package uix import ( "errors" "sync" "time" "git.kirsle.net/apps/doodle/pkg/balance" "git.kirsle.net/apps/doodle/pkg/collision" "git.kirsle.net/apps/doodle/pkg/log" "git.kirsle.net/apps/doodle/pkg/physics" "git.kirsle.net/apps/doodle/pkg/scripting" "git.kirsle.net/go/render" "github.com/robertkrimen/otto" ) // loopActorCollision is the Loop function that checks if pairs of // actors are colliding with each other, and handles their scripting // responses to such collisions. func (w *Canvas) loopActorCollision() error { if w.scripting == nil { return errors.New("Canvas.loopActorCollision: scripting engine not attached to Canvas") } var ( // Current time of this tick so we can advance animations. now = time.Now() // As we iterate over all actors below to process their movement, track // their bounding rectangles so we can later see if any pair of actors // intersect each other. Also, in case of actor scripts protesting a // collision later, store each actor's original position before the move. boxes = make([]render.Rect, len(w.actors)) originalPositions = map[string]render.Point{} ) // Loop over all the actors in parallel, processing their movement and // checking collision data against the level geometry. var wg sync.WaitGroup for i, a := range w.actors { wg.Add(1) go func(i int, a *Actor) { defer wg.Done() originalPositions[a.ID()] = a.Position() // Advance any animations for this actor. if a.activeAnimation != nil && a.activeAnimation.nextFrameAt.Before(now) { if done := a.TickAnimation(a.activeAnimation); done { // Animation has finished, get the callback function. callback := a.animationCallback // Clean up the animation state, in case the callback wants // to immediately play another animation. a.StopAnimation() // Call the callback function. if callback.IsFunction() { callback.Call(otto.NullValue()) } } } // Get the actor's velocity to see if it's moving this tick. v := a.Velocity() // Apply gravity to the actor's velocity. if a.hasGravity && !a.Grounded() { //v.Y >= 0 { if !a.Grounded() { v.Y = physics.Lerp( v.Y, // current speed balance.Gravity, // target max gravity falling downwards balance.PlayerAcceleration, ) } else { v.Y = 0 } a.SetVelocity(v) // v.Y += balance.Gravity } // If not moving, grab the bounding box right now. if v.IsZero() { boxes[i] = collision.GetBoundingRect(a) return } // Create a delta point from their current location to where they // want to move to this tick. delta := physics.VectorFromPoint(a.Position()) delta.Add(v) // Check collision with level geometry. chkPoint := delta.ToPoint() info, ok := collision.CollidesWithGrid(a, w.chunks, chkPoint) if ok { // Collision happened with world. if w.OnLevelCollision != nil { w.OnLevelCollision(a, info) } } // Move us back where the collision check put us if !a.noclip { delta = physics.VectorFromPoint(info.MoveTo) } // Move the actor's World Position to the new location. a.MoveTo(delta.ToPoint()) // Keep the actor from leaving the world borders of bounded maps. w.loopContainActorsInsideLevel(a) // Store this actor's bounding box after they've moved. boxes[i] = collision.GetBoundingRect(a) }(i, a) wg.Wait() } var collidingActors = map[string]string{} for tuple := range collision.BetweenBoxes(boxes) { a, b := w.actors[tuple.A], w.actors[tuple.B] // If neither actor is mobile, don't run collision handlers. if !(a.IsMobile() || b.IsMobile()) { continue } collidingActors[a.ID()] = b.ID() // log.Error("between boxes: %+v <%s> <%s>", tuple, a.ID(), b.ID()) // Call the OnCollide handler for A informing them of B's intersection. if w.scripting != nil { var ( rect = collision.GetBoundingRect(b) lastGoodBox = render.Rect{ X: originalPositions[b.ID()].X, Y: originalPositions[b.ID()].Y, W: boxes[tuple.B].W, H: boxes[tuple.B].H, } ) // HACK: below, when we determine the moving actor is "onTop" of // the doodad's solid hitbox, we lockY their movement so they don't // fall down further; but sometimes there's an off-by-one error if // the actor fell a distance before landing, and so the final // Settled collision check doesn't fire (i.e. if they fell onto a // Crumbly Floor which should begin shaking when walked on). // // When we decide they're onTop, record the Y position, and then // 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 // 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 // B's original position to their current one and ping A's // OnCollide handler for each step, with Settled=false. A should // 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 var ( lockX int lockY int ) for point := range render.IterLine( origPoint, b.Position(), ) { point := point test := render.Rect{ X: point.X, Y: point.Y, W: rect.W, H: rect.H, } if info, err := collision.CompareBoxes(boxes[tuple.A], test); err == nil { // 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, Overlap: info.Overlap, InHitbox: info.Overlap.Intersects(a.Hitbox()), Settled: false, }) // Did A protest? if err == scripting.ErrReturnFalse { // Are they on top? aHitbox := collision.GetBoundingRectHitbox(a.Drawing, a.Hitbox()) if render.AbsInt(test.Y+test.H-aHitbox.Y) == 0 { onTop = true onTopY = test.Y } // What direction were we moving? if test.Y != lastGoodBox.Y { if lockY == 0 { lockY = lastGoodBox.Y } if onTop { b.SetGrounded(true) } } if test.X != lastGoodBox.X { if !onTop { lockX = lastGoodBox.X } } // Move them back to the last good box. lastGoodBox = test if lockX != 0 { lastGoodBox.X = lockX } } else { // Move them back to the last good box. lastGoodBox = test } } else { // No collision between boxes, increment the lastGoodBox lastGoodBox = test } } // Did we lock their X or Y coordinate from moving further? if lockY != 0 { lastGoodBox.Y = lockY } if lockX != 0 { lastGoodBox.X = lockX } if !b.noclip { b.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, ) } 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, Overlap: info.Overlap, InHitbox: info.Overlap.Intersects(a.Hitbox()), Settled: true, }); err != nil && err != scripting.ErrReturnFalse { log.Error("VM(%s).RunCollide: %s", a.ID(), err.Error()) } } } } // Check for lacks of collisions since last frame. for sourceID, targetID := range w.collidingActors { if _, ok := collidingActors[sourceID]; !ok { w.scripting.To(sourceID).Events.RunLeave(targetID) } } // Store this frame's colliding actors for next frame. w.collidingActors = collidingActors return nil }