Move with collision reacts along the contact normal: it travels to the surface, stays flush and slides the rest of the move along it with Coulomb friction (the mean of both colliders, a tile counts as 0.5), a circle now rolls over an edge instead of catching on it, pushed dynamic bodies move off along the normal, Move gains the outputs hit, normal x and normal y, an object without its own collider moves freely, and editor run and play share the same path through Solids; contact point and normal come from our own f64 geometry (contactBetween), because Rapier's castShape lands 3e-6 px inside the wall in f32 (#150)
game-maker / gate (push) Successful in 1m48s
game-maker / suite (push) Successful in 6m23s

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5 committed 2026-09-18 21:52:11 +02:00
1 parent d931e66f92
commit 1b5e386b60
15 files changed
+680 -161

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@@ -26,6 +26,7 @@ import {
bodyOf,
type CollisionPair,
type CollisionSource,
type MoveResult,
partsOf,
shapeOf,
Solids,
@@ -169,12 +170,7 @@ export class PhysicsSystem implements System, CollisionSource {
* `Move` with "Collide with solids": the object stops at what is in the way and slides along it,
* as in the editor run, and a dynamic body that stops it gets a push (#147).
*/
moveAndSlide(
world: World,
entity: Entity,
dx: number,
dy: number,
): { blockedX: boolean; blockedY: boolean } {
moveAndSlide(world: World, entity: Entity, dx: number, dy: number): MoveResult {
return this.solids.moveAndSlide(world, entity, dx, dy, (blocked) => this.push(world, entity, blocked));
}
@@ -253,7 +249,7 @@ export class PhysicsSystem implements System, CollisionSource {
}
/**
* A mover that runs into a dynamic body pushes it along its travel, as one body meeting another
* A mover that runs into a dynamic body pushes it into the contact, as one body meeting another
* without bounce: the wanted speed is the move spread over the frame, and a light mover barely
* shifts a heavy crate. Both keep moving – the mover as the graph says, the crate as the engine does.
*/