193 lines
5.7 KiB
Lua
193 lines
5.7 KiB
Lua
--Character controller. Renders point particle.
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local love = love
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local marble = {}
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local oldBuffer = love.graphics.newCanvas()
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local newBuffer = love.graphics.newCanvas()
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local oldState, curState, newState
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local INERTIA = 0.01
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local MAXSPEED = 6
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local ddx, ddy = 0.0, 0.0
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local function State( )
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return { t = 0, x = 0, y = 0, dx = 0, dy = 0 }
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end
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function marble.Current() return curState end
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function marble.Next() return newState end
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function marble.GetAcceleration( ) return ddx, ddy end
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function marble.Integrate( step )
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newState.t = love.timer.getTime()
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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.x = curState.x + newState.dx * step * MAXSPEED
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newState.y = curState.y + newState.dy * step * MAXSPEED
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end
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function marble.OnImpact( impact, level )
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--Adjust current trajectory according to collision.
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if not impact.dt then return end
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INERTIA = 0.03 - 0.02 * math.sqrt( level / 120.0 )
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MAXSPEED = 2.0 + 4.0 * ( level / 120.0 )
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local x, y = impact.r * math.cos( impact.th ), impact.r * math.sin( impact.th )
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local vx, vy = newState.dx, newState.dy --Velocity of particle going into collision.
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local unx, uny = math.cos( impact.normal ), math.sin( impact.normal ) --Outward-facing normal of wave.
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local uvx, uvy --Unit vector velocity of particle.
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local speed = math.sqrt( vx * vx + vy * vy )
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if speed < 0.01 then
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--If the marble is motionless, there is no angular velocity wrt 0,
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--so the wave is headed directly inward.
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--We handle the collision as if the marble is headed directly outward.
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uvx, uvy = unx, uny
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vx, vy = uvx, uvy
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else
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uvx, uvy = vx / speed , vy / speed
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end
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--Get signed angle between normal and incoming velocity (both unit vectors)
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local dot = unx * uvy - uny * uvx
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--Fudge factor: apply an impulse inward so that you don't stick or slide on the wave.
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local inward = ( dot > 0 ) and dot or -dot
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inward = inward * inward * inward
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--Calculate the rotation matrix:
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--counterclockwise rotation by 2 * pi - 2 * arccos( n dot v )
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local c, s = 1 - 2 * dot * dot, - 2 * dot * math.sqrt( 1 - dot * dot )
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--Apply:
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local vxout, vyout =
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inward * (- math.cos(impact.th) ) - (1.0 - inward) * ( vx * c - vy * s ),
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inward * (- math.sin(impact.th) ) - (1.0 - inward) * ( x * s + vy * c )
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curState.x, curState.y = x, y
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curState.dx, curState.dy = vxout, vyout
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--[[debugRenderImpact = { xi = x, yi = y, xf = x - vx, yf = y - vy,
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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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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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end
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function marble.Update()
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--Roll the log.
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for k, v in pairs( oldState ) do
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oldState[k] = curState[k]
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curState[k] = newState[k]
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end
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end
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function marble.OnKey()
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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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local n = math.sqrt( ddx * ddx + ddy * ddy )
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if n < 0.001 then return end
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ddx, ddy = ddx / n, ddy / n
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end
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function marble.OnVictory()
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--[[marble.Draw = function()
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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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marble.Integrate( dt + 1 / 60.0 )
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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 xn, yn = transform:transformPoint( newState.x, newState.y )
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love.graphics.setColor( 91 / 255, 206 / 255, 250 / 255, 1.0 ) --Trans blue.
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love.graphics.setLineJoin( "bevel" )
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love.graphics.setLineStyle( "smooth" )
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love.graphics.setLineWidth( 8.0 )
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love.graphics.line( xp, yp, xc, yc, xn, yn)
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love.graphics.circle( "fill", xn, yn, 4.0 )
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love.graphics.setCanvas()
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end]]
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end
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function marble.Draw()
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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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marble.Integrate( dt + 1 / 60.0 )
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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 xn, yn = transform:transformPoint( newState.x, newState.y )
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love.graphics.setCanvas( newBuffer )
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love.graphics.setColor( 1.0, 1.0, 1.0 , 0.99 ) -- White.
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love.graphics.draw( oldBuffer ) --Time-dependent fade: overlay canvas over itself.
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--Render latest segment in trail.
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love.graphics.setColor( 245 / 255, 169 / 255, 184 / 255, 1.0 ) --Trans pink.
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--love.graphics.line( xi, yi, xf, yf )
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--Segment stuff:
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love.graphics.setLineJoin( "bevel" )
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love.graphics.setLineStyle( "smooth" )
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love.graphics.setLineWidth( 8.0 )
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love.graphics.line( xp, yp, xc, yc, xn, yn)
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love.graphics.circle( "fill", xn, yn, 4.0 )
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love.graphics.setCanvas( oldBuffer )
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love.graphics.clear( 1.0, 1.0, 1.0, 0.0 )
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--Render circle directly to screen.
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love.graphics.setCanvas()
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love.graphics.draw( newBuffer )
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love.graphics.setColor( 1, 1, 1, 1.0 ) --White.
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love.graphics.setLineWidth( 1.0 )
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--love.graphics.circle( "line", xn, yn, 4 )
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oldBuffer, newBuffer = newBuffer, oldBuffer
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end
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marble._Draw = marble.Draw
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function marble.Impact( impact )
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end
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--Window resize.
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function marble.Resize()
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newBuffer = love.graphics.newCanvas()
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--TODO: render oldBuffer to new newBuffer, but scaled down.
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oldBuffer = love.graphics.newCanvas()
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end
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function marble.Reset()
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INERTIA = 0.05
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MAXSPEED = 2.0
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oldState, curState, newState = State(), State(), State()
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marble.Resize()
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marble.Draw = marble._Draw
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end
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function marble.Canvas()
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return newBuffer
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end
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marble.Reset()
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return marble |