Files
feuerwerk/src/core/model/frameOutline.ts
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adminandClaude Opus 5 f4ec23d3d3
game-maker / gate (push) Successful in 2m11s
game-maker / suite (push) Successful in 7m33s
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>
2026-09-21 07:29:26 +02:00

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/**
* A frame's collision outlines (#141) as a collider wears them (#193): centred on the collider's
* origin, one image pixel to one unit – the size a sprite of that frame is placed with.
*/
import type { TextureFrame } from './Asset';
import { convexPieces } from './polygon';
import type { Project } from './Project';
import type { Vec2 } from './Properties';
import { findFrame } from './texture';
export interface FrameOutline {
/** The frame's size in pixels, which is the collider's footprint. */
w: number;
h: number;
/** Every outline the frame has, in the collider's own units. */
rings: Vec2[][];
/** What collides: the convex pieces of every ring that is a polygon. */
pieces: Vec2[][];
}
/** One per drawn outline list, so a frame is cut into pieces once and not on every test. */
const cache = new WeakMap<TextureFrame, { from: TextureFrame['collision']; outline: FrameOutline }>();
function isCurrent(
known: { from: TextureFrame['collision']; outline: FrameOutline },
frame: TextureFrame,
): boolean {
return known.from === frame.collision && known.outline.w === frame.w && known.outline.h === frame.h;
}
/**
* What the frame with that id blocks with, or null when the id names no frame. A frame without a
* drawn outline has no rings: the collider then collides with nothing, like a broken polygon.
*/
export function frameOutline(project: Project | null, frameId: string): FrameOutline | null {
const found = project ? findFrame(project, frameId) : null;
if (!found) return null;
const { frame } = found;
const known = cache.get(frame);
if (known && isCurrent(known, frame)) return known.outline;
const centre = (p: Vec2): Vec2 => ({ x: p.x - frame.w / 2, y: p.y - frame.h / 2 });
const rings = (frame.collision ?? []).map((ring) => ring.map(centre));
const outline = { w: frame.w, h: frame.h, rings, pieces: rings.flatMap((ring) => convexPieces(ring)) };
cache.set(frame, { from: frame.collision, outline });
return outline;
}