# Step 04 — AABB & the discrete overlap test ## Concept **AABB** = **A**xis-**A**ligned **B**ounding **B**ox: a rectangle whose sides are parallel to the x and y axes (never rotated). They're cheap to test, which is why almost every 2D engine — including yours — uses them as the base collision shape. We represent one as a corner plus a size: ``` type AABB = { x, y, w, h } // (x,y) = top-left corner, w = width, h = height ``` So the box spans `x .. x+w` horizontally and `y .. y+h` vertically. ### Two boxes overlap when they overlap on BOTH axes This is the key insight you'll reuse for the rest of the workshop. Think of each box as a **shadow on the x-axis** and a **shadow on the y-axis**. Two boxes intersect only if *both* pairs of shadows intersect: ``` overlapX: a.x < b.x + b.w AND b.x < a.x + a.w overlapY: a.y < b.y + b.h AND b.y < a.y + a.h overlap = overlapX AND overlapY ``` Hold onto "collision = the AND of two 1D tests." In a few steps you'll do the exact same thing, but with **time** instead of space, and that's the whole trick behind swept collision. ### The discrete trap (why this test alone isn't enough) `aabbOverlap` only answers "are they overlapping *right now*?" If a fast object jumps from one side of a thin wall to the other in a single frame, it never overlaps the wall at any sampled instant — so this test says "no collision" and the object tunnels straight through. Steps 05+ fix that by testing the *path*, not the endpoints. Feel the gap here first; it's why everything after exists. ## Task Implement `pointInAABB` and `aabbOverlap` in `aabb.ts`. ```sh bun test workshop/steps/04-aabb ```