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#include "character.hpp"
#include "src/anim-atlas.hpp"
#include "loader/loader.hpp"
#include "src/world.hpp"
#include "src/RTree.hpp"
#include <cmath>
namespace floormat {
namespace {
template <typename T>
constexpr T sgn(T val) { return T(T(0) < val) - T(val < T(0)); }
constexpr int tile_size_1 = iTILE_SIZE2.sum()/2,
framerate = 96, move_speed = tile_size_1 * 2;
constexpr float frame_time = 1.f/framerate;
constexpr auto inv_tile_size = 1 / TILE_SIZE2;
constexpr Vector2b bbox_size(12);
constexpr auto arrows_to_dir(bool L, bool R, bool U, bool D)
{
if (L == R)
L = R = false;
if (U == D)
U = D = false;
using enum rotation;
struct {
int lr = 0, ud = 0;
rotation r = N;
} dir;
if (L && U)
dir = { -1, 0, W };
else if (L && D)
dir = { 0, 1, S };
else if (R && U)
dir = { 0, -1, N };
else if (R && D)
dir = { 1, 0, E };
else if (L)
dir = { -1, 1, SW };
else if (D)
dir = { 1, 1, SE };
else if (R)
dir = { 1, -1, NE };
else if (U)
dir = { -1, -1, NW };
return dir;
}
} // namespace
character_wip::character_wip() :
walk_anim{loader.anim_atlas("npc-walk", loader.ANIM_PATH)}
{
}
character_wip::~character_wip() = default;
int character_wip::allocate_frame_time(float dt)
{
delta += dt;
auto ret = (int)(delta*framerate);
delta -= ret;
delta = std::fmax(0.f, delta);
return ret;
}
Vector2 character_wip::move_vec(int left_right, int top_bottom)
{
constexpr auto c = move_speed * frame_time;
return c * Vector2(sgn(left_right), sgn(top_bottom)).normalized();
}
void character_wip::tick(world& w, float dt, bool L, bool R, bool U, bool D)
{
auto [lr, ud, rot] = arrows_to_dir(L, R, U, D);
if (!lr & !ud)
{
delta = 0;
return;
}
int nframes = allocate_frame_time(dt);
if (!nframes)
return;
const auto vec = move_vec(lr, ud);
r = rot;
for (int i = 0; i < nframes; i++)
{
auto pos_ = pos;
Vector2 offset_ = offset;
offset_ += vec;
auto pos_1 = Vector2i(offset_ * inv_tile_size);
pos_ += pos_1;
offset_ = Vector2(std::fmod(offset_[0], TILE_SIZE2[0]), std::fmod(offset_[1], TILE_SIZE2[1]));
auto [c, t] = w[pos_];
const auto& r = c.rtree();
auto center = Vector2(pos_.local()) * TILE_SIZE2 + offset_;
auto half = Vector2(bbox_size)*.5f;
auto min = center - half;
auto max = center + half;
bool is_blocked = false;
r->Search(min.data(), max.data(), [&](const std::uint64_t data, const auto&) {
auto cdata = std::bit_cast<collision_data>(data);
is_blocked |= (pass_mode)cdata.pass != pass_mode::pass;
return !is_blocked;
});
if (is_blocked)
break;
pos = pos_;
offset = offset_;
++frame %= walk_anim->info().nframes;
}
}
} // namespace floormat
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