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Restore and enhance bouncy behavior (#11939)
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@ -1868,7 +1868,9 @@ to games.
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* `attached_node`: if the node under it is not a walkable block the node will be
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dropped as an item. If the node is wallmounted the wallmounted direction is
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checked.
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* `bouncy`: value is bounce speed in percent
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* `bouncy`: value is bounce speed in percent.
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If positive, jump/sneak on floor impact will increase/decrease bounce height.
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Negative value is the same bounciness, but non-controllable.
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* `connect_to_raillike`: makes nodes of raillike drawtype with same group value
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connect to each other
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* `dig_immediate`: Player can always pick up node without reducing tool wear
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@ -331,8 +331,8 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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}
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/*
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If the player's feet touch the topside of any node, this is
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set to true.
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If the player's feet touch the topside of any node
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at the END of clientstep, then this is set to true.
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Player is allowed to jump when this is true.
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*/
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@ -432,23 +432,47 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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const ContentFeatures &f = nodemgr->get(map->getNode(m_standing_node));
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const ContentFeatures &f1 = nodemgr->get(map->getNode(m_standing_node + v3s16(0, 1, 0)));
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// We can jump from a bouncy node we collided with this clientstep,
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// even if we are not "touching" it at the end of clientstep.
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int standing_node_bouncy = 0;
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if (result.collides && m_speed.Y > 0.0f) {
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// must use result.collisions here because sometimes collision_info
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// is passed in prepopulated with a problematic floor.
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for (const auto &colinfo : result.collisions) {
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if (colinfo.axis == COLLISION_AXIS_Y) {
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// we cannot rely on m_standing_node because "sneak stuff"
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standing_node_bouncy = itemgroup_get(nodemgr->get(map->getNode(colinfo.node_p)).groups, "bouncy");
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if (standing_node_bouncy != 0)
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break;
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}
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}
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}
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// Determine if jumping is possible
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m_disable_jump = itemgroup_get(f.groups, "disable_jump") ||
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itemgroup_get(f1.groups, "disable_jump");
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m_can_jump = ((touching_ground && !is_climbing) || sneak_can_jump) && !m_disable_jump;
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m_can_jump = ((touching_ground && !is_climbing) || sneak_can_jump || standing_node_bouncy != 0)
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&& !m_disable_jump;
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// Jump key pressed while jumping off from a bouncy block
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if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") &&
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m_speed.Y >= -0.5f * BS) {
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float jumpspeed = movement_speed_jump * physics_override.jump;
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if (m_speed.Y > 1.0f) {
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// Reduce boost when speed already is high
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m_speed.Y += jumpspeed / (1.0f + (m_speed.Y / 16.0f));
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// Jump/Sneak key pressed while bouncing from a bouncy block
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float jumpspeed = movement_speed_jump * physics_override.jump;
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if (m_can_jump && (control.jump || control.sneak) && standing_node_bouncy > 0) {
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// controllable (>0) bouncy block
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if (!control.jump) {
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// sneak pressed, but not jump
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// Subjective testing indicates 1/3 bounce decrease works well.
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jumpspeed = -m_speed.Y / 3.0f;
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} else {
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m_speed.Y += jumpspeed;
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// jump pressed
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// Reduce boost when speed already is high
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jumpspeed = jumpspeed / (1.0f + (m_speed.Y * 2.8f / jumpspeed));
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}
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m_speed.Y += jumpspeed;
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setSpeed(m_speed);
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m_can_jump = false;
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} else if(m_speed.Y > jumpspeed && standing_node_bouncy < 0) {
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// uncontrollable bouncy is limited to normal jump height.
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m_can_jump = false;
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}
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// Autojump
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@ -897,8 +921,8 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
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m_standing_node = floatToInt(m_position, BS);
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/*
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If the player's feet touch the topside of any node, this is
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set to true.
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If the player's feet touch the topside of any node
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at the END of clientstep, then this is set to true.
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Player is allowed to jump when this is true.
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*/
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@ -1028,22 +1052,45 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
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*/
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const ContentFeatures &f = nodemgr->get(map->getNode(getStandingNodePos()));
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// We can jump from a bouncy node we collided with this clientstep,
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// even if we are not "touching" it at the end of clientstep.
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int standing_node_bouncy = 0;
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if (result.collides && m_speed.Y > 0.0f) {
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// must use result.collisions here because sometimes collision_info
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// is passed in prepopulated with a problematic floor.
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for (const auto &colinfo : result.collisions) {
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if (colinfo.axis == COLLISION_AXIS_Y) {
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// we cannot rely on m_standing_node because "sneak stuff"
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standing_node_bouncy = itemgroup_get(nodemgr->get(map->getNode(colinfo.node_p)).groups, "bouncy");
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if (standing_node_bouncy != 0)
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break;
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}
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}
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}
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// Determine if jumping is possible
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m_disable_jump = itemgroup_get(f.groups, "disable_jump");
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m_can_jump = touching_ground && !m_disable_jump;
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m_can_jump = (touching_ground || standing_node_bouncy != 0) && !m_disable_jump;
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// Jump key pressed while jumping off from a bouncy block
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if (m_can_jump && control.jump && itemgroup_get(f.groups, "bouncy") &&
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m_speed.Y >= -0.5f * BS) {
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float jumpspeed = movement_speed_jump * physics_override.jump;
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if (m_speed.Y > 1.0f) {
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// Reduce boost when speed already is high
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m_speed.Y += jumpspeed / (1.0f + (m_speed.Y / 16.0f));
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// Jump/Sneak key pressed while bouncing from a bouncy block
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float jumpspeed = movement_speed_jump * physics_override.jump;
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if (m_can_jump && (control.jump || control.sneak) && standing_node_bouncy > 0) {
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// controllable (>0) bouncy block
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if (!control.jump) {
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// sneak pressed, but not jump
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// Subjective testing indicates 1/3 bounce decrease works well.
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jumpspeed = -m_speed.Y / 3.0f;
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} else {
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m_speed.Y += jumpspeed;
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// jump pressed
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// Reduce boost when speed already is high
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jumpspeed = jumpspeed / (1.0f + (m_speed.Y * 2.8f / jumpspeed));
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}
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m_speed.Y += jumpspeed;
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setSpeed(m_speed);
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m_can_jump = false;
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} else if(m_speed.Y > jumpspeed && standing_node_bouncy < 0) {
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// uncontrollable bouncy is limited to normal jump height.
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m_can_jump = false;
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}
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// Autojump
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