Noah Petherbridge
6af60f1128
* Improve the collision detection algorithm so that Actor OnCollide scripts get called more often WHILE an actor is moving, to prevent a fast-moving actor from zipping right through the "solid" hitbox and not giving the subject actor time to protest the movement. * It's implemented by adding a `Settled` boolean to the OnCollide event object. When the game is testing out movement, Settled=false to give the actor a chance to say "I'm solid!" and have the moving party be stopped early. * After all this is done, for any pair of actors still with overlapping hitboxes, OnCollide is called one last time with Settled=true. This is when the actor should run its actions (like publishing messages to other actors, changing state as in a trapdoor, etc.) * The new collision detection algorithm works as follows: * Stage 1 is the same as before, all mobile actors are moved and tested against level geometry. They record their Original and New position during this phase. * Stage 2 is where we re-run that movement but ping actors being intersected each step of the way. We trace the steps between Original and New position, test OnCollide handler, and if it returns false we move the mobile actor to the Last Good Position along the trace. * Stage 3 we run the final OnCollide(Settled=true) to let actors run actions they wanted to for their collide handler, WITHOUT spamming those actions during Stage 2. * This should now allow for tweaking of gravity speed and player speed without breaking all actor collision checking. |
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.. | ||
boolprops.go | ||
debug.go | ||
flag_free.go | ||
flag_paid.go | ||
numbers.go | ||
README.md | ||
shell.go | ||
theme.go | ||
workarounds.go |
balance
Constants and settings for the Doodle app.
Environment Variables
Some runtime settings can be configured in the environment. Here they are with their default values.
Most colors work with alpha channels; just provide an 8 hex character code,
like #FF00FF99
for 153 ($99) on the alpha channel.
- Application Windw Size (ints):
DOODLE_W=1024
DOODLE_H=768
- Shell settings:
D_SHELL_BG=#001428C8
: shell background color.D_SHELL_FG=#0099FF
: shell text color.D_SHELL_PC=#FFFFFF
: shell prompt color.D_SHELL_LN=8
: shell history line count (how tall the shell is in lines)D_SHELL_FS=16
: font size for both the shell and on-screen flashed messages.
- Debug Colors and Hitboxes (default invisible=off):
DOODLE_DEBUG_ALL=false
: turn on all debug colors and hitboxes to their default colors and settings.DEBUG_CHUNK_COLOR=#FFFFFF
: background color when caching a chunk to bitmap. Helps visualize where the chunks and caching are happening.DEBUG_CANVAS_BORDER
: draw a border color around every uix.Canvas widget. This effectively draws the bounds of every Doodad drawn on top of a level or inside a button and the bounds of the level space itself.DEBUG_CANVAS_LABEL=false
: draw a label in the corner of every Canvas with details about the Canvas.
- Tuning constants (may not be available in production builds):
D_SCROLL_SPEED=8
: Canvas scroll speed when using the keyboard arrows in the Editor Mode, in pixels per tick.D_DOODAD_SIZE=100
: Default size when creating a new Doodad.
Development booleans for unit tests (set to any non-empty value):
T_WALLPAPER_PNG
for pkg/wallpaper to output PNG images.