time for a snapshot
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# Step 10 — moveAndSlide (the whole engine, in one loop)
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This is it. Every function you've written since step 01 gets tied together here
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into the exact loop your real `nage` engine runs. It's the hardest step, so I'll
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give you the skeleton — you write the code.
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## The idea
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A single collision doesn't end the frame (step 08's "leftover that matters"). You
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hit a wall at `t = 0.3`, slide, and **70% of the frame is still owed** — during
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which you might hit *another* wall, slide again, and so on. So moving is a small
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**loop**: sweep → stop at the nearest hit → slide → repeat with the leftover time.
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We loop a **maximum of 4 times** (your engine's cap) — enough to handle a corner
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(hit a wall, slide, hit the perpendicular wall, slide, stop) without ever risking
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an infinite loop.
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## The algorithm
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You're given the moving `box`, its full-frame displacement `v`, and a list of
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static `walls`. Track a running `pos`, a running `vel`, and `timeLeft` (fraction
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of the frame remaining, starts at `1`).
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```
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pos = { box.x, box.y }
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vel = { v.x, v.y }
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timeLeft = 1
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repeat up to 4 times, while timeLeft > 0:
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move = vel * timeLeft // what's left to travel this frame
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find the NEAREST hit: for each wall, sweptAABB(box-at-pos, move, wall);
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keep the hit with the smallest .time
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if no hit:
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pos = pos + move // clear path: take the rest of the move
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stop
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else:
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pos = pos + move * max(0, hit.time - EPSILON) // advance to just before contact
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vel = slide(vel, hit.normal) // redirect along the wall
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timeLeft = timeLeft * (1 - hit.time) // consume the used fraction
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return pos
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```
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Two things worth understanding, not just copying:
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- **`move = vel * timeLeft`.** `vel` is a *full-frame* displacement (how far you'd
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go in a whole frame at this velocity). You only have `timeLeft` of the frame
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left, so the actual travel is `vel * timeLeft`. `sweptAABB`'s returned `time` is
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then a fraction *of that sub-move*, which is why `pos + move * time` is correct.
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- **The `EPSILON` backoff** (`max(0, hit.time - EPSILON)`). Stop a hair *short* of
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the wall. If you land exactly on it, floating-point error can leave you a sliver
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inside — and next iteration's sweep would start already-overlapping, reporting a
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garbage negative-time "collision" that makes you stick or jitter. That tiny gap
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is exactly the `Math.max(0, time - EPSILON)` in your real `moveAndSlide`. Now you
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know *why* it's there. `EPSILON` is provided in `given.ts`.
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> **Moving-vs-moving (why your real engine has `velocity - otherVel`).** Here the
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> walls are static, so we sweep with plain `vel`. When the *other* body also moves,
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> you sweep in its frame of reference by using the **relative** velocity
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> `vel - otherVel` — then the exact same loop works, because from the other body's
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> point of view it's standing still. That's the only difference between this kata
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> and the full engine. The loop itself doesn't change.
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## Task
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Implement `moveAndSlide(box, v, walls)` in `moveAndSlide.ts`. Everything you need —
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`sweptAABB`, `slide`, the vector ops, `EPSILON` — is finished in `given.ts`.
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```sh
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bun test workshop/steps/10-move-and-slide
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```
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