Deterministic physics!
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parent
34f76c0b7c
commit
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14
main.lua
14
main.lua
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@ -22,11 +22,11 @@ state = {
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Reset = function()
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Reset = function()
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state.tick = 0
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state.tick = 0
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state.beat = {}
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state.beat = {}
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state.startTime = love.timer.getTime()
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state.currentBeat = 1
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state.currentBeat = 1
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state.timeToSimulate = 0.0
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state.timeToSimulate = 0.0
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state.longestStreak = 0
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state.longestStreak = 0
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state.currentStreak = 0
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state.currentStreak = 0
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state.lastCollisionTick = 0
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end,
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end,
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finishTime = 0.0,
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finishTime = 0.0,
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@ -34,7 +34,6 @@ state = {
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isGameStarted = false,
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isGameStarted = false,
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lastBeatScore = 0.0,
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lastBeatScore = 0.0,
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currentBeat = 1,
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currentBeat = 1,
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startTime = 0.0,
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longestStreak = 0,
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longestStreak = 0,
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currentStreak = 0,
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currentStreak = 0,
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@ -61,6 +60,7 @@ OnImpact = function( impact )
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local score = BeatScore( impact.t )
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local score = BeatScore( impact.t )
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--DEBUG
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--DEBUG
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state.lastBeatScore = score
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state.lastBeatScore = score
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state.lastCollisionTick = state.tick
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local pass = false
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local pass = false
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if score > 1.0 then
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if score > 1.0 then
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@ -210,7 +210,11 @@ end
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OnVictory = function()
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OnVictory = function()
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if state.isDemo then
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state.isDemo = false
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else
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recorder.Save()
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recorder.Save()
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end
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particles:setParticleLifetime( 0, 30 )
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particles:setParticleLifetime( 0, 30 )
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particles:setSizes( 0.001, 0.0001, 0.0005 )
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particles:setSizes( 0.001, 0.0001, 0.0005 )
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@ -230,7 +234,7 @@ OnVictory = function()
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love.graphics.setCanvas( marble.Canvas() )
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love.graphics.setCanvas( marble.Canvas() )
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love.graphics.setCanvas()
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love.graphics.setCanvas()
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local totalTime = love.timer.getTime() - state.startTime
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local totalTime = state.tick / 120.0
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OnImpact = function() end
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OnImpact = function() end
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love.update = function( dt )
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love.update = function( dt )
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while dt > step do
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while dt > step do
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@ -292,6 +296,10 @@ Draw = function()
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sitelenpona.Draw( text.words[state.currentBeat] )
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sitelenpona.Draw( text.words[state.currentBeat] )
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marble.Draw()
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marble.Draw()
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text.Draw( state.currentBeat )
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text.Draw( state.currentBeat )
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love.graphics.print( state.tick, 400, 400, 0, 1, 1 )
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love.graphics.print( state.currentStreak, 400, 450, 0, 1, 1 )
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love.graphics.print( state.lastCollisionTick, 400, 500, 0, 1, 1 )
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end
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end
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@ -22,7 +22,7 @@ function marble.GetAcceleration( ) return ddx, ddy end
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function marble.SetAcceleration( x, y ) ddx = x; ddy = y end
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function marble.SetAcceleration( x, y ) ddx = x; ddy = y end
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function marble.Integrate( step )
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function marble.Integrate( step )
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newState.t = love.timer.getTime()
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newState.t = curState.t + step
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newState.dx = (1.0 - INERTIA) * curState.dx + INERTIA * ddx
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newState.dx = (1.0 - INERTIA) * curState.dx + INERTIA * ddx
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newState.dy = (1.0 - INERTIA) * curState.dy + INERTIA * ddy
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newState.dy = (1.0 - INERTIA) * curState.dy + INERTIA * ddy
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newState.x = curState.x + newState.dx * step * MAXSPEED
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newState.x = curState.x + newState.dx * step * MAXSPEED
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@ -75,7 +75,7 @@ function marble.OnImpact( impact, level )
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xn = 0.2 * unx + x, yn = 0.2 * uny + y,
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xn = 0.2 * unx + x, yn = 0.2 * uny + y,
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vxout = x + vxout, vyout = y + vyout}]]
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vxout = x + vxout, vyout = y + vyout}]]
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return marble.Integrate( math.max( impact.dt , 1 / 120 ) ) --Hmm! Maybe this should be a fixed step instead for stability's sake.
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return marble.Integrate( 1 / 120.0 ) --Hmm! Maybe this should be a fixed step instead for stability's sake.
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end
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end
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function marble.Update()
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function marble.Update()
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@ -87,7 +87,6 @@ function marble.Update()
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end
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end
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function marble.OnKey( tick )
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function marble.OnKey( tick )
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ddx = (love.keyboard.isScancodeDown( "d" ) and 1.0 or 0.0) - (love.keyboard.isScancodeDown( "a" ) and 1.0 or 0.0)
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ddx = (love.keyboard.isScancodeDown( "d" ) and 1.0 or 0.0) - (love.keyboard.isScancodeDown( "a" ) and 1.0 or 0.0)
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ddy = (love.keyboard.isScancodeDown( "w" ) and 1.0 or 0.0) - (love.keyboard.isScancodeDown( "s" ) and 1.0 or 0.0)
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ddy = (love.keyboard.isScancodeDown( "w" ) and 1.0 or 0.0) - (love.keyboard.isScancodeDown( "s" ) and 1.0 or 0.0)
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@ -126,7 +125,7 @@ function marble.Draw()
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--Extrapolate forward for slightly smoother rendering.
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--Extrapolate forward for slightly smoother rendering.
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local dt = love.timer.getTime() - curState.t
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local dt = love.timer.getTime() - curState.t
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marble.Integrate( dt + 1 / 60.0 )
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marble.Integrate( 1 / 120.0 )
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local xp, yp = transform:transformPoint( oldState.x, oldState.y )
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local xp, yp = transform:transformPoint( oldState.x, oldState.y )
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local xc, yc = transform:transformPoint( curState.x, curState.y )
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local xc, yc = transform:transformPoint( curState.x, curState.y )
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2
wave.lua
2
wave.lua
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@ -159,7 +159,7 @@ local function OnImpact( impact, level )
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local r = cur.radii
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local r = cur.radii
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local theta = impact.th
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local theta = impact.th
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local magnitude = IMPULSESIZE * impact.speed
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local magnitude = IMPULSESIZE * impact.speed
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local dt = math.max( impact.dt, 1 / 120.0 )
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local dt = 1.0 / 120.0
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for i = 0, N - 1 do
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for i = 0, N - 1 do
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r[ i + 1 ] = r[ i + 1 ] + dt * magnitude * AliasedSinc( theta, 2.0 * math.pi * i / N )
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r[ i + 1 ] = r[ i + 1 ] + dt * magnitude * AliasedSinc( theta, 2.0 * math.pi * i / N )
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end
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end
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