Noah Petherbridge
08e65c32b5
* Player character now experiences acceleration and friction when walking around the map! * Actor position and movement had to be converted from int's (render.Point) to float64's to support fine-grained acceleration steps. * Added "physics" package and physics.Vector to be a float64 counterpart for render.Point. Vector is used for uix.Actor.Position() for the sake of movement math. Vector is flattened back to a render.Point for collision purposes, since the levels and hitboxes are pixel-bound. * Refactor the uix.Actor to no longer extend the doodads.Drawing (so it can have a Position that's a Vector instead of a Point). This broke some code that expected `.Doodad` to directly reference the Drawing.Doodad: now you had to refer to it as `a.Drawing.Doodad` which was ugly. Added convenience method .Doodad() for a shortcut. * Moved functions like GetBoundingRect() from doodads package to collision, where it uses its own slimmer Actor interface for just the relevant methods it needs.
296 lines
7.1 KiB
Go
296 lines
7.1 KiB
Go
package collision
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import (
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"sync"
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"git.kirsle.net/apps/doodle/pkg/level"
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"git.kirsle.net/go/render"
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)
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// Collide describes how a collision occurred.
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type Collide struct {
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Top bool
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TopPoint render.Point
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TopPixel *level.Swatch
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Left bool
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LeftPoint render.Point
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LeftPixel *level.Swatch
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Right bool
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RightPoint render.Point
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RightPixel *level.Swatch
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Bottom bool
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BottomPoint render.Point
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BottomPixel *level.Swatch
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MoveTo render.Point
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// Swatch attributes affecting the collision at this time.
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InFire bool
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InWater bool
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}
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// Reset a Collide struct flipping all the bools off, but keeping MoveTo.
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func (c *Collide) Reset() {
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c.Top = false
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c.Left = false
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c.Right = false
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c.Bottom = false
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}
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// Side of the collision box (top, bottom, left, right)
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type Side uint8
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// Options for the Side type.
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const (
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Top Side = iota
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Bottom
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Left
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Right
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)
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/*
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CollidesWithGrid checks if a Doodad collides with level geometry.
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The `target` is the point the actor wants to move to on this tick.
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*/
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func CollidesWithGrid(d Actor, grid *level.Chunker, target render.Point) (*Collide, bool) {
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var (
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P = d.Position()
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S = d.Size()
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result = &Collide{
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MoveTo: P,
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}
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ceiling bool // Has hit a ceiling?
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capHeight int // Stop vertical movement thru a ceiling
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capLeft int // Stop movement thru a wall
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capRight int
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capFloor int // Stop movement thru the floor
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hitLeft bool // Has hit an obstacle on the left
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hitRight bool // or right
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hitFloor bool
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)
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// Test all of the bounding boxes for a collision with level geometry.
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if ok := result.ScanBoundingBox(GetBoundingRect(d), grid); ok {
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// We've already collided! Try to wiggle free.
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if result.Bottom {
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if !d.Grounded() {
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d.SetGrounded(true)
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} else {
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// result.Bottom = false
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}
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} else {
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d.SetGrounded(false)
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}
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if result.Top {
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ceiling = true
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P.Y++
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}
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if result.Left {
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P.X++
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}
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if result.Right {
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P.X--
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}
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}
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// If grounded, cap our Y position.
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if d.Grounded() {
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if !result.Bottom {
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// We've fallen off a ledge.
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d.SetGrounded(false)
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} else if target.Y < P.Y {
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// We're moving upward.
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d.SetGrounded(false)
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} else {
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// Cap our downward motion to our current position.
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target.Y = P.Y
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}
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}
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// Cap our horizontal movement if we're touching walls.
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if (result.Left && target.X < P.X) || (result.Right && target.X > P.X) {
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// If the step is short enough, try and jump up.
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height := P.Y + S.H
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if result.Left && target.X < P.X {
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height -= result.LeftPoint.Y
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} else {
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height -= result.RightPoint.Y
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}
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if height <= 8 {
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target.Y -= height
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if target.X < P.X {
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target.X-- // push along to the left
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} else if target.X > P.X {
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target.X++ // push along to the right
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}
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} else {
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target.X = P.X
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}
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}
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// Cap our vertical movement if we're touching ceilings.
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if ceiling {
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// The existing box intersects a ceiling, this will almost never
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// happen because gravity will always pull you away at the last frame.
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// But if we do somehow get here, may as well cap it where it's at.
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capHeight = P.Y
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}
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// Trace a line from where we are to where we wanna go.
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result.Reset()
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result.MoveTo = P
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for point := range render.IterLine(P, target) {
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// Before we compute their next move, if we're already capping their
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// height make sure the new point stays capped too. This prevents them
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// clipping thru a ceiling if they were also holding right/left too.
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if capHeight != 0 && point.Y < capHeight {
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point.Y = capHeight
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}
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if has := result.ScanBoundingBox(render.Rect{
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X: point.X,
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Y: point.Y,
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W: S.W,
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H: S.H,
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}, grid); has {
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if result.Bottom {
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if !hitFloor {
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hitFloor = true
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capFloor = result.BottomPoint.Y - S.H
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}
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d.SetGrounded(true)
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}
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if result.Top && !ceiling {
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// This is a newly discovered ceiling.
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ceiling = true
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capHeight = result.TopPoint.Y
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}
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if result.Left && !hitLeft {
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hitLeft = true
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capLeft = result.LeftPoint.X
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}
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if result.Right && !hitRight {
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hitRight = true
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capRight = result.RightPoint.X - S.W
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}
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}
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// So far so good, keep following the MoveTo to
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// the last good point before a collision.
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result.MoveTo = point
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}
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// If they hit the roof, cap them to the roof.
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if ceiling && result.MoveTo.Y < capHeight {
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result.Top = true
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result.MoveTo.Y = capHeight
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}
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if hitFloor && result.MoveTo.Y > capFloor {
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result.Bottom = true
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result.MoveTo.Y = capFloor
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}
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if hitLeft {
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result.Left = true
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result.MoveTo.X = capLeft
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}
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if hitRight {
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result.Right = true
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result.MoveTo.X = capRight
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}
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return result, result.IsColliding()
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}
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// IsColliding returns whether any sort of collision has occurred.
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func (c *Collide) IsColliding() bool {
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return c.Top || c.Bottom || c.Left || c.Right ||
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c.InFire || c.InWater
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}
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// ScanBoundingBox scans all of the pixels in a bounding box on the grid and
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// returns if any of them intersect with level geometry.
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func (c *Collide) ScanBoundingBox(box render.Rect, grid *level.Chunker) bool {
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col := GetCollisionBox(box)
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// Check all four edges of the box in parallel on different CPU cores.
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type jobSide struct {
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p1 render.Point // p2 is perpendicular to p1 along a straight edge
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p2 render.Point // of the collision box.
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side Side
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}
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jobs := []jobSide{ // We'll scan each side of the bounding box in parallel
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jobSide{col.Top[0], col.Top[1], Top},
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jobSide{col.Bottom[0], col.Bottom[1], Bottom},
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jobSide{col.Left[0], col.Left[1], Left},
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jobSide{col.Right[0], col.Right[1], Right},
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}
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var wg sync.WaitGroup
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for _, job := range jobs {
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wg.Add(1)
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job := job
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go func() {
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defer wg.Done()
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c.ScanGridLine(job.p1, job.p2, grid, job.side)
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}()
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}
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wg.Wait()
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return c.IsColliding()
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}
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// ScanGridLine scans all of the pixels between p1 and p2 on the grid and tests
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// for any pixels to be set, implying a collision between level geometry and the
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// bounding boxes of the doodad.
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func (c *Collide) ScanGridLine(p1, p2 render.Point, grid *level.Chunker, side Side) {
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// If scanning the top or bottom line, offset the X coordinate by 1 pixel.
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// This is because the 4 corners of the bounding box share their corner
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// pixel with each side, so the Left and Right edges will check the
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// left- and right-most point.
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if side == Top || side == Bottom {
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p1.X += 1
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p2.X -= 1
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}
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for point := range render.IterLine(p1, p2) {
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if swatch, err := grid.Get(point); err == nil {
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// We're intersecting a pixel! If it's a solid one we'll return it
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// in our result. If non-solid, we'll collect attributes from it
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// and return them in the final result for gameplay behavior.
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if swatch.Fire {
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c.InFire = true
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}
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if swatch.Water {
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c.InWater = true
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}
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// Non-solid swatches don't collide so don't pay them attention.
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if !swatch.Solid {
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continue
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}
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switch side {
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case Top:
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c.Top = true
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c.TopPoint = point
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c.TopPixel = swatch
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case Bottom:
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c.Bottom = true
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c.BottomPoint = point
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c.BottomPixel = swatch
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case Left:
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c.Left = true
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c.LeftPoint = point
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c.LeftPixel = swatch
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case Right:
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c.Right = true
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c.RightPoint = point
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c.RightPixel = swatch
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}
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}
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}
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}
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