Let a tile report a touch instead of blocking it (#160)
A tile could be solid, one-way and scaled, but not report without blocking. Water, lava, spikes or a goal zone needed a trigger object of their own laid over the map. Now a tile has a switch Trigger, and the collision events name the tile and the cell they met. - A tile has the switch "Trigger (reports, never blocks)" under Solid. Its cells hold nothing up: no Move, no falling body, no ray. They raise On collision enter, stay and exit with the tilemap as other. - The three events have the outputs tile, cell x and cell y. Without a tile, tile is empty and the cell is -1, -1. - The three events have the input per cell. Off, the default, gives one event per area: cells of the same tile that touch side by side. On gives one event per cell. - The scene view outlines trigger cells in yellow like a trigger collider, merged to rectangles but never with solid cells. - Is touching with the map counts trigger tiles, and Set tile works while the game runs. - Both systems find the touches with the same overlap check in runtime/systems/tileTriggers.ts, not through the physics engine. Decided here: - Trigger wins over Solid. A tile with both does not block, as with a collider. - Water beside lava is two areas, and so are two ponds that touch only at a corner. - An area names the cell nearest to the centre of the collider, and on exit the cell it named last. - The solid cells of a map still do not name their tile. - Normal, impulse and point are 0, as with a trigger collider. - Collision scale and outlines shape a trigger cell like a solid one. One-way, friction and bounciness have no effect. Tests: - Gate on stein2: 205 files, 3104 tests (3067 + 37), exit 0 - e2e 39,40: 106 checks. e2e 1-8,39-43: 490 checks. Both on melektaus-atx. No full run, the sum of 1648 (1645 + 3) is reckoned and CI measures it. - 37 unit tests in tests/core/tile-triggers.test.ts, nearly all against both systems - Three e2e checks with a real mouse in block 40l-iv - 24 unit counter-probes fail tests. Two did not at first, tests were added for them. - Two browser counter-probes fail their checks - Two screenshots looked at (yellow outline, the node with per cell) Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -44,6 +44,34 @@ export const contactOutputs = (): PortDef[] => [
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num('pointY', 'point y'),
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];
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/** A tile asset; unconnected as an input, it shows the tile picker. */
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export const tilePort = (key = 'tile', label = key): PortDef => ({
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key,
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label,
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type: 'string',
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field: { key, label: 'Tile', kind: 'asset', default: '', assetTypes: ['tile'] },
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});
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export const PER_CELL_INPUT = 'perCell';
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/**
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* Which pairs a collision event hears of a map's trigger tiles (#160): off, one per area of a tile –
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* a pond is entered once –, on, one per cell.
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*/
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export const perCellPort = (): PortDef => ({
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key: PER_CELL_INPUT,
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label: 'per cell',
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type: 'boolean',
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default: false,
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field: { key: PER_CELL_INPUT, label: 'Per cell (trigger tiles)', kind: 'boolean', default: false },
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});
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/**
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* The trigger tile a collider lies on (#160) and its cell in the map, which is then `other`. No
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* tile and cell -1, -1 for anything else: another collider, or a map's solid cells.
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*/
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export const tileOutputs = (): PortDef[] => [tilePort(), num('cellX', 'cell x'), num('cellY', 'cell y')];
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export const keyParam: PropertyDef = { key: 'key', label: 'Key', kind: 'key', default: 'ArrowRight' };
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/** No `assetTypes`: any placeable asset is a valid answer here. */
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