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https://github.com/k4zmu2a/SpaceCadetPinball.git
synced 2023-12-30 21:52:56 +00:00
Fix flipper animation and angle calculation (#150)
Checked with a slowed down flipper (reduced retractTime and extendTime) to ensure the flipper position is correct even when not finished while pressing the flipper control.
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@ -137,7 +137,7 @@ void TFlipper::TimerExpired(int timerId, void* caller)
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auto flip = static_cast<TFlipper*>(caller);
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int bmpCountSub1 = flip->ListBitmap->size() - 1;
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auto newBmpIndex = static_cast<int>(floor((pb::time_now - flip->InputTime) / flip->TimerTime));
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auto newBmpIndex = static_cast<int>(floor(flip->FlipperEdge->flipper_angle(pb::time_now) / flip->FlipperEdge->AngleMax * bmpCountSub1 + 0.5));
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if (newBmpIndex > bmpCountSub1)
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newBmpIndex = bmpCountSub1;
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if (newBmpIndex < 0)
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@ -155,7 +155,7 @@ void TFlipper::TimerExpired(int timerId, void* caller)
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}
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if (flip->MessageField == 2)
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{
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flip->BmpIndex = bmpCountSub1 - newBmpIndex;
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flip->BmpIndex = newBmpIndex;
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if (flip->BmpIndex <= 0)
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{
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flip->BmpIndex = 0;
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@ -418,19 +418,17 @@ float TFlipperEdge::flipper_angle(float timeNow)
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{
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if (!FlipperFlag)
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return Angle1;
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float angle = (Angle1 - Angle2) / AngleMax * AngleMult;
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if (angle < 0.0f)
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angle = -angle;
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if (angle >= 0.0000001f)
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angle = (timeNow - InputTime) / angle;
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float currentAngleDuration = fabsf((Angle1 - Angle2) / AngleMax * AngleMult);
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float currentAngleRatio;
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if (currentAngleDuration >= 0.0000001f)
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currentAngleRatio = (timeNow - InputTime) / currentAngleDuration;
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else
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angle = 1.0;
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currentAngleRatio = 1.0;
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angle = std::min(1.0f, std::max(angle, 0.0f));
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if (FlipperFlag == 2)
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angle = 1.0f - angle;
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return angle * AngleMax;
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currentAngleRatio = std::min(1.0f, std::max(currentAngleRatio, 0.0f));
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return currentAngleRatio * (Angle1 - Angle2) + Angle2;
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}
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int TFlipperEdge::is_ball_inside(float x, float y)
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@ -482,7 +480,6 @@ void TFlipperEdge::SetMotion(int code, float value)
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default: break;
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}
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if (!FlipperFlag)
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InputTime = value;
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FlipperFlag = code;
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AngleStopTime = AngleMult + InputTime;
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