Noah Petherbridge
cb02feff1d
* New doodads: Switches. * They come in four varieties: wall switch (background element, with "ON/OFF" text) and three side-profile switches for the floor, left or right walls. * On collision with the player, they flip their state from "OFF" to "ON" or vice versa. If the player walks away and then collides again, the switch flips again. * Can be used to open/close Electric Doors when turned on/off. Their default state is "off" * If a switch receives a power signal from another linked switch, it sets its own state to match. So, two "on/off" switches that are connected to a door AND to each other will both flip on/off when one of them flips. * Update the Level Collision logic to support Decoration, Fire and Water pixel collisions. * Previously, ALL pixels in the level were acting as though solid. * Non-solid pixels don't count for collision detection, but their attributes (fire and water) are collected and returned. * Updated the MenuScene to support loading a map file in Play Mode instead of Edit Mode. Updated the title screen menu to add a button for playing levels instead of editing them. * Wrote some documentation.
280 lines
6.6 KiB
Go
280 lines
6.6 KiB
Go
package collision
|
|
|
|
import (
|
|
"sync"
|
|
|
|
"git.kirsle.net/apps/doodle/lib/render"
|
|
"git.kirsle.net/apps/doodle/pkg/doodads"
|
|
"git.kirsle.net/apps/doodle/pkg/level"
|
|
)
|
|
|
|
// Collide describes how a collision occurred.
|
|
type Collide struct {
|
|
Top bool
|
|
TopPoint render.Point
|
|
TopPixel *level.Swatch
|
|
Left bool
|
|
LeftPoint render.Point
|
|
LeftPixel *level.Swatch
|
|
Right bool
|
|
RightPoint render.Point
|
|
RightPixel *level.Swatch
|
|
Bottom bool
|
|
BottomPoint render.Point
|
|
BottomPixel *level.Swatch
|
|
MoveTo render.Point
|
|
|
|
// Swatch attributes affecting the collision at this time.
|
|
InFire bool
|
|
InWater bool
|
|
}
|
|
|
|
// Reset a Collide struct flipping all the bools off, but keeping MoveTo.
|
|
func (c *Collide) Reset() {
|
|
c.Top = false
|
|
c.Left = false
|
|
c.Right = false
|
|
c.Bottom = false
|
|
}
|
|
|
|
// Side of the collision box (top, bottom, left, right)
|
|
type Side uint8
|
|
|
|
// Options for the Side type.
|
|
const (
|
|
Top Side = iota
|
|
Bottom
|
|
Left
|
|
Right
|
|
)
|
|
|
|
/*
|
|
CollidesWithGrid checks if a Doodad collides with level geometry.
|
|
|
|
The `target` is the point the actor wants to move to on this tick.
|
|
*/
|
|
func CollidesWithGrid(d doodads.Actor, grid *level.Chunker, target render.Point) (*Collide, bool) {
|
|
var (
|
|
P = d.Position()
|
|
S = d.Size()
|
|
|
|
result = &Collide{
|
|
MoveTo: P,
|
|
}
|
|
ceiling bool // Has hit a ceiling?
|
|
capHeight int32 // Stop vertical movement thru a ceiling
|
|
capLeft int32 // Stop movement thru a wall
|
|
capRight int32
|
|
capFloor int32 // Stop movement thru the floor
|
|
hitLeft bool // Has hit an obstacle on the left
|
|
hitRight bool // or right
|
|
hitFloor bool
|
|
)
|
|
|
|
// Test all of the bounding boxes for a collision with level geometry.
|
|
if ok := result.ScanBoundingBox(doodads.GetBoundingRect(d), grid); ok {
|
|
// We've already collided! Try to wiggle free.
|
|
if result.Bottom {
|
|
if !d.Grounded() {
|
|
d.SetGrounded(true)
|
|
} else {
|
|
// result.Bottom = false
|
|
}
|
|
} else {
|
|
d.SetGrounded(false)
|
|
}
|
|
if result.Top {
|
|
// Never seen it touch the top.
|
|
}
|
|
if result.Left {
|
|
P.X++
|
|
}
|
|
if result.Right {
|
|
P.X--
|
|
}
|
|
}
|
|
|
|
// If grounded, cap our Y position.
|
|
if d.Grounded() {
|
|
if !result.Bottom {
|
|
// We've fallen off a ledge.
|
|
d.SetGrounded(false)
|
|
} else if target.Y < P.Y {
|
|
// We're moving upward.
|
|
d.SetGrounded(false)
|
|
} else {
|
|
// Cap our downward motion to our current position.
|
|
target.Y = P.Y
|
|
}
|
|
}
|
|
|
|
// Cap our horizontal movement if we're touching walls.
|
|
if (result.Left && target.X < P.X) || (result.Right && target.X > P.X) {
|
|
// If the step is short enough, try and jump up.
|
|
height := P.Y + S.H
|
|
if result.Left && target.X < P.X {
|
|
height -= result.LeftPoint.Y
|
|
} else {
|
|
height -= result.RightPoint.Y
|
|
}
|
|
if height <= 8 {
|
|
target.Y -= height
|
|
if target.X < P.X {
|
|
target.X-- // push along to the left
|
|
} else if target.X > P.X {
|
|
target.X++ // push along to the right
|
|
}
|
|
} else {
|
|
target.X = P.X
|
|
}
|
|
}
|
|
|
|
// Cap our vertical movement if we're touching ceilings.
|
|
if ceiling {
|
|
// The existing box intersects a ceiling, this will almost never
|
|
// happen because gravity will always pull you away at the last frame.
|
|
// But if we do somehow get here, may as well cap it where it's at.
|
|
capHeight = P.Y
|
|
}
|
|
|
|
// Trace a line from where we are to where we wanna go.
|
|
result.Reset()
|
|
result.MoveTo = P
|
|
for point := range render.IterLine2(P, target) {
|
|
if has := result.ScanBoundingBox(render.Rect{
|
|
X: point.X,
|
|
Y: point.Y,
|
|
W: S.W,
|
|
H: S.H,
|
|
}, grid); has {
|
|
if result.Bottom {
|
|
if !hitFloor {
|
|
hitFloor = true
|
|
capFloor = result.BottomPoint.Y - S.H
|
|
}
|
|
d.SetGrounded(true)
|
|
}
|
|
|
|
if result.Top && !ceiling {
|
|
// This is a newly discovered ceiling.
|
|
ceiling = true
|
|
capHeight = result.TopPoint.Y
|
|
}
|
|
|
|
if result.Left && !hitLeft {
|
|
hitLeft = true
|
|
capLeft = result.LeftPoint.X
|
|
}
|
|
if result.Right && !hitRight {
|
|
hitRight = true
|
|
capRight = result.RightPoint.X - S.W
|
|
}
|
|
}
|
|
|
|
// So far so good, keep following the MoveTo to
|
|
// the last good point before a collision.
|
|
result.MoveTo = point
|
|
|
|
}
|
|
|
|
// If they hit the roof, cap them to the roof.
|
|
if ceiling && result.MoveTo.Y < capHeight {
|
|
result.Top = true
|
|
result.MoveTo.Y = capHeight
|
|
}
|
|
if hitFloor && result.MoveTo.Y > capFloor {
|
|
result.Bottom = true
|
|
result.MoveTo.Y = capFloor
|
|
}
|
|
if hitLeft {
|
|
result.Left = true
|
|
result.MoveTo.X = capLeft
|
|
}
|
|
if hitRight {
|
|
result.Right = true
|
|
result.MoveTo.X = capRight
|
|
}
|
|
|
|
return result, result.IsColliding()
|
|
}
|
|
|
|
// IsColliding returns whether any sort of collision has occurred.
|
|
func (c *Collide) IsColliding() bool {
|
|
return c.Top || c.Bottom || c.Left || c.Right ||
|
|
c.InFire || c.InWater
|
|
}
|
|
|
|
// ScanBoundingBox scans all of the pixels in a bounding box on the grid and
|
|
// returns if any of them intersect with level geometry.
|
|
func (c *Collide) ScanBoundingBox(box render.Rect, grid *level.Chunker) bool {
|
|
col := GetCollisionBox(box)
|
|
|
|
// Check all four edges of the box in parallel on different CPU cores.
|
|
type jobSide struct {
|
|
p1 render.Point // p2 is perpendicular to p1 along a straight edge
|
|
p2 render.Point // of the collision box.
|
|
side Side
|
|
}
|
|
jobs := []jobSide{ // We'll scan each side of the bounding box in parallel
|
|
jobSide{col.Top[0], col.Top[1], Top},
|
|
jobSide{col.Bottom[0], col.Bottom[1], Bottom},
|
|
jobSide{col.Left[0], col.Left[1], Left},
|
|
jobSide{col.Right[0], col.Right[1], Right},
|
|
}
|
|
|
|
var wg sync.WaitGroup
|
|
for _, job := range jobs {
|
|
wg.Add(1)
|
|
go func(job jobSide) {
|
|
defer wg.Done()
|
|
c.ScanGridLine(job.p1, job.p2, grid, job.side)
|
|
}(job)
|
|
}
|
|
|
|
wg.Wait()
|
|
return c.IsColliding()
|
|
}
|
|
|
|
// ScanGridLine scans all of the pixels between p1 and p2 on the grid and tests
|
|
// for any pixels to be set, implying a collision between level geometry and the
|
|
// bounding boxes of the doodad.
|
|
func (c *Collide) ScanGridLine(p1, p2 render.Point, grid *level.Chunker, side Side) {
|
|
for point := range render.IterLine2(p1, p2) {
|
|
if swatch, err := grid.Get(point); err == nil {
|
|
// We're intersecting a pixel! If it's a solid one we'll return it
|
|
// in our result. If non-solid, we'll collect attributes from it
|
|
// and return them in the final result for gameplay behavior.
|
|
if swatch.Fire {
|
|
c.InFire = true
|
|
}
|
|
if swatch.Water {
|
|
c.InWater = true
|
|
}
|
|
|
|
// Non-solid swatches don't collide so don't pay them attention.
|
|
if !swatch.Solid {
|
|
continue
|
|
}
|
|
|
|
switch side {
|
|
case Top:
|
|
c.Top = true
|
|
c.TopPoint = point
|
|
c.TopPixel = swatch
|
|
case Bottom:
|
|
c.Bottom = true
|
|
c.BottomPoint = point
|
|
c.BottomPixel = swatch
|
|
case Left:
|
|
c.Left = true
|
|
c.LeftPoint = point
|
|
c.LeftPixel = swatch
|
|
case Right:
|
|
c.Right = true
|
|
c.RightPoint = point
|
|
c.RightPixel = swatch
|
|
}
|
|
}
|
|
}
|
|
}
|