WIP
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@@ -0,0 +1,25 @@
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export default class RingBuffer<T> {
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size: number;
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mask: number;
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cursor: number;
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buffer: Array<T>;
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constructor(size: number, blueprint: T) {
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if ((size & (size - 1)) !== 0) {
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throw new Error("size must be a power of two");
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}
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this.size = size;
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this.mask = size - 1;
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this.cursor = 0;
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this.buffer = [];
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for (let i = 0; i < size; i++) {
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this.buffer.push(structuredClone(blueprint));
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}
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}
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next(): T {
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return this.buffer[this.cursor++ & this.mask];
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}
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}
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@@ -1,9 +1,10 @@
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import type { Circle } from "#/engine/Circle.ts";
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import type MapProxy from "#/engine/lib/MapProxy.ts";
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import RingBuffer from "#/engine/lib/RingBuffer.ts";
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import type { Polygon } from "#/engine/Polygon.ts";
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import type { Rect } from "#/engine/Rect.ts";
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import $ from "#/engine/Scene.ts";
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import type { Vector } from "#/engine/Vector.ts";
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import { createVector, type Vector } from "#/engine/Vector.ts";
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const CIRCLE = 0;
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const RECT = 1;
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@@ -13,49 +14,38 @@ type Shape = 0 | 1 | 2;
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export type Collider = {
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shape: Shape;
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collision: Collision;
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};
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export type Collision = {
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id: string;
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};
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const collisions = new Map<string, Collision>();
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export function createCollider(shape: Shape): Collider {
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return {
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shape,
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collision: { id: "" },
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};
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}
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function check(
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id: string,
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collider: Collider,
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position: Vector,
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colliders: MapProxy<string, Collider>,
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): string | undefined {
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for (const [oid, other] of colliders.entries()) {
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if (oid !== id && other) {
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return oid;
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}
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}
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}
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const collisions = new RingBuffer(128, {
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id: "",
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normal: createVector(),
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});
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export function moveAndCollide(
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id: string,
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velocity: Vector,
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delta: number,
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): Collision | undefined {
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return collisions.get(id);
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}
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export function processPhysics(
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ctx: CanvasRenderingContext2D,
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delta: number,
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): void {
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const colliders = $<Collider>("collider")!;
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const positions = $<Vector>("position")!;
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for (const [id, collider] of colliders.entries()) {
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const position = positions.get(id)!;
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const target = check(id, collider.value, position.value, colliders);
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if (target !== undefined) {
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collisions.set(id, { id: target });
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} else {
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collisions.delete(id);
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for (const [oid, _] of colliders.entries()) {
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if (oid === id) {
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continue;
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}
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const self = colliders.get(id)!.value;
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self.collision.id = oid;
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}
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}
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@@ -10,6 +10,7 @@ import {
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} from "#/engine/Sprite.ts";
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import {
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type Collider,
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createCollider,
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moveAndCollide,
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} from "#/engine/system/processPhysics.ts";
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import { createVector, type Vector } from "#/engine/Vector.ts";
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@@ -23,12 +24,13 @@ const process = defineEntity("hero", {
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sprite: createSprite(idleSrc),
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animation: createSpriteAnimation(500, 2),
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velocity: createVector(),
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collider: createCircle(createVector(), 8),
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collider: createCollider(0),
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});
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process((id, delta) => {
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const position = $<Vector>("position").get(id)!.value;
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const velocity = $<Vector>("velocity").get(id)!.value;
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const collider = $<Collider>("collider").get(id)!.value;
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if (pointer.isDown) {
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position.x = pointer.position.x;
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@@ -46,6 +48,6 @@ process((id, delta) => {
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velocity.x = 0;
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velocity.y = 0;
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const collision = moveAndCollide(id, velocity, delta);
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// console.log(collision);
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moveAndCollide(id, velocity, delta);
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console.log(collider.collision.id);
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});
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@@ -5,6 +5,7 @@ import {
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createSpriteAnimation,
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defineSpriteSheet,
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} from "#/engine/Sprite.ts";
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import { createCollider } from "#/engine/system/processPhysics.ts";
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import { createVector } from "#/engine/Vector.ts";
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import portal from "#/game/assets/portal.png";
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@@ -14,5 +15,5 @@ defineEntity("portal", {
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position: createVector(),
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sprite: createSprite(portalSrc),
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animation: createSpriteAnimation(400, 0),
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collider: createCircle(createVector(), 8),
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collider: createCollider(0),
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});
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@@ -3,7 +3,6 @@ import { listenPointer } from "#/engine/Pointer.ts";
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import { currentScene, setScene } from "#/engine/Scene.ts";
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import { animateSprites } from "#/engine/system/animateSprites.ts";
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import { drawSprites } from "#/engine/system/drawSprites.ts";
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import { processPhysics } from "#/engine/system/processPhysics.ts";
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import {
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initViewport,
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resetCtx,
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@@ -20,8 +19,6 @@ function animate(timestamp: number): void {
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resetCtx();
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currentScene.process(viewport.ctx, delta);
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processPhysics(viewport.ctx, delta);
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animateSprites(delta);
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drawSprites(viewport.ctx);
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