
dup distance-to-collision dup 0.2 > [ ! bug! should be 0, not 0.2
move-toward-wall ?move-player-freely
] [ drop ] if
] when ;
@ -96,18 +108,15 @@ TUPLE: player < oint name sounds tunnel nearest-segment last-move speed ;
: drag-heading ( player -- heading )
[ forward>> ] [ nearest-segment>> forward>> proj ] bi ;
: drag-distance-to-next-segment ( player -- distance )
[ (distance) ] [ drag-heading distance-to-heading-segment ] bi ;
: drag-player ( d-left player -- d-left' player )
dup [ drag-distance-to-next-segment ]
dup [ [ drag-heading ] keep distance-to-heading-segment-area ]
[ drag-heading move-player-on-heading ] bi ;
: (move-player) ( d-left player -- d-left' player )
?move-player-freely over 0 > [
! bounce
drag-player
! (move-player)
(move-player)
] when ;
: move-player ( player -- )

View File

@ -1,4 +1,4 @@
! Copyright (C) 2007 Alex Chapman
! Copyright (C) 2007, 2008 Alex Chapman
! See http://factorcode.org/license.txt for BSD license.
USING: accessors arrays combinators float-arrays kernel jamshred.oint locals math math.constants math.matrices math.order math.ranges math.vectors math.quadratic random sequences vectors ;
USE: tools.walker
@ -98,12 +98,14 @@ C: <segment> segment
{ +eq+ [ nip ] } ! current segment
} case ;
:: distance-to-heading-segment ( segments current location heading -- distance )
#! the distance on the oint's current heading until it enters the next
#! segment's cross-section
[let* | next [ segments current heading heading-segment location>> ]
cf [ current forward>> ] |
cf next v. cf location v. - cf heading v. / ] ;
:: distance-to-next-segment ( current next location heading -- distance )
[let | cf [ current forward>> ] |
cf next location>> v. cf location v. - cf heading v. / ] ;
:: distance-to-next-segment-area ( current next location heading -- distance )
[let | cf [ current forward>> ]
h [ next current half-way-between-oints ] |
cf h v. cf location v. - cf heading v. / ] ;
: vector-to-centre ( seg loc -- v )
over location>> swap v- swap forward>> proj-perp ;
@ -116,6 +118,14 @@ C: <segment> segment
: distant ( -- n ) 1000 ;
: max-real ( a b -- c )
#! sometimes collision-coefficient yields complex roots, so we ignore these (hack)
dup real? [
over real? [ max ] [ nip ] if
] [
drop dup real? [ drop distant ] unless
] if ;
:: collision-coefficient ( v w r -- c )
v norm 0 = [
distant
@ -123,7 +133,7 @@ C: <segment> segment
[let* | a [ v dup v. ]
b [ v w v. 2 * ]
c [ w dup v. r sq - ] |
c b a quadratic max ]
c b a quadratic max-real ]
] if ;
: sideways-heading ( oint segment -- v )
@ -132,13 +142,12 @@ C: <segment> segment
: sideways-relative-location ( oint segment -- loc )
[ [ location>> ] bi@ v- ] keep forward>> proj-perp ;
: collision-vector ( oint segment -- v )
[ sideways-heading ] [ sideways-relative-location ]
[ radius>> ] 2tri
swap [ collision-coefficient ] dip forward>> n*v ;
: (distance-to-collision) ( oint segment -- distance )
collision-vector norm ;
[ sideways-heading ] [ sideways-relative-location ]
[ nip radius>> ] 2tri collision-coefficient ;
: collision-vector ( oint segment -- v )
dupd (distance-to-collision) swap forward>> n*v ;
: bounce-forward ( segment oint -- )
[ wall-normal ] [ forward>> swap reflect ] [ (>>forward) ] tri ;