Actor collision detection with offset hitboxes #96
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@ -57,6 +57,9 @@ var (
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CoyoteFrames uint64 = 4 // Coyote time, frames after we walk off a cliff but can still jump late
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SlopeMaxHeight = 8 // max pixel height for player to walk up a slope
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// Collision detection threshold to consider an actor "on top" of a doodad's solid hitbox.
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OnTopThreshold = 4
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// Number of game ticks to insist the canvas follows the player at the start
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// of a level - to overcome Anvils settling into their starting positions so
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// they don't steal the camera focus straight away.
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@ -95,7 +98,7 @@ var (
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AutoSaveInterval = 5 * time.Minute
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// Default player character doodad in Play Mode.
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PlayerCharacterDoodad = "example-mario.doodad"
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PlayerCharacterDoodad = "boy.doodad"
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// Levelpack and level names for the title screen.
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DemoLevelPack = "assets/levelpacks/builtin-Tutorial.levelpack"
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@ -52,6 +52,7 @@ func (w *Canvas) loopActorCollision() error {
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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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// 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 done := a.TickAnimation(a.activeAnimation); done {
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// Animation has finished, get the callback function.
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@ -139,29 +140,35 @@ func (w *Canvas) loopActorCollision() error {
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// log.Warn("== BEGIN BetweenBoxes")
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var collidingActors = map[*Actor]*Actor{}
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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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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 !(a.IsMobile() || b.IsMobile()) {
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if !(stable.IsMobile() || mover.IsMobile()) {
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continue
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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 A=<%s> B=<%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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if w.scripting != nil {
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var (
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rect = collision.GetBoundingRectHitbox(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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// Level Positions of the doodad is based on the top left
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// of its graphical sprite, not its (possibly offset) hitbox.
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X: originalPositions[b.ID()].X,
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Y: originalPositions[b.ID()].Y,
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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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H: boxes[tuple.B].H,
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}
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@ -178,7 +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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// 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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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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// solid hitbox if A protests the movement. Trace a vector from
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@ -187,38 +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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// any actions (such as emit messages to linked doodads) until
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// Settled=true.
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if origHitbox, ok := originalHitboxes[b.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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if origHitbox, ok := originalHitboxes[mover.ID()]; ok {
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var (
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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 onBottom = false // they hit the bottom instead
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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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var (
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lockX int
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lockY int
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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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// 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[b.ID()]
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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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origHitbox.Point(),
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b.Position(), // TODO: verify non 0,0 hitbox doodads work
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mover.Position(), // TODO: verify non 0,0 hitbox doodads work
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) {
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point := point
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test := render.Rect{
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@ -233,16 +242,16 @@ func (w *Canvas) loopActorCollision() error {
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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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aHitbox = collision.GetBoundingRectHitbox(a, a.Hitbox())
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bHitbox = collision.GetBoundingRectHitbox(b, b.Hitbox())
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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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// 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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Actor: b,
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err := w.scripting.To(stable.ID()).Events.RunCollide(&CollideEvent{
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Actor: mover,
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Overlap: info.Overlap,
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InHitbox: aHitbox.Intersects(bHitbox),
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InHitbox: stableHitbox.Intersects(moverHitbox),
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Settled: false,
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})
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@ -252,65 +261,69 @@ func (w *Canvas) loopActorCollision() error {
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if err == scripting.ErrReturnFalse {
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// Are they on top?
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var (
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aHitbox = collision.GetBoundingRectHitbox(a, a.Hitbox())
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bBottom = test.Y + test.H // bottom of falling actor
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aTop = aHitbox.Y
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aBottom = aHitbox.Y + aHitbox.H
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bTop = test.Y
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stableTop = stableHitbox.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? (B=player character)
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if render.AbsInt(bBottom-aTop) < 4 {
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log.Error("ActorCollision: onTop=true at Y=%d", test.Y)
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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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onTopY = aHitbox.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(aBottom-bTop) < 4 {
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log.Info("&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&")
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log.Info("&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&")
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log.Info("&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&")
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log.Error("ActorCollision: hit the bottom at Y=%d", test.Y)
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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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// What direction were we moving?
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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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if onTop || onBottom {
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// First Y coordinate before the protested collision.
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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 = lastGoodBox.Y - hitboxPadding.Y
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*lockY -= hitboxPadding.Y
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}
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log.Error("### Set LockY = %d", lockY)
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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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log.Error("ActorCollision: setGrounded(true) at Y=%d", test.Y)
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b.SetGrounded(true)
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mover.SetGrounded(true)
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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 lockX == 0 && !(onTop || onBottom) {
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// lockY = lastGoodBox.Y - (hitboxPadding.Y / 2)
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lockX = lastGoodBox.X
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if lockX == nil && !(onTop || onBottom) {
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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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// Move them back to the last good box.
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lastGoodBox = render.Rect{
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X: test.X - hitboxPadding.X,
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Y: test.Y - hitboxPadding.Y,
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X: test.X, // - hitboxPadding.X, // note: this is in World Coordinates
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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 != 0 {
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// lockY = lastGoodBox.Y + hitboxPadding.Y
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lastGoodBox.X = lockX - hitboxPadding.X
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if lockX != nil {
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lastGoodBox.X = *lockX - hitboxPadding.X
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}
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} else {
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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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// Move them back to the last good box.
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lastGoodBox = test
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@ -322,51 +335,52 @@ func (w *Canvas) loopActorCollision() error {
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}
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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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lastGoodBox.Y = lockY
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if lockY != nil {
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lastGoodBox.Y = *lockY
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}
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if lockX != 0 {
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lastGoodBox.X = lockX
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if lockX != nil {
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lastGoodBox.X = *lockX
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}
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if !b.noclip {
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if !mover.noclip {
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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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b.MoveTo(lastGoodBox.Point())
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mover.MoveTo(lastGoodBox.Point())
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}
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} else {
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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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"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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}
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if onTopY != 0 && lastGoodBox.Y-onTopY <= 1 {
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lastGoodBox.Y = onTopY
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}
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// TODO: onTopY != nil
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// if onTopY != 0 && lastGoodBox.Y-onTopY <= 1 {
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// lastGoodBox.Y = onTopY
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// }
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// Movement has been settled. Check if B's point is still invading
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// A's box and call its OnCollide handler one last time in
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// Settled=true mode so it can run its actions.
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if info, err := collision.CompareBoxes(boxes[tuple.A], lastGoodBox); err == nil {
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if err := w.scripting.To(a.ID()).Events.RunCollide(&CollideEvent{
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Actor: b,
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if err := w.scripting.To(stable.ID()).Events.RunCollide(&CollideEvent{
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Actor: mover,
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Overlap: info.Overlap,
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InHitbox: info.Overlap.Intersects(a.Hitbox()),
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InHitbox: info.Overlap.Intersects(stable.Hitbox()),
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Settled: true,
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}); err != nil && err != scripting.ErrReturnFalse {
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log.Error("VM(%s).RunCollide: %s", a.ID(), err.Error())
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log.Error("VM(%s).RunCollide: %s", stable.ID(), err.Error())
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}
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// If the (player) is pressing the Use key, call the colliding
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// actor's OnUse event.
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if b.flagUsing {
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if err := w.scripting.To(a.ID()).Events.RunUse(&UseEvent{
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Actor: b,
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if mover.flagUsing {
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if err := w.scripting.To(stable.ID()).Events.RunUse(&UseEvent{
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Actor: mover,
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}); err != nil {
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log.Error("VM(%s).RunUse: %s", a.ID(), err.Error())
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log.Error("VM(%s).RunUse: %s", stable.ID(), err.Error())
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}
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}
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}
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@ -376,16 +390,52 @@ func (w *Canvas) loopActorCollision() error {
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log.Warn("-- END BetweenBoxes")
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// Check for lacks of collisions since last frame.
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for sourceActor, targetActor := range w.collidingActors {
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if _, ok := collidingActors[sourceActor]; !ok {
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w.scripting.To(sourceActor.ID()).Events.RunLeave(&CollideEvent{
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Actor: targetActor,
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// Note: w.collidingActors is "last frame's" map of colliding actor boxes.
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w.collidingActors.Iter(func(stable, mover *Actor) {
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// Are these not colliding this frame?
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// TODO: does this work with three-way actor collisions?
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if !collidingActors.Exists(stable, mover) {
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w.scripting.To(stable.ID()).Events.RunLeave(&CollideEvent{
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Actor: mover,
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Settled: true,
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})
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}
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}
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})
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// Store this frame's colliding actors for next frame.
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w.collidingActors = collidingActors
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return nil
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}
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|
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// ActorCollisionMap keeps a cache of collision box overlaps between
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// an Actor and one or more other Actors.
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type ActorCollisionMap map[*Actor]map[*Actor]interface{}
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// Set a collision to the other actor.
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func (m ActorCollisionMap) Set(stable, mover *Actor) {
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if m[stable] == nil {
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m[stable] = map[*Actor]interface{}{}
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}
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m[stable][mover] = nil
|
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}
|
||||
|
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// Exists checks if the actor is colliding with the other.
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func (m ActorCollisionMap) Exists(stable, mover *Actor) bool {
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if m[stable] == nil {
|
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return false
|
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}
|
||||
|
||||
_, 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)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
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@ -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.
|
||||
|
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Loading…
Reference in New Issue
Block a user