/** GDevelop - Platform Behavior Extension Copyright (c) 2014-2015 Florian Rival (Florian.Rival@gmail.com) This project is released under the MIT License. */ #include #include "PlatformerObjectBehavior.h" #include "PlatformBehavior.h" #include "ScenePlatformObjectsManager.h" #include "GDCore/Tools/Localization.h" #include "GDCpp/Scene.h" #include "GDCpp/Serialization/SerializerElement.h" #include "GDCpp/RuntimeScene.h" #include "GDCpp/RuntimeObject.h" #include "GDCpp/CommonTools.h" #include #include #include #include #if defined(GD_IDE_ONLY) #include #include #include "GDCore/IDE/Dialogs/PropertyDescriptor.h" #endif PlatformerObjectBehavior::PlatformerObjectBehavior() : gravity(1000), maxFallingSpeed(700), acceleration(1500), deceleration(1500), maxSpeed(250), jumpSpeed(600), parentScene(NULL), sceneManager(NULL), isOnFloor(false), isOnLadder(false), floorPlatform(NULL), currentFallSpeed(0), currentSpeed(0), jumping(false), currentJumpSpeed(0), canJump(false), hasReallyMoved(false), trackSize(true), ignoreDefaultControls(false), leftKey(false), rightKey(false), ladderKey(false), upKey(false), downKey(false), jumpKey(false) { SetSlopeMaxAngle(60); } PlatformerObjectBehavior::~PlatformerObjectBehavior() { } void PlatformerObjectBehavior::OnOwnerChanged() { oldHeight = object->GetHeight(); } bool PlatformerObjectBehavior::SetSlopeMaxAngle(double newMaxAngle) { if (newMaxAngle < 0 || newMaxAngle >= 90) return false; slopeMaxAngle = newMaxAngle; if ( slopeMaxAngle == 45 ) slopeClimbingFactor = 1; //Avoid rounding errors else slopeClimbingFactor = tan(slopeMaxAngle*3.1415926/180); return true; } void PlatformerObjectBehavior::DoStepPreEvents(RuntimeScene & scene) { if ( parentScene != &scene ) //Parent scene has changed { parentScene = &scene; sceneManager = parentScene ? &ScenePlatformObjectsManager::managers[&scene] : NULL; floorPlatform = NULL; } if ( !sceneManager ) return; double timeDelta = static_cast(scene.GetTimeManager().GetElapsedTime()) / 1000000.0; //0.1) Get the player input: double requestedDeltaX = 0; double requestedDeltaY = 0; //Change the speed according to the player's input. leftKey |= !ignoreDefaultControls && scene.GetInputManager().IsKeyPressed("Left"); rightKey |= !ignoreDefaultControls && scene.GetInputManager().IsKeyPressed("Right"); if ( leftKey ) currentSpeed -= acceleration*timeDelta; if ( rightKey ) currentSpeed += acceleration*timeDelta; //Take deceleration into account only if no key is pressed. if ( leftKey == rightKey ) { bool wasPositive = currentSpeed>0; currentSpeed -= deceleration*timeDelta*(wasPositive ? 1.0 : -1.0); //Set the speed to 0 if the speed was top low. if ( wasPositive && currentSpeed < 0 ) currentSpeed = 0; if ( !wasPositive && currentSpeed > 0 ) currentSpeed = 0; } if (currentSpeed > maxSpeed) currentSpeed = maxSpeed; if (currentSpeed < -maxSpeed) currentSpeed = -maxSpeed; requestedDeltaX += currentSpeed*timeDelta; //Compute the list of the objects that will be used std::set potentialObjects = GetPotentialCollidingObjects(std::max(requestedDeltaX, maxFallingSpeed)); std::set overlappedJumpThru = GetJumpthruCollidingWith(potentialObjects); //Check that the floor object still exists and is near the object. if ( isOnFloor && potentialObjects.find(floorPlatform) == potentialObjects.end() ) { isOnFloor = false; floorPlatform = NULL; } //0.2) Track changes in object size //Stick the object to the floor if its height has changed. if ( trackSize && isOnFloor && oldHeight != object->GetHeight() && !scene.GetTimeManager().IsFirstLoop() ) object->SetY(object->GetY()+oldHeight-object->GetHeight()); oldHeight = object->GetHeight(); //1) X axis: //Shift the object according to the floor movement. if ( isOnFloor ) { requestedDeltaX += floorPlatform->GetObject()->GetX() - floorLastX; requestedDeltaY += floorPlatform->GetObject()->GetY() - floorLastY; } //Ensure the object is not stuck if (SeparateFromPlatforms(potentialObjects, true)) { canJump = true; //After being unstuck, the object must be able to jump again. } //Move the object on x axis. double oldX = object->GetX(); if ( requestedDeltaX != 0 ) { object->SetX(object->GetX()+requestedDeltaX); //Colliding: Try to push out from the solid. //Note that jump thru are never obstacle on X axis. while ( IsCollidingWith(potentialObjects, floorPlatform, /*excludeJumpthrus=*/true) ) { if ( (requestedDeltaX > 0 && object->GetX() <= oldX) || (requestedDeltaX < 0 && object->GetX() >= oldX) ) { object->SetX(oldX); //Unable to move the object without being stuck in an obstacle. break; } //If on floor: try get up a bit to bypass not perfectly aligned floors. if ( isOnFloor ) { object->SetY(object->GetY()-1); if ( !IsCollidingWith(potentialObjects, floorPlatform, /*excludeJumpthrus=*/true) ) break; object->SetY(object->GetY()+1); } object->SetX(floor(object->GetX())+(requestedDeltaX > 0 ? -1 : 1)); currentSpeed = 0; //Collided with a wall } } //2) Y axis: //Go on a ladder ladderKey |= !ignoreDefaultControls && scene.GetInputManager().IsKeyPressed("Up"); if (ladderKey && IsOverlappingLadder(potentialObjects)) { canJump = true; isOnFloor = false; floorPlatform = NULL; currentJumpSpeed = 0; currentFallSpeed = 0; isOnLadder = true; } if ( isOnLadder ) { upKey |= !ignoreDefaultControls && scene.GetInputManager().IsKeyPressed("Up"); downKey |= !ignoreDefaultControls && scene.GetInputManager().IsKeyPressed("Down"); if ( upKey ) requestedDeltaY -= 150*timeDelta; if ( downKey ) requestedDeltaY += 150*timeDelta; //Coming to an extremity of a ladder if ( !IsOverlappingLadder(potentialObjects) ) { isOnLadder = false; } } //Fall if (!isOnFloor && !isOnLadder) { currentFallSpeed += gravity*timeDelta; if ( currentFallSpeed > maxFallingSpeed ) currentFallSpeed = maxFallingSpeed; requestedDeltaY += currentFallSpeed*timeDelta; requestedDeltaY = std::min(requestedDeltaY, maxFallingSpeed*timeDelta); } //Jumping jumpKey |= !ignoreDefaultControls && (scene.GetInputManager().IsKeyPressed("LShift") || scene.GetInputManager().IsKeyPressed("RShift") || scene.GetInputManager().IsKeyPressed("Space")); if ( canJump && jumpKey ) { jumping = true; canJump = false; //isOnFloor = false; If floor is a very steep slope, the object could go into it. isOnLadder = false; currentJumpSpeed = jumpSpeed; currentFallSpeed = 0; //object->SetY(object->GetY()-1); } if ( jumping ) { requestedDeltaY -= currentJumpSpeed*timeDelta; currentJumpSpeed -= gravity*timeDelta; if ( currentJumpSpeed < 0 ) { currentJumpSpeed = 0; jumping = false; } } //Follow the floor if ( isOnFloor ) { if ( object->IsCollidingWith(floorPlatform->GetObject()) ) { //Floor is getting up, as the object is colliding with it. double oldY = object->GetY(); int step = 0; bool stillInFloor = false; do { if ( step >= floor(std::abs(requestedDeltaX*slopeClimbingFactor)) ) //Slope is too step ( > max angle ) { object->SetY(object->GetY()-(std::abs(requestedDeltaX*slopeClimbingFactor)-(double)step)); //Try to add the decimal part. if ( object->IsCollidingWith(floorPlatform->GetObject()) ) stillInFloor = true; //Too steep. break; } //Try to get out of the floor. object->SetY(object->GetY()-1); step++; } while ( object->IsCollidingWith(floorPlatform->GetObject() ) ); if ( stillInFloor ) { object->SetY(oldY); //Unable to follow the floor ( too steep ): Go back to the original position. object->SetX(oldX); //And also revert the shift on X axis. } } else { //Floor is flat or get down. double oldY = object->GetY(); object->SetY(object->GetY()+1); int step = 0; bool noMoreOnFloor = false; while ( !IsCollidingWith(potentialObjects) ) { if ( step > std::abs(requestedDeltaX*slopeClimbingFactor) ) //Slope is too step ( > 50% ) { noMoreOnFloor = true; break; } //Object was on floor, but no more: Maybe a slope, try to follow it. object->SetY(object->GetY()+1); step++; } if ( noMoreOnFloor ) object->SetY(oldY); //Unable to follow the floor: Go back to the original position. Fall will be triggered next tick. else object->SetY(object->GetY()-1); //Floor touched: Go back 1 pixel over. } } //Move the object on Y axis if ( requestedDeltaY != 0 ) { double oldY = object->GetY(); object->SetY(object->GetY()+requestedDeltaY); //Stop when colliding with an obstacle. while ( (requestedDeltaY < 0 && IsCollidingWith(potentialObjects, NULL, /*excludeJumpThrus=*/true)) //Jumpthru = obstacle <=> Never when going up || (requestedDeltaY > 0 && IsCollidingWith(potentialObjects, overlappedJumpThru)) ) //Jumpthru = obstacle <=> Only if not already overlapped when goign down { jumping = false; currentJumpSpeed = 0; if ( (requestedDeltaY > 0 && object->GetY() <= oldY) || (requestedDeltaY < 0 && object->GetY() >= oldY) ) { object->SetY(oldY); //Unable to move the object without being stuck in an obstacle. break; } object->SetY(floor(object->GetY())+(requestedDeltaY > 0 ? -1 : 1)); } } //3) Update the current floor data for the next tick: overlappedJumpThru = GetJumpthruCollidingWith(potentialObjects); if ( !isOnLadder ) { //Check if the object is on a floor: //In priority, check if the last floor platform is still the floor. double oldY = object->GetY(); object->SetY(object->GetY()+1); if ( isOnFloor && object->IsCollidingWith(floorPlatform->GetObject() ) ) { //Still on the same floor floorLastX = floorPlatform->GetObject()->GetX(); floorLastY = floorPlatform->GetObject()->GetY(); } else { //Check if landing on a new floor: (Exclude already overlapped jump truh) std::set collidingObjects = GetPlatformsCollidingWith(potentialObjects, overlappedJumpThru); if ( !collidingObjects.empty() ) //Just landed on floor { isOnFloor = true; canJump = true; jumping = false; currentJumpSpeed = 0; floorPlatform = *collidingObjects.begin(); floorLastX = floorPlatform->GetObject()->GetX(); floorLastY = floorPlatform->GetObject()->GetY(); currentFallSpeed = 0; } else //In the air { canJump = false; isOnFloor = false; floorPlatform = NULL; } } object->SetY(oldY); } //4) Do not forget to reset pressed keys leftKey = false; rightKey = false; ladderKey = false; upKey = false; downKey = false; jumpKey = false; //5) Track the movement hasReallyMoved = std::abs(object->GetX()-oldX) >= 1; } bool PlatformerObjectBehavior::SeparateFromPlatforms(const std::set & candidates, bool excludeJumpThrus) { std::vector objects; for (std::set::iterator it = candidates.begin(); it != candidates.end(); ++it) { if ( (*it)->GetPlatformType() == PlatformBehavior::Ladder ) continue; if ( excludeJumpThrus && (*it)->GetPlatformType() == PlatformBehavior::Jumpthru ) continue; objects.push_back((*it)->GetObject()); } return object->SeparateFromObjects(objects); } std::set PlatformerObjectBehavior::GetPlatformsCollidingWith(const std::set & candidates, const std::set & exceptTheseOnes) { //TODO: This function could be refactored to return only the first colliding platform. std::set result; for (std::set::iterator it = candidates.begin(); it != candidates.end(); ++it) { if ( exceptTheseOnes.find(*it) != exceptTheseOnes.end() ) continue; if ( (*it)->GetPlatformType() == PlatformBehavior::Ladder ) continue; if ( object->IsCollidingWith((*it)->GetObject()) ) result.insert(*it); } return result; } bool PlatformerObjectBehavior::IsCollidingWith(const std::set & candidates, PlatformBehavior * exceptThisOne, bool excludeJumpThrus) { for (std::set::iterator it = candidates.begin(); it != candidates.end(); ++it) { if ( *it == exceptThisOne ) continue; if ( (*it)->GetPlatformType() == PlatformBehavior::Ladder ) continue; if ( excludeJumpThrus && (*it)->GetPlatformType() == PlatformBehavior::Jumpthru ) continue; if ( object->IsCollidingWith((*it)->GetObject()) ) return true; } return false; } bool PlatformerObjectBehavior::IsCollidingWith(const std::set & candidates, const std::set & exceptTheseOnes) { for (std::set::iterator it = candidates.begin(); it != candidates.end(); ++it) { if ( exceptTheseOnes.find(*it) != exceptTheseOnes.end() ) continue; if ( (*it)->GetPlatformType() == PlatformBehavior::Ladder ) continue; if ( object->IsCollidingWith((*it)->GetObject()) ) return true; } return false; } std::set PlatformerObjectBehavior::GetJumpthruCollidingWith(const std::set & candidates) { std::set result; for (std::set::iterator it = candidates.begin(); it != candidates.end(); ++it) { if ( (*it)->GetPlatformType() != PlatformBehavior::Jumpthru ) continue; if ( object->IsCollidingWith((*it)->GetObject()) ) result.insert(*it); } return result; } bool PlatformerObjectBehavior::IsOverlappingLadder(const std::set & candidates) { for (std::set::iterator it = candidates.begin(); it != candidates.end(); ++it) { if ( (*it)->GetPlatformType() != PlatformBehavior::Ladder ) continue; if ( object->IsCollidingWith((*it)->GetObject()) ) return true; } return false; } std::set PlatformerObjectBehavior::GetPotentialCollidingObjects(double maxMovementLength) { //Compute the "bounding circle" radius of the object. float o1w = object->GetWidth(); float o1h = object->GetHeight(); float obj1BoundingRadius = sqrt(o1w*o1w+o1h*o1h)/2.0+maxMovementLength/2.0; //Add to it the maximum magnitude of movement. std::set potentialObjects; for (std::set::iterator it = sceneManager->GetAllPlatforms().begin(); it != sceneManager->GetAllPlatforms().end(); ++it) { //First check if bounding circle are too far. RuntimeObject * obj2 = (*it)->GetObject(); float o2w = obj2->GetWidth(); float o2h = obj2->GetHeight(); float x = object->GetDrawableX()+object->GetCenterX()-(obj2->GetDrawableX()+obj2->GetCenterX()); float y = object->GetDrawableY()+object->GetCenterY()-(obj2->GetDrawableY()+obj2->GetCenterY()); float obj2BoundingRadius = sqrt(o2w*o2w+o2h*o2h)/2.0; if ( sqrt(x*x+y*y) <= obj1BoundingRadius + obj2BoundingRadius ) { potentialObjects.insert(*it); } } return potentialObjects; } void PlatformerObjectBehavior::DoStepPostEvents(RuntimeScene & scene) { if ( parentScene != &scene ) //Parent scene has changed { parentScene = &scene; sceneManager = parentScene ? &ScenePlatformObjectsManager::managers[&scene] : NULL; floorPlatform = NULL; } } void PlatformerObjectBehavior::SimulateControl(const gd::String & input) { if ( input == "Left" ) leftKey = true; else if ( input == "Right" ) rightKey = true; else if ( input == "Up" ) upKey = true; else if ( input == "Down" ) downKey = true; else if ( input == "Ladder" ) ladderKey = true; else if ( input == "Jump" ) jumpKey = true; } void PlatformerObjectBehavior::UnserializeFrom(const gd::SerializerElement & element) { gravity = element.GetDoubleAttribute("gravity"); maxFallingSpeed = element.GetDoubleAttribute("maxFallingSpeed"); acceleration = element.GetDoubleAttribute("acceleration"); deceleration = element.GetDoubleAttribute("deceleration"); maxSpeed = element.GetDoubleAttribute("maxSpeed"); jumpSpeed = element.GetDoubleAttribute("jumpSpeed"); ignoreDefaultControls = element.GetBoolAttribute("ignoreDefaultControls"); SetSlopeMaxAngle(element.GetDoubleAttribute("slopeMaxAngle")); } #if defined(GD_IDE_ONLY) void PlatformerObjectBehavior::SerializeTo(gd::SerializerElement & element) const { element.SetAttribute("gravity", gravity); element.SetAttribute("maxFallingSpeed", maxFallingSpeed); element.SetAttribute("acceleration", acceleration); element.SetAttribute("deceleration", deceleration); element.SetAttribute("maxSpeed", maxSpeed); element.SetAttribute("jumpSpeed", jumpSpeed); element.SetAttribute("ignoreDefaultControls", ignoreDefaultControls); element.SetAttribute("slopeMaxAngle", slopeMaxAngle); } std::map PlatformerObjectBehavior::GetProperties(gd::Project & project) const { std::map properties; properties[_("Gravity")].SetValue(gd::String::From(gravity)); properties[_("Jump speed")].SetValue(gd::String::From(jumpSpeed)); properties[_("Max. falling speed")].SetValue(gd::String::From(maxFallingSpeed)); properties[_("Acceleration")].SetValue(gd::String::From(acceleration)); properties[_("Deceleration")].SetValue(gd::String::From(deceleration)); properties[_("Max. speed")].SetValue(gd::String::From(maxSpeed)); properties[_("Default controls")].SetValue(ignoreDefaultControls ? "false" : "true").SetType("Boolean"); properties[_("Slope max. angle")].SetValue(gd::String::From(slopeMaxAngle)); return properties; } bool PlatformerObjectBehavior::UpdateProperty(const gd::String & name, const gd::String & value, gd::Project & project) { if ( name == _("Default controls") ) { ignoreDefaultControls = (value == "0"); return true; } if ( value.To() < 0 ) return false; if ( name == _("Gravity") ) gravity = value.To(); else if ( name == _("Max. falling speed") ) maxFallingSpeed = value.To(); else if ( name == _("Acceleration") ) acceleration = value.To(); else if ( name == _("Deceleration") ) deceleration = value.To(); else if ( name == _("Max. speed") ) maxSpeed = value.To(); else if ( name == _("Jump speed") ) jumpSpeed = value.To(); else if ( name == _("Slope max. angle") ) return SetSlopeMaxAngle(value.To()); else return false; return true; } #endif