mirror of
https://github.com/k4zmu2a/SpaceCadetPinball.git
synced 2024-11-17 15:20:17 +01:00
Fix flipper animation and angle calculation (#150)
Checked with a slowed down flipper (reduced retractTime and extendTime) to ensure the flipper position is correct even when not finished while pressing the flipper control.
This commit is contained in:
parent
367f4538a3
commit
a2567c1fea
2 changed files with 11 additions and 14 deletions
|
@ -137,7 +137,7 @@ void TFlipper::TimerExpired(int timerId, void* caller)
|
|||
auto flip = static_cast<TFlipper*>(caller);
|
||||
int bmpCountSub1 = flip->ListBitmap->size() - 1;
|
||||
|
||||
auto newBmpIndex = static_cast<int>(floor((pb::time_now - flip->InputTime) / flip->TimerTime));
|
||||
auto newBmpIndex = static_cast<int>(floor(flip->FlipperEdge->flipper_angle(pb::time_now) / flip->FlipperEdge->AngleMax * bmpCountSub1 + 0.5));
|
||||
if (newBmpIndex > bmpCountSub1)
|
||||
newBmpIndex = bmpCountSub1;
|
||||
if (newBmpIndex < 0)
|
||||
|
@ -155,7 +155,7 @@ void TFlipper::TimerExpired(int timerId, void* caller)
|
|||
}
|
||||
if (flip->MessageField == 2)
|
||||
{
|
||||
flip->BmpIndex = bmpCountSub1 - newBmpIndex;
|
||||
flip->BmpIndex = newBmpIndex;
|
||||
if (flip->BmpIndex <= 0)
|
||||
{
|
||||
flip->BmpIndex = 0;
|
||||
|
|
|
@ -418,19 +418,17 @@ float TFlipperEdge::flipper_angle(float timeNow)
|
|||
{
|
||||
if (!FlipperFlag)
|
||||
return Angle1;
|
||||
float angle = (Angle1 - Angle2) / AngleMax * AngleMult;
|
||||
if (angle < 0.0f)
|
||||
angle = -angle;
|
||||
|
||||
if (angle >= 0.0000001f)
|
||||
angle = (timeNow - InputTime) / angle;
|
||||
float currentAngleDuration = fabsf((Angle1 - Angle2) / AngleMax * AngleMult);
|
||||
float currentAngleRatio;
|
||||
|
||||
if (currentAngleDuration >= 0.0000001f)
|
||||
currentAngleRatio = (timeNow - InputTime) / currentAngleDuration;
|
||||
else
|
||||
angle = 1.0;
|
||||
currentAngleRatio = 1.0;
|
||||
|
||||
angle = std::min(1.0f, std::max(angle, 0.0f));
|
||||
if (FlipperFlag == 2)
|
||||
angle = 1.0f - angle;
|
||||
return angle * AngleMax;
|
||||
currentAngleRatio = std::min(1.0f, std::max(currentAngleRatio, 0.0f));
|
||||
return currentAngleRatio * (Angle1 - Angle2) + Angle2;
|
||||
}
|
||||
|
||||
int TFlipperEdge::is_ball_inside(float x, float y)
|
||||
|
@ -482,8 +480,7 @@ void TFlipperEdge::SetMotion(int code, float value)
|
|||
default: break;
|
||||
}
|
||||
|
||||
if (!FlipperFlag)
|
||||
InputTime = value;
|
||||
InputTime = value;
|
||||
FlipperFlag = code;
|
||||
AngleStopTime = AngleMult + InputTime;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue