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path: root/src/phys.lua
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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_x(ax, aw, bx, bw)
  return ax < bx + bw and bx < ax + aw
end

local function aabb_y(ay, ah, by, bh)
  return ay < by + bh and by < ay + ah
end

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 {}

  self.touching_down = false
  self.touching_up = false
  self.touching_vertically = false
  self.touching_left = false
  self.touching_right = false
  self.touching_horizontally = false

  add_box_to_layers(self)

  return self
end

function phys.Box:get_rect()
  return
    self.x + self.offsetx,
    self.y + self.offsety,
    self.width,
    self.height
end

function phys.Box:update(velx, vely, dt)
  local resx = self.x + velx * dt
  local resy = self.y + vely * dt

  local small_side = math.min(self.width, self.height)
  local steps = math.ceil(vec_len(velx * dt, vely * dt) / small_side)

  self.touching_down = false
  self.touching_up = false
  self.touching_vertically = false
  self.touching_left = false
  self.touching_right = false
  self.touching_horizontally = false

  -- this block is fat. much like a certain croatian...
  for i=1, steps do
    local p = i / steps

    local boxx = resx + self.offsetx + velx * dt * p
    local boxy = resy + self.offsety + vely * dt * p

    for _, layer in ipairs(self.mask) do
      for _, other in ipairs(world.layers[layer] or {}) do
        if other ~= self then
          local ox = other.x + other.offsetx
          local oy = other.y + other.offsety

          if aabb(
            boxx, boxy, self.width, self.height,
            ox, oy, other.width, other.height
          ) then
            if aabb_x(self.x + self.offsetx, self.width, ox, other.width) then
              if vely > 0 then
                resy = oy - self.height - self.offsety
                self.touching_down = true
              else
                resy = oy + other.height - self.offsety
                self.touching_up = true
              end
              self.touching_vertically = true
            elseif aabb_y(self.y + self.offsety, self.height, oy, other.height) then
              if velx > 0 then
                resx = ox - self.width - self.offsetx
                self.touching_left = true
              else
                resx = ox + other.width - self.offsetx
                self.touching_right = true
              end
              self.touching_horizontally = true
            end
          end
        end
      end
    end

    if self.touching_horizontally then
      velx = 0
    end
    if self.touching_vertically then
      vely = 0
    end

    if self.touching_horizontally or self.touching_vertically then
      break
    end
  end

  self.x = resx
  self.y = resy

  return velx, vely
end

function phys.Box:draw()
  local x, y, w, h = self:get_rect()
  love.graphics.rectangle("line", x, y, w, h)
end