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67 lines
2.0 KiB
C#
67 lines
2.0 KiB
C#
using System;
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using ClassicalSharp.Entities;
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using OpenTK;
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namespace ClassicalSharp.Particles {
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public abstract class CollidableParticle : Particle {
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const float gravity = 3.4f;
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//const float gravity = 0.7f; // TODO: temp debug
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public CollidableParticle( Game game, Vector3 pos, Vector3 velocity, double lifetime )
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: base( game, pos, velocity, lifetime ) {
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}
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public override bool Tick( double delta ) {
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lastPos = Position = nextPos;
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byte curBlock = game.World.SafeGetBlock( (int)Position.X, (int)Position.Y, (int)Position.Z );
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if( !CanPassThrough( curBlock ) ) return true;
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Velocity.Y -= gravity * (float)delta;
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int startY = (int)Math.Floor( Position.Y );
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Position += Velocity * (float)delta * 3;
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int endY = (int)Math.Floor( Position.Y );
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Utils.Clamp( ref Position.X, 0, game.World.Width - 0.01f );
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Utils.Clamp( ref Position.Z, 0, game.World.Length - 0.01f );
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if( Velocity.Y > 0 ) {
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for( int y = startY; y <= endY && TestY( y, false ); y++ );
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} else {
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for( int y = startY; y >= endY && TestY( y, true ); y-- );
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}
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nextPos = Position;
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Position = lastPos;
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return base.Tick( delta );
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}
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bool TestY( int y, bool topFace ) {
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if( y < 0 ) {
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Position.Y = nextPos.Y = lastPos.Y = 0 + Entity.Adjustment;
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Velocity = Vector3.Zero;
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return false;
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}
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byte block = game.World.SafeGetBlock( (int)Position.X, y, (int)Position.Z );
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if( CanPassThrough( block ) ) return true;
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float collideY = y;
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if( topFace )
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collideY += game.BlockInfo.Height[block];
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bool collide = topFace ? (Position.Y < collideY) : (Position.Y > collideY );
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if( collide ) {
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float adjust = topFace ? Entity.Adjustment : -Entity.Adjustment;
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Position.Y = nextPos.Y = lastPos.Y = collideY + adjust;
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Velocity = Vector3.Zero;
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return false;
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}
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return true;
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}
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bool CanPassThrough( byte block ) {
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return block == 0 || game.BlockInfo.IsSprite[block] || game.BlockInfo.IsLiquid[block];
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}
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}
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}
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