void PathfindingBehavior::MoveTo(RuntimeScene & scene, float x, float y) { if ( parentScene != &scene ) //Parent scene has changed { parentScene = &scene; sceneManager = parentScene ? &ScenePathfindingObstaclesManager::managers[&scene] : NULL; } path.clear(); //First be sure that there is a path to compute. int targetCellX = GDRound(x/(float)cellWidth); int targetCellY = GDRound(y/(float)cellHeight); int startCellX = GDRound(object->GetX()/(float)cellWidth); int startCellY = GDRound(object->GetY()/(float)cellHeight); if ( startCellX == targetCellX && startCellY == targetCellY ) { path.push_back(sf::Vector2f(object->GetX(), object->GetY())); path.push_back(sf::Vector2f(x, y)); EnterSegment(0); pathFound = true; return; } //Start searching for a path //TODO: Customizable heuristic. ::SearchContext ctx(*sceneManager, allowDiagonals); ctx.SetCellSize(cellWidth, cellHeight).SetStartPosition(object->GetX(), object->GetY()); ctx.SetObjectSize(object->GetX()-object->GetDrawableX()+extraBorder, object->GetY()-object->GetDrawableY()+extraBorder, object->GetWidth()-(object->GetX()-object->GetDrawableX())+extraBorder, object->GetHeight()-(object->GetY()-object->GetDrawableY())+extraBorder); if (ctx.ComputePathTo(x, y)) { //Path found: memorize it const ::Node * node = ctx.GetFinalNode(); while (node) { path.push_back(sf::Vector2f(node->pos.x*(float)cellWidth, node->pos.y*(float)cellHeight)); node = node->parent; } std::reverse(path.begin(), path.end()); path[0] = sf::Vector2f(object->GetX(), object->GetY()); EnterSegment(0); pathFound = true; return; } //Not path found pathFound = false; }
bool RuntimeSpriteObject::SetAngle(float newAngle) { if ( currentAnimation >= GetAnimationsCount() ) return false; if ( !animations[currentAnimation].Get().useMultipleDirections ) { currentAngle = newAngle; needUpdateCurrentSprite = true; } else { newAngle = static_cast<int>(newAngle)%360; if ( newAngle < 0 ) newAngle += 360; return SetDirection(static_cast<int>(GDRound(newAngle/45.f))%8); } return true; }
double GD_API Round(double expression) { return GDRound(expression); }
void PlatformerObjectBehavior::DoStepPreEvents(RuntimeScene& scene) { if (parentScene != &scene) // Parent scene has changed { parentScene = &scene; sceneManager = parentScene ? &ScenePlatformObjectsManager::managers[&scene] : NULL; floorPlatform = NULL; } if (!sceneManager) return; double timeDelta = static_cast<double>(object->GetElapsedTime(scene)) / 1000000.0; // 0.1) Get the player input: double requestedDeltaX = 0; double requestedDeltaY = 0; // Change the speed according to the player's input. leftKey |= !ignoreDefaultControls && scene.GetInputManager().IsKeyPressed("Left"); rightKey |= !ignoreDefaultControls && scene.GetInputManager().IsKeyPressed("Right"); if (leftKey) currentSpeed -= acceleration * timeDelta; if (rightKey) currentSpeed += acceleration * timeDelta; // Take deceleration into account only if no key is pressed. if (leftKey == rightKey) { bool wasPositive = currentSpeed > 0; currentSpeed -= deceleration * timeDelta * (wasPositive ? 1.0 : -1.0); // Set the speed to 0 if the speed was top low. if (wasPositive && currentSpeed < 0) currentSpeed = 0; if (!wasPositive && currentSpeed > 0) currentSpeed = 0; } if (currentSpeed > maxSpeed) currentSpeed = maxSpeed; if (currentSpeed < -maxSpeed) currentSpeed = -maxSpeed; requestedDeltaX += currentSpeed * timeDelta; // Compute the list of the objects that will be used std::set<PlatformBehavior*> potentialObjects = GetPotentialCollidingObjects(std::max(requestedDeltaX, maxFallingSpeed)); std::set<PlatformBehavior*> overlappedJumpThru = GetJumpthruCollidingWith(potentialObjects); // Check that the floor object still exists and is near the object. if (isOnFloor && potentialObjects.find(floorPlatform) == potentialObjects.end()) { isOnFloor = false; floorPlatform = NULL; } // Check that the grabbed platform object still exists and is near the object. if (isGrabbingPlatform && potentialObjects.find(grabbedPlatform) == potentialObjects.end()) { ReleaseGrabbedPlatform(); } // 0.2) Track changes in object size // Stick the object to the floor if its height has changed. if (trackSize && isOnFloor && oldHeight != object->GetHeight() && !scene.GetTimeManager().IsFirstLoop()) { object->SetY(floorLastY - object->GetHeight() + (object->GetY() - object->GetDrawableY()) - 1); } oldHeight = object->GetHeight(); // 1) X axis: // Shift the object according to the floor movement. if (isOnFloor) { requestedDeltaX += floorPlatform->GetObject()->GetX() - floorLastX; requestedDeltaY += floorPlatform->GetObject()->GetY() - floorLastY; } // Shift the object according to the grabbed platform movement. if (isGrabbingPlatform) { // This erases any other movement requestedDeltaX = grabbedPlatform->GetObject()->GetX() - grabbedPlatformLastX; requestedDeltaY = grabbedPlatform->GetObject()->GetY() - grabbedPlatformLastY; } // Ensure the object is not stuck if (SeparateFromPlatforms(potentialObjects, true)) { canJump = true; // After being unstuck, the object must be able to jump again. } // Move the object on x axis. double oldX = object->GetX(); if (requestedDeltaX != 0) { object->SetX(object->GetX() + requestedDeltaX); bool tryRounding = true; // Colliding: Try to push out from the solid. // Note that jump thru are never obstacle on X axis. while (IsCollidingWith( potentialObjects, floorPlatform, /*excludeJumpthrus=*/true)) { if ((requestedDeltaX > 0 && object->GetX() <= oldX) || (requestedDeltaX < 0 && object->GetX() >= oldX)) { object->SetX(oldX); // Unable to move the object without being stuck in // an obstacle. break; } // If on floor: try get up a bit to bypass not perfectly aligned floors. if (isOnFloor) { object->SetY(object->GetY() - 1); if (!IsCollidingWith( potentialObjects, floorPlatform, /*excludeJumpthrus=*/true)) break; object->SetY(object->GetY() + 1); } if (tryRounding) { // First try rounding the position as this might be sufficient to get // the object out of the wall. object->SetX(GDRound(object->GetX())); tryRounding = false; } else { object->SetX(GDRound(object->GetX()) + (requestedDeltaX > 0 ? -1 : 1)); } currentSpeed = 0; // Collided with a wall } } // 2) Y axis: // Go on a ladder ladderKey |= !ignoreDefaultControls && scene.GetInputManager().IsKeyPressed("Up"); if (ladderKey && IsOverlappingLadder(potentialObjects)) { canJump = true; isOnFloor = false; floorPlatform = NULL; currentJumpSpeed = 0; currentFallSpeed = 0; isOnLadder = true; } if (isOnLadder) { upKey |= !ignoreDefaultControls && scene.GetInputManager().IsKeyPressed("Up"); downKey |= !ignoreDefaultControls && scene.GetInputManager().IsKeyPressed("Down"); if (upKey) requestedDeltaY -= 150 * timeDelta; if (downKey) requestedDeltaY += 150 * timeDelta; // Coming to an extremity of a ladder if (!IsOverlappingLadder(potentialObjects)) { isOnLadder = false; } } // Fall if (!isOnFloor && !isOnLadder && !isGrabbingPlatform) { currentFallSpeed += gravity * timeDelta; if (currentFallSpeed > maxFallingSpeed) currentFallSpeed = maxFallingSpeed; requestedDeltaY += currentFallSpeed * timeDelta; requestedDeltaY = std::min(requestedDeltaY, maxFallingSpeed * timeDelta); } // Grabbing a platform if (canGrabPlatforms && requestedDeltaX != 0 && !isOnLadder && !isOnFloor) { bool tryGrabbingPlatform = false; object->SetX(object->GetX() + (requestedDeltaX > 0 ? xGrabTolerance : -xGrabTolerance)); auto collidingObjects = GetPlatformsCollidingWith(potentialObjects, overlappedJumpThru); if (!collidingObjects.empty() && CanGrab(*collidingObjects.begin(), requestedDeltaY)) { tryGrabbingPlatform = true; } object->SetX(object->GetX() + (requestedDeltaX > 0 ? -xGrabTolerance : xGrabTolerance)); // Check if we can grab the collided platform if (tryGrabbingPlatform) { double oldY = object->GetY(); PlatformBehavior* collidingPlatform = *collidingObjects.begin(); object->SetY(collidingPlatform->GetObject()->GetY() + collidingPlatform->GetYGrabOffset() - yGrabOffset); if (!IsCollidingWith(potentialObjects, NULL, /*excludeJumpthrus=*/true)) { isGrabbingPlatform = true; grabbedPlatform = collidingPlatform; requestedDeltaY = 0; } else { object->SetY(oldY); } } } releaseKey |= !ignoreDefaultControls && scene.GetInputManager().IsKeyPressed("Down"); if (isGrabbingPlatform && !releaseKey) { canJump = true; currentJumpSpeed = 0; currentFallSpeed = 0; grabbedPlatformLastX = grabbedPlatform->GetObject()->GetX(); grabbedPlatformLastY = grabbedPlatform->GetObject()->GetY(); } if (releaseKey) ReleaseGrabbedPlatform(); // Jumping jumpKey |= !ignoreDefaultControls && (scene.GetInputManager().IsKeyPressed("LShift") || scene.GetInputManager().IsKeyPressed("RShift") || scene.GetInputManager().IsKeyPressed("Space")); if (canJump && jumpKey) { jumping = true; canJump = false; // isOnFloor = false; If floor is a very steep slope, the object could go // into it. isOnLadder = false; currentJumpSpeed = jumpSpeed; currentFallSpeed = 0; isGrabbingPlatform = false; // object->SetY(object->GetY()-1); } if (jumping) { requestedDeltaY -= currentJumpSpeed * timeDelta; currentJumpSpeed -= gravity * timeDelta; if (currentJumpSpeed < 0) { currentJumpSpeed = 0; jumping = false; } } // Follow the floor if (isOnFloor) { if (object->IsCollidingWith(floorPlatform->GetObject(), ignoreTouchingEdges)) { // Floor is getting up, as the object is colliding with it. double oldY = object->GetY(); int step = 0; bool stillInFloor = false; do { if (step >= floor(std::abs( requestedDeltaX * slopeClimbingFactor))) // Slope is too step ( > max angle ) { object->SetY(object->GetY() - (std::abs(requestedDeltaX * slopeClimbingFactor) - (double)step)); // Try to add the decimal part. if (object->IsCollidingWith(floorPlatform->GetObject(), ignoreTouchingEdges)) stillInFloor = true; // Too steep. break; } // Try to get out of the floor. object->SetY(object->GetY() - 1); step++; } while (object->IsCollidingWith(floorPlatform->GetObject(), ignoreTouchingEdges)); if (stillInFloor) { object->SetY(oldY); // Unable to follow the floor ( too steep ): Go // back to the original position. object->SetX(oldX); // And also revert the shift on X axis. } } else { // Floor is flat or get down. double oldY = object->GetY(); double tentativeStartY = object->GetY() + 1; object->SetY(roundCoordinates ? GDRound(tentativeStartY) : tentativeStartY); int step = 0; bool noMoreOnFloor = false; while (!IsCollidingWith(potentialObjects)) { if (step > std::abs(requestedDeltaX * slopeClimbingFactor)) // Slope is too step ( > 50% ) { noMoreOnFloor = true; break; } // Object was on floor, but no more: Maybe a slope, try to follow it. object->SetY(object->GetY() + 1); step++; } if (noMoreOnFloor) object->SetY(oldY); // Unable to follow the floor: Go back to the // original position. Fall will be triggered next // tick. else object->SetY(object->GetY() - 1); // Floor touched: Go back 1 pixel over. } } // Move the object on Y axis if (requestedDeltaY != 0) { double oldY = object->GetY(); object->SetY(object->GetY() + requestedDeltaY); // Stop when colliding with an obstacle. while ((requestedDeltaY < 0 && IsCollidingWith(potentialObjects, NULL, /*excludeJumpThrus=*/true)) // Jumpthru = obstacle // <=> Never when going // up || (requestedDeltaY > 0 && IsCollidingWith(potentialObjects, overlappedJumpThru))) // Jumpthru = obstacle <=> // Only if not already // overlapped when goign // down { jumping = false; currentJumpSpeed = 0; if ((requestedDeltaY > 0 && object->GetY() <= oldY) || (requestedDeltaY < 0 && object->GetY() >= oldY)) { object->SetY(oldY); // Unable to move the object without being stuck in // an obstacle. break; } object->SetY(floor(object->GetY()) + (requestedDeltaY > 0 ? -1 : 1)); } } // 3) Update the current floor data for the next tick: overlappedJumpThru = GetJumpthruCollidingWith(potentialObjects); if (!isOnLadder) { // Check if the object is on a floor: // In priority, check if the last floor platform is still the floor. double oldY = object->GetY(); object->SetY(object->GetY() + 1); if (isOnFloor && object->IsCollidingWith(floorPlatform->GetObject(), ignoreTouchingEdges)) { // Still on the same floor floorLastX = floorPlatform->GetObject()->GetX(); floorLastY = floorPlatform->GetObject()->GetY(); } else { // Check if landing on a new floor: (Exclude already overlapped jump truh) std::set<PlatformBehavior*> collidingObjects = GetPlatformsCollidingWith(potentialObjects, overlappedJumpThru); if (!collidingObjects.empty()) // Just landed on floor { isOnFloor = true; canJump = true; jumping = false; currentJumpSpeed = 0; currentFallSpeed = 0; floorPlatform = *collidingObjects.begin(); floorLastX = floorPlatform->GetObject()->GetX(); floorLastY = floorPlatform->GetObject()->GetY(); ReleaseGrabbedPlatform(); // Ensure nothing is grabbed. } else // In the air { canJump = false; isOnFloor = false; floorPlatform = NULL; } } object->SetY(oldY); } // 4) Do not forget to reset pressed keys leftKey = false; rightKey = false; ladderKey = false; upKey = false; downKey = false; jumpKey = false; releaseKey = false; // 5) Track the movement hasReallyMoved = std::abs(object->GetX() - oldX) >= 1; }