2018-07-24 03:10:53 +00:00
|
|
|
package doodads
|
|
|
|
|
|
|
|
import (
|
2018-07-25 00:44:32 +00:00
|
|
|
"git.kirsle.net/apps/doodle/level"
|
2018-07-24 03:10:53 +00:00
|
|
|
"git.kirsle.net/apps/doodle/render"
|
|
|
|
)
|
|
|
|
|
|
|
|
// Collide describes how a collision occurred.
|
|
|
|
type Collide struct {
|
2018-07-25 03:57:22 +00:00
|
|
|
Top bool
|
|
|
|
TopPoint render.Point
|
2018-09-25 16:40:34 +00:00
|
|
|
TopPixel *level.Swatch
|
2018-07-25 03:57:22 +00:00
|
|
|
Left bool
|
|
|
|
LeftPoint render.Point
|
2018-09-25 16:40:34 +00:00
|
|
|
LeftPixel *level.Swatch
|
2018-07-25 03:57:22 +00:00
|
|
|
Right bool
|
|
|
|
RightPoint render.Point
|
2018-09-25 16:40:34 +00:00
|
|
|
RightPixel *level.Swatch
|
2018-07-25 03:57:22 +00:00
|
|
|
Bottom bool
|
|
|
|
BottomPoint render.Point
|
2018-09-25 16:40:34 +00:00
|
|
|
BottomPixel *level.Swatch
|
2018-07-25 03:57:22 +00:00
|
|
|
MoveTo render.Point
|
|
|
|
}
|
|
|
|
|
2018-07-25 05:26:27 +00:00
|
|
|
// Reset a Collide struct flipping all the bools off, but keeping MoveTo.
|
|
|
|
func (c *Collide) Reset() {
|
|
|
|
c.Top = false
|
|
|
|
c.Left = false
|
|
|
|
c.Right = false
|
|
|
|
c.Bottom = false
|
|
|
|
}
|
|
|
|
|
2018-07-25 03:57:22 +00:00
|
|
|
// CollisionBox holds all of the coordinate pairs to draw the collision box
|
|
|
|
// around a doodad.
|
|
|
|
type CollisionBox struct {
|
|
|
|
Top []render.Point
|
|
|
|
Bottom []render.Point
|
|
|
|
Left []render.Point
|
|
|
|
Right []render.Point
|
2018-07-24 03:10:53 +00:00
|
|
|
}
|
|
|
|
|
2018-09-26 17:04:46 +00:00
|
|
|
// GetCollisionBox returns a CollisionBox with the four coordinates.
|
|
|
|
func GetCollisionBox(box render.Rect) CollisionBox {
|
|
|
|
return CollisionBox{
|
|
|
|
Top: []render.Point{
|
|
|
|
{
|
|
|
|
X: box.X,
|
|
|
|
Y: box.Y,
|
|
|
|
},
|
|
|
|
{
|
|
|
|
X: box.X + box.W,
|
|
|
|
Y: box.Y,
|
|
|
|
},
|
|
|
|
},
|
|
|
|
Bottom: []render.Point{
|
|
|
|
{
|
|
|
|
X: box.X,
|
|
|
|
Y: box.Y + box.H,
|
|
|
|
},
|
|
|
|
{
|
|
|
|
X: box.X + box.W,
|
|
|
|
Y: box.Y + box.H,
|
|
|
|
},
|
|
|
|
},
|
|
|
|
Left: []render.Point{
|
|
|
|
{
|
|
|
|
X: box.X,
|
|
|
|
Y: box.Y + box.H - 1,
|
|
|
|
},
|
|
|
|
{
|
|
|
|
X: box.X,
|
|
|
|
Y: box.Y + 1,
|
|
|
|
},
|
|
|
|
},
|
|
|
|
Right: []render.Point{
|
|
|
|
{
|
|
|
|
X: box.X + box.W,
|
|
|
|
Y: box.Y + box.H - 1,
|
|
|
|
},
|
|
|
|
{
|
|
|
|
X: box.X + box.W,
|
|
|
|
Y: box.Y + 1,
|
|
|
|
},
|
|
|
|
},
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2018-07-25 03:57:22 +00:00
|
|
|
// Side of the collision box (top, bottom, left, right)
|
|
|
|
type Side uint8
|
|
|
|
|
|
|
|
// Options for the Side type.
|
|
|
|
const (
|
|
|
|
Top Side = iota
|
|
|
|
Bottom
|
|
|
|
Left
|
|
|
|
Right
|
|
|
|
)
|
|
|
|
|
2018-12-30 21:50:24 +00:00
|
|
|
/*
|
|
|
|
CollidesWithGrid checks if a Doodad collides with level geometry.
|
|
|
|
|
|
|
|
The `target` is the point the actor wants to move to this tick.
|
|
|
|
|
|
|
|
The `scroll` is the scroll offset of the canvas that is viewing the grid, so
|
|
|
|
that collision geometry can be offset properly on screen.
|
|
|
|
*/
|
|
|
|
func CollidesWithGrid(d Actor, grid *level.Chunker, target render.Point, scroll render.Point) (*Collide, bool) {
|
2018-07-24 03:10:53 +00:00
|
|
|
var (
|
2018-07-25 03:57:22 +00:00
|
|
|
P = d.Position()
|
|
|
|
S = d.Size()
|
|
|
|
|
|
|
|
result = &Collide{
|
|
|
|
MoveTo: P,
|
2018-07-24 03:10:53 +00:00
|
|
|
}
|
2018-07-25 05:26:27 +00:00
|
|
|
ceiling bool // Has hit a ceiling?
|
|
|
|
capHeight int32 // Stop vertical movement thru a ceiling
|
|
|
|
capLeft int32 // Stop movement thru a wall
|
|
|
|
capRight int32
|
2018-12-30 21:50:24 +00:00
|
|
|
capFloor int32 // Stop movement thru the floor
|
|
|
|
hitLeft bool // Has hit an obstacle on the left
|
|
|
|
hitRight bool // or right
|
|
|
|
hitFloor bool // or floor
|
2018-07-25 03:57:22 +00:00
|
|
|
)
|
|
|
|
|
|
|
|
// Test all of the bounding boxes for a collision with level geometry.
|
2018-12-30 21:50:24 +00:00
|
|
|
if ok := result.ScanBoundingBox(GetBoundingRect(d).SubtractPoint(scroll), grid); ok {
|
2018-07-25 03:57:22 +00:00
|
|
|
// We've already collided! Try to wiggle free.
|
|
|
|
if result.Bottom {
|
|
|
|
if !d.Grounded() {
|
|
|
|
d.SetGrounded(true)
|
|
|
|
} else {
|
|
|
|
// result.Bottom = false
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
d.SetGrounded(false)
|
2018-07-24 03:10:53 +00:00
|
|
|
}
|
2018-07-25 03:57:22 +00:00
|
|
|
if result.Top {
|
2018-07-25 05:26:27 +00:00
|
|
|
// Never seen it touch the top.
|
2018-07-24 03:10:53 +00:00
|
|
|
}
|
2018-07-25 03:57:22 +00:00
|
|
|
if result.Left {
|
|
|
|
P.X++
|
|
|
|
}
|
|
|
|
if result.Right {
|
|
|
|
P.X--
|
|
|
|
}
|
|
|
|
}
|
2018-07-24 03:10:53 +00:00
|
|
|
|
2018-07-25 03:57:22 +00:00
|
|
|
// If grounded, cap our Y position.
|
|
|
|
if d.Grounded() {
|
|
|
|
if !result.Bottom {
|
|
|
|
// We've fallen off a ledge.
|
|
|
|
d.SetGrounded(false)
|
|
|
|
} else if target.Y < P.Y {
|
|
|
|
// We're moving upward.
|
|
|
|
d.SetGrounded(false)
|
|
|
|
} else {
|
|
|
|
// Cap our downward motion to our current position.
|
|
|
|
target.Y = P.Y
|
2018-07-24 03:10:53 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2018-07-25 03:57:22 +00:00
|
|
|
// Cap our horizontal movement if we're touching walls.
|
|
|
|
if (result.Left && target.X < P.X) || (result.Right && target.X > P.X) {
|
|
|
|
// If the step is short enough, try and jump up.
|
2018-07-25 05:26:27 +00:00
|
|
|
height := P.Y + S.H
|
2018-07-25 03:57:22 +00:00
|
|
|
if result.Left && target.X < P.X {
|
2018-07-25 05:26:27 +00:00
|
|
|
height -= result.LeftPoint.Y
|
2018-07-25 03:57:22 +00:00
|
|
|
} else {
|
2018-07-25 05:26:27 +00:00
|
|
|
height -= result.RightPoint.Y
|
2018-07-25 03:57:22 +00:00
|
|
|
}
|
2018-07-25 05:26:27 +00:00
|
|
|
if height <= 8 {
|
|
|
|
target.Y -= height
|
2018-07-25 03:57:22 +00:00
|
|
|
if target.X < P.X {
|
|
|
|
target.X-- // push along to the left
|
|
|
|
} else if target.X > P.X {
|
|
|
|
target.X++ // push along to the right
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
target.X = P.X
|
2018-07-24 03:10:53 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2018-07-25 05:26:27 +00:00
|
|
|
// Cap our vertical movement if we're touching ceilings.
|
|
|
|
if ceiling {
|
|
|
|
// The existing box intersects a ceiling, this will almost never
|
|
|
|
// happen because gravity will always pull you away at the last frame.
|
|
|
|
// But if we do somehow get here, may as well cap it where it's at.
|
|
|
|
capHeight = P.Y
|
|
|
|
}
|
|
|
|
|
2018-07-25 03:57:22 +00:00
|
|
|
// Trace a line from where we are to where we wanna go.
|
2018-07-25 05:26:27 +00:00
|
|
|
result.Reset()
|
2018-07-25 03:57:22 +00:00
|
|
|
result.MoveTo = P
|
|
|
|
for point := range render.IterLine2(P, target) {
|
2018-07-25 05:26:27 +00:00
|
|
|
if has := result.ScanBoundingBox(render.Rect{
|
2018-07-24 03:10:53 +00:00
|
|
|
X: point.X,
|
|
|
|
Y: point.Y,
|
2018-07-25 03:57:22 +00:00
|
|
|
W: S.W,
|
|
|
|
H: S.H,
|
2018-12-30 21:50:24 +00:00
|
|
|
}.SubtractPoint(scroll), grid); has {
|
2018-07-25 05:26:27 +00:00
|
|
|
if result.Bottom {
|
|
|
|
if !hitFloor {
|
|
|
|
hitFloor = true
|
|
|
|
capFloor = result.BottomPoint.Y - S.H
|
2018-07-25 03:57:22 +00:00
|
|
|
}
|
|
|
|
d.SetGrounded(true)
|
|
|
|
}
|
2018-07-25 05:26:27 +00:00
|
|
|
|
|
|
|
if result.Top && !ceiling {
|
|
|
|
// This is a newly discovered ceiling.
|
|
|
|
ceiling = true
|
|
|
|
capHeight = result.TopPoint.Y
|
|
|
|
}
|
|
|
|
|
|
|
|
if result.Left && !hitLeft {
|
|
|
|
hitLeft = true
|
|
|
|
capLeft = result.LeftPoint.X
|
|
|
|
}
|
|
|
|
if result.Right && !hitRight {
|
|
|
|
hitRight = true
|
|
|
|
capRight = result.RightPoint.X - S.W
|
|
|
|
}
|
2018-07-24 03:10:53 +00:00
|
|
|
}
|
2018-07-25 05:26:27 +00:00
|
|
|
|
|
|
|
// So far so good, keep following the MoveTo to
|
|
|
|
// the last good point before a collision.
|
2018-07-25 03:57:22 +00:00
|
|
|
result.MoveTo = point
|
2018-07-25 05:26:27 +00:00
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
// If they hit the roof, cap them to the roof.
|
|
|
|
if ceiling && result.MoveTo.Y < capHeight {
|
|
|
|
result.Top = true
|
|
|
|
result.MoveTo.Y = capHeight
|
|
|
|
}
|
|
|
|
if hitFloor && result.MoveTo.Y > capFloor {
|
|
|
|
result.Bottom = true
|
|
|
|
result.MoveTo.Y = capFloor
|
|
|
|
}
|
|
|
|
if hitLeft {
|
|
|
|
result.Left = true
|
|
|
|
result.MoveTo.X = capLeft
|
|
|
|
}
|
|
|
|
if hitRight {
|
|
|
|
result.Right = true
|
|
|
|
result.MoveTo.X = capRight
|
2018-07-25 03:57:22 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
return result, result.IsColliding()
|
|
|
|
}
|
|
|
|
|
|
|
|
// IsColliding returns whether any sort of collision has occurred.
|
|
|
|
func (c *Collide) IsColliding() bool {
|
|
|
|
return c.Top || c.Bottom || c.Left || c.Right
|
|
|
|
}
|