doodle/pkg/collision/collide_level.go

337 lines
9.2 KiB
Go

package collision
import (
"sync"
"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
"git.kirsle.net/SketchyMaze/doodle/pkg/level"
"git.kirsle.net/go/render"
)
// 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 string // the name of the swatch, Fire = general ouchy color.
InWater bool
IsSlippery 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
c.InWater = 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 Actor, grid *level.Chunker, target render.Point) (*Collide, bool) {
var (
P = d.Position()
S = d.Size()
hitbox = d.Hitbox()
result = &Collide{
MoveTo: P,
}
ceiling bool // Has hit a ceiling?
capHeight int // Stop vertical movement thru a ceiling
capLeft int // Stop movement thru a wall
capRight int
capFloor int // Stop movement thru the floor
hitLeft bool // Has hit an obstacle on the left
hitRight bool // or right
hitFloor bool
)
// 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)
// Test if we are ALREADY colliding with level geometry and try and wiggle
// free. ScanBoundingBox scans level pixels along the four edges of the
// actor's hitbox in world space.
if ok := result.ScanBoundingBox(GetBoundingRectHitbox(d, hitbox), grid); ok {
// We've already collided! Try to wiggle free.
if result.Bottom {
if !d.Grounded() {
d.SetGrounded(true)
}
} else {
d.SetGrounded(false)
}
if result.Top {
ceiling = true
P.Y++
}
if result.Left && !result.LeftPixel.SemiSolid {
P.X++
}
if result.Right && !result.RightPixel.SemiSolid {
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,
// fighting the force of gravity.
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 <= balance.SlopeMaxHeight {
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 {
// Not a slope.. may be a solid wall. If the wall is a SemiSolid though,
// do not cap our direction just yet.
if !(result.Left && result.LeftPixel.SemiSolid) && !(result.Right && result.RightPixel.SemiSolid) {
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.IterLine(P, target) {
// Before we compute their next move, if we're already capping their
// height make sure the new point stays capped too. This prevents them
// clipping thru a ceiling if they were also holding right/left too.
if capHeight != 0 && point.Y < capHeight {
point.Y = capHeight
}
if capLeft != 0 && point.X < capLeft {
// TODO: this along with a "+ 1" hack prevents clipping thru the
// left wall sometimes, but breaks walking up leftward slopes.
point.X = capLeft
}
if capRight != 0 && point.X > capRight {
// This if check fixes the climbing-walls-on-the-right bug.
point.X = capRight
}
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 + 1
// TODO: the "+ 1" helps prevent clip thru ceiling, probably.
// Similar to the "+ 1" on the left side, below.
}
// TODO: this block of code is interesting. For SemiSolid slopes, the character
// walks up the slopes FAST (full speed) which is nice; would like to do this
// for regular solid slopes too. But if this block of code is dummied out for
// solid walls, the player is able to clip thru thin walls (couple px thick); the
// capLeft/capRight behavior is good at stopping the player here.
if result.Left && !hitLeft && !result.LeftPixel.SemiSolid {
hitLeft = true
capLeft = result.LeftPoint.X
}
if result.Right && !hitRight && !result.RightPixel.SemiSolid {
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.LeftPixel.SemiSolid {
result.Left = true
result.MoveTo.X = capLeft
}
if hitRight && !result.RightPixel.SemiSolid {
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.LeftPixel.SemiSolid) || (c.Right && !c.RightPixel.SemiSolid) ||
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
{col.Top[0], col.Top[1], Top},
{col.Bottom[0], col.Bottom[1], Bottom},
{col.Left[0], col.Left[1], Left},
{col.Right[0], col.Right[1], Right},
}
var wg sync.WaitGroup
for _, job := range jobs {
wg.Add(1)
job := job
go func() {
defer wg.Done()
c.ScanGridLine(job.p1, job.p2, grid, job.side)
}()
}
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) {
// If scanning the top or bottom line, offset the X coordinate by 1 pixel.
// This is because the 4 corners of the bounding box share their corner
// pixel with each side, so the Left and Right edges will check the
// left- and right-most point.
if side == Top || side == Bottom {
p1.X++
p2.X--
}
for point := range render.IterLine(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 = swatch.Name
}
if swatch.Water {
c.InWater = true
}
// Slippery floor?
if side == Bottom && swatch.Slippery {
c.IsSlippery = true
}
// Non-solid swatches don't collide so don't pay them attention.
if !swatch.Solid && !swatch.SemiSolid {
continue
}
// A semisolid only has collision on the bottom (and a little on the
// sides, for slope walking only)
if swatch.SemiSolid && side == Top {
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
}
}
}
}