Actor collision detection with offset hitboxes #96

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kirsle wants to merge 2 commits from actor-collision into master
6 changed files with 191 additions and 75 deletions

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@ -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.

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@ -24,7 +24,9 @@ func GetBoundingRect(a Actor) render.Rect {
// account their self-declared collision hitbox.
//
// The rect returned has the X,Y coordinate set to the actor's position, plus
// the X,Y of their hitbox, if any.
// the X,Y of their hitbox, if any. For example, their sprite size could be 64x32
// and their hitbox is the lower 0,32,32,32 half. This function would return the
// world coordinate of where their bounding box begins.
//
// The W,H of the rect is the W,H of their declared hitbox.
//

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@ -117,7 +117,7 @@ func BoxCollidesWithGrid(d Actor, grid *level.Chunker, target render.Point) (*Co
// Adjust the actor's bounding rect by its stated Hitbox from its script.
// e.g.: Boy's Canvas size is 56x56 but he is a narrower character with a
// hitbox width smaller than its Canvas size.
S = SizePlusHitbox(GetBoundingRect(d), hitbox)
S = GetBoundingRectHitbox(d, hitbox)
actorHeight := P.Y + S.H
// Test if we are ALREADY colliding with level geometry and try and wiggle

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@ -158,13 +158,12 @@ func (d *Doodle) DrawCollisionBox(canvas *uix.Canvas, actor *uix.Actor) {
}
var (
rect = collision.GetBoundingRect(actor)
box = collision.GetCollisionBox(rect)
hitbox = actor.Hitbox()
rect = collision.GetBoundingRect(actor)
box = collision.GetCollisionBox(rect)
)
// Adjust the actor's bounding rect by its stated Hitbox from its script.
rect = collision.SizePlusHitbox(rect, hitbox)
rect = collision.GetBoundingRectHitbox(actor, actor.Hitbox())
box = collision.GetCollisionBox(rect)

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@ -31,6 +31,7 @@ func (w *Canvas) loopActorCollision() error {
// collision later, store each actor's original position before the move.
boxes = make([]render.Rect, len(w.actors))
originalPositions = map[string]render.Point{}
originalHitboxes = map[string]render.Rect{} // original world hitboxes
)
// Loop over all the actors in parallel, processing their movement and
@ -48,8 +49,10 @@ func (w *Canvas) loopActorCollision() error {
func(i int, a *Actor) {
// defer wg.Done()
originalPositions[a.ID()] = a.Position()
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.
@ -130,31 +133,42 @@ func (w *Canvas) loopActorCollision() error {
w.loopContainActorsInsideLevel(a)
// Store this actor's bounding box after they've moved.
boxes[i] = collision.SizePlusHitbox(collision.GetBoundingRect(a), a.Hitbox())
boxes[i] = collision.GetBoundingRect(a)
}(i, a)
// wg.Wait()
}
var collidingActors = map[*Actor]*Actor{}
// log.Warn("== BEGIN BetweenBoxes")
// 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 <%s> <%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.SizePlusHitbox(collision.GetBoundingRect(b), b.Hitbox())
rect = collision.GetBoundingRectHitbox(mover, mover.Hitbox())
// lastGoodBox = rect
lastGoodBox = render.Rect{
X: originalPositions[b.ID()].X,
Y: originalPositions[b.ID()].Y,
// Level Positions of the doodad is based on the top left
// of its graphical sprite, not its (possibly offset) hitbox.
X: originalPositions[mover.ID()].X,
Y: originalPositions[mover.ID()].Y,
W: boxes[tuple.B].W,
H: boxes[tuple.B].H,
}
@ -171,7 +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
@ -180,27 +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 origPoint, ok := originalPositions[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
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[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(
origPoint,
b.Position(),
origHitbox.Point(),
mover.Position(), // TODO: verify non 0,0 hitbox doodads work
) {
point := point
test := render.Rect{
@ -211,49 +238,92 @@ func (w *Canvas) loopActorCollision() error {
}
if info, err := collision.CompareBoxes(boxes[tuple.A], test); err == nil {
// A and B have their drawings overlapping on the page. Get each
// of their declared hitboxes (if smaller) to see if their hitboxes
// intersect as well.
var (
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: info.Overlap.Intersects(a.Hitbox()),
InHitbox: stableHitbox.Intersects(moverHitbox),
Settled: false,
})
// log.Warn("ActorCollision: CompareBoxes info was %+v", info)
// Did A protest?
if err == scripting.ErrReturnFalse {
// Are they on top?
aHitbox := collision.SizePlusHitbox(collision.GetBoundingRect(a), a.Hitbox())
if render.AbsInt(test.Y+test.H-aHitbox.Y) == 0 {
// log.Error("ActorCollision: onTop=true at Y=%s", test.Y)
var (
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? (e.g. mover=player character)
if render.AbsInt(moverBottom-stableTop) < balance.OnTopThreshold {
onTop = true
onTopY = test.Y
// onTopY = stableHitbox.Y
}
// Or are they hitting from below?
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 onTop {
// log.Error("ActorCollision: setGrounded(true)", test.Y)
b.SetGrounded(true)
// 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)
}
}
}
if test.X != lastGoodBox.X {
if !onTop {
lockX = lastGoodBox.X
if lockX == nil && !(onTop || onBottom) {
lockX = new(int)
*lockX = lastGoodBox.X
}
}
// Move them back to the last good box.
lastGoodBox = test
if lockX != 0 {
lastGoodBox.X = lockX
lastGoodBox = render.Rect{
X: test.X, // - hitboxPadding.X, // note: this is in World Coordinates
Y: test.Y, // - hitboxPadding.Y,
W: test.W,
H: test.H,
}
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
@ -265,65 +335,107 @@ 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 {
b.MoveTo(lastGoodBox.Point())
if !mover.noclip {
log.Error("Move B to: %s", lastGoodBox.Point())
// The stationary doodad should move the moving one only.
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())
}
}
}
}
}
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)
}
}
}

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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.