Better Collision Detection (Bouncy Jumps Up Hills)

* Add a debug view that draws the player bounding boxes.
* Improve the collision detection to add support for:
  * Doodads being "Grounded" so gravity need not apply.
  * Walking up hills, albeit a bit "bouncily"
  * Harder to clip out of bounds
chunks
Noah 2018-07-24 20:57:22 -07:00
parent c3fd2e63cb
commit d560670b7b
6 changed files with 281 additions and 91 deletions

View File

@ -1,6 +1,8 @@
package doodads
import (
"fmt"
"git.kirsle.net/apps/doodle/level"
"git.kirsle.net/apps/doodle/render"
)
@ -15,6 +17,8 @@ type Doodad interface {
Position() render.Point
Velocity() render.Point
Size() render.Rect
Grounded() bool
SetGrounded(bool)
// Movement commands.
MoveBy(render.Point) // Add {X,Y} to current Position.
@ -26,89 +30,231 @@ type Doodad interface {
// Collide describes how a collision occurred.
type Collide struct {
X int32
Y int32
W int32
H int32
Top bool
Left bool
Right bool
Bottom bool
Top bool
TopPoint render.Point
Left bool
LeftPoint render.Point
Right bool
RightPoint render.Point
Bottom bool
BottomPoint render.Point
MoveTo render.Point
}
// 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
}
// Side of the collision box (top, bottom, left, right)
type Side uint8
// Options for the Side type.
const (
Top Side = iota
Bottom
Left
Right
)
// CollidesWithGrid checks if a Doodad collides with level geometry.
func CollidesWithGrid(d Doodad, grid *render.Grid) (Collide, bool) {
func CollidesWithGrid(d Doodad, grid *render.Grid, target render.Point) (*Collide, bool) {
var (
P = d.Position()
S = d.Size()
topLeft = P
topRight = render.Point{
X: P.X + S.W,
Y: P.Y,
}
bottomLeft = render.Point{
X: P.X,
Y: P.Y + S.H,
}
bottomRight = render.Point{
X: bottomLeft.X + S.W,
Y: P.Y + S.H,
P = d.Position()
S = d.Size()
result = &Collide{
MoveTo: P,
}
)
// Bottom edge.
for point := range render.IterLine2(bottomLeft, bottomRight) {
if grid.Exists(level.Pixel{
X: point.X,
Y: point.Y,
}) {
return Collide{
Bottom: true,
X: point.X,
Y: point.Y,
}, true
// Test all of the bounding boxes for a collision with level geometry.
if ok := result.ScanBoundingBox(GetBoundingRect(d), grid); ok {
// 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)
}
if result.Top {
P.Y++
}
if result.Left {
P.X++
}
if result.Right {
P.X--
}
}
// Top edge.
for point := range render.IterLine2(topLeft, topRight) {
if grid.Exists(level.Pixel{
X: point.X,
Y: point.Y,
}) {
return Collide{
Top: true,
X: point.X,
Y: point.Y,
}, true
// 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
}
}
for point := range render.IterLine2(topLeft, bottomLeft) {
if grid.Exists(level.Pixel{
X: point.X,
Y: point.Y,
}) {
return Collide{
Left: true,
X: point.X,
Y: point.Y,
}, true
// 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.
relPoint := P.Y + S.H
if result.Left && target.X < P.X {
relPoint -= result.LeftPoint.Y
} else {
relPoint -= result.RightPoint.Y
}
fmt.Printf("Touched a wall at %d pixels height (P=%s)\n", relPoint, P)
if S.H-relPoint > S.H-8 {
target.Y -= 12
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
}
}
for point := range render.IterLine2(topRight, bottomRight) {
if grid.Exists(level.Pixel{
// Trace a line from where we are to where we wanna go.
result.MoveTo = P
for point := range render.IterLine2(P, target) {
if ok := result.ScanBoundingBox(render.Rect{
X: point.X,
Y: point.Y,
}) {
return Collide{
Right: true,
X: point.X,
Y: point.Y,
}, true
W: S.W,
H: S.H,
}, grid); ok {
if d.Grounded() {
if !result.Bottom {
d.SetGrounded(false)
}
} else if result.Bottom {
d.SetGrounded(true)
}
}
result.MoveTo = point
}
return Collide{}, false
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
}
// GetCollisionBox computes the full pairs of points for the collision box
// around a doodad.
func GetBoundingRect(d Doodad) render.Rect {
var (
P = d.Position()
S = d.Size()
)
return render.Rect{
X: P.X,
Y: P.Y,
W: S.W,
H: S.H,
}
}
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 + 1,
},
{
X: box.X,
Y: box.Y + box.H - 1,
},
},
Right: []render.Point{
{
X: box.X + box.W,
Y: box.Y + 1,
},
{
X: box.X + box.W,
Y: box.Y + box.H - 1,
},
},
}
}
// ScanBoundingBox scans all of the pixels in a bounding box on the grid and
// returns if any of them intersect with level geometry.
func (c *Collide) ScanBoundingBox(box render.Rect, grid *render.Grid) bool {
col := GetCollisionBox(box)
c.ScanGridLine(col.Top[0], col.Top[1], grid, Top)
c.ScanGridLine(col.Bottom[0], col.Bottom[1], grid, Bottom)
c.ScanGridLine(col.Left[0], col.Left[1], grid, Left)
c.ScanGridLine(col.Right[0], col.Right[1], grid, Right)
return c.IsColliding()
}
// ScanGridLine scans all of the pixels between p1 and p2 on the grid and tests
// for any pixels to be set, implying a collision between level geometry and the
// bounding boxes of the doodad.
func (c *Collide) ScanGridLine(p1, p2 render.Point, grid *render.Grid, side Side) {
for point := range render.IterLine2(p1, p2) {
if grid.Exists(level.Pixel{
X: point.X,
Y: point.Y,
}) {
// A hit!
switch side {
case Top:
c.Top = true
c.TopPoint = point
case Bottom:
c.Bottom = true
c.BottomPoint = point
case Left:
c.Left = true
c.LeftPoint = point
case Right:
c.Right = true
c.RightPoint = point
}
}
}
}

View File

@ -12,6 +12,7 @@ type Player struct {
point render.Point
velocity render.Point
size render.Rect
grounded bool
}
// NewPlayer creates the special Player Character doodad.
@ -22,8 +23,8 @@ func NewPlayer() *Player {
Y: 100,
},
size: render.Rect{
W: 16,
H: 16,
W: 32,
H: 32,
},
}
}
@ -59,9 +60,19 @@ func (p *Player) Size() render.Rect {
return p.size
}
// Grounded returns if the player is grounded.
func (p *Player) Grounded() bool {
return p.grounded
}
// SetGrounded sets if the player is grounded.
func (p *Player) SetGrounded(v bool) {
p.grounded = v
}
// Draw the player sprite.
func (p *Player) Draw(e render.Engine) {
e.DrawRect(render.Magenta, render.Rect{
e.DrawBox(render.Color{255, 255, 153, 255}, render.Rect{
X: p.point.X,
Y: p.point.Y,
W: p.size.W,

14
fps.go
View File

@ -3,6 +3,7 @@ package doodle
import (
"fmt"
"git.kirsle.net/apps/doodle/doodads"
"git.kirsle.net/apps/doodle/render"
)
@ -49,6 +50,19 @@ func (d *Doodle) DrawDebugOverlay() {
}
}
// DrawCollisionBox draws the collision box around a Doodad.
func (d *Doodle) DrawCollisionBox(actor doodads.Doodad) {
var (
rect = doodads.GetBoundingRect(actor)
box = doodads.GetCollisionBox(rect)
)
d.Engine.DrawLine(render.DarkGreen, box.Top[0], box.Top[1])
d.Engine.DrawLine(render.DarkBlue, box.Bottom[0], box.Bottom[1])
d.Engine.DrawLine(render.DarkYellow, box.Left[0], box.Left[1])
d.Engine.DrawLine(render.Red, box.Right[0], box.Right[1])
}
// TrackFPS shows the current FPS once per second.
func (d *Doodle) TrackFPS(skipped uint32) {
fpsFrames++

View File

@ -82,6 +82,9 @@ func (s *PlayScene) Draw(d *Doodle) error {
// Draw our hero.
s.player.Draw(d.Engine)
// Draw out bounding boxes.
d.DrawCollisionBox(s.player)
return nil
}
@ -105,20 +108,20 @@ func (s *PlayScene) movePlayer(ev *events.State) {
}
// Apply gravity.
delta.Y += gravity
// var onFloor bool
// Draw a ray and check for collision.
var lastOk = s.player.Position()
for point := range render.IterLine2(s.player.Position(), delta) {
s.player.MoveTo(point)
if _, ok := doodads.CollidesWithGrid(s.player, &s.canvas); ok {
s.player.MoveTo(lastOk)
} else {
lastOk = s.player.Position()
}
info, ok := doodads.CollidesWithGrid(s.player, &s.canvas, delta)
if ok {
// Collision happened with world.
}
delta = info.MoveTo
// Apply gravity if not grounded.
if !s.player.Grounded() {
delta.Y += gravity
}
s.player.MoveTo(lastOk)
s.player.MoveTo(delta)
}
// LoadLevel loads a level from disk.

View File

@ -45,6 +45,16 @@ type Color struct {
Alpha uint8
}
// RGBA creates a new Color.
func RGBA(r, g, b, a uint8) Color {
return Color{
Red: r,
Green: g,
Blue: b,
Alpha: a,
}
}
func (c Color) String() string {
return fmt.Sprintf(
"Color<#%02x%02x%02x>",
@ -91,18 +101,24 @@ func (t Text) String() string {
// Common color names.
var (
Invisible = Color{}
White = Color{255, 255, 255, 255}
Grey = Color{153, 153, 153, 255}
Black = Color{0, 0, 0, 255}
SkyBlue = Color{0, 153, 255, 255}
Blue = Color{0, 0, 255, 255}
Red = Color{255, 0, 0, 255}
Green = Color{0, 255, 0, 255}
Cyan = Color{0, 255, 255, 255}
Yellow = Color{255, 255, 0, 255}
Magenta = Color{255, 0, 255, 255}
Pink = Color{255, 153, 255, 255}
Invisible = Color{}
White = RGBA(255, 255, 255, 255)
Grey = RGBA(153, 153, 153, 255)
Black = RGBA(0, 0, 0, 255)
SkyBlue = RGBA(0, 153, 255, 255)
Blue = RGBA(0, 0, 255, 255)
DarkBlue = RGBA(0, 0, 153, 255)
Red = RGBA(255, 0, 0, 255)
DarkRed = RGBA(153, 0, 0, 255)
Green = RGBA(0, 255, 0, 255)
DarkGreen = RGBA(0, 153, 0, 255)
Cyan = RGBA(0, 255, 255, 255)
DarkCyan = RGBA(0, 153, 153, 255)
Yellow = RGBA(255, 255, 0, 255)
DarkYellow = RGBA(153, 153, 0, 255)
Magenta = RGBA(255, 0, 255, 255)
Purple = RGBA(153, 0, 153, 255)
Pink = RGBA(255, 153, 255, 255)
)
// IterLine is a generator that returns the X,Y coordinates to draw a line.

View File

@ -25,7 +25,7 @@ func (r *Renderer) DrawPoint(color render.Color, point render.Point) {
// DrawLine draws a line between two points.
func (r *Renderer) DrawLine(color render.Color, a, b render.Point) {
if color != r.lastColor {
r.renderer.SetDrawColor(color.Red, color.Blue, color.Green, color.Alpha)
r.renderer.SetDrawColor(color.Red, color.Green, color.Blue, color.Alpha)
}
r.renderer.DrawLine(a.X, a.Y, b.X, b.Y)
}