Play Mode: Fix Level Collision w/ Scrolling
Fixes: * Move the call to CollidesWithGrid() inside the Canvas instead of outside in the PlayScene.movePlayer() so it can apply to all Actors in motion. * PlayScene.movePlayer() in turn just sets the player's Velocity so the Canvas.Loop() can move the actor itself. * When keeping the player inside the level boundaries: previously it was assuming the player Position was relative to the window, and was checking the WorldIndexAt and getting wrong results. * Canvas scrolling (loopFollowActor): check that the actor is getting close to the screen edge using the Viewport into the world, NOT the screen-relative coordinates of the Canvas bounding boxes.
This commit is contained in:
parent
5c08577214
commit
241186209c
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@ -135,6 +135,19 @@ func (r Rect) AddPoint(other Point) Rect {
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}
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}
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// SubtractPoint is the inverse of AddPoint. Use this only if you need to invert
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// the Point being added.
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//
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// This does r.X - other.X, r.Y - other.Y and keeps the width/height the same.
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func (r Rect) SubtractPoint(other Point) Rect {
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return Rect{
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X: r.X - other.X,
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Y: r.Y - other.Y,
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W: r.W,
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H: r.H,
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}
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}
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// Text holds information for drawing text.
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type Text struct {
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Text string
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@ -75,6 +75,12 @@ func (p *Point) Add(other Point) {
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p.Y += other.Y
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}
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// Subtract the other point from your current point.
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func (p *Point) Subtract(other Point) {
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p.X -= other.X
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p.Y -= other.Y
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}
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// MarshalText to convert the point into text so that a render.Point may be used
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// as a map key and serialized to JSON.
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func (p *Point) MarshalText() ([]byte, error) {
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@ -68,11 +68,14 @@ func (w *Label) Compute(e render.Engine) {
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// Max rect to encompass all lines of text.
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var maxRect = render.Rect{}
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for _, line := range lines {
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if line == "" {
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line = "<empty>"
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}
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text.Text = line // only this line at this time.
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rect, err := e.ComputeTextRect(text)
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if err != nil {
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panic(fmt.Sprintf("%s: failed to compute text rect: %s", w, err)) // TODO return an error
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return
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}
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if rect.W > maxRect.W {
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@ -29,7 +29,7 @@ var (
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// Put a border around all Canvas widgets.
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DebugCanvasBorder = render.Invisible
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DebugCanvasLabel = false // Tag the canvas with a label.
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DebugCanvasLabel = true // Tag the canvas with a label.
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)
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func init() {
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@ -12,7 +12,7 @@ var (
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// Window scrolling behavior in Play Mode.
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ScrollboxHoz = 64 // horizontal px from window border to start scrol
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ScrollboxVert = 128
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ScrollMaxVelocity = 24
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ScrollMaxVelocity = 8 // 24
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// Player speeds
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PlayerMaxVelocity = 8
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@ -96,7 +96,11 @@ const (
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Right
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)
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// CollidesWithGrid checks if a Doodad collides with level geometry.
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/*
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CollidesWithGrid checks if a Doodad collides with level geometry.
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The `target` is the point the actor wants to move to on this tick.
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*/
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func CollidesWithGrid(d Actor, grid *level.Chunker, target render.Point) (*Collide, bool) {
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var (
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P = d.Position()
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@ -109,10 +113,10 @@ func CollidesWithGrid(d Actor, grid *level.Chunker, target render.Point) (*Colli
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capHeight int32 // Stop vertical movement thru a ceiling
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capLeft int32 // Stop movement thru a wall
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capRight int32
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hitLeft bool // Has hit an obstacle on the left
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hitRight bool // or right
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capFloor int32 // Stop movement thru the floor
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hitLeft bool // Has hit an obstacle on the left
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hitRight bool // or right
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hitFloor bool
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capFloor int32
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)
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// Test all of the bounding boxes for a collision with level geometry.
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@ -1,79 +0,0 @@
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package doodads
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import "git.kirsle.net/apps/doodle/lib/render"
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// PlayerID is the Doodad ID for the player character.
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const PlayerID = "PLAYER"
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// Player is a special doodad for the player character.
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type Player struct {
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point render.Point
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velocity render.Point
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size render.Rect
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grounded bool
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}
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// NewPlayer creates the special Player Character doodad.
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func NewPlayer() *Player {
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return &Player{
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point: render.Point{
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X: 100,
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Y: 100,
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},
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size: render.Rect{
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W: 32,
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H: 32,
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},
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}
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}
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// ID of the Player singleton.
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func (p *Player) ID() string {
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return PlayerID
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}
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// Position of the player.
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func (p *Player) Position() render.Point {
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return p.point
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}
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// MoveBy a relative delta position.
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func (p *Player) MoveBy(by render.Point) {
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p.point.X += by.X
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p.point.Y += by.Y
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}
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// MoveTo an absolute position.
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func (p *Player) MoveTo(to render.Point) {
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p.point = to
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}
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// Velocity returns the player's current velocity.
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func (p *Player) Velocity() render.Point {
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return p.velocity
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}
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// Size returns the player's size.
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func (p *Player) Size() render.Rect {
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return p.size
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}
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// Grounded returns if the player is grounded.
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func (p *Player) Grounded() bool {
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return p.grounded
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}
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// SetGrounded sets if the player is grounded.
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func (p *Player) SetGrounded(v bool) {
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p.grounded = v
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}
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// Draw the player sprite.
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func (p *Player) Draw(e render.Engine) {
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e.DrawBox(render.RGBA(255, 255, 153, 255), render.Rect{
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X: p.point.X,
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Y: p.point.Y,
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W: p.size.W,
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H: p.size.H,
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})
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}
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@ -76,10 +76,13 @@ func (s *EditorScene) Setup(d *Doodle) error {
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if s.Level != nil {
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log.Debug("EditorScene.Setup: received level from scene caller")
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s.UI.Canvas.LoadLevel(d.Engine, s.Level)
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s.UI.Canvas.InstallActors(s.Level.Actors)
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} else if s.filename != "" && s.OpenFile {
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log.Debug("EditorScene.Setup: Loading map from filename at %s", s.filename)
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if err := s.LoadLevel(s.filename); err != nil {
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d.Flash("LoadLevel error: %s", err)
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} else {
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s.UI.Canvas.InstallActors(s.Level.Actors)
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}
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}
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@ -131,6 +131,10 @@ func (d *Doodle) DrawDebugOverlay() {
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}
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// DrawCollisionBox draws the collision box around a Doodad.
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//
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// TODO: move inside the Canvas. Currently it takes an actor's World Position
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// and draws the box as if it were a relative (to the window) position, so the
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// hitbox drifts off when the level scrolls away from 0,0
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func (d *Doodle) DrawCollisionBox(actor doodads.Actor) {
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if !DebugCollision {
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return
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@ -6,7 +6,6 @@ import (
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"git.kirsle.net/apps/doodle/lib/events"
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"git.kirsle.net/apps/doodle/lib/render"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/doodads"
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"git.kirsle.net/apps/doodle/pkg/doodads/dummy"
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"git.kirsle.net/apps/doodle/pkg/level"
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"git.kirsle.net/apps/doodle/pkg/log"
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@ -56,6 +55,7 @@ func (s *PlayScene) Setup(d *Doodle) error {
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// Initialize the drawing canvas.
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s.drawing = uix.NewCanvas(balance.ChunkSize, false)
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s.drawing.Name = "play-canvas"
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s.drawing.MoveTo(render.Origin)
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s.drawing.Resize(render.NewRect(int32(d.width), int32(d.height)))
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s.drawing.Compute(d.Engine)
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@ -92,7 +92,7 @@ func (s *PlayScene) Setup(d *Doodle) error {
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func (s *PlayScene) Loop(d *Doodle, ev *events.State) error {
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// Update debug overlay values.
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*s.debWorldIndex = s.drawing.WorldIndexAt(render.NewPoint(ev.CursorX.Now, ev.CursorY.Now)).String()
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*s.debPosition = s.Player.Position().String()
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*s.debPosition = s.Player.Position().String() + " vel " + s.Player.Velocity().String()
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*s.debViewport = s.drawing.Viewport().String()
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*s.debScroll = s.drawing.Scroll.String()
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@ -134,8 +134,10 @@ func (s *PlayScene) Draw(d *Doodle) error {
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// Draw the level.
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s.drawing.Present(d.Engine, s.drawing.Point())
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// Draw our hero.
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d.Engine.DrawBox(render.RGBA(255, 255, 153, 255), render.Rect{
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// Draw our hero. TODO: this draws a yellow box using the player's World
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// Position as tho it were Screen Position. The player has its own canvas
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// currently drawn in red
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d.Engine.DrawBox(render.RGBA(255, 255, 153, 64), render.Rect{
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X: s.Player.Position().X,
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Y: s.Player.Position().Y,
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W: s.Player.Size().W,
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// movePlayer updates the player's X,Y coordinate based on key pressed.
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func (s *PlayScene) movePlayer(ev *events.State) {
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delta := s.Player.Position()
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var playerSpeed = int32(balance.PlayerMaxVelocity)
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var gravity = int32(balance.Gravity)
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var velocity render.Point
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if ev.Down.Now {
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delta.Y += playerSpeed
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velocity.Y = playerSpeed
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}
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if ev.Left.Now {
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delta.X -= playerSpeed
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velocity.X = -playerSpeed
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}
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if ev.Right.Now {
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delta.X += playerSpeed
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velocity.X = playerSpeed
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}
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if ev.Up.Now {
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delta.Y -= playerSpeed
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velocity.Y = -playerSpeed
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}
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// Apply gravity.
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// var onFloor bool
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info, ok := doodads.CollidesWithGrid(s.Player, s.Level.Chunker, delta)
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if ok {
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// Collision happened with world.
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}
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delta = info.MoveTo
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// Apply gravity if not grounded.
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if !s.Player.Grounded() {
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// Gravity has to pipe through the collision checker, too, so it
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// can't give us a cheated downward boost.
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delta.Y += gravity
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velocity.Y += gravity
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}
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// s.Player.SetVelocity(velocity)
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s.Player.MoveTo(delta)
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s.Player.SetVelocity(velocity)
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}
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// Drawing returns the private world drawing, for debugging with the console.
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func (s *PlayScene) Drawing() *uix.Canvas {
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return s.drawing
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}
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// LoadLevel loads a level from disk.
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@ -31,7 +31,6 @@ func NewActor(id string, levelActor *level.Actor, doodad *doodads.Doodad) *Actor
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size := int32(doodad.Layers[0].Chunker.Size)
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can := NewCanvas(int(size), false)
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can.Name = id
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can.actor = levelActor
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// TODO: if the Background is render.Invisible it gets defaulted to
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// White somewhere and the Doodad masks the level drawing behind it.
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@ -40,9 +39,15 @@ func NewActor(id string, levelActor *level.Actor, doodad *doodads.Doodad) *Actor
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can.LoadDoodad(doodad)
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can.Resize(render.NewRect(size, size))
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return &Actor{
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actor := &Actor{
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Drawing: doodads.NewDrawing(id, doodad),
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Actor: levelActor,
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Canvas: can,
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}
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// Give the Canvas a pointer to its (parent) Actor so it can draw its debug
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// label and show the World Position of the actor within the world.
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can.actor = actor
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return actor
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}
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@ -45,8 +45,8 @@ type Canvas struct {
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chunks *level.Chunker
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// Actors to superimpose on top of the drawing.
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actor *level.Actor // if this canvas IS an actor
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actors []*Actor
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actor *Actor // if this canvas IS an actor
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actors []*Actor // if this canvas CONTAINS actors (i.e., is a level)
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// Wallpaper settings.
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wallpaper *Wallpaper
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@ -163,20 +163,35 @@ func (w *Canvas) Loop(ev *events.State) error {
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if err := w.loopFollowActor(ev); err != nil {
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log.Error("Follow actor: %s", err) // not fatal but nice to know
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}
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w.loopConstrainScroll()
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if err := w.loopConstrainScroll(); err != nil {
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log.Debug("loopConstrainScroll: %s", err)
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}
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// Move any actors.
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for _, a := range w.actors {
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if v := a.Velocity(); v != render.Origin {
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// orig := a.Drawing.Position()
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a.MoveBy(v)
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// Create a delta point from their current location to where they
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// want to move to this tick.
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delta := a.Position()
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delta.Add(v)
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// Check collision with level geometry.
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info, ok := doodads.CollidesWithGrid(a, w.chunks, delta)
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if ok {
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// Collision happened with world.
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log.Error("COLLIDE %+v", info)
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}
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delta = info.MoveTo // Move us back where the collision check put us
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// Move the actor's World Position to the new location.
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a.MoveTo(delta)
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// Keep them contained inside the level.
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if w.wallpaper.pageType > level.Unbounded {
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var (
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orig = w.WorldIndexAt(a.Drawing.Position())
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orig = a.Position() // Actor's World Position
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moveBy render.Point
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size = a.Canvas.Size()
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size = a.Size()
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)
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// Bound it on the top left edges.
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@ -20,7 +20,12 @@ func (w *Canvas) InstallActors(actors level.ActorMap) error {
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return fmt.Errorf("InstallActors: %s", err)
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}
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w.actors = append(w.actors, NewActor(id, actor, doodad))
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// Create the "live" Actor to exist in the world, and set its world
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// position to the Point defined in the level data.
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liveActor := NewActor(id, actor, doodad)
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liveActor.MoveTo(actor.Point)
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w.actors = append(w.actors, liveActor)
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}
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return nil
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}
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@ -46,10 +51,9 @@ func (w *Canvas) drawActors(e render.Engine, p render.Point) {
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continue
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}
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var (
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actor = a.Actor // Static Actor instance from Level file, DO NOT CHANGE
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can = a.Canvas // Canvas widget that draws the actor
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actorPoint = actor.Point // XXX TODO: DO NOT CHANGE
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actorSize = can.Size()
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can = a.Canvas // Canvas widget that draws the actor
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actorPoint = a.Position()
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actorSize = a.Size()
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)
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// Create a box of World Coordinates that this actor occupies. The
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@ -87,7 +91,7 @@ func (w *Canvas) drawActors(e render.Engine, p render.Point) {
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// Hitting the left edge. Cap the X coord and shrink the width.
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delta := p.X - drawAt.X // positive number
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drawAt.X = p.X
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// scrollTo.X -= delta // TODO
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// scrollTo.X -= delta / 2 // TODO
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resizeTo.W -= delta
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}
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|
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@ -149,11 +149,17 @@ func (w *Canvas) Present(e render.Engine, p render.Point) {
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// Viewport.W, Viewport.H,
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// ),
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}
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// Draw the actor's position details.
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// LP = Level Position, where the Actor starts at in the level data
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// WP = World Position, the Actor's current position in the level
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if w.actor != nil {
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rows = append(rows,
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fmt.Sprintf("WP=%s", w.actor.Point),
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fmt.Sprintf("LP=%s", w.actor.Actor.Point),
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fmt.Sprintf("WP=%s", w.actor.Position()),
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)
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}
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|
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label := ui.NewLabel(ui.Label{
|
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Text: strings.Join(rows, "\n"),
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Font: render.Text{
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|
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|
@ -110,8 +110,7 @@ func (w *Canvas) loopFollowActor(ev *events.State) error {
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}
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var (
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P = w.Point()
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S = w.Size()
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VP = w.Viewport()
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)
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// Find the actor.
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|
@ -121,19 +120,18 @@ func (w *Canvas) loopFollowActor(ev *events.State) error {
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}
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actor.Canvas.SetBorderSize(2)
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actor.Canvas.SetBorderColor(render.Cyan)
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actor.Canvas.SetBorderColor(render.Red)
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actor.Canvas.SetBorderStyle(ui.BorderSolid)
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var (
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APosition = actor.Position() // relative to screen
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APoint = actor.Drawing.Position()
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APosition = actor.Position() // absolute world position
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ASize = actor.Drawing.Size()
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scrollBy render.Point
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)
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// Scroll left
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if APosition.X-P.X <= int32(balance.ScrollboxHoz) {
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var delta = APoint.X - P.X
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if APosition.X-VP.X <= int32(balance.ScrollboxHoz) {
|
||||
var delta = APosition.X - VP.X
|
||||
if delta > int32(balance.ScrollMaxVelocity) {
|
||||
delta = int32(balance.ScrollMaxVelocity)
|
||||
}
|
||||
|
@ -146,8 +144,8 @@ func (w *Canvas) loopFollowActor(ev *events.State) error {
|
|||
}
|
||||
|
||||
// Scroll right
|
||||
if APosition.X >= S.W-ASize.W-int32(balance.ScrollboxHoz) {
|
||||
var delta = S.W - ASize.W - int32(balance.ScrollboxHoz)
|
||||
if APosition.X >= VP.W-ASize.W-int32(balance.ScrollboxHoz) {
|
||||
var delta = VP.W - ASize.W - int32(balance.ScrollboxHoz)
|
||||
if delta > int32(balance.ScrollMaxVelocity) {
|
||||
delta = int32(balance.ScrollMaxVelocity)
|
||||
}
|
||||
|
@ -155,8 +153,8 @@ func (w *Canvas) loopFollowActor(ev *events.State) error {
|
|||
}
|
||||
|
||||
// Scroll up
|
||||
if APosition.Y-P.Y <= int32(balance.ScrollboxVert) {
|
||||
var delta = APoint.Y - P.Y
|
||||
if APosition.Y-VP.Y <= int32(balance.ScrollboxVert) {
|
||||
var delta = APosition.Y - VP.Y
|
||||
if delta > int32(balance.ScrollMaxVelocity) {
|
||||
delta = int32(balance.ScrollMaxVelocity)
|
||||
}
|
||||
|
@ -168,8 +166,8 @@ func (w *Canvas) loopFollowActor(ev *events.State) error {
|
|||
}
|
||||
|
||||
// Scroll down
|
||||
if APosition.Y >= S.H-ASize.H-int32(balance.ScrollboxVert) {
|
||||
var delta = S.H - ASize.H - int32(balance.ScrollboxVert)
|
||||
if APosition.Y >= VP.H-ASize.H-int32(balance.ScrollboxVert) {
|
||||
var delta = VP.H - ASize.H - int32(balance.ScrollboxVert)
|
||||
if delta > int32(balance.ScrollMaxVelocity) {
|
||||
delta = int32(balance.ScrollMaxVelocity)
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue
Block a user