Flying: Difference between revisions
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Icecream17 (talk | contribs) (this code is so indirect) |
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# finally, play the flying sound (adjust sound for speed) | # finally, play the flying sound (adjust sound for speed) | ||
Notice that there is no code handling air steps for ledge grabbing or hanging on a ceiling, so such transitions are impossible. | Notice that there is no code handling air steps for ledge grabbing or hanging on a ceiling, so such transitions are impossible. | ||
===update_flying=== | |||
I am too lazy to describe the exact details of <code>update_flying</code>, so here is the code | |||
<syntaxhighlight lang="c"> | |||
void update_flying(struct MarioState *m) { | |||
UNUSED u8 filler[4]; | |||
update_flying_pitch(m); | |||
update_flying_yaw(m); | |||
m->forwardVel -= 2.0f * ((f32) m->faceAngle[0] / 0x4000) + 0.1f; | |||
m->forwardVel -= 0.5f * (1.0f - coss(m->angleVel[1])); | |||
if (m->forwardVel < 0.0f) { | |||
m->forwardVel = 0.0f; | |||
} | |||
if (m->forwardVel > 16.0f) { | |||
m->faceAngle[0] += (m->forwardVel - 32.0f) * 6.0f; | |||
} else if (m->forwardVel > 4.0f) { | |||
m->faceAngle[0] += (m->forwardVel - 32.0f) * 10.0f; | |||
} else { | |||
m->faceAngle[0] -= 0x400; | |||
} | |||
m->faceAngle[0] += m->angleVel[0]; | |||
if (m->faceAngle[0] > 0x2AAA) { | |||
m->faceAngle[0] = 0x2AAA; | |||
} | |||
if (m->faceAngle[0] < -0x2AAA) { | |||
m->faceAngle[0] = -0x2AAA; | |||
} | |||
m->vel[0] = m->forwardVel * coss(m->faceAngle[0]) * sins(m->faceAngle[1]); | |||
m->vel[1] = m->forwardVel * sins(m->faceAngle[0]); | |||
m->vel[2] = m->forwardVel * coss(m->faceAngle[0]) * coss(m->faceAngle[1]); | |||
m->slideVelX = m->vel[0]; | |||
m->slideVelZ = m->vel[2]; | |||
} | |||
</syntaxhighlight> | |||
Here are some tables summarizing the <code>approach_s32</code>, <code>update_flying_pitch</code>, and <code>update_flying_yaw</code> functions. | |||
{| class="wikitable" | |||
|+ | |||
update_flying_pitch (target vel = -(stickX * (forwardVel / 5))) | |||
! | |||
!joystick is down (move up) | |||
!joystick is up (move down) | |||
!joystick is neutral | |||
|- | |||
|negative pitch velocity | |||
|add 64 vel, cap at 32 | |||
| approach (at most 40 up or 20 down) | |||
|approach 0 (by at most 40) | |||
|- | |||
|positive pitch velocity | |||
| approach (at most 20 down or 40 up) | |||
|subtract 64 vel, cap at -32 | |||
|approach 0 (by at most 40) | |||
|- | |||
|zero pitch velocity | |||
| approach (at most 20 down or 40 up) | |||
| approach (at most 40 up or 20 down) | |||
| approach 0 (by at most 40) | |||
|} | |||
{| class="wikitable" | |||
|+update_flying_yaw (target vel = -(stickY * (forwardVel / 4))) | |||
! | |||
!joystick is left | |||
!joystick is right | |||
!joystick is neutral | |||
|- | |||
|negative yaw velocity | |||
| add 64 vel, cap at 16 | |||
|approach (at most 20 up or 10 down) | |||
|approach 0 (by at most 40) | |||
|- | |||
|positive yaw velocity | |||
| approach (at most 10 up or 20 down) | |||
| subtract 64 vel, cap at -16 | |||
|approach 0 (by at most 40) | |||
|- | |||
|zero yaw velocity | |||
|approach (at most 10 up or 20 down) | |||
|approach (at most 20 up or 10 down) | |||
|approach 0 (by at most 40) | |||
|} | |||
After that, update_flying_yaw does: | |||
#Add yaw velocity to yaw | |||
# Set roll to yaw times negative twenty (-20) | |||
'''Note that turning left = positive yaw''' (up = positive pitch).<ref>https://youtu.be/TQt8MCsniQI</ref> | |||
As can be seen, many joystick positions will be equivalent, and the pitch velocity or yaw velocity change by at most 40. | |||
* | |||
<syntaxhighlight lang="c"> | <syntaxhighlight lang="c"> | ||
/** | /** | ||
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m->angleVel[0] = approach_s32(m->angleVel[0], 0, 0x40, 0x40); | m->angleVel[0] = approach_s32(m->angleVel[0], 0, 0x40, 0x40); | ||
} | } | ||
} | } | ||
</syntaxhighlight> | </syntaxhighlight> | ||
==References== | |||
<references /> | |||
{{Actions}} | {{Actions}} |
Revision as of 20:51, 3 August 2023
Flying | |
Properties | |
Hex | 0x10880899 |
Action Flags | air, diving, attacking, swimming/flying |
Action Group | Airborne |
ID | 0x099 |
Transitions | |
Into | Airborner cancels: Water Plunge, Squished, Vertical Wind (theoretically), (Technically, because of the flying triple jump code): Double Jump Land, Lava Boost (theoretically), non cancel: Ground Pound, Freefall, Dive Slide, Backwards Air Kb, Lava Boost (again) (theoretically) |
Out of | Shot From Cannon, Flying Triple Jump, when spawning in some levels like Tower of the Wing Cap |
Other | |
Animation | 0x5B fly from cannon, 0xCF forwards spinning flip, 0x29 wing cap fly |
Flying is an action that can occurs when Mario triple jumps or does a cannon shot while wearing the wing cap.
Entering flying
- Cannon shot: when y vel < 0 (and Mario does not cancel) (Action argument: 0)
- Flying Triple Jump: when y vel < 4 (and Mario does not cancel, dive, or ground pound) (Action argument: 1)
- Spawning in, e.g, Tower of the Wing Cap: (Action argument: 2)
Behavior
As with all airborne actions, a variety of "cancels" are checked prior to actually performing any airborne action. See Jump#Airborne cancels.
Then:
- If Z is pressed
- If Mario's camera mode is CAMERA_MODE_BEHIND_MARIO, set_camera_mode to m->area->camera->defMode
- Ground Pound
- If Mario is not wearing the wing cap
- If Mario's camera mode is CAMERA_MODE_BEHIND_MARIO, set_camera_mode to m->area->camera->defMode
- Freefall
- If Mario's camera mode is not CAMERA_MODE_BEHIND_MARIO, set_camera_mode to CAMERA_MODE_BEHIND_MARIO
- If the action state is 0
- If the action argument is 0 (was shot from cannon), set Mario's animation to MARIO_ANIM_FLY_FROM_CANNON, else set Mario's animation to MARIO_ANIM_FORWARD_SPINNING_FLIP
- If the animation finished,
- If the action argument is 2 (spawned in), load_level_init_text and set action argument to 1
- Set Mario's animation to MARIO_ANIM_WING_CAP_FLY
- Set action state to 1
- Call
update_flying
- switch Movement_steps#Perform_Air_Step:
- air step none:
- Update graphics (camera) angle to be behind Mario
- Set action timer to 0
- air step land:
- Set action to Dive Slide
- Set animation to MARIO_ANIM_DIVE
- Set animation frame to 7
- Set facing angle (x) to 0
- Set camera mode to m->area->camera->defMode
- air step hit wall:
- todo
- if wall is not null, stuff, Backwards Air Kb
- else, stuff (but no knockback, this is probably out of bounds)
- air step hit lava wall:
- stop holding, stop riding, Lava Boost
- air step none:
- finally, play the flying sound (adjust sound for speed)
Notice that there is no code handling air steps for ledge grabbing or hanging on a ceiling, so such transitions are impossible.
update_flying
I am too lazy to describe the exact details of update_flying
, so here is the code
void update_flying(struct MarioState *m) {
UNUSED u8 filler[4];
update_flying_pitch(m);
update_flying_yaw(m);
m->forwardVel -= 2.0f * ((f32) m->faceAngle[0] / 0x4000) + 0.1f;
m->forwardVel -= 0.5f * (1.0f - coss(m->angleVel[1]));
if (m->forwardVel < 0.0f) {
m->forwardVel = 0.0f;
}
if (m->forwardVel > 16.0f) {
m->faceAngle[0] += (m->forwardVel - 32.0f) * 6.0f;
} else if (m->forwardVel > 4.0f) {
m->faceAngle[0] += (m->forwardVel - 32.0f) * 10.0f;
} else {
m->faceAngle[0] -= 0x400;
}
m->faceAngle[0] += m->angleVel[0];
if (m->faceAngle[0] > 0x2AAA) {
m->faceAngle[0] = 0x2AAA;
}
if (m->faceAngle[0] < -0x2AAA) {
m->faceAngle[0] = -0x2AAA;
}
m->vel[0] = m->forwardVel * coss(m->faceAngle[0]) * sins(m->faceAngle[1]);
m->vel[1] = m->forwardVel * sins(m->faceAngle[0]);
m->vel[2] = m->forwardVel * coss(m->faceAngle[0]) * coss(m->faceAngle[1]);
m->slideVelX = m->vel[0];
m->slideVelZ = m->vel[2];
}
Here are some tables summarizing the approach_s32
, update_flying_pitch
, and update_flying_yaw
functions.
joystick is down (move up) | joystick is up (move down) | joystick is neutral | |
---|---|---|---|
negative pitch velocity | add 64 vel, cap at 32 | approach (at most 40 up or 20 down) | approach 0 (by at most 40) |
positive pitch velocity | approach (at most 20 down or 40 up) | subtract 64 vel, cap at -32 | approach 0 (by at most 40) |
zero pitch velocity | approach (at most 20 down or 40 up) | approach (at most 40 up or 20 down) | approach 0 (by at most 40) |
joystick is left | joystick is right | joystick is neutral | |
---|---|---|---|
negative yaw velocity | add 64 vel, cap at 16 | approach (at most 20 up or 10 down) | approach 0 (by at most 40) |
positive yaw velocity | approach (at most 10 up or 20 down) | subtract 64 vel, cap at -16 | approach 0 (by at most 40) |
zero yaw velocity | approach (at most 10 up or 20 down) | approach (at most 20 up or 10 down) | approach 0 (by at most 40) |
After that, update_flying_yaw does:
- Add yaw velocity to yaw
- Set roll to yaw times negative twenty (-20)
Note that turning left = positive yaw (up = positive pitch).[1] As can be seen, many joystick positions will be equivalent, and the pitch velocity or yaw velocity change by at most 40.
/**
* Return the value 'current' after it tries to approach target, going up at
* most 'inc' and going down at most 'dec'.
*/
s32 approach_s32(s32 current, s32 target, s32 inc, s32 dec) {
//! If target is close to the max or min s32, then it's possible to overflow
// past it without stopping.
if (current < target) {
current += inc;
if (current > target) {
current = target;
}
} else {
current -= dec;
if (current < target) {
current = target;
}
}
return current;
}
void update_flying_yaw(struct MarioState *m) {
s16 targetYawVel = -(s16)(m->controller->stickX * (m->forwardVel / 4.0f));
if (targetYawVel > 0) {
if (m->angleVel[1] < 0) {
m->angleVel[1] += 0x40;
if (m->angleVel[1] > 0x10) {
m->angleVel[1] = 0x10;
}
} else {
m->angleVel[1] = approach_s32(m->angleVel[1], targetYawVel, 0x10, 0x20);
}
} else if (targetYawVel < 0) {
if (m->angleVel[1] > 0) {
m->angleVel[1] -= 0x40;
if (m->angleVel[1] < -0x10) {
m->angleVel[1] = -0x10;
}
} else {
m->angleVel[1] = approach_s32(m->angleVel[1], targetYawVel, 0x20, 0x10);
}
} else {
m->angleVel[1] = approach_s32(m->angleVel[1], 0, 0x40, 0x40);
}
m->faceAngle[1] += m->angleVel[1];
m->faceAngle[2] = 20 * -m->angleVel[1];
}
void update_flying_pitch(struct MarioState *m) {
s16 targetPitchVel = -(s16)(m->controller->stickY * (m->forwardVel / 5.0f));
if (targetPitchVel > 0) {
if (m->angleVel[0] < 0) {
m->angleVel[0] += 0x40;
if (m->angleVel[0] > 0x20) {
m->angleVel[0] = 0x20;
}
} else {
m->angleVel[0] = approach_s32(m->angleVel[0], targetPitchVel, 0x20, 0x40);
}
} else if (targetPitchVel < 0) {
if (m->angleVel[0] > 0) {
m->angleVel[0] -= 0x40;
if (m->angleVel[0] < -0x20) {
m->angleVel[0] = -0x20;
}
} else {
m->angleVel[0] = approach_s32(m->angleVel[0], targetPitchVel, 0x40, 0x20);
}
} else {
m->angleVel[0] = approach_s32(m->angleVel[0], 0, 0x40, 0x40);
}
}