Implementing Move Queues
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0:01Recap and set the stage for the day moving the glove
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0:01Recap and set the stage for the day moving the glove
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0:01Recap and set the stage for the day moving the glove
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0:34Describe our sketched out move patterns and queues, and stats
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0:34Describe our sketched out move patterns and queues, and stats
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0:34Describe our sketched out move patterns and queues, and stats
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5:25Walk through our move queue enqueuing code in ExecuteBrainHero()
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5:25Walk through our move queue enqueuing code in ExecuteBrainHero()
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5:25Walk through our move queue enqueuing code in ExecuteBrainHero()
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7:38Demo the brain-directed movement synchronisation
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7:38Demo the brain-directed movement synchronisation
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7:38Demo the brain-directed movement synchronisation
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8:59Consider move queue-directed movement integrity
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8:59Consider move queue-directed movement integrity
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8:59Consider move queue-directed movement integrity
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11:41Our facing direction is wrong when pressing Up
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11:41Our facing direction is wrong when pressing Up
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11:41Our facing direction is wrong when pressing Up
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11:57Investigate why our facing direction is wrong
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11:57Investigate why our facing direction is wrong
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11:57Investigate why our facing direction is wrong
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12:30Make ExecuteBrainHero() compute the FacingDirection with the ATan2 of the X vector
12:30Make ExecuteBrainHero() compute the FacingDirection with the ATan2 of the X vector
12:30Make ExecuteBrainHero() compute the FacingDirection with the ATan2 of the X vector
12:51Our facing direction remains wrong
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12:51Our facing direction remains wrong
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12:51Our facing direction remains wrong
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13:05Investigate why our facing direction is wrong
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13:05Investigate why our facing direction is wrong
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13:05Investigate why our facing direction is wrong
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13:42Make ExecuteBrainHero() compute the FacingDirection with the ATan2 of y / x of the X vector
13:42Make ExecuteBrainHero() compute the FacingDirection with the ATan2 of y / x of the X vector
13:42Make ExecuteBrainHero() compute the FacingDirection with the ATan2 of y / x of the X vector
13:54Our facing direction is now correct
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13:54Our facing direction is now correct
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13:54Our facing direction is now correct
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14:07Consider where the glove should sit
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14:07Consider where the glove should sit
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14:07Consider where the glove should sit
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16:43Determine to put the glove on the hero's tile, and not occupy tiles it passes through
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16:43Determine to put the glove on the hero's tile, and not occupy tiles it passes through
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16:43Determine to put the glove on the hero's tile, and not occupy tiles it passes through
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24:52Make ExecuteBrainHero() move the glove without transactionally occupying tiles
24:52Make ExecuteBrainHero() move the glove without transactionally occupying tiles
24:52Make ExecuteBrainHero() move the glove without transactionally occupying tiles
26:29Our glove doesn't move with us
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26:29Our glove doesn't move with us
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26:29Our glove doesn't move with us
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26:55Investigate why the glove doesn't move
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26:55Investigate why the glove doesn't move
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26:55Investigate why the glove doesn't move
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28:00Move without hitting extra keys, and the glove still not following us
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28:00Move without hitting extra keys, and the glove still not following us
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28:00Move without hitting extra keys, and the glove still not following us
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28:11Break into the "glove at rest" branch in ExecuteBrainHero()
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28:11Break into the "glove at rest" branch in ExecuteBrainHero()
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28:11Break into the "glove at rest" branch in ExecuteBrainHero()
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29:58Step through UpdateAnimation()
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29:58Step through UpdateAnimation()
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29:58Step through UpdateAnimation()
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33:03Reacquaint ourselves with UpdateAnimation()
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33:03Reacquaint ourselves with UpdateAnimation()
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33:03Reacquaint ourselves with UpdateAnimation()
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34:23Check that the glove's animation data doesn't get overwritten
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34:23Check that the glove's animation data doesn't get overwritten
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34:23Check that the glove's animation data doesn't get overwritten
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36:46Break into AddPlayer() for the glove's entity ID (10845), then see what UpdateAnimation() does to that entity
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36:46Break into AddPlayer() for the glove's entity ID (10845), then see what UpdateAnimation() does to that entity
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36:46Break into AddPlayer() for the glove's entity ID (10845), then see what UpdateAnimation() does to that entity
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44:38Find that UpdateAndRenderEntities() sets Entity->GroundP
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44:38Find that UpdateAndRenderEntities() sets Entity->GroundP
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44:38Find that UpdateAndRenderEntities() sets Entity->GroundP
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47:23Remove GroundP from entity
47:23Remove GroundP from entity
47:23Remove GroundP from entity
49:28Entities are now in different locations
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49:28Entities are now in different locations
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49:28Entities are now in different locations
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49:54Our glove follows us, but does not animate
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49:54Our glove follows us, but does not animate
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49:54Our glove follows us, but does not animate
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51:03Investigate why the glove does not animate
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51:03Investigate why the glove does not animate
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51:03Investigate why the glove does not animate
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52:50Fix ExecuteBrainHero() to set the Glove's tMovement to 0
52:50Fix ExecuteBrainHero() to set the Glove's tMovement to 0
52:50Fix ExecuteBrainHero() to set the Glove's tMovement to 0
53:10Our glove follows us, animating smoothly
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53:10Our glove follows us, animating smoothly
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53:10Our glove follows us, animating smoothly
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53:46Determine to offset the glove's location relative to the player
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53:46Determine to offset the glove's location relative to the player
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53:46Determine to offset the glove's location relative to the player
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54:40Try making AddPlayer() offset the glove in X
54:40Try making AddPlayer() offset the glove in X
54:40Try making AddPlayer() offset the glove in X
55:13Our glove is offset in X
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55:13Our glove is offset in X
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55:13Our glove is offset in X
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55:26Try making AddPlayer() offset the glove in Z
55:26Try making AddPlayer() offset the glove in Z
55:26Try making AddPlayer() offset the glove in Z
55:56Our glove is offset in Z
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55:56Our glove is offset in Z
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55:56Our glove is offset in Z
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56:10Increase the glove's X offset from 0.25 to 0.5 in AddPlayer()
56:10Increase the glove's X offset from 0.25 to 0.5 in AddPlayer()
56:10Increase the glove's X offset from 0.25 to 0.5 in AddPlayer()
56:18Our glove offsetting doesn't respect its parent entity's facing direction
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56:18Our glove offsetting doesn't respect its parent entity's facing direction
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56:18Our glove offsetting doesn't respect its parent entity's facing direction
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59:47Traverse the dungeon admiring the lighting
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59:47Traverse the dungeon admiring the lighting
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59:47Traverse the dungeon admiring the lighting
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1:01:28mallesbixie With a fixed offset from the actual position, animating would get hard, I guess
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1:01:28mallesbixie With a fixed offset from the actual position, animating would get hard, I guess
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1:01:28mallesbixie With a fixed offset from the actual position, animating would get hard, I guess
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1:02:19Determine to dequeue moves off the move queue
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1:02:19Determine to dequeue moves off the move queue
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1:02:19Determine to dequeue moves off the move queue
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1:03:42Enable UpdateAndRenderEntities() to dequeue moves off the move queue, augmenting entity with a MoveQueueIndex
1:03:42Enable UpdateAndRenderEntities() to dequeue moves off the move queue, augmenting entity with a MoveQueueIndex
1:03:42Enable UpdateAndRenderEntities() to dequeue moves off the move queue, augmenting entity with a MoveQueueIndex
1:08:31The game still runs
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1:08:31The game still runs
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1:08:31The game still runs
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1:08:43Make UpdateAndRenderEntities() draw move queues
1:08:43Make UpdateAndRenderEntities() draw move queues
1:08:43Make UpdateAndRenderEntities() draw move queues
1:10:52See no move queue drawings
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1:10:52See no move queue drawings
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1:10:52See no move queue drawings
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1:11:02Make UpdateAndRenderEntities() elevate the move queue drawing above the ground
1:11:02Make UpdateAndRenderEntities() elevate the move queue drawing above the ground
1:11:02Make UpdateAndRenderEntities() elevate the move queue drawing above the ground
1:11:28Still see no move queue drawings
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1:11:28Still see no move queue drawings
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1:11:28Still see no move queue drawings
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1:11:30Make AddPlayer() set the Glove->Stats.MaxMoveGroupCount to 1, and ExecuteBrainHero() reset Glove->MoveQueueIndex to 0 when with the body
1:11:30Make AddPlayer() set the Glove->Stats.MaxMoveGroupCount to 1, and ExecuteBrainHero() reset Glove->MoveQueueIndex to 0 when with the body
1:11:30Make AddPlayer() set the Glove->Stats.MaxMoveGroupCount to 1, and ExecuteBrainHero() reset Glove->MoveQueueIndex to 0 when with the body
1:13:41Still see no move queue drawings
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1:13:41Still see no move queue drawings
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1:13:41Still see no move queue drawings
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1:13:50Scour ExecuteBrainHero() for bugs
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1:13:50Scour ExecuteBrainHero() for bugs
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1:13:50Scour ExecuteBrainHero() for bugs
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1:14:23Break in to ExecuteBrainHero() to find the glove's stats are not set
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1:14:23Break in to ExecuteBrainHero() to find the glove's stats are not set
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1:14:23Break in to ExecuteBrainHero() to find the glove's stats are not set
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1:15:07Change AddPlayer() to set the Glove->BaseStats.MaxMoveGroupCount to 1
1:15:07Change AddPlayer() to set the Glove->BaseStats.MaxMoveGroupCount to 1
1:15:07Change AddPlayer() to set the Glove->BaseStats.MaxMoveGroupCount to 1
1:15:35Break in to ExecuteBrainHero() to find the glove's stats remain not set
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1:15:35Break in to ExecuteBrainHero() to find the glove's stats remain not set
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1:15:35Break in to ExecuteBrainHero() to find the glove's stats remain not set
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1:15:51accumulate entity stats
1:15:51accumulate entity stats
1:15:51accumulate entity stats
1:16:20Love insobot, and feel like insofaras needs to use GPT-3 and have insobot do everything
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1:16:20Love insobot, and feel like insofaras needs to use GPT-3 and have insobot do everything
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1:16:20Love insobot, and feel like insofaras needs to use GPT-3 and have insobot do everything
🗩
1:17:05Make AdvanceEntityStats() acquire the Entity->BaseStats
1:17:05Make AdvanceEntityStats() acquire the Entity->BaseStats
1:17:05Make AdvanceEntityStats() acquire the Entity->BaseStats
1:17:31Break in to ExecuteBrainHero() to find the glove's stats are now set, and move queue boxes are drawn
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1:17:31Break in to ExecuteBrainHero() to find the glove's stats are now set, and move queue boxes are drawn
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1:17:31Break in to ExecuteBrainHero() to find the glove's stats are now set, and move queue boxes are drawn
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1:18:11Make ExecuteBrainHero() locate the move queue drawings relative to its entity's occupying position
1:18:11Make ExecuteBrainHero() locate the move queue drawings relative to its entity's occupying position
1:18:11Make ExecuteBrainHero() locate the move queue drawings relative to its entity's occupying position
1:19:35Our move queue drawings work pretty well
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1:19:35Our move queue drawings work pretty well
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1:19:35Our move queue drawings work pretty well
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1:19:44Determine to make the glove return to the body after punching
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1:19:44Determine to make the glove return to the body after punching
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1:19:44Determine to make the glove return to the body after punching
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1:21:14technicbeam People always wonder when insobot is going to become sentient
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1:21:14technicbeam People always wonder when insobot is going to become sentient
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1:21:14technicbeam People always wonder when insobot is going to become sentient
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1:21:48Our move pattern rotates properly
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1:21:48Our move pattern rotates properly
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1:21:48Our move pattern rotates properly
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1:21:55Investigate why the glove doesn't return to the body after punching
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1:21:55Investigate why the glove doesn't return to the body after punching
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1:21:55Investigate why the glove doesn't return to the body after punching
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1:22:18Fix the glove reset condition in ExecuteBrainHero()
1:22:18Fix the glove reset condition in ExecuteBrainHero()
1:22:18Fix the glove reset condition in ExecuteBrainHero()
1:22:34Our glove now returns after punching
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1:22:34Our glove now returns after punching
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1:22:34Our glove now returns after punching
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1:22:55Increase Glove->BaseStats.MaxMoveGroupCount from 1 to 2 in AddPlayer()
1:22:55Increase Glove->BaseStats.MaxMoveGroupCount from 1 to 2 in AddPlayer()
1:22:55Increase Glove->BaseStats.MaxMoveGroupCount from 1 to 2 in AddPlayer()
1:23:11We can chain punches, but the pattern direction is off
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1:23:11We can chain punches, but the pattern direction is off
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1:23:11We can chain punches, but the pattern direction is off
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1:23:30Investigate why the second punch's direction is off
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1:23:30Investigate why the second punch's direction is off
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1:23:30Investigate why the second punch's direction is off
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1:25:03technicbeam Have fun reading it, if you can find a copy. It's gotta be, what, 40 years old at least by now?
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1:25:03technicbeam Have fun reading it, if you can find a copy. It's gotta be, what, 40 years old at least by now?
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1:25:03technicbeam Have fun reading it, if you can find a copy. It's gotta be, what, 40 years old at least by now?
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1:25:12Gain insight into the chained punching direction
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1:25:12Gain insight into the chained punching direction
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1:25:12Gain insight into the chained punching direction
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1:25:32Try using a WentDown input event in ExecuteBrainHero()
1:25:32Try using a WentDown input event in ExecuteBrainHero()
1:25:32Try using a WentDown input event in ExecuteBrainHero()
1:26:16technicbeam The Adolescence of P-11
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1:26:16technicbeam The Adolescence of P-11
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1:26:16technicbeam The Adolescence of P-11
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1:26:29We have HalfTransitionCount but not WentDown in game_button_state
1:26:29We have HalfTransitionCount but not WentDown in game_button_state
1:26:29We have HalfTransitionCount but not WentDown in game_button_state
1:27:20Make ExecuteBrainHero() also factor in the HalfTransitionCount to its attack checks
1:27:20Make ExecuteBrainHero() also factor in the HalfTransitionCount to its attack checks
1:27:20Make ExecuteBrainHero() also factor in the HalfTransitionCount to its attack checks
1:27:55We can chain punches in the correct directions
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1:27:55We can chain punches in the correct directions
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1:27:55We can chain punches in the correct directions
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1:29:15Consider the definition of collision
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1:29:15Consider the definition of collision
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1:29:15Consider the definition of collision
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1:30:31Change ExecuteBrainHero() to give the glove a 1-step attack pattern
1:30:31Change ExecuteBrainHero() to give the glove a 1-step attack pattern
1:30:31Change ExecuteBrainHero() to give the glove a 1-step attack pattern
1:30:53Try our simple punch
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1:30:53Try our simple punch
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1:30:53Try our simple punch
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1:31:07Introduce SetAnimation() for the ExecuteBrain*() functions to call, augmenting entity with a dtMovement
1:31:07Introduce SetAnimation() for the ExecuteBrain*() functions to call, augmenting entity with a dtMovement
1:31:07Introduce SetAnimation() for the ExecuteBrain*() functions to call, augmenting entity with a dtMovement
1:36:50That all looks fine
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1:36:50That all looks fine
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1:36:50That all looks fine
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1:37:04Switch UpdateAndRenderEntities() to use the new Entity->dtMovement
1:37:04Switch UpdateAndRenderEntities() to use the new Entity->dtMovement
1:37:04Switch UpdateAndRenderEntities() to use the new Entity->dtMovement
1:37:26Our glove doesn't move
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1:37:26Our glove doesn't move
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1:37:26Our glove doesn't move
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1:37:40Consider where and how to set the glove's dtMovement
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1:37:40Consider where and how to set the glove's dtMovement
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1:37:40Consider where and how to set the glove's dtMovement
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1:40:58Let UpdateAndRenderEntities() also move entities if their dtMovement is 0
1:40:58Let UpdateAndRenderEntities() also move entities if their dtMovement is 0
1:40:58Let UpdateAndRenderEntities() also move entities if their dtMovement is 0
1:41:23Our glove now moves
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1:41:23Our glove now moves
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1:41:23Our glove now moves
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1:41:33Increase the glove's animation speed from 4 to 8 in ExecuteBrainHero()
1:41:33Increase the glove's animation speed from 4 to 8 in ExecuteBrainHero()
1:41:33Increase the glove's animation speed from 4 to 8 in ExecuteBrainHero()
1:41:53Our glove punches faster
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1:41:53Our glove punches faster
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1:41:53Our glove punches faster
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1:42:44mallesbixie Would the attack pattern define the speed?
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1:42:44mallesbixie Would the attack pattern define the speed?
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1:42:44mallesbixie Would the attack pattern define the speed?
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1:43:23Make UpdateAndRenderEntities() set the Entity->dtMovement, and AddPlayer() the glove's BaseStats.Speed
1:43:23Make UpdateAndRenderEntities() set the Entity->dtMovement, and AddPlayer() the glove's BaseStats.Speed
1:43:23Make UpdateAndRenderEntities() set the Entity->dtMovement, and AddPlayer() the glove's BaseStats.Speed
1:45:13Our glove still punches faster
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1:45:13Our glove still punches faster
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1:45:13Our glove still punches faster
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1:45:16Toggle to the 3-step attack pattern in ExecuteBrainHero()
1:45:16Toggle to the 3-step attack pattern in ExecuteBrainHero()
1:45:16Toggle to the 3-step attack pattern in ExecuteBrainHero()
1:45:43Try out our fast-slow-fast punch
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1:45:43Try out our fast-slow-fast punch
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1:45:43Try out our fast-slow-fast punch
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1:46:24spacenaming There is a function to determine if the button was pressed this frame (named WasPressed)
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1:46:24spacenaming There is a function to determine if the button was pressed this frame (named WasPressed)
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1:46:24spacenaming There is a function to determine if the button was pressed this frame (named WasPressed)
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1:46:29Call it for today with a glimpse into the future doing damage and collapsing down to grid
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1:46:29Call it for today with a glimpse into the future doing damage and collapsing down to grid
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1:46:29Call it for today with a glimpse into the future doing damage and collapsing down to grid
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