mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-21 19:45:10 +00:00
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
This commit is contained in:
parent
180fe3a8a0
commit
02ffca130e
1 changed files with 193 additions and 99 deletions
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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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