Limiting character movement when collider isn't upright (can't run at full speed if lodged in some tight space), hack-ish way of moving the collider of a character that's being dragged

This commit is contained in:
Regalis
2016-11-07 18:52:36 +02:00
parent 8c3c6355a4
commit f259f3fba4
3 changed files with 17 additions and 9 deletions
@@ -60,8 +60,8 @@ namespace Barotrauma
} }
else else
{ {
collider.LinearVelocity = (GetLimb(LimbType.Torso).SimPosition - collider.SimPosition) * 60.0f; collider.LinearVelocity = (MainLimb.SimPosition - collider.SimPosition) * 60.0f;
collider.SmoothRotate(GetLimb(LimbType.Torso).Rotation); collider.SmoothRotate(MainLimb.Rotation);
} }
if (stunTimer > 0) if (stunTimer > 0)
@@ -66,7 +66,7 @@ namespace Barotrauma
} }
else else
{ {
collider.LinearVelocity = (GetLimb(LimbType.Torso).SimPosition - collider.SimPosition) * 60.0f; collider.LinearVelocity = (GetLimb(LimbType.Waist).SimPosition - collider.SimPosition) * 20.0f;
collider.SmoothRotate(GetLimb(LimbType.Torso).Rotation); collider.SmoothRotate(GetLimb(LimbType.Torso).Rotation);
} }
@@ -307,8 +307,11 @@ namespace Barotrauma
if (onGround && (!character.IsRemotePlayer || GameMain.Server != null)) if (onGround && (!character.IsRemotePlayer || GameMain.Server != null))
{ {
//move slower if collider isn't upright
float rotationFactor = (float)Math.Abs(Math.Cos(collider.Rotation));
collider.LinearVelocity = new Vector2( collider.LinearVelocity = new Vector2(
movement.X, movement.X * rotationFactor,
collider.LinearVelocity.Y > 0.0f ? collider.LinearVelocity.Y * 0.5f : collider.LinearVelocity.Y); collider.LinearVelocity.Y > 0.0f ? collider.LinearVelocity.Y * 0.5f : collider.LinearVelocity.Y);
} }
@@ -899,15 +902,22 @@ namespace Barotrauma
targetLimb.pullJoint.Enabled = true; targetLimb.pullJoint.Enabled = true;
targetLimb.pullJoint.WorldAnchorB = targetLimb.SimPosition - diff; targetLimb.pullJoint.WorldAnchorB = targetLimb.SimPosition - diff;
targetLimb.pullJoint.MaxForce = 10000.0f; targetLimb.pullJoint.MaxForce = 10000.0f;
target.AnimController.movement -= diff;
} }
} }
float dist = Vector2.Distance(target.SimPosition, collider.SimPosition); float dist = Vector2.Distance(target.SimPosition, collider.SimPosition);
targetMovement *= MathHelper.Clamp(1.5f - dist, 0.0f, 1.0f);
//limit movement if moving away from the target
if (Vector2.Dot(target.SimPosition - collider.SimPosition, targetMovement)<0)
{
targetMovement *= MathHelper.Clamp(2.0f - dist, 0.0f, 1.0f);
}
target.AnimController.IgnorePlatforms = IgnorePlatforms; target.AnimController.IgnorePlatforms = IgnorePlatforms;
if (target.Stun > 0.0f || target.IsDead) if (target.Stun > 0.0f || target.IsUnconscious || target.IsDead)
{ {
target.AnimController.TargetMovement = TargetMovement; target.AnimController.TargetMovement = TargetMovement;
} }
-2
View File
@@ -117,8 +117,6 @@ namespace Barotrauma
#if WINDOWS #if WINDOWS
MessageBox.Show(message, "Oops! Barotrauma just crashed.", MessageBoxButtons.OK, MessageBoxIcon.Error); MessageBox.Show(message, "Oops! Barotrauma just crashed.", MessageBoxButtons.OK, MessageBoxIcon.Error);
#endif #endif
Sounds.SoundManager.Dispose();
} }
static void CrashDump(GameMain game, string filePath, Exception exception) static void CrashDump(GameMain game, string filePath, Exception exception)