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phys = {}
local world = {}
phys.world = world
world.boxes = {}
world.layers = {}
-- There are a few primary physics layers:
--
-- * Hard: for hard collisions that do not allow things in whatsoever
-- * Soft: for collisions that push other things away over time
-- * Player_Hurtbox: collision box that hurts the player
-- * Player_Hitbox: collision box from the player that damages things
-- * Enemy_Hurtbox: collision box that hurts enemies
-- * Enemy_Hitbox: collision box from an enemy that damages things
--
-- You can use whatever physics layer you want, but these are the standard ones
local function aabb(ax, ay, aw, ah, bx, by, bw, bh)
return
ax < bx + bw and bx < ax + aw and
ay < by + bh and by < ay + ah
end
local function add_box_to_layers(box)
for _, layer in ipairs(box.layers) do
if not world.layers[layer] then
world.layers[layer] = {}
end
table.insert(world.layers[layer], box)
end
end
phys.Box = {}
phys.Box.__index = phys.Box
function phys.Box.new(
x, y,
width, height,
opts
)
opts = opts or {}
local self = setmetatable({}, phys.Box)
self.x = x
self.y = y
self.offsetx = opts.offsetx or 0
self.offsety = opts.offsety or 0
self.width = width
self.height = height
self.layers = opts.layers or { "hard" }
self.mask = opts.mask or {}
local scene = get_current_scene()
assert(scene, "No scene set up.")
self.tilemap_mask = opts.tilemap_mask or { scene.tilemap }
self.touchx = 0
self.touchy = 0
add_box_to_layers(self)
return self
end
function phys.Box:touching_left()
return self.touchx < 0
end
function phys.Box:touching_right()
return self.touchx > 0
end
function phys.Box:touching_horizontal()
return self.touchx ~= 0
end
function phys.Box:touching_up()
return self.touchy < 0
end
function phys.Box:touching_down()
return self.touchy > 0
end
function phys.Box:touching_vertical()
return self.touchy ~= 0
end
function phys.Box:touching()
return self.touchx ~= 0 or self.touchy ~= 0
end
function phys.Box:get_rect()
return
self.x + self.offsetx,
self.y + self.offsety,
self.width,
self.height
end
local function get_tilemap_collision_rect(map, box)
local x, y, width, height = box:get_rect()
if has_tile(map, to_tile_coords(x, y)) then
return true, get_tile_rect(x, y)
end
if has_tile(map, to_tile_coords(x + width, y)) then
return true, get_tile_rect(x + width, y)
end
if has_tile(map, to_tile_coords(x, y + height)) then
return true, get_tile_rect(x, y + height)
end
if has_tile(map, to_tile_coords(x + width, y + height)) then
return true, get_tile_rect(x + width, y + height)
end
local extra_x = math.floor(width / (TILESIZE - 1))
local step = width / (extra_x + 1)
for i = 1, extra_x do
if has_tile(map, to_tile_coords(x + step * i, y)) then
return true, get_tile_rect(x + step * i, y)
end
if has_tile(map, to_tile_coords(x + step * i, y + height)) then
return true, get_tile_rect(x + step * i, y + height)
end
end
local extra_y = math.floor(height / (TILESIZE - 1))
step = height / (extra_y + 1)
for i = 1, extra_y do
if has_tile(map, to_tile_coords(x, y + step * i)) then
return true, get_tile_rect(x, y + step * i)
end
if has_tile(map, to_tile_coords(x + width, y + step * i)) then
return true, get_tile_rect(x + width, y * step * i)
end
end
return false
end
local function get_collision_rect(box)
local box_x, box_y, box_width, box_height = box:get_rect()
local other_x, other_y, other_width, other_height
for _, tilemap in ipairs(box.tilemap_mask) do
local ok, tx, ty, t_width, t_height = get_tilemap_collision_rect(
tilemap,
box
)
if ok then
return true, tx, ty, t_width, t_height
end
end
for _, layer in ipairs(box.mask) do
for _, other in ipairs(world.layers[layer] or {}) do
if other == box then
goto collision_check_continue
end
other_x, other_y, other_width, other_height = other:get_rect()
if aabb(
box_x, box_y, box_width, box_height,
other_x, other_y, other_width, other_height
) then
return true, other_x, other_y, other_width, other_height
end
::collision_check_continue::
end
end
return false
end
function phys.Box:update(velx, vely, dt)
local small_side = math.min(self.width, self.height)
local steps = math.ceil(vec_len(velx * dt, vely * dt) / small_side)
self.touchx = 0
self.touchy = 0
-- this block is fat. much like a certain croatian...
-- not anymore :D
-- shut up
-- welc
for i = 1, steps do
local p = i / steps
self.x = self.x + velx * dt * p
local ok, otherx, othery, other_width, other_height = get_collision_rect(self)
if ok then
self.touchx = sign(velx)
velx = 0
if self.touchx > 0 then
-- this - 0.001 is a hack to prevent some silly bug I can't figure out
self.x = otherx - self.width - self.offsetx - 0.001
elseif self.touchx < 0 then
self.x = otherx + other_width - self.offsetx
end
end
self.y = self.y + vely * dt * p
ok, otherx, othery, other_width, other_height = get_collision_rect(self)
if ok then
self.touchy = sign(vely)
vely = 0
if self.touchy > 0 then
self.y = othery - self.height - self.offsety - 0.001
elseif self.touchy < 0 then
self.y = othery + other_height - self.offsety
end
end
if self:touching() then
break
end
end
return velx, vely
end
function phys.Box:draw()
local x, y, w, h = self:get_rect()
lg.rectangle("line", x, y, w, h)
end
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