fix(physics): restore fixed-point rail movement

Replace the guessed variable-rate floating integration with the original 10 ms
millipixel step, 15-unit gravity, and 3800-unit speed limit. Restore every
registered type-2 Real48 response pair, one-sided start-to-end orientation, and
the original normal/tangent velocity transform validated against live shooter
wall traces.

Restore repeat-driven plunger charging and its release-time randomized clamp.
The shooter route now follows table orientation instead of coordinate-specific
gate exceptions. Remove the synthetic ball-search impulse so future stuck balls
remain visible reconstruction failures, and include collision ids in deterministic
traces for differential work on circles and triggers.

Test Plan:
- `cargo test --all-targets` -- 42 passed
- `cargo clippy --all-targets -- -D warnings` -- passed
- `cargo build --profile production` -- passed
- charged launcher scenario cleared the shooter lane -- passed
- all recovered rails accepted front-side and rejected back-side probes
- `git diff --cached --check` -- passed
This commit is contained in:
2026-08-22 20:42:47 +02:00
parent c50ed39a35
commit 7caf460022
8 changed files with 502 additions and 260 deletions
+3 -2
View File
@@ -61,8 +61,9 @@ and `claw-18`; `--seed N` fixes random choices for later seeded scenarios.
| High scores | F3 | - |
| Sound | F12 | - |
The five original speed choices are retained as simulation-detail settings.
They change fixed-step resolution without changing the speed of play.
The five original speed choices remain available in settings. Physics now uses
the original invariant 100 Hz millipixel substep; exact setting-specific timer
batching for presentation and mechanism animation remains under reconstruction.
The help screen is the original artwork in English, German, French, Italian,
or Spanish. As instructed on that screen, double-clicking its upper-left exit
+12 -11
View File
@@ -22,10 +22,10 @@ implementation.
| Artwork | Exact | All 34 custom DIB images, three standard bitmaps, icon, and palette derivatives are preserved in `assets/original/`. The game uses the original 640x460 table, loading, help, ball, wheel, robot, plunger, media, and diamond frames. |
| Audio | Exact samples | All 16 mono PCM WAV resources are embedded unchanged. Their trigger roles were recovered from resource use and gameplay context. |
| Help and languages | Exact | Original resource images 1001-1005 are displayed directly. |
| Playfield collision layout | Recovered | All 109 active type-2 line objects and 40 static active type-1 circles are transcribed from the original 175-object registration table. The registration routine converts its sideways inputs with `screen = (y, x - 20)` and accumulates explicitly relative objects. Its circle sizes are complete center-contact extents, so the rendered ball radius is not added a second time. Object 174 is omitted because the original overwrites it with the live ball every frame. Moving flippers use equivalent native Rust bodies. |
| Ball launcher | Recovered | The initial 32-bit fixed-point coordinates decode to `(325, 413)` in the right shooter lane. Scan code `0x50` compresses the eleven frames in resource 901 while Down is held; the key-release routine activates the ball with the accumulated vertical launch velocity. |
| Physics arithmetic | Reimplemented | The Win16 fixed-point/timer engine is replaced by deterministic fixed-step floating-point integration. Restitution and impulses are tuned to the recovered table but are not instruction-for-instruction equivalents. |
| Rules | Partly recovered | Player count, controls, wheel holes, magnetic saves, four-position ball lock, target banks, increasing bumper value, nine-part TDK diamond, permanent double scoring for a completed diamond, KByte media progression, and media extra balls follow the original help and code paths. The claw state machine has now been recovered in readable form, but its raw release-coordinate projection is still being decoded before the Rust behavior can claim parity. |
| Playfield collision layout | Recovered | All 109 active type-2 line objects and 40 static active type-1 circles are transcribed from the original 175-object registration table. The registration routine converts its sideways inputs with `screen = (y, x - 20)` and accumulates explicitly relative objects. Type-2 records now retain every recovered Real48 normal/tangent response pair and their registered one-sided orientation. Circle sizes are complete center-contact extents, so the rendered ball radius is not added a second time. Object 174 is omitted because the original overwrites it with the live ball every frame. Moving flippers remain pending exact integration. |
| Ball launcher | Recovered | The initial 32-bit fixed-point coordinates decode to `(325, 413)` in the right shooter lane. The port reproduces the initial `-375` millipixel Down event, 650 ms repeat delay, 40 ms repeats, release impulse, and randomized clamp below the original `-3800` maximum. This replaces the former guessed 330-430 px/s shot. |
| Physics arithmetic | Partly recovered | Production movement uses the original 10 ms millipixel substep, `+15` vertical acceleration, `3800` speed bound, point-path type-2 intersection, one-sided line orientation, and Real48 normal/tangent response. Type-1 circles, type-3/4 triggers, collision-contact bookkeeping, and flipper impulses still use or coexist with floating reimplementations and remain pending. |
| Rules | Partly recovered | Player count, controls, wheel holes, magnetic saves, four-position ball lock, target banks, increasing bumper value, nine-part TDK diamond, permanent double scoring for a completed diamond, KByte media progression, and media extra balls follow the original help and code paths. The claw state machine and release table are readable and terminal 18 has live differential evidence; terminals 1, 6, and 7 still need equivalent live coverage. |
| Numeric scoring | Partly inferred | Visible 2000-6000 target values and recovered registration values are preserved. Some bumper, bank-completion, robot, wheel, lock, and media thresholds are best-evidence reconstructions because the decompiler did not recover meaningful names or a clean rule table. |
| High scores | Compatible import | The original 276-byte table is decoded as ten `IWIK`-XOR-obfuscated little-endian scores plus ten 22-byte names, sorted, then migrated to portable JSON. |
| Configuration | Behaviorally compatible | Sound, language, and five detail levels are retained. Storage moves from a local Win16 INI file to the platform user-data directory. |
@@ -58,14 +58,14 @@ decoded, build-ready subset; it does not replace that evidence archive.
backend, the attract screen was inspected, a game was started, a ball was
launched, collision scoring was observed, and a rendered frame was captured.
- Original-runtime comparison: Wine 11.15 staging ran the preserved Win16 NE
executable; keypad `+`, a 1.1-second Down hold, release, and the resulting
launch were captured and compared with deterministic Rust states. A chosen
original claw terminal was not forced live, so claw evidence is static code,
decoded numeric constants, original assets, and Rust state/frame traces.
executable. Live millipixel traces cover keypad `+`, repeat-driven charging,
release, the shooter route, ordinary rail responses, and a controlled
terminal-18 claw capture and release. The line solver has unit tests against
exact outer/inner shooter-wall states from those traces.
- Deterministic mechanics coverage: named launcher, flipper, and all four claw
terminal scenarios advance at exact 120 Hz steps, record JSON state/event
traces, and can export the logical 640x460 render target at any requested
step for visual inspection.
terminal scenarios are driven by a 120 Hz validation clock while production
physics accumulates the recovered 100 Hz substep. Traces include the last
collision-object id and can export the logical 640x460 render target.
- Semantic boundary: no claim is made that every trajectory or score tick is
bit-identical to the 16-bit executable. Remaining numeric inference is listed
above instead of being presented as proven parity.
@@ -76,5 +76,6 @@ decoded, build-ready subset; it does not replace that evidence archive.
- `assets.rs`: compile-time original asset embedding;
- `game.rs`: fixed-step game state, recovered walls, rules, and scoring;
- `geometry.rs`: segment/circle collision primitives;
- `original_physics.rs`: millipixel integration and recovered type-2 responses;
- `table.rs`: source-traceable collision objects recovered from the Win16 table;
- `persistence.rs`: platform paths, settings, high scores, and legacy import.
+2 -3
View File
@@ -209,9 +209,8 @@ impl App {
}
fn play_event(&self, event: Event) {
if let Some(id) = event.sound_resource() {
self.assets.play(id, self.saved.settings.sounds);
}
self.assets
.play(event.sound_resource(), self.saved.settings.sounds);
}
fn finish_game(&mut self) {
+197 -217
View File
@@ -1,36 +1,28 @@
use crate::{
geometry::{Segment, circle_collision, closest_point, segment_collision},
original_physics::{
GRAVITY_MILLI_PER_STEP, MAXIMUM_SPEED_MILLI_PER_STEP, MilliVec, STEP_SECONDS,
collide_with_line,
},
table::{BUMPERS, PASSIVE_CIRCLES, WALLS},
};
use macroquad::prelude::{Rect, Vec2, vec2};
const FLIPPER_CONTACT_RADIUS: f32 = 9.0;
const FLIPPER_EDGE_KICK: f32 = 118.0;
// The Win16 engine sweeps the ball center through its pre-expanded object
// geometry. A small contact epsilon preserves thin-line hits without adding
// the rendered ball radius to every recovered boundary.
const TABLE_LINE_RADIUS: f32 = 1.0;
const SHOOTER_EXIT_GATE_ID: u8 = 22;
const LEFT_FLIPPER_PIVOT: Vec2 = Vec2::new(103.0, 397.0);
const LEFT_FLIPPER_REST_TIP: Vec2 = Vec2::new(134.0, 419.0);
const LEFT_FLIPPER_RAISED_TIP: Vec2 = Vec2::new(134.0, 376.0);
const RIGHT_FLIPPER_PIVOT: Vec2 = Vec2::new(210.0, 397.0);
const RIGHT_FLIPPER_REST_TIP: Vec2 = Vec2::new(179.0, 419.0);
const RIGHT_FLIPPER_RAISED_TIP: Vec2 = Vec2::new(179.0, 376.0);
const GRAVITY: f32 = 135.0;
const MAX_SPEED: f32 = 430.0;
const BALL_SEARCH_DELAY: f32 = 3.0;
const BALL_SEARCH_SPEED: f32 = 24.0;
const TILT_THRESHOLD: f32 = 1.15;
const LAUNCHER_POSITION: Vec2 = Vec2::new(325.0, 413.0);
const LAUNCHER_FRAME_THRESHOLDS: [f32; 10] =
[0.05, 0.15, 0.25, 0.35, 0.45, 0.55, 0.65, 0.75, 0.85, 0.95];
// The original advances resource 901 through repeated Down-key events. A
// fixed duration keeps that deliberate hold consistent across modern systems
// whose keyboard-repeat delay and rate differ.
const LAUNCHER_CHARGE_SECONDS: f32 = 1.0;
const LAUNCH_SPEED_MIN: f32 = 330.0;
const LAUNCH_SPEED_RANGE: f32 = 100.0;
const LAUNCHER_IMPULSE_MILLI: i32 = 375;
const LAUNCHER_REPEAT_DELAY_SECONDS: f32 = 0.650;
const LAUNCHER_REPEAT_SECONDS: f32 = 0.040;
const CLAW_TRIGGER_CENTER: Vec2 = Vec2::new(289.0, 94.0);
const CLAW_TRIGGER_RADIUS: f32 = 19.0;
// The default original timer fires every 30 ms and advances the claw by one
@@ -62,29 +54,26 @@ pub enum Event {
ExtraBall,
Nudge,
Tilt,
BallSearch,
Drain,
}
impl Event {
/// Original Win16 WAVE resource selected by this gameplay transition.
/// Events without an evidenced original sound deliberately return `None`.
pub const fn sound_resource(self) -> Option<u16> {
pub const fn sound_resource(self) -> u16 {
match self {
Self::FlipperMove => Some(2021),
Self::Launch => Some(2002),
Self::Bumper => Some(2004),
Self::Target => Some(2006),
Self::Wheel => Some(2011),
Self::ClawCapture => Some(2015),
Self::ClawRelease => Some(2016),
Self::Lock => Some(2017),
Self::Media => Some(2022),
Self::ExtraBall => Some(2007),
Self::Nudge => Some(2019),
Self::Tilt => Some(2020),
Self::Drain => Some(2008),
Self::BallSearch => None,
Self::FlipperMove => 2021,
Self::Launch => 2002,
Self::Bumper => 2004,
Self::Target => 2006,
Self::Wheel => 2011,
Self::ClawCapture => 2015,
Self::ClawRelease => 2016,
Self::Lock => 2017,
Self::Media => 2022,
Self::ExtraBall => 2007,
Self::Nudge => 2019,
Self::Tilt => 2020,
Self::Drain => 2008,
}
}
}
@@ -213,13 +202,16 @@ pub struct Game {
pub nudge_shake: f32,
pub launcher_charge: f32,
pub finished: bool,
pub last_collision_id: Option<u8>,
accumulator: f32,
target_cooldown: f32,
bumper_cooldown: f32,
nudge_cooldown: f32,
nudge_meter: f32,
stalled_for: f32,
launcher_was_down: bool,
launcher_hold_seconds: f32,
launcher_next_repeat: f32,
launcher_velocity_milli: i32,
player_entry: PlayerEntry,
claw_rng_state: u32,
pending_flipper_kicks: [bool; 2],
@@ -249,13 +241,16 @@ impl Game {
nudge_shake: 0.0,
launcher_charge: 0.0,
finished: false,
last_collision_id: None,
accumulator: 0.0,
target_cooldown: 0.0,
bumper_cooldown: 0.0,
nudge_cooldown: 0.0,
nudge_meter: 0.0,
stalled_for: 0.0,
launcher_was_down: false,
launcher_hold_seconds: 0.0,
launcher_next_repeat: LAUNCHER_REPEAT_DELAY_SECONDS,
launcher_velocity_milli: 0,
player_entry: PlayerEntry::Open,
claw_rng_state: seed.max(1),
pending_flipper_kicks: [false; 2],
@@ -288,19 +283,34 @@ impl Game {
}
fn fire_launcher(&mut self) {
let launch_speed = LAUNCH_SPEED_MIN + self.launcher_charge * LAUNCH_SPEED_RANGE;
self.launcher_velocity_milli -= LAUNCHER_IMPULSE_MILLI;
let mut launch_velocity = self.launcher_velocity_milli;
if launch_velocity < -MAXIMUM_SPEED_MILLI_PER_STEP {
let variation = (self.next_random_value()
% u32::try_from(MAXIMUM_SPEED_MILLI_PER_STEP).unwrap_or(3_800))
/ 40;
launch_velocity =
-MAXIMUM_SPEED_MILLI_PER_STEP + i32::try_from(variation).unwrap_or_default();
}
self.ball.in_launcher = false;
self.ball.velocity = vec2(0.0, -launch_speed);
self.ball.velocity = MilliVec {
x: 0,
y: launch_velocity,
}
.to_velocity_per_second();
self.launcher_charge = 0.0;
self.launcher_was_down = false;
self.launcher_hold_seconds = 0.0;
self.launcher_next_repeat = LAUNCHER_REPEAT_DELAY_SECONDS;
self.launcher_velocity_milli = 0;
self.player_entry = PlayerEntry::Closed;
self.stalled_for = 0.0;
}
pub fn update(&mut self, frame_time: f32, detail: u8, controls: Controls) -> Vec<Event> {
pub fn update(&mut self, frame_time: f32, _detail: u8, controls: Controls) -> Vec<Event> {
if self.finished {
return Vec::new();
}
self.last_collision_id = None;
let mut events = Vec::new();
let old_flippers = self.flippers;
self.flippers.left_raised = controls.left_flipper && !self.tilted;
@@ -316,14 +326,20 @@ impl Game {
if self.ball.in_launcher && !self.tilted {
if controls.launch_down {
let charge_step = frame_time.min(0.05) / LAUNCHER_CHARGE_SECONDS;
let next_charge = self.launcher_charge + charge_step;
self.launcher_charge = if next_charge >= 1.0 - f32::EPSILON * 4.0 {
1.0
if self.launcher_was_down {
self.launcher_hold_seconds += frame_time.min(0.05);
while self.launcher_hold_seconds >= self.launcher_next_repeat {
self.launcher_velocity_milli -= LAUNCHER_IMPULSE_MILLI;
self.launcher_next_repeat += LAUNCHER_REPEAT_SECONDS;
}
} else {
next_charge
};
self.launcher_was_down = true;
self.launcher_velocity_milli -= LAUNCHER_IMPULSE_MILLI;
self.launcher_was_down = true;
}
let charge_milli =
(-self.launcher_velocity_milli).clamp(0, MAXIMUM_SPEED_MILLI_PER_STEP);
self.launcher_charge =
f32::from(i16::try_from(charge_milli).unwrap_or(3_800)) / f32::from(3_800_i16);
} else if self.launcher_was_down {
self.fire_launcher();
events.push(Event::Launch);
@@ -348,12 +364,9 @@ impl Game {
}
self.accumulator = (self.accumulator + frame_time.min(0.05)).min(0.1);
let steps_per_second =
[60.0, 90.0, 120.0, 180.0, 240.0][usize::from(detail.clamp(1, 5) - 1)];
let step = 1.0 / steps_per_second;
while self.accumulator >= step {
self.fixed_update(step, &mut events);
self.accumulator -= step;
while self.accumulator >= STEP_SECONDS {
self.fixed_update(STEP_SECONDS, &mut events);
self.accumulator -= STEP_SECONDS;
}
events
}
@@ -376,7 +389,6 @@ impl Game {
self.update_claw(dt, events);
if self.claw.ball_suspended {
self.pending_flipper_kicks.fill(false);
self.stalled_for = 0.0;
return;
}
@@ -385,122 +397,120 @@ impl Game {
if self.ball.in_launcher {
self.ball.position = LAUNCHER_POSITION;
self.ball.velocity = Vec2::ZERO;
self.stalled_for = 0.0;
return;
}
let travel = self.ball.velocity.length() * dt;
let maximum_step_travel = TABLE_LINE_RADIUS;
let mut substeps = 1_u8;
while f32::from(substeps) * maximum_step_travel < travel && substeps < 12 {
substeps += 1;
}
let substep = dt / f32::from(substeps);
for _ in 0..substeps {
self.ball.velocity.y += GRAVITY * substep;
self.ball.velocity *= 1.0 - substep * 0.055;
self.ball.velocity = self.ball.velocity.clamp_length_max(MAX_SPEED);
self.ball.position += self.ball.velocity * substep;
let mut drained = false;
for wall in WALLS {
if self.claw.active && (12..=20).contains(&wall.id) {
continue;
}
// Objects 66/68 and 81/83 are the resting flipper edges.
// Their live shapes are handled as moving capsules below.
if matches!(wall.id, 66 | 68 | 81 | 83) {
continue;
}
// The upper shooter exit is a one-way gate. After the outer
// curve turns the launched ball down and left, object 22 must
// let it enter the playfield. A ball approaching from below
// still collides with the gate.
if wall.id == SHOOTER_EXIT_GATE_ID
&& self.ball.velocity.x < 0.0
&& self.ball.velocity.y > 0.0
&& self.ball.position.x < 290.0
&& self.ball.position.y < 35.0
{
continue;
}
// Object 25 is the one-way shooter stop. It catches a returning
// ball, but must not reflect an upward launch from the line.
if wall.id == 25 && self.ball.velocity.y < 0.0 {
continue;
}
let hit = segment_collision(
&mut self.ball.position,
&mut self.ball.velocity,
TABLE_LINE_RADIUS,
wall.segment,
);
if hit {
if wall.id == 2 {
drained = true;
break;
}
if wall.id == 25 {
self.ball = Ball::default();
self.launcher_charge = 0.0;
self.launcher_was_down = false;
self.stalled_for = 0.0;
return;
}
}
let old_position = MilliVec::from_position(self.ball.position);
let mut velocity = MilliVec::from_velocity_per_second(self.ball.velocity);
velocity.y += GRAVITY_MILLI_PER_STEP;
velocity.clamp_speed(MAXIMUM_SPEED_MILLI_PER_STEP);
let mut position = old_position.add(velocity);
let mut hit_wall = None;
for wall in WALLS {
if self.claw.active && (12..=20).contains(&wall.id) {
continue;
}
if drained {
self.drain(events);
// The original moves these four records with the flipper bodies.
if matches!(wall.id, 66 | 68 | 81 | 83) {
continue;
}
let mut response = velocity;
if collide_with_line(
old_position,
&mut response,
wall.segment.start,
wall.segment.end,
f64::from(wall.normal_rebound),
f64::from(wall.tangent_coupling),
) {
velocity = response;
position = old_position.add(velocity);
hit_wall = Some(wall.id);
self.last_collision_id = Some(wall.id);
break;
}
}
self.ball.position = position.to_position();
self.ball.velocity = velocity.to_velocity_per_second();
if let Some(wall_id) = hit_wall {
if wall_id == 2 {
if self.magnets > 0.0
&& (self.ball.position.x < 145.0 || self.ball.position.x > 175.0)
{
self.ball.position.y = 410.0;
self.ball.velocity = vec2((157.0 - self.ball.position.x) * 2.0, -245.0);
self.magnets = 0.0;
} else {
self.drain(events);
}
return;
}
for circle in PASSIVE_CIRCLES {
debug_assert_ne!(circle.id, 174, "the live ball is not a static obstacle");
// Objects 67 and 82 are the movable flipper tips. The fixed
// pivot circles (65 and 80) remain valid in either position.
if matches!(circle.id, 67 | 82) {
continue;
}
circle_collision(
&mut self.ball.position,
&mut self.ball.velocity,
0.0,
circle.center,
circle.contact_radius,
0.0,
);
if wall_id == 25
&& i64::from(velocity.x).pow(2) + i64::from(velocity.y).pow(2) < 1_000_i64.pow(2)
{
self.ball = Ball::default();
self.launcher_charge = 0.0;
self.launcher_was_down = false;
return;
}
}
let (left_flipper, right_flipper) = self.flipper_segments();
segment_collision(
for circle in PASSIVE_CIRCLES {
debug_assert_ne!(circle.id, 174, "the live ball is not a static obstacle");
// Objects 67 and 82 are the movable flipper tips. The fixed
// pivot circles (65 and 80) remain valid in either position.
if matches!(circle.id, 67 | 82) {
continue;
}
if circle_collision(
&mut self.ball.position,
&mut self.ball.velocity,
FLIPPER_CONTACT_RADIUS,
left_flipper,
);
segment_collision(
0.0,
circle.center,
circle.contact_radius,
0.0,
) {
self.last_collision_id = Some(circle.id);
}
}
let (left_flipper, right_flipper) = self.flipper_segments();
if segment_collision(
&mut self.ball.position,
&mut self.ball.velocity,
FLIPPER_CONTACT_RADIUS,
left_flipper,
) {
self.last_collision_id = Some(66);
}
if segment_collision(
&mut self.ball.position,
&mut self.ball.velocity,
FLIPPER_CONTACT_RADIUS,
right_flipper,
) {
self.last_collision_id = Some(81);
}
for (index, bumper) in BUMPERS.into_iter().enumerate() {
let hit = circle_collision(
&mut self.ball.position,
&mut self.ball.velocity,
FLIPPER_CONTACT_RADIUS,
right_flipper,
0.0,
bumper.center,
bumper.contact_radius,
105.0,
);
for (index, bumper) in BUMPERS.into_iter().enumerate() {
let hit = circle_collision(
&mut self.ball.position,
&mut self.ball.velocity,
0.0,
bumper.center,
bumper.contact_radius,
105.0,
);
if hit && !self.tilted && self.bumper_cooldown <= 0.0 {
self.add_score(self.player().bumper_value);
self.bonus = self.bonus.saturating_add(100);
self.bumper_cooldown = 0.08;
self.bumper_flash[index] = 0.16;
events.push(Event::Bumper);
}
if hit {
self.last_collision_id = Some(bumper.id);
}
if hit && !self.tilted && self.bumper_cooldown <= 0.0 {
self.add_score(self.player().bumper_value);
self.bonus = self.bonus.saturating_add(100);
self.bumper_cooldown = 0.08;
self.bumper_flash[index] = 0.16;
events.push(Event::Bumper);
}
}
@@ -509,36 +519,13 @@ impl Game {
self.check_media(events);
}
if self.claw.ball_suspended {
self.stalled_for = 0.0;
return;
}
if self.ball.position.y > 454.0 {
if self.magnets > 0.0 && (self.ball.position.x < 145.0 || self.ball.position.x > 175.0)
{
self.ball.position.y = 410.0;
self.ball.velocity = vec2((157.0 - self.ball.position.x) * 2.0, -245.0);
self.magnets = 0.0;
} else {
self.drain(events);
}
return;
}
if self.ball.velocity.length_squared() < BALL_SEARCH_SPEED.powi(2) {
self.stalled_for += dt;
if self.stalled_for >= BALL_SEARCH_DELAY {
let horizontal = if self.ball.position.x < 160.0 {
72.0
} else {
-72.0
};
self.ball.velocity = vec2(horizontal, -210.0);
self.stalled_for = 0.0;
events.push(Event::BallSearch);
}
} else {
self.stalled_for = 0.0;
if self.ball.position.y > 470.0 {
// Only malformed/out-of-table states reach this guard; the real
// drain is collision object 2 at y=455.
self.drain(events);
}
}
@@ -662,12 +649,17 @@ impl Game {
}
fn next_claw_terminal_frame(&mut self) -> u8 {
let value = self.next_random_value();
CLAW_TERMINAL_FRAMES[value as usize % CLAW_TERMINAL_FRAMES.len()]
}
fn next_random_value(&mut self) -> u32 {
let mut value = self.claw_rng_state;
value ^= value << 13;
value ^= value >> 17;
value ^= value << 5;
self.claw_rng_state = value;
CLAW_TERMINAL_FRAMES[value as usize % CLAW_TERMINAL_FRAMES.len()]
value
}
fn apply_flipper_kicks(&mut self) {
@@ -719,7 +711,6 @@ impl Game {
self.claw.ball_suspended = true;
self.claw.frame_accumulator = 0.0;
self.ball.velocity = Vec2::ZERO;
self.stalled_for = 0.0;
events.push(Event::ClawCapture);
}
@@ -756,7 +747,6 @@ impl Game {
self.claw.bank = ClawSpriteBank::Opening;
(self.ball.position, self.ball.velocity) = claw_release(release_frame);
self.claw.ball_suspended = false;
self.stalled_for = 0.0;
events.push(Event::ClawRelease);
}
@@ -789,13 +779,15 @@ impl Game {
self.magnets = 0.0;
self.tilted = false;
self.nudge_meter = 0.0;
self.stalled_for = 0.0;
self.bumper_flash.fill(0.0);
self.wheel_animation = 0.0;
self.claw = Claw::default();
self.nudge_shake = 0.0;
self.launcher_charge = 0.0;
self.launcher_was_down = false;
self.launcher_hold_seconds = 0.0;
self.launcher_next_repeat = LAUNCHER_REPEAT_DELAY_SECONDS;
self.launcher_velocity_milli = 0;
let mut next = (self.current_player + 1) % self.players.len();
for _ in 0..self.players.len() {
@@ -965,13 +957,13 @@ mod tests {
for _ in 0..30 {
game.update(1.0 / 60.0, 3, held);
}
assert!((0.45..0.55).contains(&game.launcher_charge));
assert_eq!(game.launcher_frame(), 5);
assert!((0.09..0.11).contains(&game.launcher_charge));
assert_eq!(game.launcher_frame(), 1);
for _ in 0..30 {
game.update(1.0 / 60.0, 3, held);
}
assert!((game.launcher_charge - 1.0).abs() <= f32::EPSILON);
assert!(game.launcher_charge >= 0.95);
assert_eq!(game.launcher_frame(), 10);
}
@@ -984,7 +976,7 @@ mod tests {
let mut returned_to_launcher = false;
let mut minimum_y = game.ball.position.y;
for _ in 0..240 {
for _ in 0..480 {
game.update(1.0 / 120.0, detail, Controls::default());
minimum_y = minimum_y.min(game.ball.position.y);
if game.ball.position.x < 280.0 && game.ball.position.y > 30.0 {
@@ -1046,30 +1038,18 @@ mod tests {
assert!(game.ball.in_launcher);
}
#[test]
fn stalled_ball_search_restores_motion() {
let mut game = Game::new(1);
game.ball.in_launcher = false;
game.ball.position = vec2(250.0, 300.0);
game.ball.velocity = Vec2::ZERO;
game.stalled_for = BALL_SEARCH_DELAY - 1.0 / 120.0;
let events = game.update(1.0 / 120.0, 3, Controls::default());
assert!(events.contains(&Event::BallSearch));
assert!(game.ball.velocity.y < 0.0);
}
#[test]
fn fast_ball_cannot_tunnel_through_the_top_rail() {
let mut game = Game::new(1);
game.ball.in_launcher = false;
game.ball.position = vec2(270.0, 30.0);
game.ball.velocity = vec2(0.0, -MAX_SPEED);
game.ball.velocity = vec2(0.0, -380.0);
game.fixed_update(1.0 / 30.0, &mut Vec::new());
for _ in 0..5 {
game.fixed_update(STEP_SECONDS, &mut Vec::new());
}
assert!(game.ball.position.y >= 15.0 + TABLE_LINE_RADIUS - 0.01);
assert!(game.ball.position.y >= 15.0);
assert!(game.ball.velocity.y > 0.0);
}
@@ -1170,7 +1150,7 @@ mod tests {
[Event::FlipperMove, Event::FlipperMove],
"the original also plays the sound while returning"
);
assert_eq!(Event::FlipperMove.sound_resource(), Some(2021));
assert_eq!(Event::FlipperMove.sound_resource(), 2021);
}
#[test]
@@ -1207,14 +1187,13 @@ mod tests {
#[test]
fn recovered_control_sounds_use_the_original_resource_numbers() {
assert_eq!(Event::Launch.sound_resource(), Some(2002));
assert_eq!(Event::Wheel.sound_resource(), Some(2011));
assert_eq!(Event::Nudge.sound_resource(), Some(2019));
assert_eq!(Event::Tilt.sound_resource(), Some(2020));
assert_eq!(Event::Drain.sound_resource(), Some(2008));
assert_eq!(Event::ClawCapture.sound_resource(), Some(2015));
assert_eq!(Event::ClawRelease.sound_resource(), Some(2016));
assert_eq!(Event::BallSearch.sound_resource(), None);
assert_eq!(Event::Launch.sound_resource(), 2002);
assert_eq!(Event::Wheel.sound_resource(), 2011);
assert_eq!(Event::Nudge.sound_resource(), 2019);
assert_eq!(Event::Tilt.sound_resource(), 2020);
assert_eq!(Event::Drain.sound_resource(), 2008);
assert_eq!(Event::ClawCapture.sound_resource(), 2015);
assert_eq!(Event::ClawRelease.sound_resource(), 2016);
}
#[test]
@@ -1335,7 +1314,8 @@ mod tests {
let mut game = Game::new(1);
game.tilted = true;
game.ball.in_launcher = false;
game.ball.position = vec2(157.0, 455.0);
game.ball.position = vec2(157.0, 454.0);
game.ball.velocity = vec2(0.0, 200.0);
game.update(1.0 / 60.0, 3, Controls::default());
+1
View File
@@ -2,6 +2,7 @@ mod app;
mod assets;
mod game;
mod geometry;
mod original_physics;
mod persistence;
mod simulation;
mod table;
+230
View File
@@ -0,0 +1,230 @@
//! Fixed-point primitives recovered from the original Win16 physics loop.
#![allow(clippy::cast_possible_truncation, clippy::cast_precision_loss)]
use macroquad::prelude::{Vec2, vec2};
pub const STEP_SECONDS: f32 = 0.010;
pub const GRAVITY_MILLI_PER_STEP: i32 = 15;
pub const MAXIMUM_SPEED_MILLI_PER_STEP: i32 = 3_800;
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
pub struct MilliVec {
pub x: i32,
pub y: i32,
}
impl MilliVec {
pub fn from_position(position: Vec2) -> Self {
Self {
x: (position.x * 1_000.0).round() as i32,
y: (position.y * 1_000.0).round() as i32,
}
}
pub fn from_velocity_per_second(velocity: Vec2) -> Self {
Self {
x: (velocity.x * 10.0).round() as i32,
y: (velocity.y * 10.0).round() as i32,
}
}
pub fn to_position(self) -> Vec2 {
vec2(self.x as f32 / 1_000.0, self.y as f32 / 1_000.0)
}
pub fn to_velocity_per_second(self) -> Vec2 {
vec2(self.x as f32 / 10.0, self.y as f32 / 10.0)
}
pub const fn add(self, other: Self) -> Self {
Self {
x: self.x + other.x,
y: self.y + other.y,
}
}
pub fn clamp_speed(&mut self, maximum: i32) {
let speed_squared = i64::from(self.x).pow(2) + i64::from(self.y).pow(2);
if speed_squared <= i64::from(maximum).pow(2) {
return;
}
let scale = f64::from(maximum) / (speed_squared as f64).sqrt();
self.x = (f64::from(self.x) * scale).round() as i32;
self.y = (f64::from(self.y) * scale).round() as i32;
}
}
const fn cross(left: MilliVec, right: MilliVec) -> i64 {
left.x as i64 * right.y as i64 - left.y as i64 * right.x as i64
}
const fn subtract(left: MilliVec, right: MilliVec) -> MilliVec {
MilliVec {
x: left.x - right.x,
y: left.y - right.y,
}
}
/// Reports whether the ball-center path crosses the registered line segment.
/// A contact at the old position is excluded, matching the shooter-stop path:
/// the waiting ball starts on object 25 and must be able to launch away from it.
fn paths_intersect(
old_position: MilliVec,
velocity: MilliVec,
line_start: MilliVec,
line_end: MilliVec,
) -> bool {
let line = subtract(line_end, line_start);
let from_ball = subtract(line_start, old_position);
let denominator = cross(velocity, line);
if denominator == 0 {
return false;
}
let path_numerator = cross(from_ball, line);
let line_numerator = cross(from_ball, velocity);
if denominator > 0 {
path_numerator > 0
&& path_numerator <= denominator
&& line_numerator >= 0
&& line_numerator <= denominator
} else {
path_numerator < 0
&& path_numerator >= denominator
&& line_numerator <= 0
&& line_numerator >= denominator
}
}
/// Apply the original type-2 response in the registered segment's basis.
pub fn collide_with_line(
old_position: MilliVec,
velocity: &mut MilliVec,
line_start: Vec2,
line_end: Vec2,
normal_rebound: f64,
tangent_coupling: f64,
) -> bool {
let start = MilliVec::from_position(line_start);
let end = MilliVec::from_position(line_end);
if !paths_intersect(old_position, *velocity, start, end) {
return false;
}
let line_x = f64::from(end.x - start.x);
let line_y = f64::from(end.y - start.y);
let length = line_x.hypot(line_y);
if length == 0.0 {
return false;
}
let tangent_x = line_x / length;
let tangent_y = line_y / length;
let normal_x = -tangent_y;
let normal_y = tangent_x;
let incoming_x = f64::from(velocity.x);
let incoming_y = f64::from(velocity.y);
let normal_speed = incoming_x * normal_x + incoming_y * normal_y;
if normal_speed <= 0.0 {
return false;
}
let tangent_speed = incoming_x * tangent_x + incoming_y * tangent_y;
let outgoing_normal = -normal_rebound * normal_speed;
let outgoing_tangent = tangent_speed + tangent_coupling * normal_speed;
velocity.x = (normal_x * outgoing_normal + tangent_x * outgoing_tangent).round() as i32;
velocity.y = (normal_y * outgoing_normal + tangent_y * outgoing_tangent).round() as i32;
true
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn outer_shooter_wall_matches_the_live_original_probe() {
let old = MilliVec {
x: 326_000,
y: 200_045,
};
let mut velocity = MilliVec { x: 3_000, y: 45 };
assert!(collide_with_line(
old,
&mut velocity,
vec2(328.0, 422.0),
vec2(328.0, 58.0),
0.6,
0.1,
));
assert_eq!(velocity, MilliVec { x: -1_800, y: -255 });
assert_eq!(
old.add(velocity),
MilliVec {
x: 324_200,
y: 199_790
}
);
}
#[test]
fn inner_shooter_wall_matches_the_live_original_probe() {
let old = MilliVec {
x: 320_600,
y: 199_325,
};
let mut velocity = MilliVec { x: -1_800, y: -210 };
assert!(collide_with_line(
old,
&mut velocity,
vec2(320.0, 48.0),
vec2(320.0, 437.0),
0.6,
0.1,
));
assert_eq!(velocity, MilliVec { x: 1_080, y: -30 });
assert_eq!(
old.add(velocity),
MilliVec {
x: 321_680,
y: 199_295
}
);
}
#[test]
fn contact_at_the_old_position_does_not_block_launching_away() {
let old = MilliVec {
x: 325_000,
y: 413_000,
};
let mut velocity = MilliVec { x: 0, y: -3_000 };
assert!(!collide_with_line(
old,
&mut velocity,
vec2(315.0, 413.0),
vec2(332.0, 413.0),
0.1,
0.1,
));
}
#[test]
fn crossing_a_rail_from_its_back_side_is_allowed() {
let old = MilliVec {
x: 283_708,
y: 18_775,
};
let mut velocity = MilliVec { x: -1_672, y: -66 };
assert!(!collide_with_line(
old,
&mut velocity,
vec2(277.0, 31.0),
vec2(287.0, 12.0),
0.6,
0.1,
));
}
}
+3 -1
View File
@@ -152,6 +152,7 @@ pub struct Snapshot {
pub claw: ClawSnapshot,
pub flippers: FlipperSnapshot,
pub launcher_charge: f32,
pub collision_id: Option<u8>,
pub events: Vec<String>,
}
@@ -255,6 +256,7 @@ impl Simulation {
right_raised: self.game.flippers.right_raised,
},
launcher_charge: self.game.launcher_charge,
collision_id: self.game.last_collision_id,
events: events
.into_iter()
.map(|event| format!("{event:?}"))
@@ -336,7 +338,7 @@ mod tests {
let mut simulation = Simulation::new(Scenario::Launcher, 1);
simulation.advance_to(60);
assert!(simulation.game.ball.in_launcher);
assert!((0.49..=0.51).contains(&simulation.game.launcher_charge));
assert!((0.09..=0.11).contains(&simulation.game.launcher_charge));
simulation.advance_to(121);
assert!(!simulation.game.ball.in_launcher);
+54 -26
View File
@@ -12,22 +12,39 @@
use crate::geometry::Segment;
use macroquad::prelude::Vec2;
// The ordinary rail registrations in `FUN_1000_34ab` use the recovered 0.1
// rebound coefficient. The previous 0.82 value made the shooter curve behave
// like a rubber bumper and sent the ball back down the launch lane.
const WALL_BOUNCE: f32 = 0.10;
#[derive(Clone, Copy, Debug)]
pub struct TableSegment {
pub id: u8,
pub segment: Segment,
pub normal_rebound: f32,
pub tangent_coupling: f32,
}
impl TableSegment {
const fn new(id: u8, start: Vec2, end: Vec2) -> Self {
// These are the first two Borland Real48 fields in each original
// 0x53-byte collision record. They control normal rebound and tangent
// coupling in the type-2 response basis.
let (normal_rebound, tangent_coupling) = match id {
3 | 9 | 25 => (0.10, 0.10),
91 | 92 | 94 | 95 | 97 | 98 | 100 | 101 | 103 | 104 => (0.40, 0.0),
62 => (0.40, 0.05),
15 | 16 | 45 => (0.40, 0.10),
78 => (0.50, 0.05),
55 | 57 | 59 | 61 | 70 | 72 | 74 | 76 => (0.50, 0.10),
66 | 68 | 81 | 83 => (0.50, 0.20),
84 | 85 | 86 | 87 | 88 | 90 | 93 | 96 | 99 | 102 | 109 | 110 | 111 | 112 | 113
| 114 | 115 | 116 | 117 | 118 | 119 | 120 | 121 | 122 | 123 | 168 | 170 | 171 | 173 => {
(0.60, 0.0)
}
27 | 28 | 29 | 30 | 31 | 32 | 105 => (0.60, 0.20),
_ => (0.60, 0.10),
};
Self {
id,
segment: Segment::new(start, end, WALL_BOUNCE),
segment: Segment::new(start, end, normal_rebound),
normal_rebound,
tangent_coupling,
}
}
}
@@ -215,7 +232,10 @@ pub const BUMPERS: [StaticCircle; 3] = [
#[cfg(test)]
mod tests {
use super::*;
use crate::geometry::{circle_collision, segment_collision};
use crate::{
geometry::circle_collision,
original_physics::{MilliVec, collide_with_line},
};
#[test]
fn recovered_object_inventory_is_complete() {
@@ -241,7 +261,7 @@ mod tests {
}
#[test]
fn every_recovered_wall_has_a_working_contact_surface_on_both_sides() {
fn every_recovered_wall_has_its_registered_one_sided_contact() {
for wall in WALLS {
let line = wall.segment.end - wall.segment.start;
assert!(
@@ -251,25 +271,33 @@ mod tests {
);
let normal = Vec2::new(-line.y, line.x).normalize();
let midpoint = (wall.segment.start + wall.segment.end) * 0.5;
let mut front_velocity = MilliVec::from_velocity_per_second(normal * 200.0);
assert!(
collide_with_line(
MilliVec::from_position(midpoint - normal),
&mut front_velocity,
wall.segment.start,
wall.segment.end,
f64::from(wall.normal_rebound),
f64::from(wall.tangent_coupling),
),
"object {} missed its registered front side",
wall.id
);
for side in [-1.0, 1.0] {
let outward = normal * side;
let mut position = midpoint + outward * 0.5;
let mut velocity = -outward * 430.0;
let hit = segment_collision(&mut position, &mut velocity, 1.0, wall.segment);
assert!(hit, "object {} missed its midpoint contact", wall.id);
assert!(
velocity.dot(outward) >= 0.0,
"object {} did not reject an inward trajectory",
wall.id
);
assert!(
position.distance(midpoint) >= 0.99,
"object {} did not separate the ball from its surface",
wall.id
);
}
let mut back_velocity = MilliVec::from_velocity_per_second(-normal * 200.0);
assert!(
!collide_with_line(
MilliVec::from_position(midpoint + normal),
&mut back_velocity,
wall.segment.start,
wall.segment.end,
f64::from(wall.normal_rebound),
f64::from(wall.tangent_coupling),
),
"object {} accepted contact from its back side",
wall.id
);
}
}