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@ -31,6 +31,7 @@ func (w *Canvas) loopActorCollision() error {
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// collision later, store each actor's original position before the move.
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// collision later, store each actor's original position before the move.
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boxes = make([]render.Rect, len(w.actors))
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boxes = make([]render.Rect, len(w.actors))
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originalPositions = map[string]render.Point{}
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originalPositions = map[string]render.Point{}
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originalHitboxes = map[string]render.Rect{} // original world hitboxes
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)
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)
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// Loop over all the actors in parallel, processing their movement and
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// Loop over all the actors in parallel, processing their movement and
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@ -48,8 +49,10 @@ func (w *Canvas) loopActorCollision() error {
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func(i int, a *Actor) {
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func(i int, a *Actor) {
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// defer wg.Done()
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// defer wg.Done()
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originalPositions[a.ID()] = a.Position()
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originalPositions[a.ID()] = a.Position()
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originalHitboxes[a.ID()] = collision.GetBoundingRectHitbox(a, a.Hitbox())
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// Advance any animations for this actor.
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// Advance any animations for this actor.
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// TODO: wallclock time here, should be set by FPS for consistency.
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if a.activeAnimation != nil && a.activeAnimation.nextFrameAt.Before(now) {
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if a.activeAnimation != nil && a.activeAnimation.nextFrameAt.Before(now) {
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if done := a.TickAnimation(a.activeAnimation); done {
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if done := a.TickAnimation(a.activeAnimation); done {
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// Animation has finished, get the callback function.
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// Animation has finished, get the callback function.
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@ -130,31 +133,42 @@ func (w *Canvas) loopActorCollision() error {
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w.loopContainActorsInsideLevel(a)
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w.loopContainActorsInsideLevel(a)
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// Store this actor's bounding box after they've moved.
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// Store this actor's bounding box after they've moved.
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boxes[i] = collision.SizePlusHitbox(collision.GetBoundingRect(a), a.Hitbox())
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boxes[i] = collision.GetBoundingRect(a)
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}(i, a)
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}(i, a)
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// wg.Wait()
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// wg.Wait()
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}
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}
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var collidingActors = map[*Actor]*Actor{}
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// log.Warn("== BEGIN BetweenBoxes")
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// Check pairs of all our Actor boxes for overlap and running their OnCollide
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// scripts for mobile actors.
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var collidingActors = ActorCollisionMap{}
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for tuple := range collision.BetweenBoxes(boxes) {
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for tuple := range collision.BetweenBoxes(boxes) {
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a, b := w.actors[tuple.A], w.actors[tuple.B]
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// Give the A, B tuple of boxes names: their order doesn't matter.
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// Example: stable could be the Button and mover is the Player walking onto it.
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// Or: stable could be the Player and mover is a Key that they walked onto.
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stable, mover := w.actors[tuple.A], w.actors[tuple.B]
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// If neither actor is mobile, don't run collision handlers.
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// If neither actor is mobile, don't run collision handlers.
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if !(a.IsMobile() || b.IsMobile()) {
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if !(stable.IsMobile() || mover.IsMobile()) {
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continue
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continue
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}
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}
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collidingActors[a] = b
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collidingActors.Set(stable, mover)
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// log.Error("between boxes: %+v <%s> <%s>", tuple, a.ID(), b.ID())
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log.Error("between boxes: %+v A=<%s> B=<%s>", tuple, stable.ID(), mover.ID())
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// Call the OnCollide handler for A informing them of B's intersection.
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// Call the OnCollide handler for A informing them of B's intersection.
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if w.scripting != nil {
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if w.scripting != nil {
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var (
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var (
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rect = collision.SizePlusHitbox(collision.GetBoundingRect(b), b.Hitbox())
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rect = collision.GetBoundingRectHitbox(mover, mover.Hitbox())
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// lastGoodBox = rect
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lastGoodBox = render.Rect{
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lastGoodBox = render.Rect{
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X: originalPositions[b.ID()].X,
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// Level Positions of the doodad is based on the top left
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Y: originalPositions[b.ID()].Y,
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// of its graphical sprite, not its (possibly offset) hitbox.
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X: originalPositions[mover.ID()].X,
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Y: originalPositions[mover.ID()].Y,
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W: boxes[tuple.B].W,
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W: boxes[tuple.B].W,
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H: boxes[tuple.B].H,
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H: boxes[tuple.B].H,
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}
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}
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@ -171,7 +185,7 @@ func (w *Canvas) loopActorCollision() error {
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// use it for collision-check purposes but DON'T physically move
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// use it for collision-check purposes but DON'T physically move
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// the character by it (moving the character may clip them thru
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// the character by it (moving the character may clip them thru
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// other solid hitboxes like the upside-down trapdoor)
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// other solid hitboxes like the upside-down trapdoor)
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var onTopY int
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// var onTopY int
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// Firstly we want to make sure B isn't able to clip through A's
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// Firstly we want to make sure B isn't able to clip through A's
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// solid hitbox if A protests the movement. Trace a vector from
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// solid hitbox if A protests the movement. Trace a vector from
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@ -180,27 +194,40 @@ func (w *Canvas) loopActorCollision() error {
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// only return false if it protests the movement, but not trigger
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// only return false if it protests the movement, but not trigger
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// any actions (such as emit messages to linked doodads) until
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// any actions (such as emit messages to linked doodads) until
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// Settled=true.
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// Settled=true.
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if origPoint, ok := originalPositions[b.ID()]; ok {
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if origHitbox, ok := originalHitboxes[mover.ID()]; ok {
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// Trace a vector back from the actor's current position
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// to where they originated from. If A protests B's position at
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// ANY time, we mark didProtest=true and continue backscanning
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// B's movement. The next time A does NOT protest, that is to be
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// B's new position.
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// Special case for when a mobile actor lands ON TOP OF a solid
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// actor. We want to stop their Y movement downwards, but allow
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// horizontal movement on the X axis.
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// Touching the solid actor from the side is already fine.
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var onTop = false
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var (
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var (
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lockX int
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// Special case for when a mobile actor lands ON TOP OF a solid
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lockY int
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// actor. We want to stop their Y movement downwards, but allow
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// horizontal movement on the X axis.
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// Touching the solid actor from the side is already fine.
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onTop bool
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onBottom bool // they hit the bottom instead
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// onSide bool // they hit a side, maybe allow Y movement
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// If we lock their movement coordinate.
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lockX *int
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lockY *int
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)
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)
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// If their original hitbox is offset from their sprite corner,
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// gather the offset now.
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var (
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origPosition = originalPositions[mover.ID()]
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hitboxPadding = render.Point{
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X: render.AbsInt(origHitbox.X - origPosition.X),
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Y: render.AbsInt(origHitbox.Y - origPosition.Y),
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}
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)
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// Trace a vector back from the mover's current position
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// to where they originated from. If A protests B's position at
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// ANY time, we ?mark didProtest=true? and continue backscanning
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// B's movement. The next time A does NOT protest, that is to be
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// B's new position.
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for point := range render.IterLine(
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for point := range render.IterLine(
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origPoint,
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origHitbox.Point(),
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b.Position(),
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mover.Position(), // TODO: verify non 0,0 hitbox doodads work
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) {
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) {
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point := point
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point := point
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test := render.Rect{
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test := render.Rect{
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@ -211,49 +238,92 @@ func (w *Canvas) loopActorCollision() error {
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}
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}
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if info, err := collision.CompareBoxes(boxes[tuple.A], test); err == nil {
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if info, err := collision.CompareBoxes(boxes[tuple.A], test); err == nil {
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// A and B have their drawings overlapping on the page. Get each
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// of their declared hitboxes (if smaller) to see if their hitboxes
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// intersect as well.
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var (
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stableHitbox = collision.GetBoundingRectHitbox(stable, stable.Hitbox())
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moverHitbox = collision.GetBoundingRectHitbox(mover, mover.Hitbox())
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)
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// B is overlapping A's box, call its OnCollide handler
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// B is overlapping A's box, call its OnCollide handler
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// with Settled=false and see if it protests the overlap.
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// with Settled=false and see if it protests the overlap.
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err := w.scripting.To(a.ID()).Events.RunCollide(&CollideEvent{
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err := w.scripting.To(stable.ID()).Events.RunCollide(&CollideEvent{
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Actor: b,
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Actor: mover,
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Overlap: info.Overlap,
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Overlap: info.Overlap,
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InHitbox: info.Overlap.Intersects(a.Hitbox()),
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InHitbox: stableHitbox.Intersects(moverHitbox),
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Settled: false,
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Settled: false,
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})
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})
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// log.Warn("ActorCollision: CompareBoxes info was %+v", info)
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// Did A protest?
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// Did A protest?
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if err == scripting.ErrReturnFalse {
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if err == scripting.ErrReturnFalse {
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// Are they on top?
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// Are they on top?
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aHitbox := collision.SizePlusHitbox(collision.GetBoundingRect(a), a.Hitbox())
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var (
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if render.AbsInt(test.Y+test.H-aHitbox.Y) == 0 {
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stableTop = stableHitbox.Y
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// log.Error("ActorCollision: onTop=true at Y=%s", test.Y)
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stableBottom = stableHitbox.Y + stableHitbox.H
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moverTop = test.Y
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moverBottom = test.Y + test.H // bottom of falling actor
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)
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// Is the colliding actor on top? (e.g. mover=player character)
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if render.AbsInt(moverBottom-stableTop) < balance.OnTopThreshold {
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onTop = true
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onTop = true
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onTopY = test.Y
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// onTopY = stableHitbox.Y
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}
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// Or are they hitting from below?
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if render.AbsInt(stableBottom-moverTop) < balance.OnTopThreshold {
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onBottom = true
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}
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if onTop || onBottom {
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log.Error("onTop=%+v onBottom=%+v", onTop, onBottom)
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}
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}
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// What direction were we moving?
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// What direction were we moving?
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if test.Y != lastGoodBox.Y {
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if test.Y != lastGoodBox.Y {
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if lockY == 0 {
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lockY = lastGoodBox.Y
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// If we are hitting the top or bottom, lock our Y coordinate here.
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}
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if onTop || onBottom {
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if onTop {
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// log.Error("ActorCollision: setGrounded(true)", test.Y)
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// First Y coordinate before the protested collision.
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b.SetGrounded(true)
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if lockY == nil {
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lockY = new(int)
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*lockY = lastGoodBox.Y
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if onBottom {
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*lockY -= hitboxPadding.Y
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}
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}
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// If on top, set the mover to Grounded here.
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if onTop {
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mover.SetGrounded(true)
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}
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}
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}
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}
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}
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if test.X != lastGoodBox.X {
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if test.X != lastGoodBox.X {
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if !onTop {
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if lockX == nil && !(onTop || onBottom) {
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lockX = lastGoodBox.X
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lockX = new(int)
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*lockX = lastGoodBox.X
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}
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}
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}
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}
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// Move them back to the last good box.
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// Move them back to the last good box.
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lastGoodBox = test
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lastGoodBox = render.Rect{
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if lockX != 0 {
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X: test.X, // - hitboxPadding.X, // note: this is in World Coordinates
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lastGoodBox.X = lockX
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Y: test.Y, // - hitboxPadding.Y,
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W: test.W,
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H: test.H,
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}
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|
if lockX != nil {
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|
lastGoodBox.X = *lockX - hitboxPadding.X
|
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|
}
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|
}
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|
} else {
|
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|
} else {
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|
if err != nil {
|
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|
|
if err != nil {
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|
|
log.Error("RunCollide on %s (%s) errored: %s", a.ID(), a.Actor.Filename, err)
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|
log.Error("RunCollide on %s (%s) errored: %s", stable.ID(), stable.Actor.Filename, err)
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|
}
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|
}
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|
// Move them back to the last good box.
|
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|
// Move them back to the last good box.
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|
lastGoodBox = test
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|
lastGoodBox = test
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|
@ -265,65 +335,107 @@ func (w *Canvas) loopActorCollision() error {
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}
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}
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|
// Did we lock their X or Y coordinate from moving further?
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|
|
// Did we lock their X or Y coordinate from moving further?
|
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|
|
if lockY != 0 {
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|
|
|
if lockY != nil {
|
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|
|
lastGoodBox.Y = lockY
|
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|
|
lastGoodBox.Y = *lockY
|
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|
}
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|
}
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|
|
|
if lockX != 0 {
|
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|
|
if lockX != nil {
|
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|
|
lastGoodBox.X = lockX
|
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|
|
lastGoodBox.X = *lockX
|
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|
|
}
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|
}
|
|
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|
|
if !b.noclip {
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|
|
if !mover.noclip {
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|
|
b.MoveTo(lastGoodBox.Point())
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|
|
log.Error("Move B to: %s", lastGoodBox.Point())
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|
|
// The stationary doodad should move the moving one only.
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|
|
mover.MoveTo(lastGoodBox.Point())
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|
}
|
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|
}
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|
} else {
|
|
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|
} else {
|
|
|
|
log.Error(
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|
|
log.Error(
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|
|
"ERROR: Actors %s and %s overlap and the script returned false,"+
|
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|
|
"ERROR: Actors %s and %s overlap and the script returned false,"+
|
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|
|
"but I didn't store %s original position earlier??",
|
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|
|
"but I didn't store %s original position earlier??",
|
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|
|
a.Doodad().Title, b.Doodad().Title, b.Doodad().Title,
|
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|
|
stable.Doodad().Title, mover.Doodad().Title, mover.Doodad().Title,
|
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|
)
|
|
|
|
)
|
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|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if onTopY != 0 && lastGoodBox.Y-onTopY <= 1 {
|
|
|
|
// TODO: onTopY != nil
|
|
|
|
lastGoodBox.Y = onTopY
|
|
|
|
// if onTopY != 0 && lastGoodBox.Y-onTopY <= 1 {
|
|
|
|
}
|
|
|
|
// lastGoodBox.Y = onTopY
|
|
|
|
|
|
|
|
// }
|
|
|
|
|
|
|
|
|
|
|
|
// Movement has been settled. Check if B's point is still invading
|
|
|
|
// Movement has been settled. Check if B's point is still invading
|
|
|
|
// A's box and call its OnCollide handler one last time in
|
|
|
|
// A's box and call its OnCollide handler one last time in
|
|
|
|
// Settled=true mode so it can run its actions.
|
|
|
|
// Settled=true mode so it can run its actions.
|
|
|
|
if info, err := collision.CompareBoxes(boxes[tuple.A], lastGoodBox); err == nil {
|
|
|
|
if info, err := collision.CompareBoxes(boxes[tuple.A], lastGoodBox); err == nil {
|
|
|
|
if err := w.scripting.To(a.ID()).Events.RunCollide(&CollideEvent{
|
|
|
|
if err := w.scripting.To(stable.ID()).Events.RunCollide(&CollideEvent{
|
|
|
|
Actor: b,
|
|
|
|
Actor: mover,
|
|
|
|
Overlap: info.Overlap,
|
|
|
|
Overlap: info.Overlap,
|
|
|
|
InHitbox: info.Overlap.Intersects(a.Hitbox()),
|
|
|
|
InHitbox: info.Overlap.Intersects(stable.Hitbox()),
|
|
|
|
Settled: true,
|
|
|
|
Settled: true,
|
|
|
|
}); err != nil && err != scripting.ErrReturnFalse {
|
|
|
|
}); 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
|
|
|
|
// If the (player) is pressing the Use key, call the colliding
|
|
|
|
// actor's OnUse event.
|
|
|
|
// actor's OnUse event.
|
|
|
|
if b.flagUsing {
|
|
|
|
if mover.flagUsing {
|
|
|
|
if err := w.scripting.To(a.ID()).Events.RunUse(&UseEvent{
|
|
|
|
if err := w.scripting.To(stable.ID()).Events.RunUse(&UseEvent{
|
|
|
|
Actor: b,
|
|
|
|
Actor: mover,
|
|
|
|
}); err != nil {
|
|
|
|
}); err != nil {
|
|
|
|
log.Error("VM(%s).RunUse: %s", a.ID(), err.Error())
|
|
|
|
log.Error("VM(%s).RunUse: %s", stable.ID(), err.Error())
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
log.Warn("-- END BetweenBoxes")
|
|
|
|
|
|
|
|
|
|
|
|
// Check for lacks of collisions since last frame.
|
|
|
|
// Check for lacks of collisions since last frame.
|
|
|
|
for sourceActor, targetActor := range w.collidingActors {
|
|
|
|
// Note: w.collidingActors is "last frame's" map of colliding actor boxes.
|
|
|
|
if _, ok := collidingActors[sourceActor]; !ok {
|
|
|
|
w.collidingActors.Iter(func(stable, mover *Actor) {
|
|
|
|
w.scripting.To(sourceActor.ID()).Events.RunLeave(&CollideEvent{
|
|
|
|
|
|
|
|
Actor: targetActor,
|
|
|
|
// 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,
|
|
|
|
Settled: true,
|
|
|
|
})
|
|
|
|
})
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
})
|
|
|
|
|
|
|
|
|
|
|
|
// Store this frame's colliding actors for next frame.
|
|
|
|
// Store this frame's colliding actors for next frame.
|
|
|
|
w.collidingActors = collidingActors
|
|
|
|
w.collidingActors = collidingActors
|
|
|
|
return nil
|
|
|
|
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)
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|