Colliders take a frame's outline and tiles have their own surface (#193)
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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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adminandClaude Opus 5 committed 2026-09-21 07:29:26 +02:00
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@@ -3,8 +3,10 @@
* "overlaps" means. A box is oriented: it turns and grows with the body it sits on. A capsule and a
* polygon (#151) carry their points in the world already, and a polygon its convex pieces.
*/
import { type FrameOutline, frameOutline } from '../model/frameOutline';
import { angleOf, apply, type Mat, scaleOf } from '../model/matrix';
import { convexPieces, pointsOf, signedArea } from '../model/polygon';
import type { Project } from '../model/Project';
import { type PropertyBag, type PropertyValue, textOf, type Vec2 } from '../model/Properties';
import { dot } from '../util/vec';
import {
@@ -28,15 +30,55 @@ export type ColliderShape =
| { kind: 'circle'; x: number; y: number; r: number }
/** The segment `a`–`b` grown by `r`. */
| { kind: 'capsule'; x: number; y: number; angle: number; a: Vec2; b: Vec2; r: number }
/** `outline` as drawn; `pieces` what collides – none when the outline is no polygon (see `polygonProblem`). */
| { kind: 'polygon'; x: number; y: number; angle: number; outline: Vec2[]; pieces: Vec2[][] };
/**
* `outline` as drawn; `pieces` what collides – none when the outline is no polygon (see
* `polygonProblem`). A frame's outline (#193) may be several rings: then `rings` holds them all,
* `outline` the first. Read them through `outlinesOf`.
*/
| {
kind: 'polygon';
x: number;
y: number;
angle: number;
outline: Vec2[];
rings?: Vec2[][];
pieces: Vec2[][];
};
type Box = Extract<ColliderShape, { kind: 'box' }>;
type Circle = Extract<ColliderShape, { kind: 'circle' }>;
type Polygon = Extract<ColliderShape, { kind: 'polygon' }>;
type Classic = Box | Circle;
/** Every outline a polygon is drawn with – one, or a frame's several (#193). */
export function outlinesOf(shape: Polygon): Vec2[][] {
return shape.rings ?? [shape.outline];
}
/** Where a polygon collider keeps its corners (#151). */
export const COLLIDER_POINTS_KEY = 'points';
/** Which frame a collider of the shape "Frame collision" wears (#193): a frame id, as a sprite's texture holds it. */
export const COLLIDER_FRAME_KEY = 'frame';
/** Whether the collider wears a frame's outline (#193), which only the project can resolve. */
export function wearsFrame(props: PropertyBag): boolean {
return props.shape === 'frame';
}
/** The frame a collider names, looked up in `project` – null for another shape or a dangling id. */
export function colliderFrame(project: Project | null, props: PropertyBag): FrameOutline | null {
return wearsFrame(props) ? frameOutline(project, textOf(props[COLLIDER_FRAME_KEY] ?? '')) : null;
}
/** The four corners of a centred `w` × `h` box, clockwise on screen. */
function boxRing(w: number, h: number): Vec2[] {
return [
{ x: -w / 2, y: -h / 2 },
{ x: w / 2, y: -h / 2 },
{ x: w / 2, y: h / 2 },
{ x: -w / 2, y: h / 2 },
];
}
/** A polygon's pieces in its own units, cut once per stored list rather than on every test. */
const piecesCache = new WeakMap<object, Vec2[][]>();
@@ -61,8 +103,12 @@ function capsuleCore(w: number, h: number): { a: Vec2; b: Vec2; r: number } {
return { a: { x: -(w - h) / 2, y: 0 }, b: { x: (w - h) / 2, y: 0 }, r: h / 2 };
}
/** The shape as it sits in the world: sized by the transform's scale, turned (and mirrored) with it. */
export function colliderShape(props: PropertyBag, m: Mat): ColliderShape {
/**
* The shape as it sits in the world: sized by the transform's scale, turned (and mirrored) with it.
* A collider of the shape "Frame collision" (#193) needs its frame from `colliderFrame`. Without one it is drawn
* as the frame's box, or its own width × height, and collides with nothing.
*/
export function colliderShape(props: PropertyBag, m: Mat, frame?: FrameOutline | null): ColliderShape {
const scale = scaleOf(m);
if (props.shape === 'circle')
return {
@@ -96,6 +142,20 @@ export function colliderShape(props: PropertyBag, m: Mat): ColliderShape {
pieces: localPieces(value).map((piece) => piece.map((p) => apply(m, p))),
};
}
if (wearsFrame(props)) {
const worn = frame && frame.pieces.length > 0;
const rings = worn ? frame.rings : [frame ? boxRing(frame.w, frame.h) : boxRing(w, h)];
const placed = rings.map((ring) => ring.map((p) => apply(m, p)));
return {
kind: 'polygon',
x: m.tx,
y: m.ty,
angle: angleOf(m),
outline: placed[0] ?? [],
rings: placed,
pieces: worn ? frame.pieces.map((piece) => piece.map((p) => apply(m, p))) : [],
};
}
return { kind: 'box', x: m.tx, y: m.ty, w: w * scale, h: h * scale, angle: angleOf(m) };
}
@@ -167,13 +227,15 @@ export function movedShape(shape: ColliderShape, move: (p: Vec2) => Vec2, turn:
...centre,
angle: shape.angle + turn,
outline: shape.outline.map(move),
...(shape.rings && { rings: shape.rings.map((ring) => ring.map(move)) }),
pieces: shape.pieces.map((piece) => piece.map(move)),
};
}
}
/** The size in the collider's own units, before any transform. */
export function colliderSize(props: PropertyBag): { w: number; h: number } {
/** The size in the collider's own units, before any transform; a worn frame (#193) is its own size. */
export function colliderSize(props: PropertyBag, frame?: FrameOutline | null): { w: number; h: number } {
if (wearsFrame(props) && frame) return { w: frame.w, h: frame.h };
// Centred like every footprint, so it reaches as far as the farthest corner on each axis.
if (props.shape === 'polygon') {
const points = colliderPoints(props);
@@ -407,7 +469,7 @@ export function shapeBounds(shape: ColliderShape): ShapeBounds {
bottom: Math.max(shape.a.y, shape.b.y) + shape.r,
};
case 'polygon':
return boundsOfPoints(shape.outline);
return boundsOfPoints(outlinesOf(shape).flat());
}
}