Files
GDevelop/Extensions/PlatformBehavior/platformerobjectruntimebehavior.ts
Clément Pasteau e174136fb4 New Save & Load built-in actions (#7811)
* New actions are available to save & load the game state, making Saving & Loading as easy as adding 1 action to your game!
* While it will work in most cases, it has a few limitations and hasn't been thoroughly tested on all types of objects/behaviors and games, so it is for the moment tagged as **Experimental** while we gather feedback and improve it
* Check out the wiki for more info: https://wiki.gdevelop.io/gdevelop5/all-features/save-state
2025-09-29 15:38:37 +02:00

2787 lines
91 KiB
TypeScript

/*
GDevelop - Platform Behavior Extension
Copyright (c) 2013-2016 Florian Rival (Florian.Rival@gmail.com)
*/
namespace gdjs {
/**
* Returned by _findHighestFloorAndMoveOnTop
*/
type PlatformSearchResult = {
highestGroundPlatform: gdjs.PlatformRuntimeBehavior | null;
highestGroundPolygon: gdjs.Polygon | null;
isCollidingAnyPlatform: boolean;
};
interface OnFloorStateNetworkSyncData {
flx: number;
fly: number;
oh: number;
}
interface FallingStateNetworkSyncData {}
interface JumpingStateNetworkSyncData {
cjs: number;
tscjs: number;
jfd: boolean;
}
interface GrabbingPlatformStateNetworkSyncData {
gplx: float;
gply: float;
}
interface OnLadderStateNetworkSyncData {}
type StateNetworkSyncData =
| OnFloorStateNetworkSyncData
| FallingStateNetworkSyncData
| JumpingStateNetworkSyncData
| GrabbingPlatformStateNetworkSyncData
| OnLadderStateNetworkSyncData;
interface PlatformerObjectNetworkSyncDataType {
cs: float;
rdx: float;
rdy: float;
ldy: float;
cfs: float;
cj: boolean;
ldl: boolean;
lek: boolean;
rik: boolean;
lak: boolean;
upk: boolean;
dok: boolean;
juk: boolean;
rpk: boolean;
rlk: boolean;
jkhsjs: boolean;
sn: string;
ssd: StateNetworkSyncData;
}
export interface PlatformerObjectNetworkSyncData
extends BehaviorNetworkSyncData {
props: PlatformerObjectNetworkSyncDataType;
}
/**
* PlatformerObjectRuntimeBehavior represents a behavior allowing objects to be
* considered as a platform by objects having PlatformerObject Behavior.
*/
export class PlatformerObjectRuntimeBehavior extends gdjs.RuntimeBehavior {
/**
* Returned by _findHighestFloorAndMoveOnTop
*/
private static readonly _platformSearchResult: PlatformSearchResult = {
highestGroundPlatform: null,
highestGroundPolygon: null,
isCollidingAnyPlatform: false,
};
/**
* A very small value compare to 1 pixel, yet very huge compare to rounding errors.
*/
private static readonly epsilon = 2 ** -20;
// Behavior configuration
/** To achieve pixel-perfect precision when positioning object on platform or
* handling collision with "walls", edges of the hitboxes must be ignored during
* collision checks, so that two overlapping edges are not considered as colliding.
*
* For example, if a character is 10px width and is at position (0, 0), it must not be
* considered as colliding with a platform which is at position (10, 0). Edges will
* still be overlapping (because character hitbox right edge is at X position 10 and
* platform hitbox left edge is also at X position 10).
*
* This parameter "_ignoreTouchingEdges" will be passed to all collision handling functions.
*/
_ignoreTouchingEdges: boolean = true;
private _acceleration: float;
private _deceleration: float;
private _maxSpeed: float;
private _slopeMaxAngle: float;
_slopeClimbingFactor: float = 1;
_gravity: float;
_maxFallingSpeed: float;
_jumpSpeed: float;
_jumpSustainTime: float;
_ladderClimbingSpeed: float;
_canGrabPlatforms: boolean;
_canGrabWithoutMoving: boolean;
private _yGrabOffset: any;
private _xGrabTolerance: any;
_useLegacyTrajectory: boolean;
_useRepeatedJump: boolean;
_canGoDownFromJumpthru: boolean = false;
// Behavior state
_currentSpeed: float = 0;
_requestedDeltaX: float = 0;
_requestedDeltaY: float = 0;
_lastDeltaY: float = 0;
_currentFallSpeed: float = 0;
_canJump: boolean = false;
_lastDirectionIsLeft: boolean = false;
private _ignoreDefaultControls: boolean;
private _leftKey: boolean = false;
private _rightKey: boolean = false;
private _ladderKey: boolean = false;
_upKey: boolean = false;
_downKey: boolean = false;
_jumpKey: boolean = false;
_jumpKeyHeldSinceJumpStart: boolean = false;
_releasePlatformKey: boolean = false;
_releaseLadderKey: boolean = false;
// This is useful when the object is synchronized by an external source
// like in a multiplayer game, and we want to be able to predict the
// movement of the object, even if the inputs are not updated every frame.
private _clearInputsBetweenFrames: boolean = true;
// This is useful when the object is synchronized over the network,
// object is controlled by the network and we want to ensure the current player
// cannot control it.
_ignoreDefaultControlsAsSyncedByNetwork: boolean = false;
// This is useful for extensions that need to know
// which keys were pressed and doesn't know the mapping
// done by the scene events.
private _wasLeftKeyPressed: boolean = false;
private _wasRightKeyPressed: boolean = false;
private _wasLadderKeyPressed: boolean = false;
private _wasUpKeyPressed: boolean = false;
private _wasDownKeyPressed: boolean = false;
private _wasJumpKeyPressed: boolean = false;
private _wasReleasePlatformKeyPressed: boolean = false;
private _wasReleaseLadderKeyPressed: boolean = false;
private _state: State;
_falling: Falling;
_onFloor: OnFloor;
_jumping: Jumping;
_grabbingPlatform: GrabbingPlatform;
_onLadder: OnLadder;
/** Platforms near the object, updated with `_updatePotentialCollidingObjects`. */
_potentialCollidingObjects: Array<gdjs.PlatformRuntimeBehavior>;
/** Overlapped jump-thru platforms, updated with `_updateOverlappedJumpThru`. */
_overlappedJumpThru: Array<gdjs.PlatformRuntimeBehavior>;
private _hasReallyMoved: boolean = false;
/** @deprecated use _hasReallyMoved instead */
private _hasMovedAtLeastOnePixel: boolean = false;
private _manager: gdjs.PlatformObjectsManager;
constructor(
instanceContainer: gdjs.RuntimeInstanceContainer,
behaviorData,
owner: gdjs.RuntimeObject
) {
super(instanceContainer, behaviorData, owner);
this._gravity = behaviorData.gravity;
this._maxFallingSpeed = behaviorData.maxFallingSpeed;
this._ladderClimbingSpeed = behaviorData.ladderClimbingSpeed || 150;
this._acceleration = behaviorData.acceleration;
this._deceleration = behaviorData.deceleration;
this._maxSpeed = behaviorData.maxSpeed;
this._jumpSpeed = behaviorData.jumpSpeed;
this._canGrabPlatforms = behaviorData.canGrabPlatforms || false;
this._canGrabWithoutMoving = behaviorData.canGrabWithoutMoving;
this._yGrabOffset = behaviorData.yGrabOffset || 0;
this._xGrabTolerance = behaviorData.xGrabTolerance || 10;
this._jumpSustainTime = behaviorData.jumpSustainTime || 0;
this._ignoreDefaultControls = behaviorData.ignoreDefaultControls;
this._useLegacyTrajectory =
behaviorData.useLegacyTrajectory === undefined
? true
: behaviorData.useLegacyTrajectory;
this._useRepeatedJump =
behaviorData.useRepeatedJump === undefined
? true
: behaviorData.useRepeatedJump;
this._canGoDownFromJumpthru = behaviorData.canGoDownFromJumpthru;
this._slopeMaxAngle = 0;
this.setSlopeMaxAngle(behaviorData.slopeMaxAngle);
this._potentialCollidingObjects = [];
this._overlappedJumpThru = [];
this._manager = gdjs.PlatformObjectsManager.getManager(instanceContainer);
this._falling = new Falling(this);
this._onFloor = new OnFloor(this);
this._jumping = new Jumping(this);
this._grabbingPlatform = new GrabbingPlatform(this);
this._onLadder = new OnLadder(this);
this._state = this._falling;
}
getNetworkSyncData(
syncOptions: GetNetworkSyncDataOptions
): PlatformerObjectNetworkSyncData {
// This method is called, so we are synchronizing this object.
// Let's clear the inputs between frames as we control it.
this._clearInputsBetweenFrames = true;
this._ignoreDefaultControlsAsSyncedByNetwork = false;
return {
...super.getNetworkSyncData(syncOptions),
props: {
cs: this._currentSpeed,
// TODO Try to remove these 3 fields from the synch
// They are reset every frame and are not part of the state.
rdx: this._requestedDeltaX,
rdy: this._requestedDeltaY,
ldy: this._lastDeltaY,
cfs: this._currentFallSpeed,
cj: this._canJump,
ldl: this._lastDirectionIsLeft,
lek: this._wasLeftKeyPressed,
rik: this._wasRightKeyPressed,
lak: this._wasLadderKeyPressed,
upk: this._wasUpKeyPressed,
dok: this._wasDownKeyPressed,
juk: this._wasJumpKeyPressed,
rpk: this._wasReleasePlatformKeyPressed,
rlk: this._wasReleaseLadderKeyPressed,
jkhsjs: this._jumpKeyHeldSinceJumpStart,
sn: this._state.toString(),
ssd: this._state.getNetworkSyncData(),
},
};
}
updateFromNetworkSyncData(
networkSyncData: PlatformerObjectNetworkSyncData,
options: UpdateFromNetworkSyncDataOptions
) {
super.updateFromNetworkSyncData(networkSyncData, options);
const behaviorSpecificProps = networkSyncData.props;
switch (behaviorSpecificProps.sn) {
case 'Falling':
if (behaviorSpecificProps.sn !== this._state.toString()) {
this._setFalling();
}
this._falling.updateFromNetworkSyncData(behaviorSpecificProps.ssd);
break;
case 'OnFloor':
// Let it handle automatically as we don't know which platform to land on.
// @ts-ignore - we assume it's OnFloorStateNetworkSyncData
this._onFloor.updateFromNetworkSyncData(behaviorSpecificProps.ssd);
break;
case 'Jumping':
if (behaviorSpecificProps.sn !== this._state.toString()) {
this._setJumping();
}
// @ts-ignore - we assume it's JumpingStateNetworkSyncData
this._jumping.updateFromNetworkSyncData(behaviorSpecificProps.ssd);
break;
case 'GrabbingPlatform':
// Let it handle automatically as we don't know which platform to grab.
this._grabbingPlatform.updateFromNetworkSyncData(
// @ts-ignore - we assume it's GrabbingPlatformStateNetworkSyncData
behaviorSpecificProps.ssd
);
break;
case 'OnLadder':
if (behaviorSpecificProps.sn !== this._state.toString()) {
this._setOnLadder();
}
this._onLadder.updateFromNetworkSyncData(behaviorSpecificProps.ssd);
break;
default:
console.error(
'Unknown state name: ' + behaviorSpecificProps.sn + '.'
);
break;
}
if (behaviorSpecificProps.cs !== this._currentSpeed) {
this._currentSpeed = behaviorSpecificProps.cs;
}
if (behaviorSpecificProps.rdx !== this._requestedDeltaX) {
this._requestedDeltaX = behaviorSpecificProps.rdx;
}
if (behaviorSpecificProps.rdy !== this._requestedDeltaY) {
this._requestedDeltaY = behaviorSpecificProps.rdy;
}
if (behaviorSpecificProps.ldy !== this._lastDeltaY) {
this._lastDeltaY = behaviorSpecificProps.ldy;
}
if (behaviorSpecificProps.cfs !== this._currentFallSpeed) {
this._currentFallSpeed = behaviorSpecificProps.cfs;
}
if (behaviorSpecificProps.cj !== this._canJump) {
this._canJump = behaviorSpecificProps.cj;
}
if (behaviorSpecificProps.ldl !== this._lastDirectionIsLeft) {
this._lastDirectionIsLeft = behaviorSpecificProps.ldl;
}
if (behaviorSpecificProps.lek !== this._leftKey) {
this._leftKey = behaviorSpecificProps.lek;
}
if (behaviorSpecificProps.rik !== this._rightKey) {
this._rightKey = behaviorSpecificProps.rik;
}
if (behaviorSpecificProps.lak !== this._ladderKey) {
this._ladderKey = behaviorSpecificProps.lak;
}
if (behaviorSpecificProps.upk !== this._upKey) {
this._upKey = behaviorSpecificProps.upk;
}
if (behaviorSpecificProps.dok !== this._downKey) {
this._downKey = behaviorSpecificProps.dok;
}
if (behaviorSpecificProps.juk !== this._jumpKey) {
this._jumpKey = behaviorSpecificProps.juk;
}
if (behaviorSpecificProps.rpk !== this._releasePlatformKey) {
this._releasePlatformKey = behaviorSpecificProps.rpk;
}
if (behaviorSpecificProps.rlk !== this._releaseLadderKey) {
this._releaseLadderKey = behaviorSpecificProps.rlk;
}
if (behaviorSpecificProps.jkhsjs !== this._jumpKeyHeldSinceJumpStart) {
this._jumpKeyHeldSinceJumpStart = behaviorSpecificProps.jkhsjs;
}
// Clear user inputs between frames only if requested.
this._clearInputsBetweenFrames = !!options.clearInputs;
// And we are not using the default controls.
this._ignoreDefaultControlsAsSyncedByNetwork = !options.keepControl;
}
updateFromBehaviorData(oldBehaviorData, newBehaviorData): boolean {
if (oldBehaviorData.gravity !== newBehaviorData.gravity) {
this.setGravity(newBehaviorData.gravity);
}
if (oldBehaviorData.maxFallingSpeed !== newBehaviorData.maxFallingSpeed) {
this.setMaxFallingSpeed(newBehaviorData.maxFallingSpeed);
}
if (oldBehaviorData.acceleration !== newBehaviorData.acceleration) {
this.setAcceleration(newBehaviorData.acceleration);
}
if (oldBehaviorData.deceleration !== newBehaviorData.deceleration) {
this.setDeceleration(newBehaviorData.deceleration);
}
if (oldBehaviorData.maxSpeed !== newBehaviorData.maxSpeed) {
this.setMaxSpeed(newBehaviorData.maxSpeed);
}
if (oldBehaviorData.jumpSpeed !== newBehaviorData.jumpSpeed) {
this.setJumpSpeed(newBehaviorData.jumpSpeed);
}
if (
oldBehaviorData.canGrabPlatforms !== newBehaviorData.canGrabPlatforms
) {
this.setCanGrabPlatforms(newBehaviorData.canGrabPlatforms);
}
if (
oldBehaviorData.canGrabWithoutMoving !==
newBehaviorData.canGrabWithoutMoving
) {
this._canGrabWithoutMoving = newBehaviorData.canGrabWithoutMoving;
}
if (oldBehaviorData.yGrabOffset !== newBehaviorData.yGrabOffset) {
this._yGrabOffset = newBehaviorData.yGrabOffset;
}
if (oldBehaviorData.xGrabTolerance !== newBehaviorData.xGrabTolerance) {
this._xGrabTolerance = newBehaviorData.xGrabTolerance;
}
if (oldBehaviorData.jumpSustainTime !== newBehaviorData.jumpSustainTime) {
this.setJumpSustainTime(newBehaviorData.jumpSustainTime);
}
if (
oldBehaviorData.useLegacyTrajectory !==
newBehaviorData.useLegacyTrajectory
) {
this._useLegacyTrajectory = newBehaviorData.useLegacyTrajectory;
}
if (
oldBehaviorData.canGoDownFromJumpthru !==
newBehaviorData.canGoDownFromJumpthru
) {
this._canGoDownFromJumpthru = newBehaviorData.canGoDownFromJumpthru;
}
return true;
}
doStepPreEvents(instanceContainer: gdjs.RuntimeInstanceContainer) {
const LEFTKEY = 37;
const UPKEY = 38;
const RIGHTKEY = 39;
const DOWNKEY = 40;
const LSHIFTKEY = 1016;
const RSHIFTKEY = 2016;
const SPACEKEY = 32;
const object = this.owner;
const timeDelta = this.owner.getElapsedTime() / 1000;
//0.1) Get the player input:
this._requestedDeltaX = 0;
this._requestedDeltaY = 0;
const inputManager = instanceContainer.getGame().getInputManager();
this._leftKey ||
(this._leftKey =
!this.shouldIgnoreDefaultControls() &&
inputManager.isKeyPressed(LEFTKEY));
this._rightKey ||
(this._rightKey =
!this.shouldIgnoreDefaultControls() &&
inputManager.isKeyPressed(RIGHTKEY));
this._jumpKey ||
(this._jumpKey =
!this.shouldIgnoreDefaultControls() &&
(inputManager.isKeyPressed(LSHIFTKEY) ||
inputManager.isKeyPressed(RSHIFTKEY) ||
inputManager.isKeyPressed(SPACEKEY)));
// Check if the jump key is continuously held since
// the beginning of the jump.
if (!this._jumpKey) {
this._jumpKeyHeldSinceJumpStart = false;
}
this._ladderKey ||
(this._ladderKey =
!this.shouldIgnoreDefaultControls() &&
inputManager.isKeyPressed(UPKEY));
this._upKey ||
(this._upKey =
!this.shouldIgnoreDefaultControls() &&
inputManager.isKeyPressed(UPKEY));
this._downKey ||
(this._downKey =
!this.shouldIgnoreDefaultControls() &&
inputManager.isKeyPressed(DOWNKEY));
this._releasePlatformKey ||
(this._releasePlatformKey =
!this.shouldIgnoreDefaultControls() &&
inputManager.isKeyPressed(DOWNKEY));
this._requestedDeltaX += this._updateSpeed(timeDelta);
if (this._leftKey !== this._rightKey) {
this._lastDirectionIsLeft = this._leftKey;
}
//0.2) Track changes in object size
this._state.beforeUpdatingObstacles(timeDelta);
this._onFloor._oldHeight = object.getHeight();
//0.3) Update list of platforms around/related to the object
//Compute the list of the objects that will be used
this._updatePotentialCollidingObjects(
Math.max(this._requestedDeltaX, this._maxFallingSpeed * timeDelta)
);
this._updateOverlappedJumpThru();
//1) X axis:
const beforeMovingXState = this._state;
this._state.checkTransitionBeforeX();
this._state.beforeMovingX();
//Ensure the object is not stuck
const hasPopOutOfPlatform = this._separateFromPlatforms(
this._potentialCollidingObjects,
true
);
if (hasPopOutOfPlatform && !this._jumpKey) {
// TODO This is probably unnecessary because `_canJump` is already set
// to true when entering the `OnFloor` state.
// This is wrongly allowing double jumps when characters are flipped
// with an offset center.
//After being unstuck, the object must be able to jump again.
this._canJump = true;
}
const oldX = object.getX();
this._moveX();
const mayCollideWall = object.getX() !== oldX + this._requestedDeltaX;
//2) Y axis:
const beforeMovingYState = this._state;
this._state.checkTransitionBeforeY(timeDelta);
this._state.beforeMovingY(timeDelta, oldX);
const oldY = object.getY();
this._moveY();
//3) Update the current floor data for the next tick:
const beforeLastTransitionYState = this._state;
//TODO what about a moving platforms, remove this condition to do the same as for grabbing?
if (this._state !== this._onLadder) {
this._checkTransitionOnFloorOrFalling();
}
if (
// When the character is against a wall and the player hold left or
// right, the speed shouldn't stack because starting at full speed when
// jumping over the wall would look strange.
mayCollideWall &&
// Whereas, when the state has change, the collision is probably a
// landing or a collision from the floor when stating to jump. The
// speed must not be lost in these cases.
this._state === beforeMovingXState &&
this._state === beforeMovingYState &&
this._state === beforeLastTransitionYState &&
// When the character is on the floor, it will try to walk on the
// obstacles and already stop if necessary.
this._state !== this._onFloor
) {
this._currentSpeed = 0;
}
this._wasLeftKeyPressed = this._leftKey;
this._wasRightKeyPressed = this._rightKey;
this._wasLadderKeyPressed = this._ladderKey;
this._wasUpKeyPressed = this._upKey;
this._wasDownKeyPressed = this._downKey;
this._wasJumpKeyPressed = this._jumpKey;
this._wasReleasePlatformKeyPressed = this._releasePlatformKey;
this._wasReleaseLadderKeyPressed = this._releaseLadderKey;
//4) Do not forget to reset pressed keys
if (this._clearInputsBetweenFrames) {
// Reset the keys only if the inputs are not supposed to survive between frames.
// (Most of the time, except if this object is synchronized by an external source)
this._leftKey = false;
this._rightKey = false;
this._ladderKey = false;
this._upKey = false;
this._downKey = false;
this._jumpKey = false;
this._releasePlatformKey = false;
this._releaseLadderKey = false;
}
//5) Track the movement
this._hasReallyMoved =
Math.abs(object.getX() - oldX) >
PlatformerObjectRuntimeBehavior.epsilon ||
Math.abs(object.getY() - oldY) >
PlatformerObjectRuntimeBehavior.epsilon;
this._hasMovedAtLeastOnePixel =
Math.abs(object.getX() - oldX) >= 1 ||
Math.abs(object.getY() - oldY) >= 1;
this._lastDeltaY = object.getY() - oldY;
}
doStepPostEvents(instanceContainer: gdjs.RuntimeInstanceContainer) {}
private _updateSpeed(timeDelta: float): float {
const previousSpeed = this._currentSpeed;
// Change the speed according to the player's input.
// TODO Give priority to the last key for faster reaction time.
if (this._leftKey !== this._rightKey) {
if (this._leftKey) {
if (this._currentSpeed <= 0) {
this._currentSpeed -= this._acceleration * timeDelta;
} else {
// Turn back at least as fast as it would stop.
this._currentSpeed -=
Math.max(this._acceleration, this._deceleration) * timeDelta;
}
} else if (this._rightKey) {
if (this._currentSpeed >= 0) {
this._currentSpeed += this._acceleration * timeDelta;
} else {
this._currentSpeed +=
Math.max(this._acceleration, this._deceleration) * timeDelta;
}
}
}
//Take deceleration into account only if no key is pressed.
if (this._leftKey === this._rightKey) {
const wasPositive = this._currentSpeed > 0;
this._currentSpeed -=
this._deceleration * timeDelta * (wasPositive ? 1.0 : -1.0);
//Set the speed to 0 if the speed was too low.
if (wasPositive && this._currentSpeed < 0) {
this._currentSpeed = 0;
}
if (!wasPositive && this._currentSpeed > 0) {
this._currentSpeed = 0;
}
}
if (this._currentSpeed > this._maxSpeed) {
this._currentSpeed = this._maxSpeed;
}
if (this._currentSpeed < -this._maxSpeed) {
this._currentSpeed = -this._maxSpeed;
}
// Use Verlet integration.
return ((this._currentSpeed + previousSpeed) * timeDelta) / 2;
}
/**
* Also see {@link ./README.md}
*/
private _moveX() {
const object = this.owner;
//Move the object on x axis.
const oldX = object.getX();
if (this._requestedDeltaX !== 0) {
let floorPlatformId =
this._onFloor.getFloorPlatform() !== null
? this._onFloor.getFloorPlatform()!.owner.id
: null;
object.setX(object.getX() + this._requestedDeltaX);
let tryRounding = true;
//Colliding: Try to push out from the solid.
//Note that jump thru are never obstacle on X axis.
while (
this._isCollidingWithOneOf(
this._potentialCollidingObjects,
floorPlatformId,
/*excludeJumpthrus=*/
true,
this._onFloor.getFloorPolygon()
)
) {
if (
(this._requestedDeltaX > 0 && object.getX() <= oldX) ||
(this._requestedDeltaX < 0 && object.getX() >= oldX)
) {
object.setX(
//Unable to move the object without being stuck in an obstacle.
oldX
);
break;
}
if (tryRounding) {
// First try rounding the position as this might be sufficient to get the object
// out of the wall.
object.setX(Math.round(object.getX()));
tryRounding = false;
} else {
object.setX(
Math.round(object.getX()) + (this._requestedDeltaX > 0 ? -1 : 1)
);
}
}
}
}
private _moveY() {
const object = this.owner;
//Move the object on Y axis
if (this._requestedDeltaY !== 0) {
if (this._requestedDeltaY > 0) {
// Use the same method as for following the floor.
// This is to be consistent on all floor collision.
// The object will land right on floor.
const { highestGroundPlatform } = this._findHighestFloorAndMoveOnTop(
this._potentialCollidingObjects,
0,
this._requestedDeltaY
);
if (!highestGroundPlatform) {
object.setY(object.getY() + this._requestedDeltaY);
}
} else {
// The same logic could be applied going up one day.
let oldY = object.getY();
object.setY(object.getY() + this._requestedDeltaY);
// Stop when colliding with an obstacle.
while (
// Jumpthru == obstacle <=> Never when going up.
(this._requestedDeltaY < 0 &&
this._isCollidingWithOneOf(
this._potentialCollidingObjects,
null,
/*excludeJumpThrus=*/
true
)) ||
// Jumpthru == obstacle <=> Only if not already overlapped when going down.
(this._requestedDeltaY > 0 &&
this._isCollidingWithOneOfExcluding(
this._potentialCollidingObjects,
this._overlappedJumpThru
))
) {
if (this._state === this._jumping) {
this._setFalling();
}
if (
(this._requestedDeltaY > 0 && object.getY() <= oldY) ||
(this._requestedDeltaY < 0 && object.getY() >= oldY)
) {
object.setY(
// Unable to move the object without being stuck in an obstacle.
oldY
);
break;
}
object.setY(
Math.floor(object.getY()) + (this._requestedDeltaY > 0 ? -1 : 1)
);
}
}
}
}
_setFalling() {
this._state.leave();
const from = this._state;
this._state = this._falling;
this._falling.enter(from);
}
_setOnFloor(
collidingPlatform: gdjs.PlatformRuntimeBehavior,
floorPolygon: gdjs.Polygon
) {
this._state.leave();
this._state = this._onFloor;
this._onFloor.enter(collidingPlatform, floorPolygon);
}
private _setJumping() {
this._state.leave();
const from = this._state;
this._state = this._jumping;
this._jumping.enter(from);
}
private _setGrabbingPlatform(
grabbedPlatform: gdjs.PlatformRuntimeBehavior
) {
this._state.leave();
this._state = this._grabbingPlatform;
this._grabbingPlatform.enter(grabbedPlatform);
}
private _setOnLadder() {
this._state.leave();
this._state = this._onLadder;
this._onLadder.enter();
}
_checkTransitionOnLadder() {
if (this._ladderKey && this._isOverlappingLadder()) {
this._setOnLadder();
}
}
_checkTransitionJumping() {
if (
this._canJump &&
this._jumpKey &&
(!this._jumpKeyHeldSinceJumpStart || this._useRepeatedJump)
) {
this._setJumping();
}
}
_checkGrabPlatform() {
const object = this.owner;
let oldX = object.getX();
object.setX(
object.getX() +
(this._requestedDeltaX < 0 ||
(this._requestedDeltaX === 0 && this._lastDirectionIsLeft)
? -this._xGrabTolerance
: this._xGrabTolerance)
);
const collidingPlatforms: gdjs.PlatformRuntimeBehavior[] =
gdjs.staticArray(
PlatformerObjectRuntimeBehavior.prototype._checkGrabPlatform
);
collidingPlatforms.length = 0;
for (const platform of this._potentialCollidingObjects) {
if (this._isCollidingWith(platform) && this._canGrab(platform)) {
collidingPlatforms.push(platform);
}
}
object.setX(oldX);
//Check if we can grab the collided platform
let oldY = object.getY();
for (const collidingPlatform of collidingPlatforms) {
object.setY(
collidingPlatform.owner.getY() +
collidingPlatform.getYGrabOffset() -
this._yGrabOffset
);
if (
!this._isCollidingWithOneOf(
this._potentialCollidingObjects,
null,
/*excludeJumpthrus=*/
true
)
) {
this._setGrabbingPlatform(collidingPlatform);
this._requestedDeltaY = 0;
collidingPlatforms.length = 0;
return;
}
object.setY(oldY);
}
collidingPlatforms.length = 0;
}
private _checkTransitionOnFloorOrFalling() {
const object = this.owner;
const oldY = object.getY();
// Avoid landing on a platform if the object is not going down.
// (which could happen for Jumpthru, when the object jump and pass just at the top
// of a jumpthru, it could be considered as landing if not for this extra check).
const canLand = this._requestedDeltaY >= 0;
// The interval could be smaller.
// It's just for rounding errors.
const { highestGroundPlatform, highestGroundPolygon } =
this._findHighestFloorAndMoveOnTop(
this._potentialCollidingObjects,
-1,
1
);
// don't fall if GrabbingPlatform or OnLadder
if (this._state === this._onFloor) {
if (!highestGroundPlatform || !highestGroundPolygon) {
this._setFalling();
} else if (
highestGroundPlatform === this._onFloor.getFloorPlatform() &&
highestGroundPolygon === this._onFloor.getFloorPolygon()
) {
this._onFloor.updateFloorPosition();
} else {
this._setOnFloor(highestGroundPlatform, highestGroundPolygon);
}
} else if (highestGroundPlatform && highestGroundPolygon && canLand) {
this._setOnFloor(highestGroundPlatform, highestGroundPolygon);
} else {
// The object can't land.
object.setY(oldY);
}
}
_fall(timeDelta: float) {
const previousFallSpeed = this._currentFallSpeed;
this._currentFallSpeed += this._gravity * timeDelta;
if (this._currentFallSpeed > this._maxFallingSpeed) {
this._currentFallSpeed = this._maxFallingSpeed;
}
if (this._useLegacyTrajectory) {
this._requestedDeltaY += this._currentFallSpeed * timeDelta;
} else {
// Use Verlet integration.
this._requestedDeltaY +=
((this._currentFallSpeed + previousFallSpeed) / 2) * timeDelta;
}
}
//Scene change is not supported
/*
if ( parentScene != &scene ) //Parent scene has changed
{
parentScene = &scene;
sceneManager = parentScene ? &ScenePlatformObjectsManager::managers[&scene] : null;
floorPlatform = null;
}
*/
/**
* Return true if the object owning the behavior can grab the specified platform. There must be a collision
* between the object and the platform.
* @param platform The platform the object is in collision with
* @param y The value in pixels on Y axis the object wants to move to
*/
private _canGrab(platform: gdjs.PlatformRuntimeBehavior) {
const y1 = this.owner.getY() + this._yGrabOffset - this._lastDeltaY;
const y2 = this.owner.getY() + this._yGrabOffset;
const platformY = platform.owner.getY() + platform.getYGrabOffset();
// This must be inclusive for at least one position.
// Otherwise, if the character is at the exact position,
// it could not be able to grab the platform at any frame.
return (
platform.canBeGrabbed() &&
((y1 < platformY && platformY <= y2) ||
(y2 <= platformY && platformY < y1))
);
}
/**
* Mark the platformer object as not grabbing any platform.
*/
_releaseGrabbedPlatform() {
if (this._state === this._grabbingPlatform) {
this._setFalling();
}
}
/**
* Mark the platformer object as falling if on a ladder.
*/
_releaseLadder() {
if (this._state === this._onLadder) {
this._setFalling();
}
}
/**
* Separate the object from all platforms passed in parameter.
* @param candidates The platform to be tested for collision
* @param excludeJumpThrus If set to true, jumpthru platforms are excluded. false if not defined.
* @returns true if the object was moved
*/
private _separateFromPlatforms(
candidates: gdjs.PlatformRuntimeBehavior[],
excludeJumpThrus: boolean
) {
excludeJumpThrus = !!excludeJumpThrus;
const objects = gdjs.staticArray(
PlatformerObjectRuntimeBehavior.prototype._separateFromPlatforms
);
objects.length = 0;
for (let i = 0; i < candidates.length; ++i) {
const platform = candidates[i];
if (
platform.getPlatformType() === gdjs.PlatformRuntimeBehavior.LADDER
) {
continue;
}
if (
excludeJumpThrus &&
platform.getPlatformType() === gdjs.PlatformRuntimeBehavior.JUMPTHRU
) {
continue;
}
objects.push(platform.owner);
}
return this.owner.separateFromObjects(objects, this._ignoreTouchingEdges);
}
/**
* Among the platforms passed in parameter, return true if there is a platform colliding with the object.
* Ladders are *always* excluded from the test.
* @param candidates The platform to be tested for collision
* @param exceptThisOne The object identifier of a platform to be excluded from the check. Can be null.
* @param excludeJumpThrus If set to true, jumpthru platforms are excluded. false if not defined.
* @returns true if the object collides any platform
*/
_isCollidingWithOneOf(
candidates: gdjs.PlatformRuntimeBehavior[],
ignoredPlatformId?: number | null,
excludeJumpThrus?: boolean,
ignoredPolygon?: gdjs.Polygon | null
) {
excludeJumpThrus = !!excludeJumpThrus;
for (let i = 0; i < candidates.length; ++i) {
const platform = candidates[i];
const isPlatformIgnored = platform.owner.id === ignoredPlatformId;
if (isPlatformIgnored && !ignoredPolygon) {
continue;
}
if (
platform.getPlatformType() === gdjs.PlatformRuntimeBehavior.LADDER
) {
continue;
}
if (
excludeJumpThrus &&
platform.getPlatformType() === gdjs.PlatformRuntimeBehavior.JUMPTHRU
) {
continue;
}
if (
gdjs.RuntimeObject.collisionTest(
platform.owner,
this.owner,
this._ignoreTouchingEdges,
isPlatformIgnored ? ignoredPolygon : null
)
) {
return true;
}
}
return false;
}
/**
* Find the highest floor reachable and move the owner on top of it.
*
* Also see {@link ./README.md}
*
* @param candidates The platform to be tested for collision
* @param upwardDeltaY The owner won't move upward more than this value.
* @param downwardDeltaY The owner won't move downward more than this value.
* @returns the platform where to walk or if an obstacle was found
*/
_findHighestFloorAndMoveOnTop(
candidates: gdjs.PlatformRuntimeBehavior[],
upwardDeltaY: float,
downwardDeltaY: float
): PlatformSearchResult {
const context = FollowConstraintContext.instance;
context.initializeBeforeSearch(this, upwardDeltaY, downwardDeltaY);
let totalHighestY = Number.MAX_VALUE;
let highestGroundPlatform: gdjs.PlatformRuntimeBehavior | null = null;
let highestGroundPolygon: gdjs.Polygon | null = null;
let isCollidingAnyPlatform = false;
for (const platform of candidates) {
if (
platform.getPlatformType() === gdjs.PlatformRuntimeBehavior.LADDER ||
// Jump through platforms are obstacles only when the character comes from the top.
(platform.getPlatformType() ===
gdjs.PlatformRuntimeBehavior.JUMPTHRU &&
// When following the floor, jumpthrus that are higher than the character are ignored.
// If we only look above the character bottom, every jumpthrus can be discarded
// without doing any collision check.
((this._state === this._onFloor &&
platform !== this._onFloor.getFloorPlatform() &&
downwardDeltaY < 0) ||
// When trying to land on a platform, exclude jumpthrus that were already overlapped.
(this._state !== this._onFloor &&
this._isIn(this._overlappedJumpThru, platform.owner.id))))
) {
continue;
}
const previousAllowedMinDeltaY = context.allowedMinDeltaY;
const previousAllowedMaxDeltaY = context.allowedMaxDeltaY;
this._findPlatformHighestRelativeYUnderObject(platform, context);
let highestRelativeY = context.getFloorDeltaY();
if (
platform.getPlatformType() ===
gdjs.PlatformRuntimeBehavior.JUMPTHRU &&
// When following the floor, ignore jumpthrus that are higher than the character bottom.
((this._state === this._onFloor &&
platform !== this._onFloor.getFloorPlatform() &&
highestRelativeY < 0) ||
// A jumpthrus should never constrain a character to go below.
// Jumpthrus are considered as obstacles at the 1st frame they are overlapping the character
// because it allows it to land on them, but they shouldn't push on its head.
context.allowedMinDeltaY !== previousAllowedMinDeltaY)
) {
// Don't follow jumpthrus that are higher than the character bottom.
// Revert side effect on the search context.
context.revertTo(previousAllowedMinDeltaY, previousAllowedMaxDeltaY);
continue;
}
if (context.isCollidingAnyPlatform()) {
isCollidingAnyPlatform = true;
}
if (context.floorIsTooHigh()) {
// One platform is colliding the character
// and is too high for the character to walk on.
// This will still be an obstacle even if there
// are other platforms that fit the requirements.
highestGroundPlatform = null;
highestGroundPolygon = null;
break;
}
if (
context.isCollidingAnyPlatform() &&
highestRelativeY < totalHighestY
) {
totalHighestY = highestRelativeY;
highestGroundPlatform = platform;
highestGroundPolygon = context.highestFloorPolygon;
}
}
if (highestGroundPlatform) {
const object = this.owner;
object.setY(object.getY() + totalHighestY);
}
const returnValue =
gdjs.PlatformerObjectRuntimeBehavior._platformSearchResult;
returnValue.highestGroundPlatform = highestGroundPlatform;
returnValue.highestGroundPolygon = highestGroundPolygon;
returnValue.isCollidingAnyPlatform = isCollidingAnyPlatform;
return returnValue;
}
/**
* Find the highest Y relative to the owner bottom of the floor reachable by the owner.
* @param platform The platform to be tested for collision.
* @param upwardDeltaY The owner won't move upward more than this value.
* @param downwardDeltaY The owner won't move downward more than this value.
* @return the search context
*/
private _findPlatformHighestRelativeYUnderObject(
platform: gdjs.PlatformRuntimeBehavior,
context: FollowConstraintContext
): FollowConstraintContext {
const platformObject = platform.owner;
const platformAABB = platformObject.getAABB();
if (
platformAABB.max[0] <= context.ownerMinX ||
platformAABB.min[0] >= context.ownerMaxX ||
platformAABB.max[1] <= context.headMinY ||
platformAABB.min[1] > context.floorMaxY
) {
// No collision
return context;
}
for (const hitbox of platformObject.getHitBoxesAround(
context.ownerMinX,
context.headMinY,
context.ownerMaxX,
context.floorMaxY
)) {
if (hitbox.vertices.length < 3) {
continue;
}
// Edges over the character head might not result to a collision,
// but if there is also an edge under its head then there is a collision.
// The platform hitbox could be in several parts.
// So, the object could walk on one part
// and have another part over its head.
// This is why flags are reset between each hitbox.
context.initializeBeforeHitboxCheck();
let previousVertex = hitbox.vertices[hitbox.vertices.length - 2];
let vertex = hitbox.vertices[hitbox.vertices.length - 1];
for (const nextVertex of hitbox.vertices) {
// When the character is side by side to a wall,
// no collision should be detected.
// Indeed, it only shares an edge so the intersection has no area.
// But, the character can share a vertex X with a platform
// when one of them is encompassing the other.
// This is why the edge direction is checked in this case.
if (
// The vertex is strictly into the interval...
(context.ownerMinX < vertex[0] && vertex[0] < context.ownerMaxX) ||
// ...or is on a bound but at least one of its edges is from the inside.
// Note: this needs strict convex hitbox to work.
(vertex[0] === context.ownerMinX &&
(previousVertex[0] > vertex[0] || nextVertex[0] > vertex[0])) ||
(vertex[0] === context.ownerMaxX &&
(previousVertex[0] < vertex[0] || nextVertex[0] < vertex[0]))
) {
context.addPointConstraint(vertex[1], hitbox);
}
const deltaX = vertex[0] - previousVertex[0];
// Vertical edges doesn't matter
if (deltaX !== 0) {
// Check intersection on the left side of owner
if (
(vertex[0] < context.ownerMinX &&
context.ownerMinX < previousVertex[0]) ||
(previousVertex[0] < context.ownerMinX &&
context.ownerMinX < vertex[0])
) {
const deltaY = vertex[1] - previousVertex[1];
const intersectionY =
previousVertex[1] +
((context.ownerMinX - previousVertex[0]) * deltaY) / deltaX;
context.addPointConstraint(intersectionY, hitbox);
}
// Check intersection on the right side of owner
if (
(vertex[0] < context.ownerMaxX &&
context.ownerMaxX < previousVertex[0]) ||
(previousVertex[0] < context.ownerMaxX &&
context.ownerMaxX < vertex[0])
) {
const deltaY = vertex[1] - previousVertex[1];
const intersectionY =
previousVertex[1] +
((context.ownerMaxX - previousVertex[0]) * deltaY) / deltaX;
context.addPointConstraint(intersectionY, hitbox);
}
}
if (context.floorIsTooHigh()) {
// The character can't follow the platforms.
// No need to continue the search.
return context;
}
previousVertex = vertex;
vertex = nextVertex;
}
}
return context;
}
/**
* Among the platforms passed in parameter, return true if there is a platform colliding with the object.
* Ladders are *always* excluded from the test.
* @param candidates The platform to be tested for collision
* @param exceptTheseOnes The platforms to be excluded from the test
*/
private _isCollidingWithOneOfExcluding(
candidates: gdjs.PlatformRuntimeBehavior[],
exceptTheseOnes: gdjs.PlatformRuntimeBehavior[]
) {
for (let i = 0; i < candidates.length; ++i) {
const platform = candidates[i];
if (exceptTheseOnes && this._isIn(exceptTheseOnes, platform.owner.id)) {
continue;
}
if (
platform.getPlatformType() === gdjs.PlatformRuntimeBehavior.LADDER
) {
continue;
}
if (
gdjs.RuntimeObject.collisionTest(
this.owner,
platform.owner,
this._ignoreTouchingEdges
)
) {
return true;
}
}
return false;
}
/**
* Return true if the platform is colliding with the behavior owner object.
* Overlapped jump thru and ladders are excluded.
* @param platform The platform to be tested for collision
*/
private _isCollidingWith(platform: gdjs.PlatformRuntimeBehavior): boolean {
return (
platform.getPlatformType() !== gdjs.PlatformRuntimeBehavior.LADDER &&
!this._isIn(this._overlappedJumpThru, platform.owner.id) &&
gdjs.RuntimeObject.collisionTest(
this.owner,
platform.owner,
this._ignoreTouchingEdges
)
);
}
/**
* Update _overlappedJumpThru member, so that it contains all the jumpthru platforms colliding with
* the behavior owner object.
* Note: _updatePotentialCollidingObjects must have been called before.
*/
private _updateOverlappedJumpThru() {
this._overlappedJumpThru.length = 0;
for (let i = 0; i < this._potentialCollidingObjects.length; ++i) {
const platform = this._potentialCollidingObjects[i];
if (
platform.getPlatformType() ===
gdjs.PlatformRuntimeBehavior.JUMPTHRU &&
gdjs.RuntimeObject.collisionTest(
this.owner,
platform.owner,
this._ignoreTouchingEdges
)
) {
this._overlappedJumpThru.push(platform);
}
}
}
/**
* Return true if the object is overlapping a ladder.
* Note: _updatePotentialCollidingObjects must have been called before.
*/
_isOverlappingLadder() {
for (let i = 0; i < this._potentialCollidingObjects.length; ++i) {
const platform = this._potentialCollidingObjects[i];
if (
platform.getPlatformType() !== gdjs.PlatformRuntimeBehavior.LADDER
) {
continue;
}
if (
gdjs.RuntimeObject.collisionTest(
this.owner,
platform.owner,
this._ignoreTouchingEdges
)
) {
return true;
}
}
return false;
}
_isIn(platformArray: gdjs.PlatformRuntimeBehavior[], id: integer) {
for (let i = 0; i < platformArray.length; ++i) {
if (platformArray[i].owner.id === id) {
return true;
}
}
return false;
}
/**
* Update _potentialCollidingObjects member with platforms near the object.
*/
private _updatePotentialCollidingObjects(maxMovementLength: float) {
const object = this.owner;
this._manager.getAllPlatformsAround(
object,
maxMovementLength,
this._potentialCollidingObjects
);
// Filter the potential colliding platforms to ensure that the object owning the behavior
// is not considered as colliding with itself, in the case that it also has the
// platform behavior.
for (let i = 0; i < this._potentialCollidingObjects.length; ) {
if (this._potentialCollidingObjects[i].owner === object) {
this._potentialCollidingObjects.splice(i, 1);
} else {
i++;
}
}
}
/**
* Simulate a control action in the Platformer Object by specifying an input.
* @param input The string expression of the control action [Left,Right,Up,Down,Ladder,Jump,Release,Release Ladder].
*/
simulateControl(input: string) {
if (input === 'Left') {
this._leftKey = true;
} else if (input === 'Right') {
this._rightKey = true;
} else if (input === 'Up') {
this._upKey = true;
} else if (input === 'Down') {
this._downKey = true;
} else if (input === 'Ladder') {
this._ladderKey = true;
} else if (input === 'Jump') {
this._jumpKey = true;
} else if (input === 'Release') {
this._releasePlatformKey = true;
} else if (input === 'Release Ladder') {
this._releaseLadderKey = true;
}
}
/**.
* @param input The control to be tested [Left,Right,Up,Down,Ladder,Jump,Release,Release Ladder].
* @returns true if the key was used since the last `doStepPreEvents` call.
*/
isUsingControl(input: string): boolean {
if (input === 'Left') {
return this._wasLeftKeyPressed;
}
if (input === 'Right') {
return this._wasRightKeyPressed;
}
if (input === 'Up') {
return this._wasUpKeyPressed;
}
if (input === 'Down') {
return this._wasDownKeyPressed;
}
if (input === 'Ladder') {
return this._wasLadderKeyPressed;
}
if (input === 'Jump') {
return this._wasJumpKeyPressed;
}
if (input === 'Release') {
return this._wasReleasePlatformKeyPressed;
}
if (input === 'Release Ladder') {
return this._wasReleaseLadderKeyPressed;
}
return false;
}
/**
* Get the gravity of the Platformer Object.
* @returns The current gravity.
*/
getGravity(): float {
return this._gravity;
}
/**
* Get maximum angle of a slope for the Platformer Object to run on it as a floor.
* @returns the slope maximum angle, in degrees.
*/
getSlopeMaxAngle(): float {
return this._slopeMaxAngle;
}
/**
* Get the maximum falling speed of the Platformer Object.
* @returns The maximum falling speed.
*/
getMaxFallingSpeed(): float {
return this._maxFallingSpeed;
}
/**
* Get the speed used to move on Y axis when climbing a ladder.
* @returns The speed of ladder climbing.
*/
getLadderClimbingSpeed(): float {
return this._ladderClimbingSpeed;
}
/**
* Get the acceleration value of the Platformer Object.
* @returns The current acceleration.
*/
getAcceleration(): float {
return this._acceleration;
}
/**
* Get the deceleration of the Platformer Object.
* @returns The current deceleration.
*/
getDeceleration(): float {
return this._deceleration;
}
/**
* Get the maximum speed of the Platformer Object.
* @returns The maximum speed.
*/
getMaxSpeed(): float {
return this._maxSpeed;
}
/**
* Get the jump speed of the Platformer Object.
* @returns The jump speed.
*/
getJumpSpeed(): float {
return this._jumpSpeed;
}
/**
* Get the jump sustain time of the Platformer Object.
* @returns The jump sustain time.
*/
getJumpSustainTime(): float {
return this._jumpSustainTime;
}
/**
* Get the speed at which the object is falling. It is 0 when the object is on a floor, and non 0 as soon as the object leaves the floor.
* @returns The current fall speed.
*/
getCurrentFallSpeed(): float {
return this._currentFallSpeed;
}
/**
* Get the current speed of the Platformer Object.
* @returns The current speed.
*/
getCurrentSpeed(): float {
return this._currentSpeed;
}
/**
* Set the current speed of the Platformer Object.
* @param currentSpeed The current speed.
*/
setCurrentSpeed(currentSpeed: float): void {
this._currentSpeed = gdjs.evtTools.common.clamp(
currentSpeed,
-this._maxSpeed,
this._maxSpeed
);
}
/**
* Get the current jump speed of the Platformer Object.
* @returns The current jump speed.
*/
getCurrentJumpSpeed(): float {
return this._jumping.getCurrentJumpSpeed();
}
/**
* Check if the Platformer Object can grab the platforms.
* @returns Returns true if the object can grab the platforms.
*/
canGrabPlatforms(): boolean {
return this._canGrabPlatforms;
}
/**
* Check if the Platformer Object can jump.
* @returns Returns true if the object can jump.
*/
canJump(): boolean {
return this._canJump;
}
/**
* Set the gravity of the Platformer Object.
* @param gravity The new gravity.
*/
setGravity(gravity: float): void {
this._gravity = gravity;
}
/**
* Set the maximum falling speed of the Platformer Object.
* @param maxFallingSpeed The maximum falling speed.
* @param tryToPreserveAirSpeed If true and if jumping, tune the current jump speed to preserve the overall speed in the air.
*/
setMaxFallingSpeed(
maxFallingSpeed: float,
tryToPreserveAirSpeed: boolean = false
): void {
if (tryToPreserveAirSpeed && this._state === this._jumping) {
// If the falling speed is too high compared to the new max falling speed,
// reduce it and adapt the jump speed to preserve the overall vertical speed.
const fallingSpeedOverflow = this._currentFallSpeed - maxFallingSpeed;
if (fallingSpeedOverflow > 0) {
this._currentFallSpeed -= fallingSpeedOverflow;
this._jumping.setCurrentJumpSpeed(
Math.max(
0,
this._jumping.getCurrentJumpSpeed() - fallingSpeedOverflow
)
);
}
}
this._maxFallingSpeed = maxFallingSpeed;
}
/**
* Set the speed used to move on Y axis when climbing a ladder.
* @param ladderClimbingSpeed The speed of ladder climbing.
*/
setLadderClimbingSpeed(ladderClimbingSpeed: float): void {
this._ladderClimbingSpeed = ladderClimbingSpeed;
}
/**
* Set the acceleration of the Platformer Object.
* @param acceleration The new acceleration.
*/
setAcceleration(acceleration: float): void {
this._acceleration = acceleration;
}
/**
* Set the deceleration of the Platformer Object.
* @param deceleration The new deceleration.
*/
setDeceleration(deceleration: float): void {
this._deceleration = deceleration;
}
/**
* Set the maximum speed of the Platformer Object.
* @param maxSpeed The new maximum speed.
*/
setMaxSpeed(maxSpeed: float): void {
this._maxSpeed = maxSpeed;
}
/**
* Set the jump speed of the Platformer Object.
* @param jumpSpeed The new jump speed.
*/
setJumpSpeed(jumpSpeed: float): void {
this._jumpSpeed = jumpSpeed;
}
/**
* Set the jump sustain time of the Platformer Object.
* @param jumpSustainTime The new jump sustain time.
*/
setJumpSustainTime(jumpSustainTime: float): void {
this._jumpSustainTime = jumpSustainTime;
}
/**
* Set the maximum slope angle of the Platformer Object.
* @param slopeMaxAngle The new maximum slope angle.
*/
setSlopeMaxAngle(slopeMaxAngle: float): void {
if (slopeMaxAngle < 0 || slopeMaxAngle >= 90) {
return;
}
this._slopeMaxAngle = slopeMaxAngle;
//Avoid rounding errors
if (slopeMaxAngle === 45) {
this._slopeClimbingFactor = 1;
} else {
this._slopeClimbingFactor = Math.tan(
(slopeMaxAngle * 3.1415926) / 180.0
);
}
// Avoid a `_slopeClimbingFactor` set to exactly 0.
// Otherwise, this can lead the floor finding functions to consider
// a floor to be "too high" to reach, even if the object is very slightly
// inside it, which can happen because of rounding errors.
// See "Floating-point error mitigations" tests.
if (this._slopeClimbingFactor < 1 / 1024) {
this._slopeClimbingFactor = 1 / 1024;
}
}
/**
* Allow the Platformer Object to jump again.
*/
setCanJump(): void {
this._canJump = true;
}
/**
* Forbid the Platformer Object to air jump.
*/
setCanNotAirJump(): void {
if (this._state === this._jumping || this._state === this._falling) {
this._canJump = false;
}
}
/**
* Abort the current jump.
*
* When the character is not in the jumping state this method has no effect.
*/
abortJump(): void {
if (this._state === this._jumping) {
this._currentFallSpeed = 0;
this._setFalling();
}
}
/**
* Set the current fall speed.
*
* When the character is not in the falling state this method has no effect.
*/
setCurrentFallSpeed(currentFallSpeed: float) {
if (this._state === this._falling) {
this._currentFallSpeed = gdjs.evtTools.common.clamp(
currentFallSpeed,
0,
this._maxFallingSpeed
);
}
}
/**
* Set if the Platformer Object can grab platforms.
* @param enable Enable / Disable grabbing of platforms.
*/
setCanGrabPlatforms(enable: boolean): void {
this._canGrabPlatforms = enable;
if (!this._canGrabPlatforms) {
this._releaseGrabbedPlatform();
}
}
/**
* Ignore the default controls of the Platformer Object.
* @param ignore Enable / Disable default controls.
*/
ignoreDefaultControls(ignore: boolean) {
this._ignoreDefaultControls = ignore;
}
/**
* Check if the default controls of the Platformer Object are ignored.
* @returns true if the default controls are ignored.
*/
shouldIgnoreDefaultControls() {
return (
this._ignoreDefaultControls ||
this._ignoreDefaultControlsAsSyncedByNetwork
);
}
/**
* Simulate the "Left" control of the Platformer Object.
*/
simulateLeftKey() {
this._leftKey = true;
}
/**
* Simulate the "Right" control of the Platformer Object.
*/
simulateRightKey() {
this._rightKey = true;
}
/**
* Simulate the "Ladder" control of the Platformer Object.
*/
simulateLadderKey() {
this._ladderKey = true;
}
/**
* Simulate the "Release Ladder" control of the Platformer Object.
*/
simulateReleaseLadderKey() {
this._releaseLadderKey = true;
}
/**
* Simulate the "Up" control of the Platformer Object.
*/
simulateUpKey() {
this._upKey = true;
}
/**
* Simulate the "Down" control of the Platformer Object.
*/
simulateDownKey() {
this._downKey = true;
}
/**
* Simulate the "Jump" control of the Platformer Object.
*/
simulateJumpKey() {
this._jumpKey = true;
}
/**
* Simulate the "Release" control of the Platformer Object.
*/
simulateReleasePlatformKey() {
this._releasePlatformKey = true;
}
/**
* Check if the Platformer Object is on a floor.
* @returns Returns true if on a floor and false if not.
*/
isOnFloor(): boolean {
return this._state === this._onFloor;
}
/**
* Check if the Platformer Object is on the given object.
* @returns Returns true if on the object and false if not.
*/
isOnFloorObject(object: gdjs.RuntimeObject): boolean {
if (this.isOnFloor()) {
const floorPlatform = this._onFloor.getFloorPlatform();
return !!floorPlatform && floorPlatform.owner.id === object.id;
}
return false;
}
/**
* Check if the Platformer Object is on a ladder.
* @returns Returns true if on a ladder and false if not.
*/
isOnLadder(): boolean {
return this._state === this._onLadder;
}
/**
* Check if the Platformer Object is jumping.
* @returns Returns true if jumping and false if not.
*/
isJumping(): boolean {
return this._state === this._jumping;
}
/**
* Check if the Platformer Object is grabbing a platform.
* @returns Returns true if a platform is grabbed and false if not.
*/
isGrabbingPlatform(): boolean {
return this._state === this._grabbingPlatform;
}
/**
* Check if the Platformer Object is in the falling state. This is false
* if the object is jumping, even if the object is going down after reaching
* the jump peak.
* @returns Returns true if it is falling and false if not.
*/
isFallingWithoutJumping(): boolean {
return this._state === this._falling;
}
/**
* Check if the Platformer Object is "going down", either because it's in the
* falling state *or* because it's jumping but reached the jump peak and
* is now going down (because the jump speed can't compensate anymore the
* falling speed).
*
* If you want to check if the object is falling outside of a jump (or because
* the jump is entirely finished and there is no jump speed applied to the object
* anymore), consider using `isFallingWithoutJumping`.
*
* @returns Returns true if it is "going down" and false if not.
*/
isFalling(): boolean {
return (
this._state === this._falling ||
(this._state === this._jumping &&
this._currentFallSpeed > this._jumping.getCurrentJumpSpeed())
);
}
/**
* Check if the Platformer Object is moving.
*
* When walking or climbing on a ladder,
* a speed of less than one pixel per frame won't be detected.
*
* @returns Returns true if it is moving and false if not.
* @deprecated use isMovingEvenALittle instead
*/
isMoving(): boolean {
return (
(this._hasMovedAtLeastOnePixel &&
(this._currentSpeed !== 0 || this._state === this._onLadder)) ||
this._jumping.getCurrentJumpSpeed() !== 0 ||
this._currentFallSpeed !== 0
);
}
/**
* Check if the Platformer Object is moving.
* @returns Returns true if it is moving and false if not.
*/
isMovingEvenALittle(): boolean {
return (
(this._hasReallyMoved &&
(this._currentSpeed !== 0 || this._state === this._onLadder)) ||
this._jumping.getCurrentJumpSpeed() !== 0 ||
this._currentFallSpeed !== 0
);
}
}
/**
* The object can take 5 states: OnFloor, Falling, Jumping, GrabbingPlatform and OnLadder.
* The implementations of this interface hold the specific behaviors and internal state of theses 5 states.
* @see PlatformerObjectRuntimeBehavior.doStepPreEvents to understand how the functions are called.
*/
interface State {
/**
* Called when the object leaves this state.
* It's a good place to reset the internal state.
* @see OnFloor.enter that is not part of the interface because it takes specific parameters.
*/
leave(): void;
/**
* Called before the obstacle search.
* The object position may need adjustments to handle external changes.
*/
beforeUpdatingObstacles(timeDelta: float): void;
/**
* Check if transitions to other states are needed and apply them before moving horizontally.
*/
checkTransitionBeforeX(): void;
/**
* Use _requestedDeltaX and _requestedDeltaY to choose the movement that suits the state before moving horizontally.
*/
beforeMovingX(): void;
/**
* Check if transitions to other states are needed and apply them before moving vertically.
*/
checkTransitionBeforeY(timeDelta: float): void;
/**
* Use _requestedDeltaY to choose the movement that suits the state before moving vertically.
*/
beforeMovingY(timeDelta: float, oldX: float): void;
getNetworkSyncData(): StateNetworkSyncData;
updateFromNetworkSyncData(syncData: StateNetworkSyncData): void;
}
/**
* The object is on the floor standing or walking.
*
* Also see {@link ./README.md}
*/
class OnFloor implements State {
private _behavior: PlatformerObjectRuntimeBehavior;
private _floorPlatform: gdjs.PlatformRuntimeBehavior | null = null;
private _floorPolygon: gdjs.Polygon | null = null;
private _floorLastX: float = 0;
private _floorLastY: float = 0;
_oldHeight: float = 0;
constructor(behavior: PlatformerObjectRuntimeBehavior) {
this._behavior = behavior;
}
getFloorPlatform() {
return this._floorPlatform;
}
getFloorPolygon() {
return this._floorPolygon;
}
enter(
floorPlatform: gdjs.PlatformRuntimeBehavior,
floorPolygon: gdjs.Polygon
) {
this._floorPlatform = floorPlatform;
this._floorPolygon = floorPolygon;
this.updateFloorPosition();
this._behavior._canJump = true;
this._behavior._currentFallSpeed = 0;
}
leave() {
this._floorPlatform = null;
this._floorPolygon = null;
}
updateFloorPosition() {
this._floorLastX = this._floorPlatform!.owner.getX();
this._floorLastY = this._floorPlatform!.owner.getY();
}
beforeUpdatingObstacles(timeDelta: float) {
const object = this._behavior.owner;
// Stick the object to the floor if its height has changed.
if (this._oldHeight !== object.getHeight()) {
// TODO This should probably be done after the events because
// the character stays at the wrong place during 1 frame.
const deltaY =
((this._oldHeight - object.getHeight()) *
(object.getHeight() + object.getDrawableY() - object.getY())) /
object.getHeight();
object.setY(object.getY() + deltaY);
}
// Directly follow the floor movement on the Y axis by moving the character.
// For the X axis, we follow the floor movement using `_requestedDeltaX`
// (see `beforeMovingX`).
// We don't use `_requestedDeltaY` to follow the floor on the Y axis
// to avoid a transition loop with the Falling state.
// Indeed, if we used it, then:
// - going down, the character could no longer be on a platform and start falling.
// - going up, the character will already be pushed on top on the platform
// by `beforeMovingY` that handle slopes or by `_separateFromPlatforms` that
// avoid characters being stuck. So using `_requestedDeltaY`, the character
// would be going too much higher and fall at the next frame.
//
// We could make the character follow a platform moving up
// at a greater speed as it's coherent from a physics point of view.
// But, when the character is put on top of the platform to follow it up,
// the platform AABB may not be updated in RBush yet
// and the platform can go out of the spatial search rectangle
// even though they are next to each other, which means
// that the character will fall.
const deltaY = this._floorPlatform!.owner.getY() - this._floorLastY;
if (
deltaY !== 0 &&
Math.abs(deltaY) <=
Math.abs(this._behavior._maxFallingSpeed * timeDelta)
) {
object.setY(object.getY() + deltaY);
}
}
checkTransitionBeforeX() {
const behavior = this._behavior;
// Check that the floor object still exists and is near the object.
if (
!behavior._isIn(
behavior._potentialCollidingObjects,
this._floorPlatform!.owner.id
)
) {
behavior._setFalling();
} else if (
this._behavior._downKey &&
this._floorPlatform!._platformType ===
gdjs.PlatformRuntimeBehavior.JUMPTHRU &&
behavior._canGoDownFromJumpthru
) {
behavior._overlappedJumpThru.push(this._floorPlatform!);
behavior._setFalling();
}
// It was originally in checkTransitionBeforeY.
// The character is ignoring the floor when moving on X to be able to
// follow up a slope when moving Y (it enter inside it).
// When the current floor and the wall the character is facing is part of
// the same instance, the wall is also ignored when moving on X, but the
// wall is too high to follow and it is seen as colliding an obstacle
// from behind.
// Moving against a wall before jumping in this configuration was making
// jumps being aborted.
behavior._checkTransitionJumping();
}
beforeMovingX() {
const behavior = this._behavior;
// Shift the object according to the floor movement.
behavior._requestedDeltaX +=
this._floorPlatform!.owner.getX() - this._floorLastX;
// See `beforeUpdatingObstacles` for the logic for the Y axis.
}
checkTransitionBeforeY(timeDelta: float) {
const behavior = this._behavior;
// Go on a ladder
behavior._checkTransitionOnLadder();
}
beforeMovingY(timeDelta: float, oldX: float) {
const behavior = this._behavior;
const object = behavior.owner;
if (object.getX() === oldX + behavior._requestedDeltaX) {
// The character didn't encounter any obstacles on the X axis.
// It follows the floor.
// In theory, this max delta on the Y axis could be 0. In practice,
// `behavior._slopeClimbingFactor` has a lower bound of 1 / 1024.
// This avoids this max delta Y to be strictly 0, which would then risk
// considering a floor "too high", even if the object is inside it because
// of a very small rounding error.
// See "Floating-point error mitigations" tests.
const deltaMaxY = Math.abs(
behavior._requestedDeltaX * behavior._slopeClimbingFactor
);
const {
highestGroundPlatform,
highestGroundPolygon,
isCollidingAnyPlatform,
} = behavior._findHighestFloorAndMoveOnTop(
behavior._potentialCollidingObjects,
-deltaMaxY,
deltaMaxY
);
if (
highestGroundPlatform &&
highestGroundPolygon &&
(highestGroundPlatform !== this._floorPlatform ||
highestGroundPolygon !== this._floorPolygon)
) {
behavior._setOnFloor(highestGroundPlatform, highestGroundPolygon);
}
if (highestGroundPlatform === null && isCollidingAnyPlatform) {
// Unable to follow the floor (too steep): go back to the original position.
behavior.owner.setX(oldX);
}
} else {
// The character encountered an obstacle on the X axis.
// Try to walk on it or stop before it.
// Try to follow the platform until the obstacle.
const {
highestGroundPlatform: highestGroundOnPlatform,
isCollidingAnyPlatform,
} = behavior._findHighestFloorAndMoveOnTop(
behavior._potentialCollidingObjects,
Math.min(
0,
-Math.abs(object.getX() - oldX) * behavior._slopeClimbingFactor
),
0
);
if (highestGroundOnPlatform === null && isCollidingAnyPlatform) {
// Unable to follow the floor (too steep): go back to the original position.
behavior.owner.setX(oldX);
} else {
const requestedDeltaX = behavior._requestedDeltaX;
// The current platform is climbed.
// Can the obstacle be climbed too from here?
// We do a look-up in 2 steps:
// 1. Try to move 1 pixel on X to climb the junction
// (because the obstacle detection is done 1 pixel by 1 pixel).
// 2. Try to follow the obstacle slope by at least 1 pixel on X axis
// (it can only be done after the junction because otherwise
// the slope angle would be a mean between the current platform and
// the obstacles).
//
// The 2nd step is done using a 1 pixel width at least, when remainingDeltaX
// is less than 2 pixels: this will be a "lookahead". This is to ensure
// the character doesn't start to climb a slope it actually can't.
const remainingDeltaX = requestedDeltaX - (object.getX() - oldX);
const beforeObstacleY = object.getY();
const beforeObstacleX = object.getX();
// 1. Try to move 1 pixel on the X axis to climb the junction.
object.setX(object.getX() + Math.sign(requestedDeltaX));
const { highestGroundPlatform: highestGroundAtJunction } =
behavior._findHighestFloorAndMoveOnTop(
behavior._potentialCollidingObjects,
// Look up from at least 1 pixel to bypass not perfectly aligned floors.
Math.min(-1, -1 * behavior._slopeClimbingFactor),
0
);
if (highestGroundAtJunction) {
// The obstacle 1st pixel can be climbed.
// Now that the character is on the obstacle,
// try to follow the slope for at least 1 pixel.
const deltaX =
Math.sign(requestedDeltaX) *
Math.max(
1,
// - 1, because the owner moved from 1 pixel at the junction.
Math.abs(remainingDeltaX) - 1
);
object.setX(object.getX() + deltaX);
const {
highestGroundPlatform: highestGroundOnObstacle,
highestGroundPolygon,
} = behavior._findHighestFloorAndMoveOnTop(
behavior._potentialCollidingObjects,
// Do an exact slope angle check.
-Math.abs(deltaX) * behavior._slopeClimbingFactor,
0
);
if (highestGroundOnObstacle && highestGroundPolygon) {
// The obstacle slope can be climbed.
if (Math.abs(remainingDeltaX) >= 2) {
behavior._setOnFloor(
highestGroundOnObstacle,
highestGroundPolygon
);
} else {
// We went too far in order to check that.
// Now, find the right position on the obstacles.
object.setPosition(oldX + requestedDeltaX, beforeObstacleY);
const { highestGroundPlatform: highestGroundOnObstacle } =
behavior._findHighestFloorAndMoveOnTop(
behavior._potentialCollidingObjects,
// requestedDeltaX can be small when the object start moving.
// So, look up from at least 1 pixel to bypass not perfectly aligned floors.
Math.min(
-1,
-Math.abs(remainingDeltaX) * behavior._slopeClimbingFactor
),
0
);
// Should always be true
if (highestGroundOnObstacle && highestGroundPolygon) {
behavior._setOnFloor(
highestGroundOnObstacle,
highestGroundPolygon
);
}
}
} else {
// Don't climb on the obstacle
// because the obstacle slope is too steep.
if (
Math.sign(beforeObstacleX - oldX) === Math.sign(requestedDeltaX)
) {
object.setPosition(beforeObstacleX, beforeObstacleY);
} else {
// Avoid to go backward
object.setPosition(oldX, beforeObstacleY);
}
behavior._currentSpeed = 0;
}
} else {
// Don't climb on the obstacle
// because the obstacle 1st pixel is more than 1 pixel high (or too steep).
if (
Math.sign(beforeObstacleX - oldX) === Math.sign(requestedDeltaX)
) {
object.setPosition(beforeObstacleX, beforeObstacleY);
} else {
// Avoid to go backward
object.setPosition(oldX, beforeObstacleY);
}
behavior._currentSpeed = 0;
}
}
}
}
getNetworkSyncData(): OnFloorStateNetworkSyncData {
return {
flx: this._floorLastX,
fly: this._floorLastY,
oh: this._oldHeight,
};
}
updateFromNetworkSyncData(data: OnFloorStateNetworkSyncData) {
this._floorLastX = data.flx;
this._floorLastY = data.fly;
this._oldHeight = data.oh;
}
toString(): String {
return 'OnFloor';
}
}
/**
* The object is falling.
*/
class Falling implements State {
private _behavior: PlatformerObjectRuntimeBehavior;
constructor(behavior: PlatformerObjectRuntimeBehavior) {
this._behavior = behavior;
}
enter(from: State) {
// Only forbid jumping when starting to fall from a platform,
// not when falling during a jump. This is because the Jumping
// state has already set `_canJump` to false and we don't want to reset
// it again because it could have been set back to `true` to allow
// for an "air jump".
// Transition from Falling to Falling state should not happen,
// but don't change anything if this ever happen.
if (from !== this._behavior._jumping && from !== this) {
this._behavior._canJump = false;
}
}
leave() {}
beforeUpdatingObstacles(timeDelta: float) {}
checkTransitionBeforeX() {}
beforeMovingX() {}
checkTransitionBeforeY(timeDelta: float) {
const behavior = this._behavior;
// Go on a ladder
behavior._checkTransitionOnLadder();
// Jumping
behavior._checkTransitionJumping();
// Grabbing a platform
if (
behavior._canGrabPlatforms &&
(behavior._requestedDeltaX !== 0 || behavior._canGrabWithoutMoving)
) {
behavior._checkGrabPlatform();
}
}
beforeMovingY(timeDelta: float, oldX: float) {
//Fall
this._behavior._fall(timeDelta);
}
getNetworkSyncData(): FallingStateNetworkSyncData {
return {};
}
updateFromNetworkSyncData(data: FallingStateNetworkSyncData) {}
toString(): String {
return 'Falling';
}
}
/**
* The object is on the ascending and descending part of the jump.
* The object is considered falling when the jump continue to a lower position than the initial one.
*/
class Jumping implements State {
private _behavior: PlatformerObjectRuntimeBehavior;
private _currentJumpSpeed: number = 0;
private _timeSinceCurrentJumpStart: number = 0;
private _jumpingFirstDelta: boolean = false;
constructor(behavior: PlatformerObjectRuntimeBehavior) {
this._behavior = behavior;
}
getCurrentJumpSpeed() {
return this._currentJumpSpeed;
}
setCurrentJumpSpeed(currentJumpSpeed: number) {
this._currentJumpSpeed = currentJumpSpeed;
}
enter(from: State) {
const behavior = this._behavior;
this._timeSinceCurrentJumpStart = 0;
behavior._jumpKeyHeldSinceJumpStart = true;
if (from !== behavior._jumping && from !== behavior._falling) {
this._jumpingFirstDelta = true;
}
behavior._canJump = false;
this._currentJumpSpeed = behavior._jumpSpeed;
behavior._currentFallSpeed = 0;
}
leave() {
this._currentJumpSpeed = 0;
}
beforeUpdatingObstacles(timeDelta: float) {}
checkTransitionBeforeX() {}
beforeMovingX() {}
checkTransitionBeforeY(timeDelta: float) {
const behavior = this._behavior;
// Go on a ladder
behavior._checkTransitionOnLadder();
// Jumping
behavior._checkTransitionJumping();
// Grabbing a platform
if (
behavior._canGrabPlatforms &&
(behavior._requestedDeltaX !== 0 || behavior._canGrabWithoutMoving) &&
behavior._lastDeltaY >= 0
) {
behavior._checkGrabPlatform();
}
}
beforeMovingY(timeDelta: float, oldX: float) {
const behavior = this._behavior;
this._timeSinceCurrentJumpStart += timeDelta;
const previousJumpSpeed = this._currentJumpSpeed;
// Decrease jump speed after the (optional) jump sustain time is over.
const sustainJumpSpeed =
behavior._jumpKeyHeldSinceJumpStart &&
this._timeSinceCurrentJumpStart < behavior._jumpSustainTime;
if (!sustainJumpSpeed) {
this._currentJumpSpeed -= behavior._gravity * timeDelta;
}
if (this._behavior._useLegacyTrajectory) {
behavior._requestedDeltaY -= previousJumpSpeed * timeDelta;
// Fall
// The condition is a legacy thing.
// There is no actual reason not to fall at 1st frame.
// Before a refactoring, it used to not be this obvious.
if (!this._jumpingFirstDelta) {
behavior._fall(timeDelta);
}
} else {
// Use Verlet integration.
behavior._requestedDeltaY +=
((-previousJumpSpeed - this._currentJumpSpeed) / 2) * timeDelta;
// Fall
behavior._fall(timeDelta);
}
this._jumpingFirstDelta = false;
if (this._currentJumpSpeed < 0) {
behavior._setFalling();
}
}
getNetworkSyncData(): JumpingStateNetworkSyncData {
return {
cjs: this._currentJumpSpeed,
tscjs: this._timeSinceCurrentJumpStart,
jfd: this._jumpingFirstDelta,
};
}
updateFromNetworkSyncData(data: JumpingStateNetworkSyncData) {
this._currentJumpSpeed = data.cjs;
this._timeSinceCurrentJumpStart = data.tscjs;
this._jumpingFirstDelta = data.jfd;
}
toString(): String {
return 'Jumping';
}
}
/**
* The object grabbed the edge of a platform and is standing there.
*/
class GrabbingPlatform implements State {
private _behavior: PlatformerObjectRuntimeBehavior;
private _grabbedPlatform: any = null;
private _grabbedPlatformLastX: any;
private _grabbedPlatformLastY: any;
constructor(behavior: PlatformerObjectRuntimeBehavior) {
this._behavior = behavior;
}
enter(grabbedPlatform: gdjs.PlatformRuntimeBehavior) {
this._grabbedPlatform = grabbedPlatform;
this._behavior._canJump = true;
this._behavior._currentFallSpeed = 0;
}
leave() {
this._grabbedPlatform = null;
}
beforeUpdatingObstacles(timeDelta: float) {}
checkTransitionBeforeX() {
const behavior = this._behavior;
//Check that the grabbed platform object still exists and is near the object.
if (
!behavior._isIn(
behavior._potentialCollidingObjects,
this._grabbedPlatform.owner.id
)
) {
behavior._releaseGrabbedPlatform();
}
}
beforeMovingX() {
const behavior = this._behavior;
//Shift the object according to the grabbed platform movement.
// this erases any other movement
behavior._requestedDeltaX =
this._grabbedPlatform.owner.getX() - this._grabbedPlatformLastX;
behavior._requestedDeltaY =
this._grabbedPlatform.owner.getY() - this._grabbedPlatformLastY;
}
checkTransitionBeforeY(timeDelta: float) {
const behavior = this._behavior;
//Go on a ladder
behavior._checkTransitionOnLadder();
//Release the platform
if (behavior._releasePlatformKey) {
behavior._releaseGrabbedPlatform();
}
//Jumping
behavior._checkTransitionJumping();
}
beforeMovingY(timeDelta: float, oldX: float) {
this._grabbedPlatformLastX = this._grabbedPlatform.owner.getX();
this._grabbedPlatformLastY = this._grabbedPlatform.owner.getY();
}
getNetworkSyncData(): GrabbingPlatformStateNetworkSyncData {
return {
gplx: this._grabbedPlatformLastX,
gply: this._grabbedPlatformLastY,
};
}
updateFromNetworkSyncData(data: GrabbingPlatformStateNetworkSyncData) {
this._grabbedPlatformLastX = data.gplx;
this._grabbedPlatformLastY = data.gply;
}
toString(): String {
return 'GrabbingPlatform';
}
}
/**
* The object grabbed a ladder. It can stand or move in 8 directions.
*/
class OnLadder implements State {
private _behavior: PlatformerObjectRuntimeBehavior;
constructor(behavior: PlatformerObjectRuntimeBehavior) {
this._behavior = behavior;
}
enter() {
this._behavior._canJump = true;
this._behavior._currentFallSpeed = 0;
}
leave() {}
beforeUpdatingObstacles(timeDelta: float) {}
checkTransitionBeforeX() {}
beforeMovingX() {}
checkTransitionBeforeY(timeDelta: float) {
const behavior = this._behavior;
//Coming to an extremity of a ladder
if (!behavior._isOverlappingLadder()) {
behavior._setFalling();
}
//Jumping
behavior._checkTransitionJumping();
//Release the ladder
if (behavior._releaseLadderKey) {
behavior._releaseLadder();
}
}
beforeMovingY(timeDelta: float, oldX: float) {
const behavior = this._behavior;
// TODO: we could consider supporting acceleration for ladder climbing in the future.
if (behavior._upKey) {
behavior._requestedDeltaY -= behavior._ladderClimbingSpeed * timeDelta;
}
if (behavior._downKey) {
behavior._requestedDeltaY += behavior._ladderClimbingSpeed * timeDelta;
}
}
getNetworkSyncData(): OnLadderStateNetworkSyncData {
return {};
}
updateFromNetworkSyncData(data: OnLadderStateNetworkSyncData) {}
toString(): String {
return 'OnLadder';
}
}
/**
* A context used to search for a floor.
*/
class FollowConstraintContext {
static readonly instance: FollowConstraintContext =
new FollowConstraintContext();
/**
* Character right side
*
* (constant to a search)
*/
ownerMinX: float = 0;
/**
* Character left side
*
* (constant to a search)
*/
ownerMaxX: float = 0;
/**
* The maximum top position the character top can go.
*
* (constant to a search)
*/
headMinY: float = 0;
/**
* Character top
*
* (constant to a search)
*/
ownerMinY: float = 0;
/**
* The maximum bottom position the character top can go.
*
* (constant to a search)
*/
headMaxY: float = 0;
/**
* The maximum top position the character bottom can go.
*
* (constant to a search)
*/
floorMinY: float = 0;
/**
* Character bottom
*
* (constant to a search)
*/
ownerMaxY: float = 0;
/**
* The maximum bottom position the character bottom can go.
*
* (constant to a search)
*/
floorMaxY: float = 0;
/**
* The minimum upward delta according to already checked platforms.
*
* (a result of the search)
*/
allowedMinDeltaY: float = 0;
/**
* The maximum downward delta according to already checked platforms.
*
* (a result of the search)
*/
allowedMaxDeltaY: float = 0;
/**
* True if any edge has been found over where the character top can go (downward).
*
* It allows to check for encompassing platforms.
*
* (local to one hitbox check)
*/
foundOverHead: boolean = false;
/**
* True if any edge has been found under where the character bottom can go (upward).
*
* It allows to check for encompassing platforms.
*
* (local to one hitbox check)
*/
foundUnderBottom: boolean = false;
highestFloorPolygon: gdjs.Polygon | null = null;
initializeBeforeSearch(
behavior: PlatformerObjectRuntimeBehavior,
upwardDeltaY: float,
downwardDeltaY: float
) {
let ownerMinX = Number.MAX_VALUE;
let ownerMaxX = -Number.MAX_VALUE;
let ownerMinY = Number.MAX_VALUE;
let ownerMaxY = -Number.MAX_VALUE;
for (const hitBox of behavior.owner.getHitBoxes()) {
for (const vertex of hitBox.vertices) {
ownerMinX = Math.min(ownerMinX, vertex[0]);
ownerMaxX = Math.max(ownerMaxX, vertex[0]);
ownerMinY = Math.min(ownerMinY, vertex[1]);
ownerMaxY = Math.max(ownerMaxY, vertex[1]);
}
}
this.ownerMinX = ownerMinX;
this.ownerMaxX = ownerMaxX;
this.headMinY = ownerMinY + upwardDeltaY;
this.ownerMinY = ownerMinY;
this.headMaxY = ownerMinY + downwardDeltaY;
this.floorMinY = ownerMaxY + upwardDeltaY;
this.ownerMaxY = ownerMaxY;
this.floorMaxY = ownerMaxY + downwardDeltaY;
this.allowedMinDeltaY = upwardDeltaY;
// Number.MAX_VALUE and not downwardDeltaY
// because it would means that a platform was found.
// see isCollidingAnyPlatform()
this.allowedMaxDeltaY = Number.MAX_VALUE;
}
initializeBeforeHitboxCheck() {
this.foundOverHead = false;
this.foundUnderBottom = false;
}
/**
* Revert the search variables to a given state.
*
* This is used to revert side effect of jumpthru check.
* @param previousAllowedMinDeltaY
* @param previousAllowedMaxDeltaY
*/
revertTo(previousAllowedMinDeltaY: float, previousAllowedMaxDeltaY: float) {
// Other members are either constants or local to an hitbox search.
this.allowedMinDeltaY = previousAllowedMinDeltaY;
this.allowedMaxDeltaY = previousAllowedMaxDeltaY;
}
setFloorIsTooHigh() {
this.allowedMinDeltaY = Number.MAX_VALUE;
this.allowedMaxDeltaY = -Number.MAX_VALUE;
}
floorIsTooHigh(): boolean {
// Return true when the 2 constraints are incompatible.
return this.allowedMinDeltaY > this.allowedMaxDeltaY;
}
isCollidingAnyPlatform(): boolean {
return this.ownerMaxY + this.allowedMaxDeltaY <= this.floorMaxY;
}
getFloorDeltaY(): float {
return this.allowedMaxDeltaY;
}
/**
* Check if the character can follow a given Y or move not to touch it
* and update the context with this new constraint.
* @param y
*/
addPointConstraint(y: float, sourcePolygon: gdjs.Polygon): void {
if (y < this.floorMinY) {
// The platform is too high to walk on...
if (y > this.headMaxY) {
// ...but not over the object.
this.setFloorIsTooHigh();
return;
}
// ...but over the object.
this.foundOverHead = true;
if (this.foundUnderBottom) {
// The current hitbox is below and above at the same time.
// As hitboxes are convex, the platform overlaps the character.
this.setFloorIsTooHigh();
return;
}
// When there is a platform on the top,
// the character is constraint on how high
// he can follow a floor.
this.allowedMinDeltaY = Math.max(
this.allowedMinDeltaY,
y - this.ownerMinY
);
} else {
// The platform can be walked on.
this.foundUnderBottom = true;
if (this.foundOverHead) {
// The current hitbox is below and above at the same time.
// As hitboxes are convex, the platform overlaps the character.
this.setFloorIsTooHigh();
return;
}
// Add the vertex to the constraints.
// When there is a platform on the bottom,
// the character is constraint on how low
// he can follow a floor.
this.allowedMaxDeltaY = Math.min(
this.allowedMaxDeltaY,
y - this.ownerMaxY
);
this.highestFloorPolygon = sourcePolygon;
}
}
}
gdjs.registerBehavior(
'PlatformBehavior::PlatformerObjectBehavior',
gdjs.PlatformerObjectRuntimeBehavior
);
}