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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@@ -30,7 +30,7 @@ import type { World } from '../World';
import type { Rapier } from '../physics/engine';
import { PhysicsSystem } from '../physics/PhysicsSystem';
import { CollisionSystem } from './CollisionSystem';
import { bodyOf, type CollisionPair, type CollisionSource } from './solids';
import { bodyOf, type CollisionPair, type CollisionSource, NOT_BLOCKED } from './solids';
import { AnimationSystem } from './AnimationSystem';
import type { Input } from './Input';
import type { System } from './System';
@@ -563,11 +563,11 @@ export class BehaviorSystem implements System {
},
moveAndSlide: (target, dx, dy) => {
const found = resolve(target);
if (!found) return { blockedX: false, blockedY: false };
if (!found) return NOT_BLOCKED;
if (this.collisions) return this.collisions.moveAndSlide(world, found, dx, dy);
found.x += dx;
found.y += dy;
return { blockedX: false, blockedY: false };
return NOT_BLOCKED;
},
physics:
this.collisions instanceof PhysicsSystem