Fix more rope bugs
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456796beca
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@ -686,15 +686,10 @@ function player:_fall()
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end
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function player:_rope_pos()
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local px=self.x*8+self.px
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local px2=px+4
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if self.orientx==-1 then
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px+=2
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else
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px+=6
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end
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local py=self.y*8+self.py+2
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local py2=py+1
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local px=self.x*8+self.px+4
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local px2=px
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local py=self.y*8+self.py+3
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local py2=py
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return px,py,px2,py2
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end
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@ -747,13 +742,13 @@ function player:draw()
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setpal()
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spr(16,px+6,py-2,1,1)
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spr(17,px+1,py,1,1)
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if (self.rope and invis_level<=0.25) pal() self.rope:draw() setpal()
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if (self.rope and invis_level<=0.25) pal() self.rope:draw(-2,-1) setpal()
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spr(head,px-3,py-3,1,1)
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else
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setpal()
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spr(16,px-6,py-2,1,1,true)
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spr(17,px-1,py,1,1,true)
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if (self.rope and invis_level<=0.25) pal() self.rope:draw() setpal()
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if (self.rope and invis_level<=0.25) pal() self.rope:draw(2,-1) setpal()
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spr(head,px+3,py-3,1,1,true)
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end
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pal()
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@ -874,13 +869,15 @@ function rope:_reindex()
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end
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end
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function rope:draw()
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function rope:draw(artificial_dx,artificial_dy)
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local points,highlight=self:_tug(true)
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if (self:busy()) highlight=nil
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if (self.state.name=="done") return
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local perc_to_show=1.0
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if (self.state.name=="destroy") perc_to_show=(1.0-self.state.frame/5)^2
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points[#points]={x=points[#points].x+artificial_dx,y=points[#points].y+artificial_dy}
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local len=0
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for i=1,#points-1 do
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len+=distance(points[i],points[i+1])
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@ -1400,26 +1397,19 @@ function rope:_tug(hypothetically)
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local touched={}
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for i=#ancs-1,2,-1 do
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local ops_before_trash=self:_calc_push(ancs[i+1],ancs[i],ancs[i-1],ancs[i-2])
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local ops_after_trash=self:_calc_push(ancs[i-2],ancs[i-1],ancs[i],ancs[i+1])
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local ops_to_do={}
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local ops_before_trash,hit_end1=self:_calc_push(ancs[i+1],ancs[i],ancs[i-1],ancs[i-2])
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local ops_after_trash,hit_end2=self:_calc_push(ancs[i-2],ancs[i-1],ancs[i],ancs[i+1])
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local ops_to_do,corners={},{}
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if #ops_before_trash>0 then
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ops_to_do=ops_before_trash
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corners[i-1]=true
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else
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ops_to_do=ops_after_trash
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end
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local _is=function(x1,x2)
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return x1.mx==x2.mx and x1.my==x2.my
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end
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local _caps=function(x,lst)
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return #lst>0 and (_is(x,lst[1]) or _is(x,lst[#lst]))
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corners[i]=true
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end
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local corners={}
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if (_caps(ops_to_do[1],ops_before_trash)) corners[i-1]=true
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if (_caps(ops_to_do[#ops_to_do],ops_after_trash)) corners[i]=true
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if (hit_end1 and hit_end2) corners[i-1],corners[i]=true,true
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local ops=ops_to_do
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@ -1487,7 +1477,7 @@ function rope:_tug(hypothetically)
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(dmx!=0 and sgn0(pull_dx)!=dmx) or
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(dmy!=0 and sgn0(pull_dy)!=dmy) or
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_vec_ang_diff(pull_anc.x\8-mx0,pull_anc.y\8-my0,dmx,dmy) >= 0.185 or
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_vec_ang_diff(pull_anc.x\8-mx0,pull_anc.y\8-my0,dmx,dmy) >= 0.135 or
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sgn0(mx0-mxa)!=
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sgn0(mx0+dmx-mxa) or
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@ -1538,14 +1528,14 @@ function rope:_calc_push(
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local mx,dmx
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if a0.x%8==0 and a0.x>an.x+7 then
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needs_good_pull=needs_good_pull or af.x>=a1.x
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if (needs_good_pull and _ang_diff(pull_ang,0.0)>=0.185) return {}
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if (needs_good_pull and _ang_diff(pull_ang,0.0)>=0.165) return {}
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-- push left
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mx=(a0.x-1)\8
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dmx=-1
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elseif a0.x%8==7 and a0.x<an.x-7 then
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needs_good_pull=needs_good_pull or af.x<=a1.x
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if (needs_good_pull and _ang_diff(pull_ang,0.5)>=0.185) return {}
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if (needs_good_pull and _ang_diff(pull_ang,0.5)>=0.165) return {}
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-- push right
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mx=(a0.x+1)\8
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@ -1570,7 +1560,7 @@ function rope:_calc_push(
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local my,dmy
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if a0.y%8==0 and a0.y>an.y+6 then
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needs_good_pull=needs_good_pull or af.y>=a1.y
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if (needs_good_pull and _ang_diff(pull_ang,0.75)>=0.185) return {}
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if (needs_good_pull and _ang_diff(pull_ang,0.75)>=0.135) return {}
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-- push up
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my=(a0.y-1)\8
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@ -1578,7 +1568,7 @@ function rope:_calc_push(
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elseif a0.y%8==7 and a0.y<an.y-6 then
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needs_good_pull=needs_good_pull or af.y<=a1.y
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if (needs_good_pull and _ang_diff(pull_ang,0.25)>=0.185) return {}
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if (needs_good_pull and _ang_diff(pull_ang,0.25)>=0.135) return {}
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-- push down
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my=(a0.y+1)\8
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@ -1592,6 +1582,7 @@ function rope:_calc_push(
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end
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end
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local hit_end=true
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local ops2={}
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for o in all(ops) do
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if not level:mcoll(o.mx,o.my) then
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@ -1599,16 +1590,18 @@ function rope:_calc_push(
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else
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local crate=level:get_crate(o.mx,o.my)
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if crate==nil then
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hit_end=false
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break
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else
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if not level:can_move(false,o.mx,o.my,o.dmx,o.dmy,0,0) then
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hit_end=false
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break
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end
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end
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add(ops2,o)
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end
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end
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return ops2
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return ops2,hit_end
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end
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function rope:_anchors_simplified()
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@ -1821,7 +1814,7 @@ __map__
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0c0000000000000000000000000000410000000000000000000000000000000c000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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0c000000000000000c0c0c0c0c0c0c0c0c00000000000020210000000000000c000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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0c0c0c0c0c0c00000000000c0c0c0c0c0c00000000000030310000000000000c000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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0c00000000000c0c0000000c0c0c0c0c0c00000000000000000000000000000c000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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0c00000000000c0c004f000c0c0c0c0c0c00000000000000000000000000000c000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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0c00000c4f00000c00000000000000120100000000000000000000000000000c000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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3d0000000000003f0c000c0c0c0c0c0c0c00000000000000000000000000000c000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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0c0000000000000000000c0c0c0c0c0c0c00000000000000000000000000000c000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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