crocparty/game/game_collision.c

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#include <assert.h>
#include "sys/sys.h"
#include "game.h"
#include "map/game_map.h"
bool game_collision_is_occlusive(sys_maptile tile) {
if (tile >= 0 && tile < 30) { return true; }
if (tile >= 60 && tile < 90) { return true; }
return false;
}
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// c's modulus can produce a negative result. don't allow that!
#define modulus(x, mod) ((x) % (mod) + (mod)) % (mod)
#define round_down(x, incr) (x) - modulus(x, incr)
#define round_up(x, incr) round_down((x) + (incr) - 1, incr)
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bool game_collision_can_move(game_bbox body, sys_i32 dx, sys_i32 dy) {
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// First: place the body in space.
// Align its top-left corner to the pixel boundary
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sys_i32 x = body.x + dx;
sys_i32 y = body.y + dy;
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// this is extremely similar to the logic in move_to_contact
// but has different rounding behavior
// (because a body at a fractional position must not actually collide
// with fractional pixels)
sys_i32 body_x0 = round_down(x, PIXEL_SZ_MICROPIXEL);
sys_i32 body_y0 = round_down(y, PIXEL_SZ_MICROPIXEL);
sys_i32 body_x1 = body_x0 + body.w;
sys_i32 body_y1 = body_y0 + body.h;
sys_i32 tile_x0 = round_down(body_x0, TILE_SZ_MICROPIXEL);
sys_i32 tile_y0 = round_down(body_y0, TILE_SZ_MICROPIXEL);
sys_i32 tile_x1 = round_up(body_x1, TILE_SZ_MICROPIXEL);
sys_i32 tile_y1 = round_up(body_y1, TILE_SZ_MICROPIXEL);
// now convert to tile coords instead of pixels
tile_x0 /= TILE_SZ_MICROPIXEL;
tile_y0 /= TILE_SZ_MICROPIXEL;
tile_x1 /= TILE_SZ_MICROPIXEL;
tile_y1 /= TILE_SZ_MICROPIXEL;
for (sys_i32 y = tile_y0; y < tile_y1; y++) {
for (sys_i32 x = tile_x0; x < tile_x1; x++) {
bool invalid;
sys_maptile tile = sys_map_get(map_game_map, x, y, &invalid);
if (invalid || game_collision_is_occlusive(tile)) {
return false;
}
}
}
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return true;
}
game_collision game_collision_move_to_contact(
game_bbox* body, sys_i32 total_dx, sys_i32 total_dy
) {
sys_i32 src_x = body->x;
sys_i32 src_y = body->y;
game_collision collision = {
.collided_x=false,
.collided_y=false,
.distance_x=0,
.distance_y=0,
};
sys_i32 tar_x = body->x + total_dx;
sys_i32 tar_y = body->y + total_dy;
while (true) {
// calculate how much we still need to move
int32_t remaining_dx = tar_x - body->x;
int32_t remaining_dy = tar_y - body->y;
// if we don't need to move, stop
if (remaining_dx == 0 && remaining_dy == 0) {
collision.distance_x = body->x - src_x;
collision.distance_y = body->x - src_y;
return collision;
}
// figure out where we are
sys_i32 body_x0 = body->x;
sys_i32 body_y0 = body->y;
sys_i32 body_x1 = body->x + body->w;
sys_i32 body_y1 = body->y + body->h;
// figure out what tile we're still in
sys_i32 tile_x0 = round_down(body_x0, TILE_SZ_MICROPIXEL);
sys_i32 tile_y0 = round_down(body_y0, TILE_SZ_MICROPIXEL);
sys_i32 tile_x1 = round_up(body_x1, TILE_SZ_MICROPIXEL);
sys_i32 tile_y1 = round_up(body_y1, TILE_SZ_MICROPIXEL);
// but we want the _next_ tile
if (tile_x0 == body_x0) { tile_x0 -= TILE_SZ_MICROPIXEL; }
if (tile_y0 == body_y0) { tile_y0 -= TILE_SZ_MICROPIXEL; }
if (tile_x1 == body_x1) { tile_x1 += TILE_SZ_MICROPIXEL; }
if (tile_y1 == body_y1) { tile_y1 += TILE_SZ_MICROPIXEL; }
// length of an x axis move
int step_dx =
remaining_dx < 0 ?
// line up our left side with the tile to our left
// not exceeding dx
sys_max_i32(remaining_dx, tile_x0 - body_x0) :
remaining_dx > 0 ?
// line up our right side with the tile to our right
// not exceeding dx
sys_min_i32(remaining_dx, tile_x1 - body_x1) :
// dx == 0
INT32_MAX ;
int step_dy =
remaining_dy < 0 ?
// line up our top side with the tile above us
// not exceeding dy
sys_max_i32(remaining_dy, tile_y0 - body_y0) :
remaining_dy > 0 ?
// line up our bottom side with the tile below us
// not exceeding dy
sys_min_i32(remaining_dy, tile_y1 - body_y1) :
INT32_MAX;
// there must be a viable move in some direction
assert(step_dx != INT32_MAX || step_dy != INT32_MAX);
if (sys_abs_i32(step_dx) < sys_abs_i32(step_dy)) {
if (game_collision_can_move(*body, step_dx, 0)) {
body->x += step_dx; // take the tiny move
} else {
tar_x = body->x; // stop trying to move
collision.collided_x = true;
}
} else {
if (game_collision_can_move(*body, 0, step_dy)) {
body->y += step_dy; // take the tiny move
} else {
tar_y = body->y; // stop trying to move
collision.collided_y = true;
}
}
}
}