mirror of
https://github.com/k4zmu2a/SpaceCadetPinball.git
synced 2024-11-17 15:20:17 +01:00
FT collision part6: fixes and cleanup.
This commit is contained in:
parent
e0424bed65
commit
43e2ab896b
8 changed files with 15 additions and 23 deletions
|
@ -17,7 +17,6 @@ TBall::TBall(TPinballTable* table, int groupIndex) : TCollisionComponent(table,
|
|||
visualStruct visual{};
|
||||
char ballGroupName[10]{"ball"};
|
||||
|
||||
TimeNow = 0.0;
|
||||
RayMaxDistance = 0.0;
|
||||
ActiveFlag = 1;
|
||||
CollisionComp = nullptr;
|
||||
|
|
|
@ -24,7 +24,6 @@ public :
|
|||
float Speed;
|
||||
float RayMaxDistance;
|
||||
float TimeDelta;
|
||||
float TimeNow;
|
||||
vector2 RampFieldForce{};
|
||||
TCollisionComponent* CollisionComp;
|
||||
int CollisionMask;
|
||||
|
|
|
@ -125,7 +125,7 @@ void TDemo::Collision(TBall* ball, vector2* nextPosition, vector2* direction, fl
|
|||
case 1404:
|
||||
if (!PlungerFlag)
|
||||
{
|
||||
PinballTable->Message(MessageCode::PlungerInputPressed, ball->TimeNow);
|
||||
PinballTable->Message(MessageCode::PlungerInputPressed, 0);
|
||||
float time = RandFloat() + 2.0f;
|
||||
PlungerFlag = timer::set(time, this, PlungerRelease);
|
||||
}
|
||||
|
|
|
@ -615,7 +615,6 @@ TBall* TPinballTable::AddBall(vector2 position)
|
|||
ball->Direction = {};
|
||||
ball->Speed = 0;
|
||||
ball->TimeDelta = 0;
|
||||
ball->TimeNow = 0;
|
||||
ball->EdgeCollisionCount = 0;
|
||||
ball->CollisionFlag = 0;
|
||||
ball->CollisionMask = 1;
|
||||
|
|
|
@ -251,8 +251,8 @@ vector2 maths::vector_mul(const vector2& vec1, float val)
|
|||
float maths::basic_collision(TBall* ball, vector2* nextPosition, vector2* direction, float elasticity, float smoothness,
|
||||
float threshold, float boost)
|
||||
{
|
||||
ball->Position.X = nextPosition->X;
|
||||
ball->Position.Y = nextPosition->Y;
|
||||
ball->Position.X = nextPosition->X + direction->X * 0.0005f;
|
||||
ball->Position.Y = nextPosition->Y + direction->Y * 0.0005f;
|
||||
|
||||
// Project ball direction on collision rebound direction
|
||||
auto reboundProj = -DotProduct(*direction, ball->Direction);
|
||||
|
|
|
@ -52,7 +52,6 @@ struct ray_type
|
|||
vector2 Direction;
|
||||
float MaxDistance;
|
||||
float MinDistance;
|
||||
float TimeNow;
|
||||
int CollisionMask;
|
||||
};
|
||||
|
||||
|
|
|
@ -285,7 +285,7 @@ void pb::frame(float dtMilliSec)
|
|||
|
||||
float dtSec = dtMilliSec * 0.001f;
|
||||
time_next = time_now + dtSec;
|
||||
timed_frame(time_now, dtSec, true);
|
||||
timed_frame(dtSec);
|
||||
time_now = time_next;
|
||||
|
||||
dtMilliSec += time_ticks_remainder;
|
||||
|
@ -318,7 +318,7 @@ void pb::frame(float dtMilliSec)
|
|||
}
|
||||
}
|
||||
|
||||
void pb::timed_frame(float timeNow, float timeDelta, bool drawBalls)
|
||||
void pb::timed_frame(float timeDelta)
|
||||
{
|
||||
for (auto ball : MainTable->BallList)
|
||||
{
|
||||
|
@ -346,12 +346,13 @@ void pb::timed_frame(float timeNow, float timeDelta, bool drawBalls)
|
|||
}
|
||||
}
|
||||
|
||||
int ballSteps[20]{-1};
|
||||
int ballSteps[20]{};
|
||||
float ballStepsDistance[20]{};
|
||||
int maxStep = -1;
|
||||
for (auto index = 0u; index < MainTable->BallList.size(); index++)
|
||||
{
|
||||
auto ball = MainTable->BallList[index];
|
||||
ballSteps[index] = -1;
|
||||
if (ball->ActiveFlag != 0)
|
||||
{
|
||||
vector2 vecDst{};
|
||||
|
@ -366,8 +367,8 @@ void pb::timed_frame(float timeNow, float timeDelta, bool drawBalls)
|
|||
else
|
||||
{
|
||||
TTableLayer::edge_manager->FieldEffects(ball, &vecDst);
|
||||
vecDst.X *= timeDelta;
|
||||
vecDst.Y *= timeDelta;
|
||||
vecDst.X *= ball->TimeDelta;
|
||||
vecDst.Y *= ball->TimeDelta;
|
||||
ball->Direction.X *= ball->Speed;
|
||||
ball->Direction.Y *= ball->Speed;
|
||||
maths::vector_add(ball->Direction, vecDst);
|
||||
|
@ -401,16 +402,15 @@ void pb::timed_frame(float timeNow, float timeDelta, bool drawBalls)
|
|||
for (auto ballIndex = 0u; ballIndex < MainTable->BallList.size(); ballIndex++)
|
||||
{
|
||||
auto ball = MainTable->BallList[ballIndex];
|
||||
if (!ball->CollisionDisabledFlag && step <= ballSteps[ballIndex])
|
||||
if (!ball->CollisionDisabledFlag && ballSteps[ballIndex] >= step)
|
||||
{
|
||||
ray.CollisionMask = ball->CollisionMask;
|
||||
ball->TimeNow = timeNow;
|
||||
|
||||
for (auto distanceSum = 0.0f; distanceSum < BallHalfRadius;)
|
||||
{
|
||||
ray.Origin = ball->Position;
|
||||
ray.Direction = ball->Direction;
|
||||
if (step >= ballSteps[ballIndex])
|
||||
if (ballSteps[ballIndex] <= step)
|
||||
{
|
||||
ray.MaxDistance = ballStepsDistance[ballIndex] - ballSteps[ballIndex] * BallHalfRadius;
|
||||
}
|
||||
|
@ -418,7 +418,6 @@ void pb::timed_frame(float timeNow, float timeDelta, bool drawBalls)
|
|||
{
|
||||
ray.MaxDistance = BallHalfRadius;
|
||||
}
|
||||
ray.TimeNow = ball->TimeNow;
|
||||
|
||||
TEdgeSegment* edge = nullptr;
|
||||
auto distance = TTableLayer::edge_manager->FindCollisionDistance(&ray, ball, &edge);
|
||||
|
@ -462,13 +461,10 @@ void pb::timed_frame(float timeNow, float timeDelta, bool drawBalls)
|
|||
flipper->UpdateSprite();
|
||||
}
|
||||
|
||||
if (drawBalls)
|
||||
for (auto ball : MainTable->BallList)
|
||||
{
|
||||
for (auto ball : MainTable->BallList)
|
||||
{
|
||||
if (ball->ActiveFlag)
|
||||
ball->Repaint();
|
||||
}
|
||||
if (ball->ActiveFlag)
|
||||
ball->Repaint();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -66,7 +66,7 @@ public:
|
|||
static void replay_level(bool demoMode);
|
||||
static void ballset(float dx, float dy);
|
||||
static void frame(float dtMilliSec);
|
||||
static void timed_frame(float timeNow, float timeDelta, bool drawBalls);
|
||||
static void timed_frame(float timeDelta);
|
||||
static void pause_continue();
|
||||
static void loose_focus();
|
||||
static void InputUp(GameInput input);
|
||||
|
|
Loading…
Reference in a new issue