comments on implementing game mechanics
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53605746d4
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39
src/body.rs
39
src/body.rs
@ -5,6 +5,12 @@ pub enum PhysicsInstruction {
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CollisionEnd(RelativeCollision),
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CollisionEnd(RelativeCollision),
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StrafeTick,
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StrafeTick,
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Jump,
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Jump,
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// Water,
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// Spawn(
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// Option<SpawnId>,
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// bool,//true = Trigger; false = teleport
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// bool,//true = Force
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// )
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}
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}
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pub struct Body {
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pub struct Body {
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@ -216,15 +222,48 @@ impl PhysicsState {
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fn next_strafe_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
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fn next_strafe_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
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return Some(TimedInstruction{
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return Some(TimedInstruction{
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time:(self.time*self.strafe_tick_num/self.strafe_tick_den+1)*self.strafe_tick_den/self.strafe_tick_num,
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time:(self.time*self.strafe_tick_num/self.strafe_tick_den+1)*self.strafe_tick_den/self.strafe_tick_num,
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//only poll the physics if there is a before and after mouse event
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instruction:PhysicsInstruction::StrafeTick
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instruction:PhysicsInstruction::StrafeTick
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});
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});
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}
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}
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//state mutated on collision:
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//Accelerator
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//stair step-up
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//state mutated on instruction
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//change fly acceleration (fly_sustain)
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//change fly velocity
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//generic event emmiters
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//PlatformStandTime
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//walk/swim/air/ladder sounds
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//VState?
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//falling under the map
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// fn next_respawn_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
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// if self.body.position<self.world.min_y {
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// return Some(TimedInstruction{
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// time:self.time,
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// instruction:PhysicsInstruction::Trigger(None)
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// });
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// }
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// }
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// fn next_water_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
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// return Some(TimedInstruction{
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// time:(self.time*self.strafe_tick_num/self.strafe_tick_den+1)*self.strafe_tick_den/self.strafe_tick_num,
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// //only poll the physics if there is a before and after mouse event
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// instruction:PhysicsInstruction::Water
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// });
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// }
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fn next_walk_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
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fn next_walk_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
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//check if you are accelerating towards a walk target velocity and create an instruction
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//check if you are accelerating towards a walk target velocity and create an instruction
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return None;
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return None;
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}
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}
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fn predict_collision_end(&self,model:&Model) -> Option<TimedInstruction<PhysicsInstruction>> {
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fn predict_collision_end(&self,model:&Model) -> Option<TimedInstruction<PhysicsInstruction>> {
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//must treat cancollide false objects differently: you may not exit through the same face you entered.
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None
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None
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}
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}
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fn predict_collision_start(&self,model:&Model) -> Option<TimedInstruction<PhysicsInstruction>> {
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fn predict_collision_start(&self,model:&Model) -> Option<TimedInstruction<PhysicsInstruction>> {
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