import { edge, node } from '../lib/builders.mjs'; import { LANES, MAKE_OBJECT } from './lib/scaffold.mjs'; /** * Capsules and polygons (#151), and the collision outline of a frame that a tile blocks with * (#141). What only a running editor can show: the corners of a polygon collider are edited on * its outline in the scene, the engine lets a capsule slide down a polygon ramp, the Texture tab * draws a frame's outline with clicks, and a painted map blocks with that outline in the game. */ /** A 32 × 32 picture, pasted like a file: the texture the outline is drawn on. */ const PASTE_PICTURE = `(async () => { const canvas = document.createElement('canvas'); canvas.width = 32; canvas.height = 32; const g = canvas.getContext('2d'); g.fillStyle = '#3c9a4a'; g.fillRect(0, 0, 32, 32); const blob = await new Promise((resolve) => canvas.toBlob(resolve, 'image/png')); const transfer = new DataTransfer(); transfer.items.add(new File([blob], 'wedge.png', { type: 'image/png' })); window.dispatchEvent(new ClipboardEvent('paste', { clipboardData: transfer, bubbles: true })); })()`; /** Walks its owner right and a little down, colliding with solids: 2 and 0.6 a frame at 60 fps. */ const climbGraph = { nodes: [ node('sc-update', 'OnUpdate', 0, 0), node('sc-owner', 'Owner', 0, 160), node('sc-move', 'Move', 300, 0, { dx: 1, dy: 0.3, scale: 120, collide: true }), ], edges: [ edge('sc-e1', 'sc-update', 'exec', 'sc-move', 'exec'), edge('sc-e2', 'sc-update', 'dt', 'sc-move', 'dt'), edge('sc-e3', 'sc-owner', 'object', 'sc-move', 'object'), ], }; const TRIANGLE = [ { x: 0, y: -80 }, { x: 80, y: 80 }, { x: -80, y: 80 }, ]; const TAN30 = Math.tan(Math.PI / 6); /** A ramp falling right at 30°; its top face runs through the object's origin. */ const RAMP = [ { x: -200, y: -200 * TAN30 }, { x: 200, y: 200 * TAN30 }, { x: 200, y: 150 }, { x: -200, y: 150 }, ]; const distance = (a, b) => Math.hypot(a.x - b.x, a.y - b.y); export async function shapes(t) { const { check, json, evaluate, mutate, select, click, doubleClick, drag, clickText, undo } = t; const { object, settle, sleep, play, stop, shot, showTab, press } = t; const Y = LANES.shapes; const put = ` const put = (id, assetId, parentId, x, y, name, overrides = {}) => { const o = make(id, assetId, parentId, y, name); o.position.x = x; o.overrides = overrides; scene.objects.push(o); };`; // 42a. A polygon collider on a crate, selected: a handle on each corner. A corner is dragged, a // press on an edge puts a corner there, a double-click takes it away – one undo step each. await mutate(` const scene = __gm.state.activeScene; const assets = __gm.state.project.assets; ${MAKE_OBJECT} ${put} assets.push({ id: 'sh-col-poly', type: 'collider', name: 'sh-col-poly', props: { shape: 'polygon', points: ${JSON.stringify(TRIANGLE)}, isTrigger: false } }); put('sh-poly', 'crate', '', 0, ${Y}, 'Polygon crate', { width: 160, height: 160 }); put('sh-poly-col', 'sh-col-poly', 'sh-poly', 0, 0, 'Polygon collider'); __gm.state.select(null)`); await evaluate(`__gm.lookAt(0, ${Y})`); await select({ kind: 'object', holderId: 'scene1', objectId: 'sh-poly-col', objectIds: ['sh-poly-col'] }); await settle(); const corners = async () => (await json('__gm.polygonCorners()'))?.corners ?? []; const points = async () => (await object('sh-poly-col'))?.overrides?.points; const start = await corners(); check( 'a selected polygon collider shows a handle on each of its corners', start.length === 3 && start[0].y < start[1].y && start[1].x > start[2].x, JSON.stringify(start), ); const zoom = distance(start[0], start[1]) / distance(TRIANGLE[0], TRIANGLE[1]); await drag(start[1].x, start[1].y, start[1].x + 40, start[1].y); const dragged = await points(); check( "dragging a corner moves it in the collider's own units, and one undo puts it back", dragged?.length === 3 && Math.abs(dragged[1].x - (80 + 40 / zoom)) <= 1 && dragged[1].y === 80 && (await undo(), (await points()) === undefined), JSON.stringify({ dragged, zoom }), ); const [a, b] = await corners(); await click((a.x + b.x) / 2, (a.y + b.y) / 2); const inserted = await points(); check( 'a press on an edge puts a corner there', inserted?.length === 4 && Math.abs(inserted[1].x - 40) <= 1 && Math.abs(inserted[1].y) <= 1, JSON.stringify(inserted), ); await shot('42-polygon-corners'); const fourth = (await corners())[1]; await doubleClick(fourth.x, fourth.y); check( 'a double-click on a corner takes it away again', JSON.stringify(await points()) === JSON.stringify(TRIANGLE), JSON.stringify(await points()), ); const clearShapes = () => mutate(` const p = __gm.state.project; const scene = __gm.state.activeScene; scene.objects = scene.objects.filter((o) => !o.id.startsWith('sh-')); p.assets = p.assets.filter((a) => !a.id.startsWith('sh-')); __gm.state.select(null)`); await clearShapes(); // Every step clears its objects, so each has the lane to itself. const RAMP_Y = Y + 100; // 42b. The engine with the new shapes: a capsule with a rigidbody (no turning) falls onto a // polygon ramp and slides down it, on the surface and never into it. await mutate(` const scene = __gm.state.activeScene; const assets = __gm.state.project.assets; ${MAKE_OBJECT} ${put} assets.push({ id: 'sh-col-ramp', type: 'collider', name: 'sh-col-ramp', props: { shape: 'polygon', points: ${JSON.stringify(RAMP)}, isTrigger: false } }); assets.push({ id: 'sh-col-capsule', type: 'collider', name: 'sh-col-capsule', props: { shape: 'capsule', width: 20, height: 40, friction: 0, isTrigger: false } }); assets.push({ id: 'sh-rb', type: 'rigidbody', name: 'sh-rb', props: { bodyType: 'dynamic', mass: 0, fixedRotation: true } }); put('sh-ramp', 'crate', '', 0, ${RAMP_Y}, 'Ramp', { width: 20, height: 20 }); put('sh-ramp-col', 'sh-col-ramp', 'sh-ramp', 0, 0); put('sh-capsule', 'crate', '', -150, ${RAMP_Y - 200}, 'Capsule', { width: 20, height: 40 }); put('sh-capsule-col', 'sh-col-capsule', 'sh-capsule', 0, 0); put('sh-capsule-rb', 'sh-rb', 'sh-capsule', 0, 0); __gm.state.select(null)`); await evaluate(`__gm.lookAt(0, ${RAMP_Y - 100})`); await settle(); await shot('42-capsule-ramp'); await play(); await evaluate(`(() => { const out = (window.__shapeSamples = []); const begin = performance.now(); const sample = () => { const w = __gm.world(); if (!w) return; const e = w.entities.find((x) => x.objectId === 'sh-capsule'); out.push({ x: e?.worldX, y: e?.worldY }); if (performance.now() - begin < 2500) requestAnimationFrame(sample); }; requestAnimationFrame(sample); })()`); await sleep(2800); const samples = await json('window.__shapeSamples'); await stop(); // The lower round end's centre is 10 above the capsule's centre; its distance to the ramp's face // (through (0, RAMP_Y), normal (sin 30°, −cos 30°)) is what keeps it on the surface. const n = { x: 0.5, y: -Math.cos(Math.PI / 6) }; const gap = (s) => (s.x - 0) * n.x + (s.y + 10 - RAMP_Y) * n.y - 10; // Only while it is over the ramp, which ends at x = 200: past it the capsule falls free. const landed = samples.filter((s) => s.x < 190 && gap(s) < 1); check( 'a capsule falls onto a polygon ramp and slides down it on the surface', samples.length > 60 && landed.length > 30 && Math.max(...landed.map((s) => s.x)) > -150 + 60 && // The landing sinks it in a little (measured 0.9 at ~6 a frame); the engine pushes it back out. landed.every((s) => gap(s) > -2) && landed.slice(30).every((s) => Math.abs(gap(s)) < 0.1), JSON.stringify({ frames: samples.length, landed: landed.length, furthest: Math.max(...landed.map((s) => s.x)), deepest: Math.min(...landed.map(gap)), settled: Math.max(...landed.slice(30).map((s) => Math.abs(gap(s)))), }), ); await clearShapes(); // 42c. The Texture tab draws a frame's collision outline (#141): with "Collision" on, three // clicks in the selected frame are three corners; a corner drags; undo takes the drag back. await evaluate('document.activeElement instanceof HTMLElement && document.activeElement.blur()'); await evaluate(PASTE_PICTURE); await sleep(2500); const texture = await json( "(() => { const a = __gm.state.project.assets.filter((a) => a.type === 'texture').at(-1);" + ' return a ? { id: a.id, w: a.width, h: a.height } : null; })()', ); check( 'the picture is imported at its own size', texture?.w === 32 && texture?.h === 32, JSON.stringify(texture), ); await mutate(` const texture = __gm.state.project.assets.find((a) => a.id === ${JSON.stringify(texture?.id)}); texture.frames.push({ id: 'sh-frame', name: 'Wedge', x: 0, y: 0, w: 32, h: 32 });`); await select({ kind: 'frame', assetId: texture?.id, frameId: 'sh-frame' }); await showTab('texture'); await settle(); await clickText('Collision'); const outline = () => json( `__gm.state.project.assets.find((a) => a.id === ${JSON.stringify(texture?.id)})` + `.frames.find((f) => f.id === 'sh-frame').collision ?? null`, ); for (const [x, y] of [ [0, 32], [32, 0], [32, 32], ]) { const at = await json(`__gm.texture.pointAt(${x}, ${y})`); await click(at.x, at.y); } const drawn = await outline(); check( 'with Collision on, clicks in the selected frame draw its outline corner by corner', (await json('__gm.texture.collisionMode()')) === true && JSON.stringify(drawn) === JSON.stringify([ [ { x: 0, y: 32 }, { x: 32, y: 0 }, { x: 32, y: 32 }, ], ]), JSON.stringify(drawn), ); const from = await json('__gm.texture.pointAt(32, 0)'); const to = await json('__gm.texture.pointAt(16, 0)'); await drag(from.x, from.y, to.x, to.y); const moved = await outline(); await shot('42-texture-outline'); await undo(); check( 'a corner of the outline drags, and one undo puts it back', moved?.[0]?.[1]?.x === 16 && moved[0][1].y === 0 && (await outline())?.[0]?.[1]?.x === 32, JSON.stringify({ moved, after: await outline() }), ); // A frame holds several outlines: Ctrl+click starts a second one, and Delete takes the active // outline away whole – not the frame, which Delete removes outside the mode. for (const [i, [x, y]] of [ [2, 2], [10, 2], [2, 10], ].entries()) { const at = await json(`__gm.texture.pointAt(${x}, ${y})`); await click(at.x, at.y, 'left', i === 0 ? { ctrl: true } : {}); } const two = await outline(); await shot('42-texture-two-outlines'); await press('Delete'); const left = await outline(); check( 'Ctrl+click starts a second outline in the frame, and Delete removes only that one', two?.length === 2 && JSON.stringify(two[1]) === JSON.stringify([ { x: 2, y: 2 }, { x: 10, y: 2 }, { x: 2, y: 10 }, ]) && left?.length === 1 && left[0].length === 3 && (await json( `__gm.state.project.assets.find((a) => a.id === ${JSON.stringify(texture?.id)}).frames.some((f) => f.id === 'sh-frame')`, )) === true, JSON.stringify({ two, left }), ); await clickText('Collision'); await showTab('scene'); await settle(); // 42d. A plain tile of that frame blocks with the outline: a wedge on a floor of plain solid // tiles. The scene view outlines it, and a walker whose Move collides climbs over it. const MAP_Y = Y; // cell (x, y) spans x·32 − 192 … and y·32 − 64 + MAP_Y …; the floor's top is MAP_Y + 32 const floor = Object.fromEntries(Array.from({ length: 12 }, (_, x) => [`${x},3`, 'sh-wall'])); await mutate(` const scene = __gm.state.activeScene; const assets = __gm.state.project.assets; ${MAKE_OBJECT} ${put} const behavior = structuredClone(assets.find((a) => a.id === 'mover')); Object.assign(behavior, { id: 'sh-climb', name: 'Climb', props: { enabled: true, runInEditor: false }, variables: [], graph: ${JSON.stringify(climbGraph)} }); assets.push(behavior); assets.push({ id: 'sh-wedge', type: 'tile', name: 'Wedge', props: { kind: 'none', solid: true }, pictures: ['sh-frame'] }); assets.push({ id: 'sh-wall', type: 'tile', name: 'Floor', props: { kind: 'none', solid: true }, pictures: [] }); assets.push({ id: 'sh-map', type: 'tilemap', name: 'Wedge map', props: { columns: 12, rows: 4, tileSize: 32 }, layers: [{ id: 'sh-layer', name: 'Layer 1', cells: { ...${JSON.stringify(floor)}, '6,2': 'sh-wedge' } }] }); assets.push({ id: 'sh-col-walker', type: 'collider', name: 'sh-col-walker', props: { shape: 'box', width: 20, height: 20, friction: 0, isTrigger: false } }); put('sh-map-obj', 'sh-map', '', 0, ${MAP_Y}, 'Wedge map'); put('sh-walker', 'crate', '', -100, ${MAP_Y + 22}, 'Walker', { width: 20, height: 20 }); put('sh-walker-col', 'sh-col-walker', 'sh-walker', 0, 0); put('sh-walker-climb', 'sh-climb', 'sh-walker', 0, 0, 'Climb'); __gm.state.select(null)`); await evaluate(`__gm.lookAt(0, ${MAP_Y})`); await settle(); const solids = await json(`__gm.tilemap.solids('sh-map-obj')`); check( 'the scene view outlines the wedge cell with its outline, the floor as one rectangle', solids?.visible === true && JSON.stringify(solids.rects) === JSON.stringify([{ x: 0, y: 3, w: 12, h: 1 }]) && JSON.stringify(solids.outlines) === JSON.stringify([ [ { x: 6, y: 3 }, { x: 7, y: 2 }, { x: 7, y: 3 }, ], ]), JSON.stringify(solids), ); await shot('42-wedge-map'); await play(); await evaluate(`(() => { const out = (window.__climb = []); const begin = performance.now(); const sample = () => { const w = __gm.world(); if (!w) return; const e = w.entities.find((x) => x.objectId === 'sh-walker'); out.push({ x: e?.worldX, y: e?.worldY }); if (performance.now() - begin < 4500) requestAnimationFrame(sample); }; requestAnimationFrame(sample); })()`); await sleep(4800); const climb = await json('window.__climb'); await stop(); const highest = Math.min(...climb.map((s) => s.y)); check( "a walker whose Move collides climbs the wedge tile's slope and goes on past it", climb.length > 100 && highest < MAP_Y - 10 + 1 && highest > MAP_Y - 10 - 3 && climb.at(-1).x > 45, JSON.stringify({ frames: climb.length, highest, top: MAP_Y - 10, last: climb.at(-1) }), ); await clearShapes(); }