From 373028a16693ed2fccb0f867a6cbb1ee1009c308 Mon Sep 17 00:00:00 2001 From: Noah Petherbridge Date: Sun, 7 Jul 2024 22:45:21 -0700 Subject: [PATCH] Code cleanup Clean up and improve the between-actors collision code: * Give names to the A, B tuples from BetweenBoxes and call them the stable and mover doodads. All ops are from the perspective of the stable (A) box in relation to the mover (B). * Replace the map[*Actor]*Actor collision struct to one that supports arrays of colliding actors, enabling one actor to post OnLeave events correctly when it overlapped several actors at once. * Possibly improve on some of the collision bugs along the way. Some issues remaining: * If playing AS an offset-hitbox character: * Solid hitboxes against closed doors and platforms works OK. * Button InHitbox (overlap) checks do not fire (buttons won't press). * If playing with a non-offset character (e.g. boy.doodad) * Solid hitboxes work and Buttons will press correctly. * Both types of player hitboxes: * When touching a static object such as the Start Flag which has an offset hitbox of its own: the Start Flag will creep up the level on its Y axis when touched before it settles and won't move. --- pkg/balance/numbers.go | 5 +- pkg/uix/actor_collision.go | 222 +++++++++++++++++++++++-------------- pkg/uix/canvas.go | 2 +- 3 files changed, 141 insertions(+), 88 deletions(-) diff --git a/pkg/balance/numbers.go b/pkg/balance/numbers.go index 2b02697..050c741 100644 --- a/pkg/balance/numbers.go +++ b/pkg/balance/numbers.go @@ -57,6 +57,9 @@ var ( CoyoteFrames uint64 = 4 // Coyote time, frames after we walk off a cliff but can still jump late SlopeMaxHeight = 8 // max pixel height for player to walk up a slope + // Collision detection threshold to consider an actor "on top" of a doodad's solid hitbox. + OnTopThreshold = 4 + // Number of game ticks to insist the canvas follows the player at the start // of a level - to overcome Anvils settling into their starting positions so // they don't steal the camera focus straight away. @@ -95,7 +98,7 @@ var ( AutoSaveInterval = 5 * time.Minute // Default player character doodad in Play Mode. - PlayerCharacterDoodad = "example-mario.doodad" + PlayerCharacterDoodad = "boy.doodad" // Levelpack and level names for the title screen. DemoLevelPack = "assets/levelpacks/builtin-Tutorial.levelpack" diff --git a/pkg/uix/actor_collision.go b/pkg/uix/actor_collision.go index 03b0606..f802131 100644 --- a/pkg/uix/actor_collision.go +++ b/pkg/uix/actor_collision.go @@ -52,6 +52,7 @@ func (w *Canvas) loopActorCollision() error { originalHitboxes[a.ID()] = collision.GetBoundingRectHitbox(a, a.Hitbox()) // Advance any animations for this actor. + // TODO: wallclock time here, should be set by FPS for consistency. if a.activeAnimation != nil && a.activeAnimation.nextFrameAt.Before(now) { if done := a.TickAnimation(a.activeAnimation); done { // Animation has finished, get the callback function. @@ -139,29 +140,35 @@ func (w *Canvas) loopActorCollision() error { // log.Warn("== BEGIN BetweenBoxes") - var collidingActors = map[*Actor]*Actor{} + // Check pairs of all our Actor boxes for overlap and running their OnCollide + // scripts for mobile actors. + var collidingActors = ActorCollisionMap{} for tuple := range collision.BetweenBoxes(boxes) { - a, b := w.actors[tuple.A], w.actors[tuple.B] + + // Give the A, B tuple of boxes names: their order doesn't matter. + // Example: stable could be the Button and mover is the Player walking onto it. + // Or: stable could be the Player and mover is a Key that they walked onto. + stable, mover := w.actors[tuple.A], w.actors[tuple.B] // If neither actor is mobile, don't run collision handlers. - if !(a.IsMobile() || b.IsMobile()) { + if !(stable.IsMobile() || mover.IsMobile()) { continue } - collidingActors[a] = b + collidingActors.Set(stable, mover) - log.Error("between boxes: %+v A=<%s> B=<%s>", tuple, a.ID(), b.ID()) + log.Error("between boxes: %+v A=<%s> B=<%s>", tuple, stable.ID(), mover.ID()) // Call the OnCollide handler for A informing them of B's intersection. if w.scripting != nil { var ( - rect = collision.GetBoundingRectHitbox(b, b.Hitbox()) + rect = collision.GetBoundingRectHitbox(mover, mover.Hitbox()) // lastGoodBox = rect lastGoodBox = render.Rect{ // Level Positions of the doodad is based on the top left // of its graphical sprite, not its (possibly offset) hitbox. - X: originalPositions[b.ID()].X, - Y: originalPositions[b.ID()].Y, + X: originalPositions[mover.ID()].X, + Y: originalPositions[mover.ID()].Y, W: boxes[tuple.B].W, H: boxes[tuple.B].H, } @@ -178,7 +185,7 @@ func (w *Canvas) loopActorCollision() error { // use it for collision-check purposes but DON'T physically move // the character by it (moving the character may clip them thru // other solid hitboxes like the upside-down trapdoor) - var onTopY int + // var onTopY int // Firstly we want to make sure B isn't able to clip through A's // solid hitbox if A protests the movement. Trace a vector from @@ -187,38 +194,40 @@ func (w *Canvas) loopActorCollision() error { // only return false if it protests the movement, but not trigger // any actions (such as emit messages to linked doodads) until // Settled=true. - if origHitbox, ok := originalHitboxes[b.ID()]; ok { - // Trace a vector back from the actor's current position - // to where they originated from. If A protests B's position at - // ANY time, we mark didProtest=true and continue backscanning - // B's movement. The next time A does NOT protest, that is to be - // B's new position. - - // Special case for when a mobile actor lands ON TOP OF a solid - // actor. We want to stop their Y movement downwards, but allow - // horizontal movement on the X axis. - // Touching the solid actor from the side is already fine. - var onTop = false - var onBottom = false // they hit the bottom instead + if origHitbox, ok := originalHitboxes[mover.ID()]; ok { var ( - lockX int - lockY int + // Special case for when a mobile actor lands ON TOP OF a solid + // actor. We want to stop their Y movement downwards, but allow + // horizontal movement on the X axis. + // Touching the solid actor from the side is already fine. + onTop bool + onBottom bool // they hit the bottom instead + // onSide bool // they hit a side, maybe allow Y movement + + // If we lock their movement coordinate. + lockX *int + lockY *int ) // If their original hitbox is offset from their sprite corner, // gather the offset now. var ( - origPosition = originalPositions[b.ID()] + origPosition = originalPositions[mover.ID()] hitboxPadding = render.Point{ X: render.AbsInt(origHitbox.X - origPosition.X), Y: render.AbsInt(origHitbox.Y - origPosition.Y), } ) + // Trace a vector back from the mover's current position + // to where they originated from. If A protests B's position at + // ANY time, we ?mark didProtest=true? and continue backscanning + // B's movement. The next time A does NOT protest, that is to be + // B's new position. for point := range render.IterLine( origHitbox.Point(), - b.Position(), // TODO: verify non 0,0 hitbox doodads work + mover.Position(), // TODO: verify non 0,0 hitbox doodads work ) { point := point test := render.Rect{ @@ -233,16 +242,16 @@ func (w *Canvas) loopActorCollision() error { // of their declared hitboxes (if smaller) to see if their hitboxes // intersect as well. var ( - aHitbox = collision.GetBoundingRectHitbox(a, a.Hitbox()) - bHitbox = collision.GetBoundingRectHitbox(b, b.Hitbox()) + stableHitbox = collision.GetBoundingRectHitbox(stable, stable.Hitbox()) + moverHitbox = collision.GetBoundingRectHitbox(mover, mover.Hitbox()) ) // B is overlapping A's box, call its OnCollide handler // with Settled=false and see if it protests the overlap. - err := w.scripting.To(a.ID()).Events.RunCollide(&CollideEvent{ - Actor: b, + err := w.scripting.To(stable.ID()).Events.RunCollide(&CollideEvent{ + Actor: mover, Overlap: info.Overlap, - InHitbox: aHitbox.Intersects(bHitbox), + InHitbox: stableHitbox.Intersects(moverHitbox), Settled: false, }) @@ -252,65 +261,69 @@ func (w *Canvas) loopActorCollision() error { if err == scripting.ErrReturnFalse { // Are they on top? var ( - aHitbox = collision.GetBoundingRectHitbox(a, a.Hitbox()) - bBottom = test.Y + test.H // bottom of falling actor - aTop = aHitbox.Y - aBottom = aHitbox.Y + aHitbox.H - bTop = test.Y + stableTop = stableHitbox.Y + stableBottom = stableHitbox.Y + stableHitbox.H + moverTop = test.Y + moverBottom = test.Y + test.H // bottom of falling actor ) - // Is the colliding actor on top? (B=player character) - if render.AbsInt(bBottom-aTop) < 4 { - log.Error("ActorCollision: onTop=true at Y=%d", test.Y) + // Is the colliding actor on top? (e.g. mover=player character) + if render.AbsInt(moverBottom-stableTop) < balance.OnTopThreshold { onTop = true - onTopY = aHitbox.Y + // onTopY = stableHitbox.Y } // Or are they hitting from below? - if render.AbsInt(aBottom-bTop) < 4 { - log.Info("&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&") - log.Info("&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&") - log.Info("&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&") - log.Error("ActorCollision: hit the bottom at Y=%d", test.Y) + if render.AbsInt(stableBottom-moverTop) < balance.OnTopThreshold { onBottom = true } + if onTop || onBottom { + log.Error("onTop=%+v onBottom=%+v", onTop, onBottom) + } + // What direction were we moving? if test.Y != lastGoodBox.Y { - if lockY == 0 { - lockY = lastGoodBox.Y - if onBottom { - lockY = lastGoodBox.Y - hitboxPadding.Y + + // If we are hitting the top or bottom, lock our Y coordinate here. + if onTop || onBottom { + + // First Y coordinate before the protested collision. + if lockY == nil { + lockY = new(int) + *lockY = lastGoodBox.Y + if onBottom { + *lockY -= hitboxPadding.Y + } + } + + // If on top, set the mover to Grounded here. + if onTop { + mover.SetGrounded(true) } - log.Error("### Set LockY = %d", lockY) } - if onTop { - log.Error("ActorCollision: setGrounded(true) at Y=%d", test.Y) - b.SetGrounded(true) - } } if test.X != lastGoodBox.X { - if lockX == 0 && !(onTop || onBottom) { - // lockY = lastGoodBox.Y - (hitboxPadding.Y / 2) - lockX = lastGoodBox.X + if lockX == nil && !(onTop || onBottom) { + lockX = new(int) + *lockX = lastGoodBox.X } } // Move them back to the last good box. lastGoodBox = render.Rect{ - X: test.X - hitboxPadding.X, - Y: test.Y - hitboxPadding.Y, + X: test.X, // - hitboxPadding.X, // note: this is in World Coordinates + Y: test.Y, // - hitboxPadding.Y, W: test.W, H: test.H, } - if lockX != 0 { - // lockY = lastGoodBox.Y + hitboxPadding.Y - lastGoodBox.X = lockX - hitboxPadding.X + if lockX != nil { + lastGoodBox.X = *lockX - hitboxPadding.X } } else { if err != nil { - log.Error("RunCollide on %s (%s) errored: %s", a.ID(), a.Actor.Filename, err) + log.Error("RunCollide on %s (%s) errored: %s", stable.ID(), stable.Actor.Filename, err) } // Move them back to the last good box. lastGoodBox = test @@ -322,51 +335,52 @@ func (w *Canvas) loopActorCollision() error { } // Did we lock their X or Y coordinate from moving further? - if lockY != 0 { - lastGoodBox.Y = lockY + if lockY != nil { + lastGoodBox.Y = *lockY } - if lockX != 0 { - lastGoodBox.X = lockX + if lockX != nil { + lastGoodBox.X = *lockX } - if !b.noclip { + if !mover.noclip { log.Error("Move B to: %s", lastGoodBox.Point()) // The stationary doodad should move the moving one only. - b.MoveTo(lastGoodBox.Point()) + mover.MoveTo(lastGoodBox.Point()) } } else { log.Error( "ERROR: Actors %s and %s overlap and the script returned false,"+ "but I didn't store %s original position earlier??", - a.Doodad().Title, b.Doodad().Title, b.Doodad().Title, + stable.Doodad().Title, mover.Doodad().Title, mover.Doodad().Title, ) } - if onTopY != 0 && lastGoodBox.Y-onTopY <= 1 { - lastGoodBox.Y = onTopY - } + // TODO: onTopY != nil + // if onTopY != 0 && lastGoodBox.Y-onTopY <= 1 { + // lastGoodBox.Y = onTopY + // } // Movement has been settled. Check if B's point is still invading // A's box and call its OnCollide handler one last time in // Settled=true mode so it can run its actions. if info, err := collision.CompareBoxes(boxes[tuple.A], lastGoodBox); err == nil { - if err := w.scripting.To(a.ID()).Events.RunCollide(&CollideEvent{ - Actor: b, + if err := w.scripting.To(stable.ID()).Events.RunCollide(&CollideEvent{ + Actor: mover, Overlap: info.Overlap, - InHitbox: info.Overlap.Intersects(a.Hitbox()), + InHitbox: info.Overlap.Intersects(stable.Hitbox()), Settled: true, }); err != nil && err != scripting.ErrReturnFalse { - log.Error("VM(%s).RunCollide: %s", a.ID(), err.Error()) + log.Error("VM(%s).RunCollide: %s", stable.ID(), err.Error()) } // If the (player) is pressing the Use key, call the colliding // actor's OnUse event. - if b.flagUsing { - if err := w.scripting.To(a.ID()).Events.RunUse(&UseEvent{ - Actor: b, + if mover.flagUsing { + if err := w.scripting.To(stable.ID()).Events.RunUse(&UseEvent{ + Actor: mover, }); err != nil { - log.Error("VM(%s).RunUse: %s", a.ID(), err.Error()) + log.Error("VM(%s).RunUse: %s", stable.ID(), err.Error()) } } } @@ -376,16 +390,52 @@ func (w *Canvas) loopActorCollision() error { log.Warn("-- END BetweenBoxes") // Check for lacks of collisions since last frame. - for sourceActor, targetActor := range w.collidingActors { - if _, ok := collidingActors[sourceActor]; !ok { - w.scripting.To(sourceActor.ID()).Events.RunLeave(&CollideEvent{ - Actor: targetActor, + // Note: w.collidingActors is "last frame's" map of colliding actor boxes. + w.collidingActors.Iter(func(stable, mover *Actor) { + + // Are these not colliding this frame? + // TODO: does this work with three-way actor collisions? + if !collidingActors.Exists(stable, mover) { + w.scripting.To(stable.ID()).Events.RunLeave(&CollideEvent{ + Actor: mover, Settled: true, }) } - } + }) // Store this frame's colliding actors for next frame. w.collidingActors = collidingActors return nil } + +// ActorCollisionMap keeps a cache of collision box overlaps between +// an Actor and one or more other Actors. +type ActorCollisionMap map[*Actor]map[*Actor]interface{} + +// Set a collision to the other actor. +func (m ActorCollisionMap) Set(stable, mover *Actor) { + if m[stable] == nil { + m[stable] = map[*Actor]interface{}{} + } + + m[stable][mover] = nil +} + +// Exists checks if the actor is colliding with the other. +func (m ActorCollisionMap) Exists(stable, mover *Actor) bool { + if m[stable] == nil { + return false + } + + _, ok := m[stable][mover] + return ok +} + +// Iter the collision data. +func (m ActorCollisionMap) Iter(fn func(stable, mover *Actor)) { + for stable, moverMap := range m { + for mover := range moverMap { + fn(stable, mover) + } + } +} diff --git a/pkg/uix/canvas.go b/pkg/uix/canvas.go index 0f2afb1..57d5909 100644 --- a/pkg/uix/canvas.go +++ b/pkg/uix/canvas.go @@ -90,7 +90,7 @@ type Canvas struct { actors []*Actor // if this canvas CONTAINS actors (i.e., is a level) // Collision memory for the actors. - collidingActors map[*Actor]*Actor // mapping their IDs to each other + collidingActors ActorCollisionMap // mapping their IDs to each other // Doodad scripting engine supervisor. // NOTE: initialized and managed by the play_scene.