Colliders take a frame's outline and tiles have their own surface (#193)
Issue #193 asked where friction, bounciness and density of a tile live. Tiles had a fixed surface (friction 0.5, bounciness 0) and a collider could not use the outline drawn on a texture frame (#141). Both gaps are closed here. - A collider has a fifth shape "Frame collision" with a Frame row. The frame is picked like a sprite's texture and stored as the value 'frame'. - The shape is linked, not copied. Redrawing the outline in the texture tab changes every collider using that frame, in the editor and on the next play. - The frame centre sits on the collider origin, one image pixel is one unit. The shape turns, scales and mirrors like any other. - Every outline ring blocks. Each ring is split into convex parts the same way a polygon is. - Without a frame, with a whole texture or with a frame that has no outline, the collider is drawn red as a box and blocks nothing. - Move, Rapier, raycast, detection, hit test, drawing and footprint all resolve the frame. At runtime an entity looks the frame up live in the current project. - A tile has Friction and Bounciness next to Solid and One-way. The rows only show when Solid is on. Defaults and mixing rules match the collider. Density is left out because a tilemap never moves. - Tilemap cells are grouped by surface as well as by one-way angle. Ice and stone never merge into one rectangle, and every cell brings its surface to Move and Rapier. Findings: - A tile with a collision scale below 1 is no longer flush with a neighbour of another surface. It is inset there like at an open side, the same as next to one-way tiles today. - A bounce test first measured 0.84. The ball had landed on the hero at the origin, not on the tile. On the tile it measures 0.993. Tests: - ./check.sh: 130 files, 1931 tests, exit 0 (was 129 / 1917). - 14 new unit tests in tests/core/surface.test.ts. The Move tests run against the editor run and the physics system. - 3 new e2e checks: 40l (surface rows follow Solid), 42e (collider has frame size, a walker climbs the slope in the frame). - GM_STEPS=1-8,39-43 freshly seeded: ALL PASSED, 376 checks. - Three counter-probes bite: Move ignores the tile surface (2 fail), Rapier ignores it (1 fails), frame shape falls back to a box (5 fail). - Check sum 1198 is computed (1195 + 3), the full run belongs to CI. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -22,10 +22,12 @@ import {
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import { findAssetOf, type Project } from '../model/Project';
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import { ALL_LAYERS, COLLIDES_WITH_KEY, COLLISION_LAYER_KEY } from '../model/collisionLayers';
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import {
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TILE_BOUNCINESS_KEY,
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TILE_COLLISION_SCALE_KEY,
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TILE_COLLISION_SCALE_MAX,
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TILE_COLLISION_SCALE_MIN,
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TILE_FPS_KEY,
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TILE_FRICTION_KEY,
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TILE_KIND_KEY,
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TILE_ONE_WAY_ANGLE_KEY,
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TILE_ONE_WAY_KEY,
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@@ -105,6 +107,25 @@ const ONE_WAY_ANGLE_ROW: FlatDef<'number'> = {
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shownWith: 'oneWay',
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};
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/** The surface a collider or a solid tile (#193) offers, read by the physics engine and by `Move` (#146, #150). */
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const FRICTION_ROW: FlatDef<'number'> = {
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key: 'friction',
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label: 'Friction',
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kind: 'number',
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default: 0.5,
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min: 0,
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step: 0.05,
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};
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const BOUNCINESS_ROW: FlatDef<'number'> = {
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key: 'bounciness',
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label: 'Bounciness',
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kind: 'number',
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default: 0,
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min: 0,
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max: 1,
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step: 0.05,
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};
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/**
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* Which colliders may meet (#152). Both rows sit on colliders and on tilemaps, so a map can be
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* ground that only some things walk on. The defaults are layer 0 against every layer, which is
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@@ -343,6 +364,9 @@ const ASSET_SCHEMAS: Record<AssetType, PropertySchema> = {
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// A solid tile that only blocks from above, like a platform one jumps through (#155).
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{ key: TILE_ONE_WAY_KEY, label: 'One-way (from above)', kind: 'boolean', default: false },
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{ ...ONE_WAY_ANGLE_ROW, key: TILE_ONE_WAY_ANGLE_KEY, shownWith: TILE_ONE_WAY_KEY },
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// No density: a map never moves, so what its cells would weigh counts for nothing.
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{ ...FRICTION_ROW, key: TILE_FRICTION_KEY, shownWith: TILE_SOLID_KEY },
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{ ...BOUNCINESS_ROW, key: TILE_BOUNCINESS_KEY, shownWith: TILE_SOLID_KEY },
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// Below 1 a cell blocks less than its square, above 1 more – but only on the sides without a
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// blocking neighbour, so a wall of such cells stays closed (#140).
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{
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@@ -433,6 +457,7 @@ const ASSET_SCHEMAS: Record<AssetType, PropertySchema> = {
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{ value: 'circle', label: 'Circle' },
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{ value: 'capsule', label: 'Capsule' },
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{ value: 'polygon', label: 'Polygon' },
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{ value: 'frame', label: 'Frame collision' },
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],
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},
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// A box and a capsule fill width × height; the capsule is rounded along the longer side.
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@@ -450,10 +475,12 @@ const ASSET_SCHEMAS: Record<AssetType, PropertySchema> = {
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{ x: -50, y: 50 },
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],
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},
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// The frame whose collision outlines (#141) the "Frame collision" shape wears, kept linked (#193).
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{ key: 'frame', label: 'Frame', kind: 'texture', default: '' },
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{ key: 'isTrigger', label: 'Trigger (no blocking)', kind: 'boolean', default: false },
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// The material, read by the physics engine where a rigidbody takes part (#146).
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{ key: 'friction', label: 'Friction', kind: 'number', default: 0.5, min: 0, step: 0.05 },
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{ key: 'bounciness', label: 'Bounciness', kind: 'number', default: 0, min: 0, max: 1, step: 0.05 },
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FRICTION_ROW,
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BOUNCINESS_ROW,
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{ key: 'density', label: 'Density', kind: 'number', default: 1, min: 0, step: 0.1 },
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// Blocks only what comes from that side, turned with the object; the rest passes through (#155).
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{ key: 'oneWay', label: 'One-way', kind: 'boolean', default: false },
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@@ -4,6 +4,7 @@
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* where its corners are.
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*/
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import { type AssetType, hasSceneIcon } from '../model/AssetTypes';
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import type { FrameOutline } from '../model/frameOutline';
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import {
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apply,
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boxCorners,
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@@ -49,15 +50,22 @@ export function textAnchor(props: PropertyBag): number {
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return align === 'left' ? 0 : align === 'right' ? 1 : 0.5;
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}
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/** Centred on the object's position; text is anchored instead (see `textAnchor`). */
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export function footprintOf(type: AssetType, props: PropertyBag): { w: number; h: number } {
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/**
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* Centred on the object's position; text is anchored instead (see `textAnchor`). A collider that
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* wears a frame (#193) is that frame's size, which only the caller can look up.
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*/
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export function footprintOf(
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type: AssetType,
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props: PropertyBag,
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frame?: FrameOutline | null,
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): { w: number; h: number } {
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switch (type) {
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case 'sprite':
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return { w: Number(props.width ?? 1), h: Number(props.height ?? 1) };
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case 'text':
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return textSize(props);
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case 'collider':
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return colliderSize(props);
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return colliderSize(props, frame);
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case 'behavior':
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return { w: BEHAVIOR_SYMBOL, h: BEHAVIOR_SYMBOL };
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case 'container':
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@@ -93,16 +101,27 @@ function anchorOffset(type: AssetType, props: PropertyBag, w: number): number {
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}
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/** The footprint's corners in world units, grown by `pad` world units on every side. */
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export function footprintCorners(type: AssetType, props: PropertyBag, m: Mat, pad = 0): Vec2[] {
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export function footprintCorners(
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type: AssetType,
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props: PropertyBag,
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m: Mat,
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pad = 0,
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frame?: FrameOutline | null,
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): Vec2[] {
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const placed = placementOf(type, m);
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const { w, h } = footprintOf(type, props);
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const { w, h } = footprintOf(type, props, frame);
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const local = pad / (scaleOf(placed) || 1);
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return boxCorners(placed, w + 2 * local, h + 2 * local, anchorOffset(type, props, w), 0);
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}
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/** The world rectangle around the drawn footprint – what culling, framing and labels need. */
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export function footprintExtent(type: AssetType, props: PropertyBag, m: Mat): Extent {
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return extentOfPoints(footprintCorners(type, props, m));
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export function footprintExtent(
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type: AssetType,
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props: PropertyBag,
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m: Mat,
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frame?: FrameOutline | null,
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): Extent {
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return extentOfPoints(footprintCorners(type, props, m, 0, frame));
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}
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export function footprintContains(type: AssetType, props: PropertyBag, m: Mat, point: Vec2): boolean {
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@@ -3,8 +3,10 @@
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* "overlaps" means. A box is oriented: it turns and grows with the body it sits on. A capsule and a
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* polygon (#151) carry their points in the world already, and a polygon its convex pieces.
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*/
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import { type FrameOutline, frameOutline } from '../model/frameOutline';
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import { angleOf, apply, type Mat, scaleOf } from '../model/matrix';
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import { convexPieces, pointsOf, signedArea } from '../model/polygon';
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import type { Project } from '../model/Project';
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import { type PropertyBag, type PropertyValue, textOf, type Vec2 } from '../model/Properties';
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import { dot } from '../util/vec';
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import {
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@@ -28,15 +30,55 @@ export type ColliderShape =
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| { kind: 'circle'; x: number; y: number; r: number }
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/** The segment `a`–`b` grown by `r`. */
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| { kind: 'capsule'; x: number; y: number; angle: number; a: Vec2; b: Vec2; r: number }
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/** `outline` as drawn; `pieces` what collides – none when the outline is no polygon (see `polygonProblem`). */
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| { kind: 'polygon'; x: number; y: number; angle: number; outline: Vec2[]; pieces: Vec2[][] };
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/**
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* `outline` as drawn; `pieces` what collides – none when the outline is no polygon (see
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* `polygonProblem`). A frame's outline (#193) may be several rings: then `rings` holds them all,
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* `outline` the first. Read them through `outlinesOf`.
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*/
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| {
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kind: 'polygon';
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x: number;
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y: number;
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angle: number;
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outline: Vec2[];
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rings?: Vec2[][];
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pieces: Vec2[][];
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};
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type Box = Extract<ColliderShape, { kind: 'box' }>;
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type Circle = Extract<ColliderShape, { kind: 'circle' }>;
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type Polygon = Extract<ColliderShape, { kind: 'polygon' }>;
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type Classic = Box | Circle;
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/** Every outline a polygon is drawn with – one, or a frame's several (#193). */
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export function outlinesOf(shape: Polygon): Vec2[][] {
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return shape.rings ?? [shape.outline];
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}
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/** Where a polygon collider keeps its corners (#151). */
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export const COLLIDER_POINTS_KEY = 'points';
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/** Which frame a collider of the shape "Frame collision" wears (#193): a frame id, as a sprite's texture holds it. */
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export const COLLIDER_FRAME_KEY = 'frame';
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/** Whether the collider wears a frame's outline (#193), which only the project can resolve. */
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export function wearsFrame(props: PropertyBag): boolean {
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return props.shape === 'frame';
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}
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/** The frame a collider names, looked up in `project` – null for another shape or a dangling id. */
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export function colliderFrame(project: Project | null, props: PropertyBag): FrameOutline | null {
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return wearsFrame(props) ? frameOutline(project, textOf(props[COLLIDER_FRAME_KEY] ?? '')) : null;
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}
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/** The four corners of a centred `w` × `h` box, clockwise on screen. */
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function boxRing(w: number, h: number): Vec2[] {
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return [
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{ x: -w / 2, y: -h / 2 },
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{ x: w / 2, y: -h / 2 },
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{ x: w / 2, y: h / 2 },
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{ x: -w / 2, y: h / 2 },
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];
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}
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/** A polygon's pieces in its own units, cut once per stored list rather than on every test. */
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const piecesCache = new WeakMap<object, Vec2[][]>();
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@@ -61,8 +103,12 @@ function capsuleCore(w: number, h: number): { a: Vec2; b: Vec2; r: number } {
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return { a: { x: -(w - h) / 2, y: 0 }, b: { x: (w - h) / 2, y: 0 }, r: h / 2 };
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}
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/** The shape as it sits in the world: sized by the transform's scale, turned (and mirrored) with it. */
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export function colliderShape(props: PropertyBag, m: Mat): ColliderShape {
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/**
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* The shape as it sits in the world: sized by the transform's scale, turned (and mirrored) with it.
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* A collider of the shape "Frame collision" (#193) needs its frame from `colliderFrame`. Without one it is drawn
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* as the frame's box, or its own width × height, and collides with nothing.
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*/
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export function colliderShape(props: PropertyBag, m: Mat, frame?: FrameOutline | null): ColliderShape {
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const scale = scaleOf(m);
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if (props.shape === 'circle')
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return {
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@@ -96,6 +142,20 @@ export function colliderShape(props: PropertyBag, m: Mat): ColliderShape {
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pieces: localPieces(value).map((piece) => piece.map((p) => apply(m, p))),
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};
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}
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if (wearsFrame(props)) {
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const worn = frame && frame.pieces.length > 0;
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const rings = worn ? frame.rings : [frame ? boxRing(frame.w, frame.h) : boxRing(w, h)];
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const placed = rings.map((ring) => ring.map((p) => apply(m, p)));
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return {
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kind: 'polygon',
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x: m.tx,
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y: m.ty,
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angle: angleOf(m),
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outline: placed[0] ?? [],
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rings: placed,
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pieces: worn ? frame.pieces.map((piece) => piece.map((p) => apply(m, p))) : [],
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};
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}
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return { kind: 'box', x: m.tx, y: m.ty, w: w * scale, h: h * scale, angle: angleOf(m) };
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}
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@@ -167,13 +227,15 @@ export function movedShape(shape: ColliderShape, move: (p: Vec2) => Vec2, turn:
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...centre,
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angle: shape.angle + turn,
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outline: shape.outline.map(move),
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...(shape.rings && { rings: shape.rings.map((ring) => ring.map(move)) }),
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pieces: shape.pieces.map((piece) => piece.map(move)),
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};
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}
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}
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/** The size in the collider's own units, before any transform. */
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export function colliderSize(props: PropertyBag): { w: number; h: number } {
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/** The size in the collider's own units, before any transform; a worn frame (#193) is its own size. */
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export function colliderSize(props: PropertyBag, frame?: FrameOutline | null): { w: number; h: number } {
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if (wearsFrame(props) && frame) return { w: frame.w, h: frame.h };
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// Centred like every footprint, so it reaches as far as the farthest corner on each axis.
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if (props.shape === 'polygon') {
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const points = colliderPoints(props);
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@@ -407,7 +469,7 @@ export function shapeBounds(shape: ColliderShape): ShapeBounds {
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bottom: Math.max(shape.a.y, shape.b.y) + shape.r,
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};
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case 'polygon':
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return boundsOfPoints(shape.outline);
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return boundsOfPoints(outlinesOf(shape).flat());
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}
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}
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