Football improvements
Rewrote all of the ball-to-player interactions Player collisions are better now Attacks affect the ball in different ways Centered camera during the countdown period Players lose their velocity during the countdown period
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180fe3a8a0
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@ -13,6 +13,19 @@ ballWaterDrag = 0.9
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ballParallelInertia = 0.3
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ballPerpendicularInertia = 1
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ballActionValues = {
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[ACT_WATER_PUNCH] = { xz = 20, y = 40, directionless = false },
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[ACT_MOVE_PUNCHING] = { xz = 35, y = 0, directionless = false },
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[ACT_PUNCHING] = { xz = 35, y = 0, directionless = false },
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[ACT_GROUND_POUND] = { xz = 40, y = 40, directionless = true },
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[ACT_GROUND_POUND_LAND] = { xz = 40, y = 40, directionless = true },
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[ACT_JUMP_KICK] = { xz = 10, y = 32, directionless = false },
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[ACT_SLIDE_KICK_SLIDE] = { xz = -7, y = 25, directionless = false },
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[ACT_SLIDE_KICK] = { xz = -7, y = 25, directionless = false },
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[ACT_LONG_JUMP] = { xz = 0, y = 0, directionless = false },
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[ACT_CROUCH_SLIDE] = { xz = 0, y = 0, directionless = false },
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}
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---------------
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-- globals --
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---------------
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@ -25,6 +38,17 @@ gInitializeBalls = {}
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-- utils --
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-----------
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function clamp(x, a, b)
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if x < a then return a end
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if x > b then return b end
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return x
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end
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function vec3f_degrees_between(a, b)
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local ansAgain = math.acos(vec3f_dot(a, b) / (vec3f_length(a) * vec3f_length(b)))
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return math.deg(ansAgain)
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end
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function my_global_index()
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return gNetworkPlayers[gMarioStates[0].playerIndex].globalIndex
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end
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@ -182,116 +206,183 @@ function bhv_ball_init(obj)
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end
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function bhv_ball_player_collision(obj)
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local alterPos = { x = 0, y = 0, z = 0}
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local m = nearest_mario_state_to_object(obj)
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if m == nil then return alterPos end
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local player = m.marioObj
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if player == nil then return alterPos end
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local playerRadius = 37
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local playerHeight = 160 / 2
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local alterPos = { x = 0, y = 0, z = 0 }
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local playerHeight = 160
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local objPoint = { x = obj.oPosX, y = obj.oPosY, z = obj.oPosZ }
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local v = { x = obj.oVelX, y = obj.oVelY, z = obj.oVelZ }
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local playerBallRadius = ballRadius
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-- figure out player-to-ball radius
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if (m.action & ACT_FLAG_ATTACKING) ~= 0 then
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local alterBallFlags = (ACT_FLAG_ATTACKING | ACT_FLAG_BUTT_OR_STOMACH_SLIDE | ACT_FLAG_DIVING)
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local playerBallRadius = ballRadius
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if ballActionValues[m.action] ~= nil or (m.action & alterBallFlags) ~= 0 then
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playerBallRadius = playerBallRadius + 50
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end
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-- figure out if our height collides
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local heightOverlap = math.abs((player.oPosY + playerHeight * 0.5) - obj.oPosY) < (playerHeight + playerBallRadius)
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------------------------------------------------
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-- calculate position and determine collision --
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------------------------------------------------
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-- figure out if our radius collides
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local xdiff = player.oPosX - obj.oPosX
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local zdiff = player.oPosZ - obj.oPosZ
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local xzmag = math.sqrt(xdiff * xdiff + zdiff * zdiff)
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local radiusOverlap = xzmag <= (playerRadius + playerBallRadius)
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local xzdiff = (playerRadius + playerBallRadius) - xzmag
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-- calculate cylinder values
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local cylY1 = player.oPosY + playerRadius
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local cylY2 = player.oPosY + playerHeight - playerRadius
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local cylPoint = { x = player.oPosX, y = clamp(obj.oPosY, cylY1, cylY2), z = player.oPosZ }
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local cylDist = vec3f_dist(cylPoint, objPoint)
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-- check if player should affect ball
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if heightOverlap and radiusOverlap then
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-- detect if the local player touched it
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if m.playerIndex == 0 then
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gBallTouchedLocal = true
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-- check for collision
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if cylDist > (playerBallRadius + playerRadius) then
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return alterPos
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end
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gBallTouchedLocal = (m.playerIndex == 0)
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local vDifference = { x = objPoint.x - cylPoint.x, y = objPoint.y - cylPoint.y, z = objPoint.z - cylPoint.z }
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local differenceDir = { x = vDifference.x, y = vDifference.y, z = vDifference.z }
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vec3f_normalize(differenceDir)
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alterPos.x = (cylPoint.x + differenceDir.x * (playerBallRadius + playerRadius + 1)) - objPoint.x
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alterPos.y = (cylPoint.y + differenceDir.y * (playerBallRadius + playerRadius + 1)) - objPoint.y
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alterPos.z = (cylPoint.z + differenceDir.z * (playerBallRadius + playerRadius + 1)) - objPoint.z
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-----------------------------------------
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-- figure out player's attack velocity --
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-----------------------------------------
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local vPlayer = { x = player.oVelX, y = player.oVelY, z = player.oVelZ }
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local playerTheta = (m.faceAngle.y / 0x8000) * math.pi
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-- have attacks alter velocity further
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local alterXz = 0
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local alterY = 0
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local alterDirectionless = false
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if ballActionValues[m.action] ~= nil then
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alterXz = ballActionValues[m.action].xz
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alterY = ballActionValues[m.action].y
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alterDirectionless = ballActionValues[m.action].directionless
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elseif ((m.action & (ACT_FLAG_BUTT_OR_STOMACH_SLIDE | ACT_FLAG_DIVING)) ~= 0) or (m.action == ACT_SLIDE_KICK_SLIDE) or (m.action == ACT_SLIDE_KICK) then
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-- dive or slide sends it upward, and slows xz
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alterXz = -7
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alterY = 25
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elseif (m.action & ACT_FLAG_ATTACKING) ~= 0 then
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-- other attacks should just do something reasonable
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alterXz = 10
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alterY = 10
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end
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-- adjust angle
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local theta = playerTheta
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if alterDirectionless and differenceDir.z ~= 0 then
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theta = math.atan2(differenceDir.x, differenceDir.z)
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end
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vPlayer.x = vPlayer.x + math.sin(theta) * alterXz
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vPlayer.z = vPlayer.z + math.cos(theta) * alterXz
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if vPlayer.y < alterY then vPlayer.y = vPlayer.y + alterY end
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local vPlayerMag = vec3f_length(vPlayer)
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-------------------------------------------------
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-- figure out which velocity interaction to do --
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-------------------------------------------------
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local v = { x = obj.oVelX, y = obj.oVelY, z = obj.oVelZ }
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local doReflection = (vPlayerMag == 0)
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-- make sure ball is offset in the vPlayer direction
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if not doReflection then
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local objCylDir = { x = cylPoint.x - objPoint.x, y = cylPoint.y - objPoint.y, z = cylPoint.z - objPoint.z }
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local objCylDirXZ = { x = objCylDir.x, y = 0, z = objCylDir.z }
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local objCylDirMag = vec3f_length(objCylDir)
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local vPlayerXZ = { x = vPlayer.x, y = 0, z = vPlayer.z }
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local vPlayerXZMag = vec3f_length(vPlayerXZ)
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if objCylDirMag > 0 and vPlayerXZMag > 0 then
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doReflection = (vec3f_degrees_between(vPlayer, objCylDir)) <= 120
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and (vec3f_degrees_between(vPlayerXZ, objCylDirXZ)) <= 120
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end
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end
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-- detect hit from top
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local heightMag = math.abs(obj.oPosY - player.oPosY - 167.5)
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if obj.oVelY <= 0 and (heightMag < xzmag or xzmag < 1) and heightMag < playerBallRadius then
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alterPos.y = heightMag + 1
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obj.oVelY = obj.oVelY * -ballRestitution
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if math.abs(obj.oVelX) < math.abs(xdiff * 0.2) then obj.oVelX = -xdiff * 0.2 end
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if obj.oVelY < player.oVelY + 5 then obj.oVelY = player.oVelY + 5 end
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if math.abs(obj.oVelZ) < math.abs(zdiff * 0.2) then obj.oVelZ = -zdiff * 0.2 end
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return alterPos
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end
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--------------------------------------
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-- calculate velocity (interaction) --
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--------------------------------------
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-- prevent division by zero
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if xzmag < 1 then
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xdiff = 1
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zdiff = 0
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xzmag = 1
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end
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if not doReflection then
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local vPlayerDir = { x = vPlayer.x, y = vPlayer.y, z = vPlayer.z }
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vec3f_normalize(vPlayerDir)
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-- reflect the current velocity against the player
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local n = { x = xdiff / xzmag, y = 0, z = zdiff / xzmag }
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local perpendicular = vec3f_project(v, n)
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-- split velocity into parallel/perpendicular to normal
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local perpendicular = vec3f_project(v, vPlayerDir)
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local parallel = { x = v.x - perpendicular.x, y = v.y - perpendicular.y, z = v.z - perpendicular.z }
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-- apply friction
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vec3f_mul(parallel, 0.5)
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local parallelMag = vec3f_length(parallel)
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local perpendicularMag = vec3f_length(perpendicular)
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if perpendicularMag == 0 or perpendicularMag < vPlayerMag then
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vec3f_copy(perpendicular, vPlayer)
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end
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-- reflect velocity along normal
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local reflect = {
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x = parallel.x + perpendicular.x,
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y = parallel.y + perpendicular.y,
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z = parallel.z + perpendicular.z
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}
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-- set new velocity
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obj.oVelX = reflect.x
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obj.oVelY = reflect.y
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obj.oVelZ = reflect.z
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end
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-------------------------------------
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-- calculate velocity (reflection) --
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-------------------------------------
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if doReflection then
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-- split velocity into parallel/perpendicular to normal
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local perpendicular = vec3f_project(v, differenceDir)
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local parallel = { x = v.x - perpendicular.x, y = v.y - perpendicular.y, z = v.z - perpendicular.z }
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-- apply friction and restitution
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vec3f_mul(parallel, ballFriction)
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vec3f_mul(perpendicular, ballRestitution)
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-- play sounds
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local parallelLength = vec3f_length(parallel)
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local perpendicularLength = vec3f_length(perpendicular)
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if perpendicularLength > 5 then
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cur_obj_play_sound_2(SOUND_GENERAL_BOX_LANDING_2)
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elseif parallelLength > 3 then
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cur_obj_play_sound_2(SOUND_ENV_SLIDING)
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end
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local pushOutMag = 10
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-- reflect velocity along normal
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local reflect = {
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x = parallel.x - perpendicular.x,
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y = parallel.y - perpendicular.y,
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z = parallel.z - perpendicular.z
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}
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obj.oVelX = reflect.x
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obj.oVelZ = reflect.z
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-- move ball outside of player
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alterPos.x = -xdiff / xzmag * (xzdiff + 1)
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alterPos.z = -zdiff / xzmag * (xzdiff + 1)
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-- when ball is moved outside of player, give it speed in that direction
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local addVel = { x = alterPos.x * 0.25, y = 0, z = alterPos.z * 0.25 }
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local addVelMag = math.sqrt(addVel.x * addVel.x + addVel.z * addVel.z)
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if addVelMag > 10 then
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addVel.x = addVel.x / addVelMag * 10
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addVel.z = addVel.z / addVelMag * 10
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end
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-- also obtain the player's speed
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addVel.x = addVel.x + player.oVelX
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addVel.z = addVel.z + player.oVelZ
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-- have attacks alter velocity further
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if (m.action == ACT_WATER_PUNCH) then
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-- water punch launches it
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addVel.x = addVel.x + xdiff / xzmag * -20
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addVel.z = addVel.z + zdiff / xzmag * -20
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obj.oVelY = obj.oVelY + 40
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if obj.oVelY > 40 then obj.oVelY = 40 end
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elseif (m.action & ACT_FLAG_ATTACKING) ~= 0 then
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if (m.action == ACT_MOVE_PUNCHING) or (m.action == ACT_PUNCHING) or (m.action == ACT_GROUND_POUND) then
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-- normal punch or ground pound launches it
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addVel.x = addVel.x + xdiff / xzmag * -30
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addVel.z = addVel.z + zdiff / xzmag * -30
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if m.action == ACT_GROUND_POUND then
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obj.oVelY = obj.oVelY + 25
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if obj.oVelY > 25 then obj.oVelY = 25 end
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end
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else
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-- other attacks send it upward, and decrease the xz force
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addVel.x = addVel.x - player.oVelX * 0.3
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addVel.z = addVel.z - player.oVelZ * 0.3
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obj.oVelY = obj.oVelY + 25
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if obj.oVelY > 25 then obj.oVelY = 25 end
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end
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end
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-- apply attack velocity
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-- this isn't the correct way to do this but whatever
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addVelMag = math.sqrt(addVel.x * addVel.x + addVel.z * addVel.z)
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local v = { x = obj.oVelX, y = 0, z = obj.oVelZ }
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if vec3f_length(v) < addVelMag * 1.5 then
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obj.oVelX = addVel.x
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obj.oVelZ = addVel.z
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end
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-- set new velocity
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obj.oVelX = reflect.x + differenceDir.x * pushOutMag
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obj.oVelY = reflect.y + differenceDir.y * pushOutMag
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obj.oVelZ = reflect.z + differenceDir.z * pushOutMag
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end
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return alterPos
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@ -346,13 +437,13 @@ function bhv_ball_loop(obj)
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-- detect player collisions
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local alter = bhv_ball_player_collision(obj)
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local alterPos = bhv_ball_player_collision(obj)
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-- alter end-point based on player collisions
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local a = { x = obj.oPosX, y = obj.oPosY, z = obj.oPosZ }
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local v = { x = obj.oVelX, y = obj.oVelY, z = obj.oVelZ }
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local b = { x = v.x, y = v.y, z = v.z }
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vec3f_sum(b, b, alter)
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vec3f_sum(b, b, alterPos)
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-- regular movement
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local info = collision_find_surface_on_ray(
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@ -772,8 +863,8 @@ function gamemode_active()
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sStateTimer = sOverTimeout
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else
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-- set sparkle
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if scorerNp ~= nil then
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local scorerS = gPlayerSyncTable[scorerNp.localIndex]
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local scorerS = gPlayerSyncTable[scorerNp.localIndex]
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if scorerNp ~= nil and scorerS.team == scoringTeam then
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scorerS.sparkle = true
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end
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gGlobalSyncTable.gameState = GAME_STATE_SCORE
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@ -1021,12 +1112,10 @@ function mario_update_local(m)
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local np = gNetworkPlayers[m.playerIndex]
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local s = gPlayerSyncTable[m.playerIndex]
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--if (m.controller.buttonPressed & D_JPAD) ~= 0 then
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-- print(m.pos.x, m.pos.y, m.pos.z)
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-- sSoccerBall.oPosX = m.pos.x
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-- sSoccerBall.oPosY = m.pos.y - 100
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-- sSoccerBall.oPosZ = m.pos.z
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--end
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if (m.controller.buttonPressed & D_JPAD) ~= 0 then
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--print(m.pos.x, m.pos.y, m.pos.z)
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--sSoccerBall = spawn_or_move_ball(m.pos.x, m.pos.y, m.pos.z)
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end
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-- force players into certain positions and angles
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if gGlobalSyncTable.gameState == GAME_STATE_WAIT then
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@ -1043,6 +1132,9 @@ function mario_update_local(m)
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end
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end
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-- center camera
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m.controller.buttonDown = m.controller.buttonDown | L_TRIG
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-- figure out spawn position
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local teamTheta = (3.14 / -2)
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local teamDistance = 1550
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@ -1073,11 +1165,13 @@ function mario_update_local(m)
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m.vel.x = 0
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m.vel.y = 0
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m.vel.z = 0
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m.forwardVel = 0
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m.slideVelX = 0
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m.slideVelZ = 0
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set_mario_action(m, ACT_READING_AUTOMATIC_DIALOG, 0)
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-- fix vanilla camera
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if m.area.camera.mode == CAMERA_MODE_WATER_SURFACE then
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print(m.area.camera.mode)
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set_camera_mode(m.area.camera, CAMERA_MODE_FREE_ROAM, 1)
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end
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elseif m.action == ACT_READING_AUTOMATIC_DIALOG then
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