meh?2
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@@ -89,6 +89,7 @@ ctx.imageSmoothingEnabled = false;
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// player is an AABB (top-left corner + size)
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const player = { x: 40, y: 40, w: 12, h: 12 };
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window.player = player;
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// walls: a border plus a few interior blocks to slide against
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const T = 8; // border thickness
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@@ -101,7 +102,7 @@ const walls = [
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{ x: 0, y: H - T, w: W, h: T }, // bottom
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{ x: 0, y: 0, w: T, h: H }, // left
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{ x: W - T, y: 0, w: T, h: H }, // right
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{ x: 150, y: 30, w: 16, h: 90 }, // a pillar
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{ x: 144, y: 30, w: 12, h: 82 }, // a pillar
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{ x: 96, y: 96, w: 60, h: 16 }, // a bar
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ledge,
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];
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@@ -160,23 +161,56 @@ function penetrationVector(a, b) {
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return null;
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}
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/**
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* moveAndSlide, but immune to the overlap trap: first push `box` out of any
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* wall it is already inside (plus an EPSILON of slack, same idea as the
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* backoff in the loop), THEN run the normal sweep loop from the safe spot.
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*
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* Everything you need is penetrationVector above and given.ts.
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*/
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function safeMoveAndSlide(box, v, walls) {
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for (const wall of walls) {
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const pv = penetrationVector(box, wall);
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function resolveOverlaps(box, walls) {
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const res = {
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x: box.x,
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y: box.y,
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settled: true,
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};
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const count = walls.length;
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let index = 0;
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let tries = 0;
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while (index < count) {
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const pv = penetrationVector(box, walls[index++]);
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if (pv) {
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box.x += pv.x > 0 ? pv.x + EPSILON : pv.x - EPSILON;
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box.y += pv.y > 0 ? pv.y + EPSILON : pv.y - EPSILON;
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if (pv.x !== 0) {
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box.x += pv.x > 0 ? pv.x + EPSILON : pv.x - EPSILON;
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}
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if (pv.y !== 0) {
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box.y += pv.y > 0 ? pv.y + EPSILON : pv.y - EPSILON;
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}
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res.x = box.x;
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res.y = box.y;
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res.settled = false;
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index = 0;
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tries += 1;
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} else {
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res.settled = true;
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}
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if (tries > 7) {
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break;
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}
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}
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return moveAndSlide(box, v, walls);
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return res;
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}
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function safeMoveAndSlide(box, v, walls) {
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const res = resolveOverlaps(box, walls);
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if (res.settled) {
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return moveAndSlide(box, v, walls);
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}
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return {
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x: box.x,
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y: box.y,
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};
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}
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let then = performance.now();
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