VVVVVV/desktop_version/src/Ent.h

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2020-01-01 21:29:24 +01:00
#ifndef ENT_H
#define ENT_H
#include <SDL.h>
Fix, for in-GAMEMODE sprites, their colors updating too fast Okay, so the problem here is that Graphics::setcol() is called right before a sprite is drawn in a render function, but render functions are done in deltatime, meaning that the color of a sprite keeps being recalculated every time. This only affects sprites that use fRandom() (the other thing that can dynamically determine a color is help.glow, but that's only updated in the fixed-timestep loop), but is especially noticeable for sprites that flash wildly, like the teleporter, trinket, and elephant. To fix this, we need to make the color be recalculated only in the fixed-timestep loop. However, this means that we MUST store the color of the sprite SOMEWHERE for the delta-timesteps to render it, otherwise the color calculation will just be lost or something. So each entity now has a new attribute, `realcol`, which is the actual raw color used to render the sprite in render functions. This is not to be confused with their `colour` attribute, which is more akin to a color "ID" of sorts, but which isn't an actual color. At the end of gamelogic(), as well as when an entity is first created, the `colour` is given to Graphics::setcol() and then `realcol` gets set to the actual color. Then when it comes time to render the entity, `realcol` gets used instead. Gravitron squares are a somewhat tricky case where there's technically TWO colors for it - one is the actual sprite itself and the other is the indicator. However, usually the indicator and the square aren't both onscreen at the same time, so we can simply switch the realcol between the two as needed. However, we can't use this system for the sprite colors used on the title and map screen, so we'll have to do something else for those.
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#define rn( rx, ry) ((rx) + ((ry) * 100))
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class entclass
{
public:
entclass(void);
void clear(void);
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bool outside(void);
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void setenemy(int t);
void setenemyroom(int rx, int ry);
void settreadmillcolour(int rx, int ry);
void updatecolour(void);
Fix, for in-GAMEMODE sprites, their colors updating too fast Okay, so the problem here is that Graphics::setcol() is called right before a sprite is drawn in a render function, but render functions are done in deltatime, meaning that the color of a sprite keeps being recalculated every time. This only affects sprites that use fRandom() (the other thing that can dynamically determine a color is help.glow, but that's only updated in the fixed-timestep loop), but is especially noticeable for sprites that flash wildly, like the teleporter, trinket, and elephant. To fix this, we need to make the color be recalculated only in the fixed-timestep loop. However, this means that we MUST store the color of the sprite SOMEWHERE for the delta-timesteps to render it, otherwise the color calculation will just be lost or something. So each entity now has a new attribute, `realcol`, which is the actual raw color used to render the sprite in render functions. This is not to be confused with their `colour` attribute, which is more akin to a color "ID" of sorts, but which isn't an actual color. At the end of gamelogic(), as well as when an entity is first created, the `colour` is given to Graphics::setcol() and then `realcol` gets set to the actual color. Then when it comes time to render the entity, `realcol` gets used instead. Gravitron squares are a somewhat tricky case where there's technically TWO colors for it - one is the actual sprite itself and the other is the indicator. However, usually the indicator and the square aren't both onscreen at the same time, so we can simply switch the realcol between the two as needed. However, we can't use this system for the sprite colors used on the title and map screen, so we'll have to do something else for those.
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bool ishumanoid(void);
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public:
//Fundamentals
bool invis;
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int type, size, tile, rule;
int state, statedelay;
int behave, animate;
float para;
int life, colour;
//Position and velocity
int oldxp, oldyp;
float ax, ay, vx, vy;
int cx, cy, w, h;
float newxp, newyp;
bool isplatform;
int x1,y1,x2,y2;
//Collision Rules
int onentity;
bool harmful;
int onwall, onxwall, onywall;
//Platforming specific
bool gravity;
int onground, onroof;
//Animation
int framedelay, drawframe, walkingframe, dir, actionframe;
Fix regression: quick stopping changing drawframe This fixes a regression that desyncs my Nova TAS after re-removing the 1-frame input delay. Quick stopping is simply holding left/right but for less than 5 frames. Viridian doesn't decelerate when you let go and they immediately stop in place. (The code calls this tapping, but "quick stopping" is a better name because you can immediately counter-strafe to stop yourself from decelrating in the first place, and that works because of this same code.) So, the sequence of events in 2.2 and previous looks like this: - gameinput() - If quick stopping, set vx to 0 - gamerender() - Change drawframe depending on vx - gamelogic() - Use drawframe for collision (whyyyyyyyyyyyyyyyyyyyyyyyyyyy) And now (ignoring the intermediate period where the whole loop order was wrong), the sequence of events in 2.3 looks like this: - gamerenderfixed() - Change drawframe depending on vx - gamerender() - gameinput() - If quick stopping, set vx to 0 - gamelogic() - Use drawframe for collision (my mind has become numb to pain) So, this means that all the player movement stuff is completely the same. Except their drawframe is going to be different. Unfortunately, I had overlooked that gameinput() sets vx and that animateentities() (in gamerenderfixed()) checks vx. Although, to be fair, it's a pretty dumb decision to make collision detection be based on the actual sprites' pixels themselves, instead of a hitbox, in the first place, so you'd expect THAT to be the end of the dumb parade. Or maybe you shouldn't, I don't know. So, what's the solution? What I've done here is added duplicates of framedelay, drawframe, and walkingframe, for collision use only. They get updated in gamelogic(), after gameinput(), which is after when vx could be set to 0. I've kept the original framedelay, drawframe, and walkingframe around, to keep the same visuals as closely as possible. However, due to the removal of the input delay, whenever you quick stop, your sprite will be wrong for just 1 frame - because when you let go of the direction key, the game will set your vx to 0 and the logical drawframe will update to reflect that, but the previous frame cannot know in advance that you'll release the key on the next frame, and so the visual drawframe will assume that you keep holding the key. Whereas in 2.2 and below, when you release a direction key, the player's position will only update to reflect that on the next frame, but the current frame can immediately recognize that and update the drawframe now, instead of retconning it later. Basically the visual drawframe assumes that you keep holding the key, and if you don't, then it takes on the value of the collision drawframe anyway, so it's okay. And it's only visual, anyway - the collision drawframe of the next frame (when you release the key) will be the same as the drawframe of the frame you release the key in 2.2 and below. But I really don't care to try and fix this for if you re-enable the input delay because it's minor and it'd be more complicated.
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int collisionframedelay, collisiondrawframe, collisionwalkingframe;
int visualonground, visualonroof;
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int yp;int xp;
Fix, for in-GAMEMODE sprites, their colors updating too fast Okay, so the problem here is that Graphics::setcol() is called right before a sprite is drawn in a render function, but render functions are done in deltatime, meaning that the color of a sprite keeps being recalculated every time. This only affects sprites that use fRandom() (the other thing that can dynamically determine a color is help.glow, but that's only updated in the fixed-timestep loop), but is especially noticeable for sprites that flash wildly, like the teleporter, trinket, and elephant. To fix this, we need to make the color be recalculated only in the fixed-timestep loop. However, this means that we MUST store the color of the sprite SOMEWHERE for the delta-timesteps to render it, otherwise the color calculation will just be lost or something. So each entity now has a new attribute, `realcol`, which is the actual raw color used to render the sprite in render functions. This is not to be confused with their `colour` attribute, which is more akin to a color "ID" of sorts, but which isn't an actual color. At the end of gamelogic(), as well as when an entity is first created, the `colour` is given to Graphics::setcol() and then `realcol` gets set to the actual color. Then when it comes time to render the entity, `realcol` gets used instead. Gravitron squares are a somewhat tricky case where there's technically TWO colors for it - one is the actual sprite itself and the other is the indicator. However, usually the indicator and the square aren't both onscreen at the same time, so we can simply switch the realcol between the two as needed. However, we can't use this system for the sprite colors used on the title and map screen, so we'll have to do something else for those.
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Uint32 realcol;
Restore previous oldxp/oldyp variables in favor of lerpoldxp/lerpoldyp I was investigating a desync in my Nova TAS, and it turns out that the gravity line collision functions check for the `oldxp` and `oldyp` of the player, i.e. their position on the previous frame, along with their position on the current frame. So, if the player either collided with the gravity line last frame or this frame, then the player collided with the gravity line this frame. Except, that's not actually true. It turns out that `oldxp` and `oldyp` don't necessarily always correspond to the `xp` and `yp` of the player on the previous frame. It turns out that your `oldyp` will be updated if you stand on a vertically moving platform, before the gravity line collision function gets ran. So, if you were colliding with a gravity line on the previous frame, but you got moved out of there by a vertically moving platform, then you just don't collide with the gravity line at all. However, this behavior changed in 2.3 after my over-30-FPS patch got merged (#220). That patch took advantage of the existing `oldxp` and `oldyp` entity attributes, and uses them to interpolate their positions during rendering to make everything look real smooth. Previously, `oldxp` and `oldyp` would both be updated in `entityclass::updateentitylogic()`. However, I moved it in that patch to update right before `gameinput()` in `main.cpp`. As a result, `oldyp` no longer gets updated whenever the player stands on a vertically moving platform. This ends up desyncing my TAS. As expected, updating `oldyp` in `entityclass::movingplatformfix()` (the function responsible for moving the player whenever they stand on a vertically moving platform) makes it so that my TAS syncs, but the visuals are glitchy when standing on a vertically moving platform. And as much as I'd like to get rid of gravity lines checking for whether you've collided with them on the previous frame, doing that desyncs my TAS, too. In the end, it seems like I should just leave `oldxp` and `oldyp` alone, and switch to using dedicated variables that are never used in the physics of the game. So I'm introducing `lerpoldxp` and `lerpoldyp`, and replacing all instances of using `oldxp` and `oldyp` that my over-30-FPS patch added, with `lerpoldxp` and `lerpoldyp` instead. After doing this, and applying #503 as well, my Nova TAS syncs after some minor but acceptable fixes with Viridian's walkingframe.
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int lerpoldxp, lerpoldyp;
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};
#endif /* ENT_H */