Fixed a precision bug when handling big physics objects & removed 2 random platforms from TestLevel.
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@ -30,29 +30,7 @@ public class TestLevel implements Level {
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physics.getPosition().set(new Vector2(0, -4));
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ground.add(physics);
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Sprite wallSprite = SpriteLoader.loadSprite(Name.WALLIMG);
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Entity wall0 = new Entity();
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CRenderedObject wall0RenderedObject = new CRenderedObject(wallSprite);
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CPhysics wall0Physics = new CPhysics().setMovable(false).setGravityApplied(false).setProcessCollisions(false)
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.setSize(wallSprite.getRegionWidth() * Global.SPRITE_SCALE,
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wallSprite.getRegionHeight() * Global.SPRITE_SCALE);
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wall0Physics.getPosition().set(new Vector2(6, 0));
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wall0.add(wall0RenderedObject);
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wall0.add(wall0Physics);
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Entity wall1 = new Entity();
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CRenderedObject wall1RenderedObject = new CRenderedObject(wallSprite);
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CPhysics wall1Physics = new CPhysics().setMovable(false).setGravityApplied(false).setProcessCollisions(false)
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.setSize(wallSprite.getRegionWidth() * Global.SPRITE_SCALE,
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wallSprite.getRegionHeight() * Global.SPRITE_SCALE);
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wall1Physics.getPosition().set(new Vector2(-6, 0));
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wall1.add(wall1RenderedObject);
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wall1.add(wall1Physics);
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AppUtil.engine.addEntity(ground);
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AppUtil.engine.addEntity(wall0);
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AppUtil.engine.addEntity(wall1);
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}
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}
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@ -9,10 +9,11 @@ import com.badlogic.ashley.utils.ImmutableArray;
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import com.saltosion.gladiator.components.CCombat;
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import com.saltosion.gladiator.components.CPhysics;
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import com.saltosion.gladiator.util.Direction;
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import com.saltosion.gladiator.util.Log;
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public class PhysicsSystem extends EntitySystem {
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private static final float MAX_VEL = 1.75f, COLLISION_PRECISION = 18f, UPDATES_PER_SECOND = 120f;
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private static final float MAX_VEL = 1.75f, COLLISION_PRECISION = 12f, UPDATES_PER_SECOND = 120f;
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private static final ComponentMapper<CPhysics> pm = ComponentMapper.getFor(CPhysics.class);
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private static final ComponentMapper<CCombat> cm = ComponentMapper.getFor(CCombat.class);
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@ -98,8 +99,10 @@ public class PhysicsSystem extends EntitySystem {
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}
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boolean collidedAlready = false;
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float precisionX = COLLISION_PRECISION * (cp0.getSize().x > cp1.getSize().x ? cp0.getSize().x : cp1.getSize().x);
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float precisionY = COLLISION_PRECISION * (cp0.getSize().y > cp1.getSize().y ? cp0.getSize().y : cp1.getSize().y);
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if (x00 <= x11 && Math.abs(x00 - x11) < (cp0.getSize().x + cp1.getSize().x) / COLLISION_PRECISION) {
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if (x00 <= x11 && Math.abs(x00 - x11) < (cp0.getSize().x + cp1.getSize().x) / precisionX) {
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// cp0's left side is colliding with cp1's right side
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if (!cp0.isGhost() && !cp1.isGhost()) {
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if (cp0.getVelocity().x < 0) {
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@ -114,7 +117,7 @@ public class PhysicsSystem extends EntitySystem {
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}
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collidedAlready = true;
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}
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if (x01 > x10 && Math.abs(x01 - x10) < (cp0.getSize().x + cp1.getSize().x) / COLLISION_PRECISION) {
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if (x01 > x10 && Math.abs(x01 - x10) < (cp0.getSize().x + cp1.getSize().x) / precisionX) {
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// cp0's right side is colliding with cp1's left side
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if (!cp0.isGhost() && !cp1.isGhost()) {
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if (cp0.getVelocity().x > 0) {
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@ -129,7 +132,7 @@ public class PhysicsSystem extends EntitySystem {
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}
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collidedAlready = true;
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}
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if (y00 <= y11 && Math.abs(y00 - y11) < (cp0.getSize().y + cp1.getSize().y) / COLLISION_PRECISION) {
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if (y00 <= y11 && Math.abs(y00 - y11) < (cp0.getSize().y + cp1.getSize().y) / precisionY) {
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// cp0's bottom side is colliding with cp1's top side
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if (!cp0.isGhost() && !cp1.isGhost()) {
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if (cp0.getVelocity().y < 0) {
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@ -145,7 +148,7 @@ public class PhysicsSystem extends EntitySystem {
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}
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collidedAlready = true;
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}
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if (y01 > y10 && Math.abs(y01 - y10) < (cp0.getSize().y + cp1.getSize().y) / COLLISION_PRECISION) {
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if (y01 > y10 && Math.abs(y01 - y10) < (cp0.getSize().y + cp1.getSize().y) / precisionY) {
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// cp0's top side is colliding with cp1's bottom side
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if (!cp0.isGhost() && !cp1.isGhost()) {
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if (cp0.getVelocity().y > 0) {
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