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
commit 275e50af01
20 files changed
+1161 -57

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+8 -1
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@@ -21,6 +21,8 @@ export const TILE_FPS_KEY = 'fps';
export const TILE_PLAYBACK_KEY = 'playback';
/** Whether a cell of this tile blocks movement in the running game (#132). */
export const TILE_SOLID_KEY = 'solid';
/** Whether a cell of this tile reports what overlaps it instead of blocking it: water, lava, a goal (#160). */
export const TILE_TRIGGER_KEY = 'trigger';
/** Whether a solid tile only blocks from above, as a platform one jumps through from below (#155). */
export const TILE_ONE_WAY_KEY = 'oneWay';
/** How far a contact may lean from straight up and still land on a one-way tile, in degrees (#159). */
@@ -59,8 +61,13 @@ export function tilePlayback(asset: TileAsset): TilePlayback {
return (TILE_PLAYBACKS as readonly string[]).includes(value) ? (value as TilePlayback) : 'loop';
}
/** A trigger never blocks, whatever Solid says: it is the collider's rule, where Trigger wins too. */
export function isTileSolid(asset: TileAsset): boolean {
return asset.props[TILE_SOLID_KEY] === true;
return asset.props[TILE_SOLID_KEY] === true && !isTileTrigger(asset);
}
export function isTileTrigger(asset: TileAsset): boolean {
return asset.props[TILE_TRIGGER_KEY] === true;
}
export function isTileOneWay(asset: TileAsset): boolean {
+146 -10
View File
@@ -22,6 +22,9 @@
* each function takes `oneWay` – so a platform never merges with a wall into one rectangle, nor with
* a platform of another angle (#159). The same holds for a tile's surface (#193): with a `material`,
* a function looks only at the tiles of that friction and bounciness.
*
* A trigger tile (#160) blocks nothing. Its cells are worked out by the same rules, apart from the
* solid ones, and handed on cell by cell: the collision events tell which one was walked into.
*/
import type { TileAsset, TilemapAsset } from './Asset';
import { tileQuadrants } from './autotile';
@@ -33,6 +36,7 @@ import { findFrame } from './texture';
import {
isTileOneWay,
isTileSolid,
isTileTrigger,
readTile,
TILE_ONE_WAY_ANGLE_KEY,
tileCollisionScale,
@@ -244,6 +248,17 @@ function passesFilter(tile: TileAsset, oneWay: OneWayFilter, material?: TileMate
return oneWay === true || tileOneWayAngle(tile) === oneWay;
}
/**
* Whose cells a function works out: the solid tiles passing `oneWay` and `material`, or the trigger
* tiles (#160) – all of them, or the one named. A trigger tile is never among the solid ones.
*/
type TilePick = { oneWay: OneWayFilter; material?: TileMaterial } | { trigger: string | null };
function picks(tile: TileAsset, pick: TilePick): boolean {
if ('trigger' in pick) return isTileTrigger(tile) && (pick.trigger === null || pick.trigger === tile.id);
return isTileSolid(tile) && passesFilter(tile, pick.oneWay, pick.material);
}
/** The solid tiles painted on the map, each once, in the order the layers first name them. */
function solidTiles(project: Project, asset: TilemapAsset): TileAsset[] {
const ids = new Set(asset.layers.flatMap((layer) => cellsTileIds(layer.cells)));
@@ -286,8 +301,7 @@ function blockingCells(
project: Project,
props: PropertyBag,
asset: TilemapAsset,
oneWay: OneWayFilter,
material?: TileMaterial,
pick: TilePick,
): readonly CellBlock[] {
const tiles = new Map<string, BlockingTile>();
for (const layer of asset.layers)
@@ -296,7 +310,7 @@ function blockingCells(
const tile = findAssetOf(project, id, 'tile');
tiles.set(
id,
tile && isTileSolid(tile) && passesFilter(tile, oneWay, material)
tile && picks(tile, pick)
? { scale: tileCollisionScale(tile), shape: tileShape(project, tile) }
: null,
);
@@ -304,8 +318,9 @@ function blockingCells(
const key = [
tilemapColumns(props),
tilemapRows(props),
oneWay,
material ? `${material.friction}/${material.bounciness}` : '',
'trigger' in pick
? `trigger:${pick.trigger ?? ''}`
: `${pick.oneWay}|${pick.material ? `${pick.material.friction}/${pick.material.bounciness}` : ''}`,
asset.layers.map((layer) => cellsVersion(layer.cells)).join(','),
[...tiles]
.map(([id, t]) => (t ? `${id}:${t.scale}:${t.shape ? identityToken(t.shape) : 'box'}` : id))
@@ -373,7 +388,7 @@ export function solidCells(
oneWay: OneWayFilter = false,
material?: TileMaterial,
): Required<SolidCell>[] {
return boxCells(blockingCells(project, props, asset, oneWay, material));
return boxCells(blockingCells(project, props, asset, { oneWay, material }));
}
function boxCells(cells: readonly CellBlock[]): Required<SolidCell>[] {
@@ -393,7 +408,11 @@ export function solidPolygons(
oneWay: OneWayFilter = false,
material?: TileMaterial,
): readonly CellPolygon[] {
return derived(polygonsOf, blockingCells(project, props, asset, oneWay, material), (cells) => {
return polygonCells(blockingCells(project, props, asset, { oneWay, material }));
}
function polygonCells(blocks: readonly CellBlock[]): readonly CellPolygon[] {
return derived(polygonsOf, blocks, (cells) => {
const polygons: CellPolygon[] = [];
for (const cell of cells) {
if (cell.box !== null) continue;
@@ -527,9 +546,126 @@ export function solidRects(
oneWay: OneWayFilter = false,
material?: TileMaterial,
): readonly CellRect[] {
return derived(rectsOf, blockingCells(project, props, asset, oneWay, material), (cells) =>
mergeCells(boxCells(cells)),
);
return rectCells(blockingCells(project, props, asset, { oneWay, material }));
}
function rectCells(blocks: readonly CellBlock[]): readonly CellRect[] {
return derived(rectsOf, blocks, (cells) => mergeCells(boxCells(cells)));
}
/** The trigger tiles painted on the map (#160), each once, in the order the layers first name them. */
function triggerTiles(project: Project, asset: TilemapAsset): TileAsset[] {
const ids = new Set(asset.layers.flatMap((layer) => cellsTileIds(layer.cells)));
return [...ids].flatMap((id) => {
const tile = findAssetOf(project, id, 'tile');
return tile && isTileTrigger(tile) ? [tile] : [];
});
}
/**
* Where the map's trigger tiles lie (#160), as the scene view outlines it: merged into rectangles by
* the rules of the solid cells, but on their own – a pond never merges with its shore.
*/
export function triggerRects(project: Project, props: PropertyBag, asset: TilemapAsset): readonly CellRect[] {
return rectCells(blockingCells(project, props, asset, { trigger: null }));
}
/** The trigger cells that report with an outline, like `solidPolygons`. */
export function triggerPolygons(
project: Project,
props: PropertyBag,
asset: TilemapAsset,
): readonly CellPolygon[] {
return polygonCells(blockingCells(project, props, asset, { trigger: null }));
}
/**
* One cell of a trigger tile as the running game meets it (#160): what of the cell reports, in
* cells, and the area it is part of – the stretch of cells of the same tile touching side to side,
* named after its top-left one. Walking through a pond is one area, however many cells it crosses.
*/
export interface TriggerCell {
x: number;
y: number;
tileId: string;
area: string;
rects: readonly CellRect[];
polygons: readonly CellPolygon[];
}
const triggers = new KeyedMemo<ReadonlyMap<string, readonly TriggerCell[]>>();
const NO_TRIGGERS: ReadonlyMap<string, readonly TriggerCell[]> = new Map();
/**
* The trigger cells of a map by `x,y`. Each tile is worked out on its own, so a cell holding two
* trigger tiles on two layers reports both, and water next to lava is two areas.
*/
export function triggerCells(
project: Project,
props: PropertyBag,
asset: TilemapAsset,
): ReadonlyMap<string, readonly TriggerCell[]> {
const tiles = triggerTiles(project, asset);
if (tiles.length === 0) return NO_TRIGGERS;
const blocks = tiles.map((tile) => blockingCells(project, props, asset, { trigger: tile.id }));
const key = tiles.map((tile, i) => `${tile.id}:${identityToken(blocks[i]!)}`).join(',');
return triggers.get(key, () => {
const byCell = new Map<string, TriggerCell[]>();
for (const [i, tile] of tiles.entries())
for (const cell of cellsOfTile(tile.id, blocks[i]!)) {
const at = `${cell.x},${cell.y}`;
const held = byCell.get(at);
if (held) held.push(cell);
else byCell.set(at, [cell]);
}
return byCell;
});
}
function cellsOfTile(tileId: string, blocks: readonly CellBlock[]): TriggerCell[] {
const boxes = new Map(boxCells(blocks).map((cell) => [`${cell.x},${cell.y}`, cell]));
const isBox = (x: number, y: number) => boxes.has(`${x},${y}`);
const areas = areasOf(blocks);
return blocks.map((block) => {
const at = `${block.x},${block.y}`;
const box = boxes.get(at);
return {
x: block.x,
y: block.y,
tileId,
area: areas.get(at)!,
rects: box
? cellPieces(box, isBox).map((p) => ({ x: p.x0, y: p.y0, w: p.x1 - p.x0, h: p.y1 - p.y0 }))
: [],
polygons: box
? []
: block.polygons.map(({ outline, pieces }) => ({ x: block.x, y: block.y, outline, pieces })),
};
});
}
/** Which area each cell is part of: cells joined side to side, the area named after its top-left cell. */
function areasOf(cells: readonly { x: number; y: number }[]): Map<string, string> {
const open = new Set(cells.map((cell) => `${cell.x},${cell.y}`));
const areas = new Map<string, string>();
for (const first of [...cells].sort((a, b) => a.y - b.y || a.x - b.x)) {
const name = `${first.x},${first.y}`;
if (!open.delete(name)) continue;
const queue = [first];
for (let cell = queue.pop(); cell; cell = queue.pop()) {
areas.set(`${cell.x},${cell.y}`, name);
for (const [dx, dy] of [
[1, 0],
[-1, 0],
[0, 1],
[0, -1],
] as const) {
const next = { x: cell.x + dx, y: cell.y + dy };
if (open.delete(`${next.x},${next.y}`)) queue.push(next);
}
}
}
return areas;
}
/**