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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@@ -34,7 +34,7 @@ export abstract class FreeViewport extends WorldViewport {
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fit(): void {
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const { items } = this.collectFrame();
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const boxes = items.map((item) => {
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const e = footprintExtent(item.type, item.props, item.m);
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const e = footprintExtent(item.type, item.props, item.m, item.frame);
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return { id: item.id, x: e.left, y: e.top, w: e.right - e.left, h: e.bottom - e.top };
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});
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const { minX, minY, maxX, maxY } = boundsOf(boxes, { minX: 0, minY: 0, maxX: 0, maxY: 0 })!;
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@@ -1094,7 +1094,7 @@ export class SceneViewport extends FreeViewport {
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if (!item) continue;
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// Two screen pixels outside the footprint, whichever way it is turned.
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const corners = this.screenCorners(
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footprintCorners(item.type, item.props, item.m, 2 / view.scale),
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footprintCorners(item.type, item.props, item.m, 2 / view.scale, item.frame),
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view,
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);
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// A switched-off object draws nothing, so its outline is the only way to see where it
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@@ -191,7 +191,7 @@ export abstract class WorldViewport extends Widget {
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const view = this.currentView();
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const item = this.lastItems.find((i) => i.id === objectId);
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if (!item || !view) return null;
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const extent = footprintExtent(item.type, item.props, item.m);
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const extent = footprintExtent(item.type, item.props, item.m, item.frame);
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const local = worldToScreen(view, (extent.left + extent.right) / 2, (extent.top + extent.bottom) / 2);
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const origin = this.getGlobalPosition();
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return {
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@@ -229,8 +229,8 @@ export abstract class WorldViewport extends Widget {
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const seen = new Set<string>();
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for (const item of items) {
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seen.add(item.id);
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const size = footprintOf(item.type, item.props);
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const extent = footprintExtent(item.type, item.props, item.m);
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const size = footprintOf(item.type, item.props, item.frame);
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const extent = footprintExtent(item.type, item.props, item.m, item.frame);
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// A switched-off object is not drawn at all, in the scene view as in the game; it is
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// selected and switched back on from the hierarchy panel. A source is never culled by its
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// own little square: its particles may be anywhere on screen while it is not.
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