Exemplo n.º 1
0
    /// <summary>
    /// handles adjusting deltaMovement if we are going up a slope.
    /// </summary>
    /// <returns><c>true</c>, if horizontal slope was handled, <c>false</c> otherwise.</returns>
    /// <param name="deltaMovement">Delta movement.</param>
    /// <param name="angle">Angle.</param>
    bool handleHorizontalSlope(ref FixVec3 deltaMovement, Fix angle)
    {
        // disregard 90 degree angles (walls)
        if (FixMath.Round(angle) == 90)
        {
            return(false);
        }

        if (angle < slopeLimit)
        {
        }
        else // too steep. get out of here
        {
            deltaMovement.x = Fix.zero;
        }

        return(true);
    }
Exemplo n.º 2
0
    /// <summary>
    /// handles adjusting deltaMovement if we are going up a slope.
    /// </summary>
    /// <returns><c>true</c>, if horizontal slope was handled, <c>false</c> otherwise.</returns>
    /// <param name="deltaMovement">Delta movement.</param>
    /// <param name="angle">Angle.</param>
    bool handleHorizontalSlope(ref FixVec2 deltaMovement, Fix angle)
    {
        // disregard 90 degree angles (walls)
        if (FixMath.Round(angle) == 90)
        {
            return(false);
        }

        if (angle < slopeLimit)
        {
            // we only need to adjust the deltaMovement if we are not jumping
            // TODO: this uses a magic number which isn't ideal! The alternative is to have the user pass in if there is a jump this frame
            if (deltaMovement.y < jumpingThreshold)
            {
                // apply the slopeModifier to slow our movement up the slope
                Fix slopeModifier = (Fix)slopeSpeedMultiplier.Evaluate((float)angle);
                deltaMovement.x *= slopeModifier;

                // we dont set collisions on the sides for this since a slope is not technically a side collision.
                // smooth y movement when we climb. we make the y movement equivalent to the actual y location that corresponds
                // to our new x location using our good friend Pythagoras
                deltaMovement.y = FixMath.Abs(FixMath.Tan(angle * FixMath.Deg2Rad) * deltaMovement.x);
                var isGoingRight = deltaMovement.x > 0;

                // safety check. we fire a ray in the direction of movement just in case the diagonal we calculated above ends up
                // going through a wall. if the ray hits, we back off the horizontal movement to stay in bounds.
                var            ray = isGoingRight ? _raycastOrigins.bottomRight : _raycastOrigins.bottomLeft;
                TFRaycastHit2D raycastHit;
                if (collisionState.wasGroundedLastFrame)
                {
                    raycastHit = TFPhysics.Raycast((FixVec2)ray, (FixVec2)deltaMovement.Normalized(), deltaMovement.GetMagnitude(), platformMask);
                }
                else
                {
                    raycastHit = TFPhysics.Raycast((FixVec2)ray, (FixVec2)deltaMovement.Normalized(), deltaMovement.GetMagnitude(), platformMask & ~oneWayPlatformMask);
                }

                if (raycastHit)
                {
                    // we crossed an edge when using Pythagoras calculation, so we set the actual delta movement to the ray hit location
                    deltaMovement = raycastHit.point - ray;
                    if (isGoingRight)
                    {
                        deltaMovement.x -= _skinWidth;
                    }
                    else
                    {
                        deltaMovement.x += _skinWidth;
                    }
                }

                _isGoingUpSlope           = true;
                collisionState.below      = true;
                collisionState.slopeAngle = -angle;
            }
        }
        else // too steep. get out of here
        {
            deltaMovement.x = Fix.zero;
        }

        return(true);
    }