Overhaul the Platformer Physics System
* Player character now experiences acceleration and friction when walking around the map! * Actor position and movement had to be converted from int's (render.Point) to float64's to support fine-grained acceleration steps. * Added "physics" package and physics.Vector to be a float64 counterpart for render.Point. Vector is used for uix.Actor.Position() for the sake of movement math. Vector is flattened back to a render.Point for collision purposes, since the levels and hitboxes are pixel-bound. * Refactor the uix.Actor to no longer extend the doodads.Drawing (so it can have a Position that's a Vector instead of a Point). This broke some code that expected `.Doodad` to directly reference the Drawing.Doodad: now you had to refer to it as `a.Drawing.Doodad` which was ugly. Added convenience method .Doodad() for a shortcut. * Moved functions like GetBoundingRect() from doodads package to collision, where it uses its own slimmer Actor interface for just the relevant methods it needs.
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@ -1,5 +1,5 @@
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function main() {
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function main() {
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log.Info("Azulian '%s' initialized!", Self.Doodad.Title);
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log.Info("Azulian '%s' initialized!", Self.Doodad().Title);
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var playerSpeed = 4;
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var playerSpeed = 4;
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var gravity = 4;
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var gravity = 4;
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@ -28,8 +28,10 @@ function main() {
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}
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}
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sampleTick++;
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sampleTick++;
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var Vx = playerSpeed * (direction === "left" ? -1 : 1);
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// TODO: Vector() requires floats, pain in the butt for JS,
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Self.SetVelocity(Point(Vx, 0));
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// the JS API should be friendlier and custom...
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var Vx = parseFloat(playerSpeed * (direction === "left" ? -1 : 1));
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Self.SetVelocity(Vector(Vx, 0.0));
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if (!Self.IsAnimating()) {
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if (!Self.IsAnimating()) {
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Self.PlayAnimation("walk-"+direction, null);
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Self.PlayAnimation("walk-"+direction, null);
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@ -1,5 +1,5 @@
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function main() {
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function main() {
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console.log("%s initialized!", Self.Doodad.Title);
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console.log("%s initialized!", Self.Doodad().Title);
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var timer = 0;
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var timer = 0;
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@ -28,7 +28,7 @@ function main() {
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});
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});
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// Events.OnLeave(function(e) {
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// Events.OnLeave(function(e) {
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// console.log("%s has stopped touching %s", e, Self.Doodad.Title)
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// console.log("%s has stopped touching %s", e, Self.Doodad().Title)
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// Self.Canvas.SetBackground(RGBA(0, 0, 1, 0));
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// Self.Canvas.SetBackground(RGBA(0, 0, 1, 0));
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// })
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// })
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}
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}
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function main() {
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function main() {
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console.log("%s initialized!", Self.Doodad.Title);
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console.log("%s initialized!", Self.Doodad().Title);
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var pressed = false;
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var pressed = false;
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@ -1,6 +1,6 @@
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function main() {
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function main() {
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var color = Self.Doodad.Tag("color");
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var color = Self.Doodad().Tag("color");
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var keyname = "key-" + color + ".doodad";
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var keyname = "key-" + color + ".doodad";
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// Layers in the doodad image.
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// Layers in the doodad image.
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function main() {
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function main() {
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console.log("%s initialized!", Self.Doodad.Title);
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console.log("%s initialized!", Self.Doodad().Title);
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Self.AddAnimation("open", 100, [0, 1, 2, 3]);
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Self.AddAnimation("open", 100, [0, 1, 2, 3]);
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Self.AddAnimation("close", 100, [3, 2, 1, 0]);
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Self.AddAnimation("close", 100, [3, 2, 1, 0]);
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Self.SetHitbox(16, 0, 32, 64);
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Self.SetHitbox(16, 0, 32, 64);
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Message.Subscribe("power", function(powered) {
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Message.Subscribe("power", function(powered) {
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console.log("%s got power=%+v", Self.Doodad.Title, powered);
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console.log("%s got power=%+v", Self.Doodad().Title, powered);
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if (powered) {
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if (powered) {
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if (animating || opened) {
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if (animating || opened) {
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function main() {
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function main() {
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var color = Self.Doodad.Tag("color");
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var color = Self.Doodad().Tag("color");
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Events.OnCollide(function(e) {
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Events.OnCollide(function(e) {
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if (e.Settled) {
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if (e.Settled) {
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e.Actor.AddItem(Self.Doodad.Filename, 0);
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e.Actor.AddItem(Self.Doodad().Filename, 0);
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Self.Destroy();
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Self.Destroy();
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}
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}
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})
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})
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@ -2,7 +2,7 @@
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function main() {
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function main() {
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Self.AddAnimation("open", 0, [1]);
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Self.AddAnimation("open", 0, [1]);
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var unlocked = false;
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var unlocked = false;
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var color = Self.Doodad.Tag("color");
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var color = Self.Doodad().Tag("color");
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Self.SetHitbox(16, 0, 32, 64);
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Self.SetHitbox(16, 0, 32, 64);
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function main() {
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function main() {
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console.log("%s initialized!", Self.Doodad.Title);
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console.log("%s initialized!", Self.Doodad().Title);
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console.log(Object.keys(console));
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console.log(Object.keys(console));
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console.log(Object.keys(log));
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console.log(Object.keys(log));
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@ -1,6 +1,6 @@
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// Exit Flag.
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// Exit Flag.
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function main() {
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function main() {
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console.log("%s initialized!", Self.Doodad.Title);
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console.log("%s initialized!", Self.Doodad().Title);
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Self.SetHitbox(22+16, 16, 75-16, 86);
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Self.SetHitbox(22+16, 16, 75-16, 86);
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Events.OnCollide(function(e) {
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Events.OnCollide(function(e) {
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var state = false;
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var state = false;
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function main() {
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function main() {
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console.log("%s ID '%s' initialized!", Self.Doodad.Title, Self.ID());
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console.log("%s ID '%s' initialized!", Self.Doodad().Title, Self.ID());
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Self.SetHitbox(0, 0, 33, 33);
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Self.SetHitbox(0, 0, 33, 33);
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// When the button is activated, don't keep toggling state until we're not
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// When the button is activated, don't keep toggling state until we're not
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function main() {
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function main() {
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console.log("%s initialized!", Self.Doodad.Title);
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console.log("%s initialized!", Self.Doodad().Title);
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// Switch has two frames:
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// Switch has two frames:
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// 0: Off
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// 0: Off
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function main() {
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function main() {
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console.log("%s initialized!", Self.Doodad.Title);
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console.log("%s initialized!", Self.Doodad().Title);
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var timer = 0;
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var timer = 0;
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function main() {
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function main() {
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// What direction is the trapdoor facing?
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// What direction is the trapdoor facing?
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var direction = Self.Doodad.Tag("direction");
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var direction = Self.Doodad().Tag("direction");
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console.log("Trapdoor(%s) initialized", direction);
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console.log("Trapdoor(%s) initialized", direction);
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var timer = 0;
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var timer = 0;
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