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>
This commit is contained in:
adminandClaude Opus 5.5 committed 2026-10-02 07:28:39 +02:00
1 parent 2ff3a78607
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@@ -44,6 +44,34 @@ export const contactOutputs = (): PortDef[] => [
num('pointY', 'point y'),
];
/** A tile asset; unconnected as an input, it shows the tile picker. */
export const tilePort = (key = 'tile', label = key): PortDef => ({
key,
label,
type: 'string',
field: { key, label: 'Tile', kind: 'asset', default: '', assetTypes: ['tile'] },
});
export const PER_CELL_INPUT = 'perCell';
/**
* Which pairs a collision event hears of a map's trigger tiles (#160): off, one per area of a tile –
* a pond is entered once –, on, one per cell.
*/
export const perCellPort = (): PortDef => ({
key: PER_CELL_INPUT,
label: 'per cell',
type: 'boolean',
default: false,
field: { key: PER_CELL_INPUT, label: 'Per cell (trigger tiles)', kind: 'boolean', default: false },
});
/**
* The trigger tile a collider lies on (#160) and its cell in the map, which is then `other`. No
* tile and cell -1, -1 for anything else: another collider, or a map's solid cells.
*/
export const tileOutputs = (): PortDef[] => [tilePort(), num('cellX', 'cell x'), num('cellY', 'cell y')];
export const keyParam: PropertyDef = { key: 'key', label: 'Key', kind: 'key', default: 'ArrowRight' };
/** No `assetTypes`: any placeable asset is a valid answer here. */