jamshred still buggy, but player now 'slides' on the walls instead of bouncing
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43ca76c518
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ca8685a266
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@ -88,7 +88,7 @@ jamshred-gadget H{
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{ T{ mouse-scroll } [ handle-mouse-scroll ] }
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} set-gestures
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: jamshred-window ( -- )
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[ <jamshred> <jamshred-gadget> "Jamshred" open-window ] with-ui ;
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: jamshred-window ( -- jamshred )
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[ <jamshred> dup <jamshred-gadget> "Jamshred" open-window ] with-ui ;
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MAIN: jamshred-window
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@ -56,26 +56,20 @@ TUPLE: player < oint name sounds tunnel nearest-segment last-move speed ;
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[ ]
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} cleave ;
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:: move-player-on-heading ( d-left player distance heading -- d-left' player )
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[let* | d-to-move [ d-left distance min ]
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move-v [ d-to-move heading n*v ] |
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move-v player location+
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player update-nearest-segment
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d-left d-to-move - player ] ;
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:: (distance) ( heading player -- current next location heading )
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player nearest-segment>>
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player [ tunnel>> ] [ nearest-segment>> ] bi heading heading-segment
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player location>> heading ;
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: (distance) ( player -- segments current location )
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[ tunnel>> ] [ nearest-segment>> ] [ location>> ] tri ;
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: distance-to-heading-segment ( heading player -- distance )
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(distance) distance-to-next-segment ;
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: distance-to-next-segment ( player -- distance )
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[ (distance) ] [ forward>> distance-to-heading-segment ] bi ;
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: distance-to-heading-segment-area ( heading player -- distance )
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(distance) distance-to-next-segment-area ;
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: distance-to-collision ( player -- distance )
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dup nearest-segment>> (distance-to-collision) ;
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: move-toward-wall ( d-left player d-to-wall -- d-left' player )
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over distance-to-next-segment min
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over forward>> move-player-on-heading ;
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: from ( player -- radius distance-from-centre )
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[ nearest-segment>> dup radius>> swap ] [ location>> ] bi
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distance-from-centre ;
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@ -85,10 +79,28 @@ TUPLE: player < oint name sounds tunnel nearest-segment last-move speed ;
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: fraction-from-wall ( player -- fraction )
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fraction-from-centre 1 swap - ;
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: update-nearest-segment2 ( heading player -- )
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2dup distance-to-heading-segment-area 0 <= [
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[ tunnel>> ] [ nearest-segment>> rot heading-segment ]
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[ (>>nearest-segment) ] tri
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] [
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2drop
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] if ;
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:: move-player-on-heading ( d-left player distance heading -- d-left' player )
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[let* | d-to-move [ d-left distance min ]
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move-v [ d-to-move heading n*v ] |
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move-v player location+
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heading player update-nearest-segment2
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d-left d-to-move - player ] ;
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: move-toward-wall ( d-left player d-to-wall -- d-left' player )
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over [ forward>> ] keep distance-to-heading-segment-area min
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over forward>> move-player-on-heading ;
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: ?move-player-freely ( d-left player -- d-left' player )
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! 2dup [ 0 > ] [ fraction-from-wall 0 > ] bi* and [
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over 0 > [
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dup distance-to-collision dup 0 > [
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dup distance-to-collision dup 0.2 > [ ! bug! should be 0, not 0.2
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move-toward-wall ?move-player-freely
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] [ drop ] if
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] when ;
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@ -96,18 +108,15 @@ TUPLE: player < oint name sounds tunnel nearest-segment last-move speed ;
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: drag-heading ( player -- heading )
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[ forward>> ] [ nearest-segment>> forward>> proj ] bi ;
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: drag-distance-to-next-segment ( player -- distance )
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[ (distance) ] [ drag-heading distance-to-heading-segment ] bi ;
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: drag-player ( d-left player -- d-left' player )
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dup [ drag-distance-to-next-segment ]
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dup [ [ drag-heading ] keep distance-to-heading-segment-area ]
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[ drag-heading move-player-on-heading ] bi ;
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: (move-player) ( d-left player -- d-left' player )
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?move-player-freely over 0 > [
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! bounce
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drag-player
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! (move-player)
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(move-player)
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] when ;
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: move-player ( player -- )
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@ -1,4 +1,4 @@
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! Copyright (C) 2007 Alex Chapman
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! Copyright (C) 2007, 2008 Alex Chapman
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! See http://factorcode.org/license.txt for BSD license.
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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 ;
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USE: tools.walker
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@ -98,12 +98,14 @@ C: <segment> segment
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{ +eq+ [ nip ] } ! current segment
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} case ;
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:: distance-to-heading-segment ( segments current location heading -- distance )
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#! the distance on the oint's current heading until it enters the next
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#! segment's cross-section
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[let* | next [ segments current heading heading-segment location>> ]
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cf [ current forward>> ] |
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cf next v. cf location v. - cf heading v. / ] ;
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:: distance-to-next-segment ( current next location heading -- distance )
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[let | cf [ current forward>> ] |
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cf next location>> v. cf location v. - cf heading v. / ] ;
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:: distance-to-next-segment-area ( current next location heading -- distance )
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[let | cf [ current forward>> ]
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h [ next current half-way-between-oints ] |
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cf h v. cf location v. - cf heading v. / ] ;
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: vector-to-centre ( seg loc -- v )
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over location>> swap v- swap forward>> proj-perp ;
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@ -116,6 +118,14 @@ C: <segment> segment
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: distant ( -- n ) 1000 ;
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: max-real ( a b -- c )
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#! sometimes collision-coefficient yields complex roots, so we ignore these (hack)
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dup real? [
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over real? [ max ] [ nip ] if
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] [
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drop dup real? [ drop distant ] unless
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] if ;
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:: collision-coefficient ( v w r -- c )
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v norm 0 = [
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distant
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@ -123,7 +133,7 @@ C: <segment> segment
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[let* | a [ v dup v. ]
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b [ v w v. 2 * ]
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c [ w dup v. r sq - ] |
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c b a quadratic max ]
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c b a quadratic max-real ]
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] if ;
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: sideways-heading ( oint segment -- v )
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@ -132,13 +142,12 @@ C: <segment> segment
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: sideways-relative-location ( oint segment -- loc )
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[ [ location>> ] bi@ v- ] keep forward>> proj-perp ;
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: collision-vector ( oint segment -- v )
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[ sideways-heading ] [ sideways-relative-location ]
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[ radius>> ] 2tri
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swap [ collision-coefficient ] dip forward>> n*v ;
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: (distance-to-collision) ( oint segment -- distance )
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collision-vector norm ;
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[ sideways-heading ] [ sideways-relative-location ]
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[ nip radius>> ] 2tri collision-coefficient ;
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: collision-vector ( oint segment -- v )
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dupd (distance-to-collision) swap forward>> n*v ;
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: bounce-forward ( segment oint -- )
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[ wall-normal ] [ forward>> swap reflect ] [ (>>forward) ] tri ;
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