Flying: Difference between revisions

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1,620 bytes added ,  3 August 2023
this code is so indirect
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(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]);


I am too lazy to describe the exact details of <code>update_flying</code>, so here is the code
    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);
     }
     }
}
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>
</syntaxhighlight>
 
==References==
 
<references />
{{Actions}}
{{Actions}}
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