Wednesday, January 12, 2022

Slopes Landed.

I think I got it working. There was one major flaw in my earlier design: stating that you can FALLTRHU a slope implied that you could no longer walk on it, as the walking controller tests for solid ground by checking whether it would be possible to fall down from the current location. Oh, not much. Just one pixel is enough to claim that you cannot walk anymore.

But the technique used for terrain collision detection -- cando -- assumes that we only do a move if we can do it over all the tiles covered during the move. That means the slope tiles should both allow us to fall through them (until ground height, at least), and not allow to start falling through them. To get that solved, I had to split the flag, having one bit telling whether we can start falling and one telling whether we can keep falling. Walker controller tests one of these bits, gravity controller tests the other one.

Then I had another issue, not properly computing the ground distance to see whether the move we cando actually remained over the ground. Let Bouli explain that...

We were at old position (ox, oy) and will move our 'hot spot' (the one that is kept in contact with the ground on uneven grounds) to (hx,hy). In order to know whether we're find with slope-landing, we compare hy - oy with the 'ground distance', which is construct with an appropriate sum of tile.groundheight() calls.

But groundheight() gives us a value relative to the bottom of the corresponding tile. -8 means the whole tile is solid. -2 means the first 2 pixels of the tile are solid, the rest is air. 0 means the whole tile is air. That was quite quickly remembered and accounted for. The other part to take into account is that the start of the darkblue 'vertical motion vector' may be anywhere within the first tile. If we're in the 4th pixel of the tile and the last pixel of the tile is solid, then only hy - oy < 3 are uninterrupted moves.


No comments:

Post a Comment

this is the right place for quickstuff