Much much much more generic collision detection.

Now uses a small collidingEntities system essentially as just a query for the collisionDetection system.
Makes a simple stack of collected ingredients at the end of a round.
Added some hacks to the velocity system that I don't like!
But it works somewhat splendidly!
This commit is contained in:
Sage Vaillancourt 2025-03-04 00:24:47 -05:00
parent cdb8c1315e
commit 0b79dc68fb
15 changed files with 171 additions and 67 deletions

View File

@ -1,3 +1,5 @@
import("plate.lua")
Cart = {}
local sizeX, sizeY = CartSprite:getSize()
@ -17,8 +19,54 @@ function Cart.reset(o)
flat = { x = 0, y = 0 },
mult = { x = 1, y = 1 },
}
o.mass = T.marker
o.canCollideWith = 1
o.mass = 1
o.drawAsSprite = CartSprite
o.focusPriority = 0
---@type pd_image[]
o.collectables = {}
---@param world World
function o:spawnEntitiesWhenStopped(world)
local y = self.position.y - 240
local rectWidth = 150
local plateSize = { x = rectWidth, y = 10 }
self.velocity = { x = 300, y = 0 }
world:addEntity(self)
world:addEntity({
position = { x = self.position.x, y = self.position.y },
focusPriority = 1,
})
world:addEntity({
drawAsRectangle = { size = plateSize },
size = plateSize,
mass = 0.5,
velocity = { x = 0, y = 0 },
position = { x = self.position.x - (rectWidth / 2), y = y },
canCollideWith = 2,
canBeCollidedBy = 2,
isSolid = true,
stopMovingOnCollision = true,
})
for _, collectable in ipairs(self.collectables) do
local collX, collY = collectable:getSize()
y = y - collY - 5
world:addEntity({
drawAsSprite = collectable,
size = { x = collX, y = collY / 2 },
mass = 0.5,
velocity = { x = 0, y = 0 },
position = { x = self.position.x - (collX / 2), y = y },
canCollideWith = 2,
canBeCollidedBy = 2,
isSolid = true,
stopMovingOnCollision = true,
})
end
end
return o
end

View File

@ -11,10 +11,12 @@ local canBounce = {
function Cheese.initialize(o, x, y)
o.score = 5
o.canBeCollidedBy = 1
o.expireAfterCollision = true
o.size = size
o.position = { x = x, y = y }
o.drawAsSprite = CheeseSprite
o.collectable = o.drawAsSprite
o.expireWhenOffScreenBy = expireWhenOffScreenBy
o.canBounce = canBounce
newestBooster = o

View File

@ -42,7 +42,7 @@ function Ingredients.getNext(x, y)
return Lettuce.initialize(o, x, y)
elseif odds > 0.2 then
return Tomato.initialize(o, x, y)
elseif odds > 0.1 then
elseif odds > 0.05 then
return Mushroom.initialize(o, x, 218 + math.random(1, 5))
else
return Cheese.initialize(o, x, y)

View File

@ -11,10 +11,12 @@ local canBounce = {
function Lettuce.initialize(o, x, y)
o.score = 1
o.canBeCollidedBy = 1
o.expireAfterCollision = true
o.size = size
o.position = { x = x, y = y }
o.drawAsSprite = LettuceSprite
o.collectable = o.drawAsSprite
o.expireWhenOffScreenBy = expireWhenOffScreenBy
o.canBounce = canBounce
newestBooster = o

View File

@ -11,10 +11,12 @@ local canBounce = {
function Mushroom.initialize(o, x, y)
o.score = 5
o.canBeCollidedBy = 1
o.expireAfterCollision = true
o.size = size
o.position = { x = x, y = y }
o.drawAsSprite = MushroomSprite
o.collectable = o.drawAsSprite
o.expireWhenOffScreenBy = expireWhenOffScreenBy
o.canBounce = canBounce
newestBooster = o

View File

@ -6,10 +6,12 @@ local expireWhenOffScreenBy = { x = 2000, y = 480 }
function Tomato.initialize(o, x, y)
o.score = 15
o.canBeCollidedBy = 1
o.expireAfterCollision = true
o.size = size
o.position = { x = x, y = y }
o.drawAsSprite = TomatoSprite
o.collectable = o.drawAsSprite
o.expireWhenOffScreenBy = expireWhenOffScreenBy
newestBooster = o
return newestBooster

View File

@ -1,18 +1,17 @@
-- stylua: ignore start
import 'CoreLibs/animation.lua'
import 'CoreLibs/animator.lua'
import 'CoreLibs/easing.lua'
import 'CoreLibs/graphics.lua'
import 'CoreLibs/object.lua'
import 'CoreLibs/timer.lua'
import 'CoreLibs/ui.lua'
import 'CoreLibs/utilities/where.lua'
-- stylua: ignore end
import("CoreLibs/animation.lua")
import("CoreLibs/animator.lua")
import("CoreLibs/easing.lua")
import("CoreLibs/graphics.lua")
import("CoreLibs/object.lua")
import("CoreLibs/timer.lua")
import("CoreLibs/ui.lua")
import("CoreLibs/utilities/where.lua")
import("../lib/tiny.lua")
import("tiny-tools.lua")
import("assets.lua")
import("systems/filter-types.lua")
import("systems/camera-pan.lua")
import("systems/collision-detection.lua")
import("systems/collision-resolution.lua")
import("systems/draw.lua")
@ -31,6 +30,7 @@ local floorSize = { x = 10000, y = 10 }
floor = {
position = { x = 0, y = 235 },
size = floorSize,
canBeCollidedBy = 1 | 2,
canBounce = {
flat = { x = 0, y = 0 },
mult = { x = 0.9, y = -0.5 },
@ -64,17 +64,17 @@ end
world = tiny.world(
fallSystem,
velocitySystem,
collidingEntities,
collisionResolution,
collisionDetection,
cameraPanSystem,
drawRectanglesSystem,
drawSpriteSystem,
cart,
floor
floor,
cart
)
local ingredientsEveryX = 50
local ingredientsEveryX = 90
local function init()
for i = 1, Ingredients.cacheSize() do
@ -84,6 +84,9 @@ end
init()
-- TODO: Re-enable when cart stops
playdate.setAutoLockDisabled(true)
function playdate.update()
local deltaSeconds = playdate.getElapsedTime()
playdate.resetElapsedTime()
@ -97,12 +100,11 @@ function playdate.update()
local panX = Camera.pan.x
local rightEdge = panX + 400
local offset = 600
while newestX < (rightEdge + 100) do
while newestX < rightEdge + 100 do
newestX = newestX + ingredientsEveryX
world:addEntity(Ingredients.getNext(newestX, math.random(-500, 150)))
end
floor.position.x = Camera.pan.x - offset
gfx.setDrawOffset(-Camera.pan.x, -Camera.pan.y)
world:update(deltaSeconds)

View File

@ -0,0 +1,20 @@
local gfx <const> = playdate.graphics
local focusPriority = {}
cameraPanSystem = filteredSystem({ focusPriority = T.number, position = T.XyPair }, function(e, dt)
if e.focusPriority >= focusPriority.priority then
focusPriority.position = e.position
end
end)
function cameraPanSystem:preProcess()
focusPriority.priority = 0
focusPriority.position = { x = 0, y = 0 }
end
function cameraPanSystem:postProcess()
local panX = math.max(0, focusPriority.position.x - 200)
local panY = math.min(0, focusPriority.position.y - 120)
gfx.setDrawOffset(-panX, -panY)
end

View File

@ -1,27 +1,34 @@
collidingEntities = filteredSystem({
position = T.XyPair,
size = T.XyPair,
canCollideWith = T.bitMask,
isSolid = Maybe(T.bool),
})
collisionDetection = filteredSystem(
{ position = T.XyPair, size = T.XyPair, isSolid = Maybe(T.bool) },
-- Here, the entity, e, refers to some entity that the cart global(!) may be colliding with.
{ position = T.XyPair, size = T.XyPair, canBeCollidedBy = T.bitMask, isSolid = Maybe(T.bool) },
-- Here, the entity, e, refers to some entity that a moving object may be colliding *into*
function(e, _, system)
local collider = cart
if not collider.velocity then
return
end
local colliderTop = collider.position.y
local colliderBottom = collider.position.y + collider.size.y
local entityTop = e.position.y
local entityBottom = entityTop + e.size.y
for _, collider in pairs(collidingEntities.entities) do
if (e ~= collider) and collider.canCollideWith and ((collider.canCollideWith & e.canBeCollidedBy) ~= 0) then
local colliderTop = collider.position.y
local colliderBottom = collider.position.y + collider.size.y
local entityTop = e.position.y
local entityBottom = entityTop + e.size.y
local withinY = (entityTop > colliderTop and entityTop < colliderBottom)
or (entityBottom > colliderTop and entityBottom < colliderBottom)
local withinY = (entityTop > colliderTop and entityTop < colliderBottom)
or (entityBottom > colliderTop and entityBottom < colliderBottom)
if not withinY then
return
end
if collider.position.x < e.position.x + e.size.x and collider.position.x + collider.size.x > e.position.x then
system.world:addEntity({ collisionBetween = { e, collider } })
if e.expireAfterCollision then
system.world:removeEntity(e)
if
withinY
and collider.position.x < e.position.x + e.size.x
and collider.position.x + collider.size.x > e.position.x
then
system.world:addEntity({ collisionBetween = { e, collider } })
if e.expireAfterCollision then
system.world:removeEntity(e)
end
end
end
end
end

View File

@ -1,37 +1,42 @@
collisionResolution = filteredSystem({ collisionBetween = T.Collision }, function(e, _, system)
local collider, probablyCart = e.collisionBetween[1], e.collisionBetween[2]
local colliderTop = collider.position.y
local collidedInto, collider = e.collisionBetween[1], e.collisionBetween[2]
local colliderTop = collidedInto.position.y
if collider.isSolid then
if collidedInto.isSolid then
-- Assumes impact from the top
probablyCart.position.y = colliderTop - probablyCart.size.y
collider.position.y = colliderTop - collider.size.y
end
if collider.canBounce and probablyCart.canBeBounced then
probablyCart.velocity.x = probablyCart.velocity.x
+ collider.canBounce.flat.x
+ probablyCart.canBeBounced.flat.x
if collidedInto.canBounce and collider.canBeBounced then
collider.velocity.x = collider.velocity.x + collidedInto.canBounce.flat.x + collider.canBeBounced.flat.x
probablyCart.velocity.x = probablyCart.velocity.x
* collider.canBounce.mult.x
* probablyCart.canBeBounced.mult.x
collider.velocity.x = collider.velocity.x * collidedInto.canBounce.mult.x * collider.canBeBounced.mult.x
-- abs() makes sure we always push upward
probablyCart.velocity.y = math.abs(probablyCart.velocity.y)
+ collider.canBounce.flat.y
+ probablyCart.canBeBounced.flat.y
collider.velocity.y = math.abs(collider.velocity.y)
+ collidedInto.canBounce.flat.y
+ collider.canBeBounced.flat.y
probablyCart.velocity.y = probablyCart.velocity.y
* collider.canBounce.mult.y
* probablyCart.canBeBounced.mult.y
collider.velocity.y = collider.velocity.y * collidedInto.canBounce.mult.y * collider.canBeBounced.mult.y
end
if collider.score then
Score:add(collider.score)
if collider.stopMovingOnCollision then
print("stopMovingOnCollision!")
collider.velocity = nil
collider.canCollideWith = nil
system.world:addEntity(collider)
end
if collider.expireAfterCollision then
system.world:removeEntity(collider)
if collidedInto.score then
Score:add(collidedInto.score)
end
if collidedInto.expireAfterCollision then
system.world:removeEntity(collidedInto)
end
if collidedInto.collectable and collider.collectables then
collider.collectables[#collider.collectables + 1] = collidedInto.collectable
end
system.world:removeEntity(e)

View File

@ -6,4 +6,4 @@ end)
drawSpriteSystem = filteredSystem({ position = T.XyPair, drawAsSprite = T.PdImage }, function(e, dt, system)
e.drawAsSprite:draw(e.position.x, e.position.y)
end)
end)

View File

@ -10,10 +10,14 @@ local Entity = {}
---@type XyPair
local XyPair = { x = 1, y = 1 }
---@alias BitMask number
T = {
XyPair = XyPair,
bool = true,
number = 0,
---@type BitMask
bitMask = 0,
numberArray = { 1, 2, 3 },
str = "",
marker = {},

View File

@ -1,4 +1,4 @@
local G = -300
fallSystem = filteredSystem({ velocity = T.XyPair, mass = T.marker }, function(e, dt)
e.velocity.y = e.velocity.y - (G * dt) - (0.5 * dt * dt)
fallSystem = filteredSystem({ velocity = T.XyPair, mass = T.number }, function(e, dt)
e.velocity.y = e.velocity.y - (G * dt * e.mass) - (0.5 * dt * dt)
end)

View File

@ -1,9 +1,16 @@
local sqrt = math.sqrt
velocitySystem = filteredSystem({ position = T.XyPair, velocity = T.XyPair }, function(e, dt)
if sqrt((e.velocity.x * e.velocity.x) + (e.velocity.y * e.velocity.y)) < 0.1 then
velocitySystem = filteredSystem({ position = T.XyPair, velocity = T.XyPair }, function(e, dt, system)
if not e.velocity then
return
end
if sqrt((e.velocity.x * e.velocity.x) + (e.velocity.y * e.velocity.y)) < 1 then
e.velocity = nil
world:addEntity(e)
if e.spawnEntitiesWhenStopped then
e:spawnEntitiesWhenStopped(system.world)
e.spawnEntitiesWhenStopped = nil
end
system.world:addEntity(e)
else
e.position.x = e.position.x + (e.velocity.x * dt)
e.position.y = e.position.y + (e.velocity.y * dt)

View File

@ -12,7 +12,7 @@ local isSimulator = playdate.isSimulator
---@generic T
---@param shape T
---@param process fun(entity: T, dt: number, system: System)
---@return
---@return System | { entities: T[] }
function filteredSystem(shape, process)
local system = tiny.processingSystem()
local keys = {}
@ -23,6 +23,9 @@ function filteredSystem(shape, process)
end
end
system.filter = tiny.requireAll(table.unpack(keys))
if not process then
return system
end
if isSimulator then
-- local acceptableKeys = ""
-- for _, key in ipairs(keys) do