USE OFFSET
This commit is contained in:
+7
-7
@@ -1,13 +1,9 @@
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import type { Vector } from "#/engine/Vector.ts";
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export type Circle = {
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position: Vector;
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radius: number;
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};
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export function createCircle(position: Vector, radius: number): Circle {
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export function createCircle(radius: number): Circle {
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return {
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position,
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radius,
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};
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}
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@@ -15,6 +11,8 @@ export function createCircle(position: Vector, radius: number): Circle {
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export function strokeCircle(
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ctx: CanvasRenderingContext2D,
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circle: Circle,
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x: number,
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y: number,
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color: string = "#fff",
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alpha: number = 1.0,
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lineWidth: number = 1,
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@@ -24,7 +22,7 @@ export function strokeCircle(
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ctx.globalAlpha = alpha;
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ctx.lineWidth = lineWidth;
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ctx.beginPath();
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ctx.arc(circle.position.x, circle.position.y, circle.radius, 0, 2 * Math.PI);
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ctx.arc(x, y, circle.radius, 0, 2 * Math.PI);
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ctx.stroke();
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ctx.restore();
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}
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@@ -32,6 +30,8 @@ export function strokeCircle(
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export function fillCircle(
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ctx: CanvasRenderingContext2D,
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circle: Circle,
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x: number,
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y: number,
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color: string = "#fff",
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alpha: number = 1.0,
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): void {
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@@ -39,7 +39,7 @@ export function fillCircle(
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ctx.fillStyle = color;
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ctx.globalAlpha = alpha;
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ctx.beginPath();
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ctx.arc(circle.position.x, circle.position.y, circle.radius, 0, 2 * Math.PI);
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ctx.arc(x, y, circle.radius, 0, 2 * Math.PI);
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ctx.fill();
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ctx.restore();
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}
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+8
-16
@@ -1,18 +1,12 @@
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import { copyVector, type Vector } from "#/engine/Vector.ts";
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import type { Vector } from "#/engine/Vector.ts";
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export type Rect = {
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position: Vector;
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width: number;
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height: number;
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};
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export function createRect(
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position: Vector,
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width: number,
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height: number,
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): Rect {
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export function createRect(width: number, height: number): Rect {
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return {
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position,
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width,
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height,
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};
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@@ -20,7 +14,6 @@ export function createRect(
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export function fromMinMax(min: Vector, max: Vector): Rect {
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return {
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position: copyVector(min),
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width: max.x - min.x,
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height: max.y - min.y,
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};
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@@ -29,6 +22,8 @@ export function fromMinMax(min: Vector, max: Vector): Rect {
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export function strokeRect(
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ctx: CanvasRenderingContext2D,
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rect: Rect,
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x: number,
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y: number,
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color: string = "#fff",
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alpha: number = 1.0,
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lineWidth: number = 1,
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@@ -37,24 +32,21 @@ export function strokeRect(
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ctx.strokeStyle = color;
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ctx.globalAlpha = alpha;
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ctx.lineWidth = lineWidth;
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ctx.strokeRect(
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rect.position.x + 0.5,
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rect.position.y + 0.5,
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rect.width - 1,
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rect.height - 1,
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);
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ctx.strokeRect(x + 0.5, y + 0.5, rect.width - 1, rect.height - 1);
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ctx.restore();
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}
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export function fillRect(
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ctx: CanvasRenderingContext2D,
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rect: Rect,
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x: number,
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y: number,
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color: string = "#fff",
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alpha: number = 1.0,
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): void {
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ctx.save();
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ctx.fillStyle = color;
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ctx.globalAlpha = alpha;
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ctx.fillRect(rect.position.x, rect.position.y, rect.width, rect.height);
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ctx.fillRect(x, y, rect.width, rect.height);
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ctx.restore();
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}
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@@ -1,4 +1,5 @@
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import { loadImage } from "#/engine/lib/loadImage.ts";
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import { createVector, type Vector } from "#/engine/Vector.ts";
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export type Sprite = {
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src: string;
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@@ -6,6 +7,7 @@ export type Sprite = {
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yStart: number;
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width: number;
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height: number;
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offset: Vector;
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};
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export type SpriteSheet = {
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@@ -44,6 +46,7 @@ export function createSpriteSheet(
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export function createSprite(
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src: string,
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offset: Vector = createVector(),
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xStartFrame: number = 0,
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yStartFrame: number = 0,
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): Sprite {
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@@ -55,6 +58,7 @@ export function createSprite(
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yStart: yStartFrame * spriteSheet.frameHeight,
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width: spriteSheet.frameWidth,
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height: spriteSheet.frameHeight,
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offset,
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};
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}
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+2
-7
@@ -100,16 +100,11 @@ const DevTools: Component<{ gameContainer: HTMLElement }> = ({
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ctx.lineWidth = 1;
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ctx.strokeStyle = "#6572f5";
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ctx.strokeRect(
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position.value.x - 0.5,
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position.value.y - 0.5,
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position.value.x - 0.5 + sprite.value.offset.x,
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position.value.y - 0.5 + sprite.value.offset.y,
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spriteSheet.frameWidth + 1,
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spriteSheet.frameHeight + 1,
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);
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ctx.fillStyle = "#ee459e";
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ctx.fillRect(position.value.x - 1, position.value.y - 1, 2, 2);
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ctx.beginPath();
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ctx.fill();
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ctx.restore();
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};
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};
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@@ -35,8 +35,8 @@ export function drawSprites(ctx: CanvasRenderingContext2D): void {
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spriteSheetMap.get(sprite.src)!,
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sprite.xStart,
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sprite.yStart,
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position.x,
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position.y,
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position.x + sprite.offset.x,
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position.y + sprite.offset.y,
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);
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}
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}
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+112
-59
@@ -1,6 +1,6 @@
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import type { Circle } from "#/engine/Circle.ts";
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import type { Polygon } from "#/engine/Polygon.ts";
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import { createRect, type Rect } from "#/engine/Rect.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 { createVector, getDotProduct, type Vector } from "#/engine/Vector.ts";
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@@ -25,16 +25,20 @@ type CollisionBuffer = {
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type Collide = (
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collision: Collision,
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cid: string,
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self: Collider,
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velocity: Vector,
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other: Collider,
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colliderA: Collider,
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positionA: Vector,
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velocityA: Vector,
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colliderB: Collider,
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positionB: Vector,
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) => void;
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export type Collider = {
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shape: Shape;
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body: Circle | Rect | Polygon;
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aabb: Rect;
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buffer: CollisionBuffer;
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offset: Vector;
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width: number;
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height: number;
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};
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export type Collision = {
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@@ -46,26 +50,37 @@ export type Collision = {
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export function createCollider(
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shape: Shape,
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body: Circle | Rect | Polygon,
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offset?: Vector,
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bufferSize: number = 8,
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): Collider {
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let aabb = createRect(createVector(), 0, 0);
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let width = 0;
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let height = 0;
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switch (shape) {
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case CIRCLE: {
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const radius = (body as Circle).radius;
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const size = radius * 2;
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aabb.width = size;
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aabb.height = size;
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aabb.position.x = body.position.x - radius;
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aabb.position.y = body.position.y - radius;
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width = size;
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height = size;
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if (offset === undefined) {
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offset = createVector();
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}
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break;
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}
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case RECT: {
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aabb = body as Rect;
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width = (body as Rect).width;
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height = (body as Rect).height;
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if (offset === undefined) {
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offset = createVector(-(width / 2), -(height / 2));
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}
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break;
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}
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case POLYGON: {
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// TODO
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if (offset === undefined) {
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offset = createVector();
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}
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break;
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}
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}
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@@ -73,35 +88,40 @@ export function createCollider(
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return {
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shape,
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body,
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aabb,
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buffer: createCollisionBuffer(bufferSize),
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offset,
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width,
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height,
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};
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}
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const inflAABB = createRect(createVector(), 0, 0);
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const inflAABB = {
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x: 0,
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y: 0,
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width: 0,
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height: 0,
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};
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function sweptAABB(
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self: Collider,
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velocity: Vector,
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other: Collider,
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colliderA: Collider,
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positionA: Vector,
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velocityA: Vector,
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colliderB: Collider,
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positionB: Vector,
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delta: number,
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): null | number {
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inflAABB.position.x = other.aabb.position.x - self.aabb.width;
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inflAABB.position.y = other.aabb.position.y - self.aabb.height;
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inflAABB.width = other.aabb.width + self.aabb.width;
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inflAABB.height = other.aabb.height + self.aabb.height;
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inflAABB.x = positionB.x - colliderA.width;
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inflAABB.y = positionB.y - colliderA.height;
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inflAABB.width = colliderB.width + colliderA.width;
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inflAABB.height = colliderB.height + colliderA.height;
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const displacementX = velocity.x * delta;
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const displacementY = velocity.y * delta;
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const disX = velocityA.x * delta;
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const disY = velocityA.y * delta;
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let txNear = (inflAABB.position.x - self.aabb.position.x) / displacementX;
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let txFar =
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(inflAABB.position.x + inflAABB.width - self.aabb.position.x) /
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displacementX;
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let txNear = (inflAABB.x - positionA.x) / disX;
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let txFar = (inflAABB.x + inflAABB.width - positionA.x) / disX;
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let tyNear = (inflAABB.position.y - self.aabb.position.y) / displacementY;
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let tyFar =
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(inflAABB.position.y + inflAABB.height - self.aabb.position.y) /
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displacementY;
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let tyNear = (inflAABB.y - positionA.y) / disY;
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let tyFar = (inflAABB.y + inflAABB.height - positionA.y) / disY;
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if (txNear > txFar) {
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[txNear, txFar] = [txFar, txNear];
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@@ -131,9 +151,11 @@ function sweptAABB(
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function collideWithCirle(
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collision: Collision,
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cid: string,
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self: Collider,
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velocity: Vector,
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other: Collider,
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colliderA: Collider,
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positionA: Vector,
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velocityA: Vector,
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colliderB: Collider,
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positionB: Vector,
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) {
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collision.cid = cid;
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// TODO
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@@ -142,13 +164,15 @@ function collideWithCirle(
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function collideWithRect(
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collision: Collision,
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cid: string,
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self: Collider,
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velocity: Vector,
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other: Collider,
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colliderA: Collider,
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positionA: Vector,
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velocityA: Vector,
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colliderB: Collider,
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positionB: Vector,
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) {
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collision.cid = cid;
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const x = self.aabb.position.x - other.aabb.position.x;
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const y = self.aabb.position.y - other.aabb.position.y;
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const x = positionA.x - positionB.x;
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const y = positionA.y - positionB.y;
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if (Math.abs(x) > Math.abs(y)) {
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collision.normal.y = 0;
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collision.normal.x = x > 0 ? 1 : -1;
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@@ -161,9 +185,11 @@ function collideWithRect(
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function collideWithPolygon(
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collision: Collision,
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cid: string,
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self: Collider,
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velocity: Vector,
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other: Collider,
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colliderA: Collider,
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positionA: Vector,
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velocityA: Vector,
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colliderB: Collider,
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positionB: Vector,
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) {
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collision.cid = cid;
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// TODO
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@@ -224,9 +250,11 @@ export function moveAndCollide(
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delta: number,
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): Array<Collision> {
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const colliders = $<Collider>("collider")!;
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const self = colliders.get(id)!.value;
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const positions = $<Vector>("position")!;
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const selfColl = colliders.get(id)!.value;
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const selfPos = positions.get(id)!.value;
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const slice = self.buffer.slice;
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const slice = selfColl.buffer.slice;
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slice.length = 0;
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for (const [cid, collider] of colliders.entries()) {
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@@ -234,25 +262,57 @@ export function moveAndCollide(
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continue;
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}
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const other = collider.value;
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const tHit = sweptAABB(self, velocity, other, delta);
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const otherColl = collider.value;
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const otherPos = positions.get(cid)!.value;
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const tHit = sweptAABB(
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selfColl,
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selfPos,
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velocity,
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otherColl,
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otherPos,
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delta,
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);
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if (tHit === null) {
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continue;
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}
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const collision = next(self.buffer);
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const collision = next(selfColl.buffer);
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collision.time = tHit;
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switch (self.shape) {
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switch (selfColl.shape) {
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case CIRCLE: {
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circleCollide[other.shape](collision, cid, self, velocity, other);
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circleCollide[otherColl.shape](
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collision,
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cid,
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selfColl,
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selfPos,
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velocity,
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otherColl,
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otherPos,
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);
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break;
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}
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case RECT: {
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rectCollide[other.shape](collision, cid, self, velocity, other);
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rectCollide[otherColl.shape](
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collision,
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cid,
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selfColl,
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selfPos,
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velocity,
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otherColl,
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otherPos,
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);
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break;
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}
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case POLYGON: {
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polygonCollide[other.shape](collision, cid, self, velocity, other);
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polygonCollide[otherColl.shape](
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collision,
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cid,
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selfColl,
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selfPos,
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velocity,
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otherColl,
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otherPos,
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);
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break;
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}
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}
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@@ -271,7 +331,6 @@ export function moveAndSlide(
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delta: number,
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): void {
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let timeLeft = 1;
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const aabb = $<Collider>("collider").get(id)!.value.aabb;
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const position = $<Vector>("position").get(id)!.value;
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for (let i = 0; i < 4; i++) {
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@@ -288,13 +347,10 @@ export function moveAndSlide(
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}
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const time = closest.time;
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if (time === -Infinity) {
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break; // TODO
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}
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const scale = Math.max(0, time - 0.001);
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aabb.position.x += velocity.x * (delta * timeLeft) * scale;
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aabb.position.y += velocity.y * (delta * timeLeft) * scale;
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position.x += velocity.x * delta * timeLeft * scale;
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position.y += velocity.y * delta * timeLeft * scale;
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const dot = getDotProduct(velocity, closest.normal);
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velocity.x -= closest.normal.x * dot;
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@@ -305,7 +361,4 @@ export function moveAndSlide(
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velocity.x *= timeLeft;
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velocity.y *= timeLeft;
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position.x = aabb.position.x;
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position.y = aabb.position.y;
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}
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Reference in New Issue
Block a user