Noah Petherbridge
76b7dfa4f8
New doodad interactions: * Sticky Buttons will emit a "sticky:down" event to linked doodads, with a boolean value showing the Sticky Button's state. * Normal Buttons will listen for "sticky:down" -- when a linked Sticky Button is pressed, the normal Button presses in as well, and stays pressed while the sticky:down signal is true. * When the Sticky Button is released (e.g. because it received power from another doodad), any linked buttons which were sticky:down release as well. * Switch doodads emit a new "switch:toggle" event JUST BEFORE sending the "power" event. Sensitive Doodads can listen for switches in particular this way. * The Electric Door listens for switch:toggle; if a Switch is activated, the Electric Door always flips its current state (open to close, or vice versa) and ignores the immediately following power event. This allows doors to toggle on/off regardless of sync with a Switch. Other changes: * When the player character dies by fire, instead of the message saying "Watch out for fire!" it will use the name of the fire swatch that hurt the player. This way levels could make it say "Watch out for spikes!" or "lava" or whatever they want. The "Fire" attribute now just means "instantly kills the player." * Level Editor: You can now edit the Title and Author name of your level in the Page Settings window. * Bugfix: only the player character ends the game by dying in fire. Other mobile doodads just turn dark but don't end the game. * Increase the size of Trapdoor doodad sprites by 150% as they were a bit small for the player character. * Rename the game from "Project: Doodle" to "Sketchy Maze"
311 lines
7.9 KiB
Go
311 lines
7.9 KiB
Go
package collision
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import (
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"sync"
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"git.kirsle.net/apps/doodle/pkg/balance"
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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 string // the name of the swatch, Fire = general ouchy color.
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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 <= balance.SlopeMaxHeight {
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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 capLeft != 0 && point.X < capLeft {
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// TODO: this along with a "+ 1" hack prevents clipping thru the
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// left wall sometimes, but breaks walking up leftward slopes.
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point.X = capLeft
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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 + 1
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// TODO: the "+ 1" helps prevent clip thru ceiling, probably.
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// Similar to the "+ 1" on the left side, below.
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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 + 1
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// TODO: there was a clipping bug where the player could clip
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// thru a left wall if they jumped slightly while pressing into
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// it. (90 degree angle between floor and left wall). The bug
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// does NOT repro on right walls, only left. The "+ 1" added to
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// capLeft works around it, BUT breaks walking up leftward slopes
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// (walking up rightward slopes still works).
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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++
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p2.X--
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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 = swatch.Name
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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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