1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
|
#include "character.hpp"
#include "src/anim-atlas.hpp"
#include "loader/loader.hpp"
#include "src/world.hpp"
#include "src/entity.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 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::character(std::uint64_t id, struct chunk& c, entity_type type) : entity{id, c, type}
{
atlas = loader.anim_atlas("npc-walk", loader.ANIM_PATH);
bbox_size = Vector2ub(iTILE_SIZE2/2);
}
character::~character() = default;
int character::allocate_frame_time(float dt)
{
int d = int(delta) + int(65535u * dt);
constexpr int framerate_ = 65535/framerate;
static_assert(framerate_ > 0);
auto ret = d / framerate_;
delta = (std::uint16_t)std::clamp(d - ret*65535, 0, 65535);
return ret;
}
Vector2 character::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::set_keys(bool L, bool R, bool U, bool D)
{
b_L = L;
b_R = R;
b_U = U;
b_D = D;
}
bool character::update(std::size_t i, float dt)
{
auto [lr, ud, rot] = arrows_to_dir(b_L, b_R, b_U, b_D);
if (!lr & !ud)
{
delta = 0;
return false;
}
int nframes = allocate_frame_time(dt);
if (!nframes)
return false;
const auto vec = move_vec(lr, ud);
r = rot;
c->ensure_passability();
for (int k = 0; k < nframes; k++)
{
constexpr auto frac = Vector2(32767);
constexpr auto inv_frac = Vector2(1.f/32767);
auto offset_ = vec + Vector2(offset_frac) * inv_frac;
offset_frac = Vector2s(Vector2(std::fmod(offset_[0], 1.f), std::fmod(offset_[1], 1.f)) * frac);
auto off_i = Vector2i(offset_);
if (can_move_to(off_i))
i = move(i, off_i);
++frame %= atlas->info().nframes;
}
//Debug{} << "pos" << Vector2i(pos.local());
return true;
}
} // namespace floormat
|