aboutsummaryrefslogtreecommitdiff
path: root/src/phys.lua
blob: 3cddd4efbe87f2294bad7d2564986dd9f7c0ac7c (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
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 {}

  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 and self.touchy ~= 0
end

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

function collision_check(box)
  local box_x, box_y, box_width, box_height = box:get_rect()
  local other_x, other_y, other_width, other_height

  for _, layer in ipairs(box.mask) do
    for _, other in ipairs(world.layers[layer] or {}) do
      if other == box then
        goto 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
      end
      ::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)

  -- this block is fat. much like a certain croatian...
  -- not anymore :D
  for i = 1, steps do
    local p = i / steps
    local before

    before = self.x
    self.x = self.x + velx * dt * p
    if collision_check(self) then
      self.touchx = velx > 0 and 1 or -1
      velx = 0
      self.x = before
    end

    before = self.y
    self.y = self.y + vely * dt * p
    if collision_check(self) then
      self.touchy = velx > 0 and 1 or -1
      vely = 0
      self.y = before
    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