change of bounds computation
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f0288cd169
commit
724b5af8a3
5 changed files with 28 additions and 18 deletions
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@ -19,16 +19,21 @@ func init() {
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// Actor handles basic movement.
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type Actor struct {
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CollisionDomain string // id of component to look for colliders inside of
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Pos, Size geom.Int3 // in voxels; multiply by game.VoxelScale for regular Euclidean space
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Pos geom.Int3 // in voxels; multiply by game.VoxelScale for regular Euclidean space
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Bounds geom.Box // in voxels; relative to Pos
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rem geom.Float3
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game *Game
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}
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func (a *Actor) BoundingBox() geom.Box {
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return a.Bounds.Add(a.Pos)
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}
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// CollidesAt runs a collision test of the actor, supposing the actor is at a
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// given position (not necessarily a.Pos).
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func (a *Actor) CollidesAt(p geom.Int3) bool {
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bounds := geom.Box{Min: p, Max: p.Add(a.Size)}
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bounds := a.Bounds.Add(p)
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for c := range a.game.Query(a.CollisionDomain, ColliderType) {
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if c.(Collider).CollidesWith(bounds) {
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return true
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@ -37,7 +37,6 @@ type PrismMap struct {
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Hidden
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Ersatz bool
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Map map[geom.Int3]*Prism // pos -> prism
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DrawOrderBias image.Point // dot with pos.XY() = bias value
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DrawOffset image.Point // offset applies to whole map
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PosToWorld geom.IntMatrix3x4 // p.pos -> world voxelspace
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PrismSize geom.Int3 // in world voxelspace units
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@ -152,7 +151,7 @@ func (p *Prism) Draw(screen *ebiten.Image, opts *ebiten.DrawImageOptions) {
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func (p *Prism) DrawOrder() (int, int) {
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return p.m.PosToWorld.Apply(p.pos).Z,
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geom.Dot(p.pos.XY(), p.m.DrawOrderBias)
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geom.Dot(p.pos.XY(), image.Point(p.m.game.Projection).Mul(-1))
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}
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func (p *Prism) Transform() (opts ebiten.DrawImageOptions) {
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@ -72,9 +72,7 @@ func (aw *Awakeman) Update() error {
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if ebiten.IsKeyPressed(ebiten.KeyShift) {
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z = 2.0
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}
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pos := aw.Sprite.Actor.Pos
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size := aw.Sprite.Actor.Size
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aw.camera.PointAt(pos.Add(size.Div(2)), z)
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aw.camera.PointAt(aw.Sprite.Actor.BoundingBox().Centre(), z)
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return nil
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}
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@ -31,7 +31,7 @@ func Level1() *engine.Scene {
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},
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&engine.PrismMap{
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ID: "hexagons",
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DrawOrderBias: image.Pt(0, -1), // draw higher Y after lower Y
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//DrawOrderBias: image.Pt(0, -1), // draw higher Y after lower Y
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PosToWorld: geom.IntMatrix3x4{
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// For each tile in the X direction, go right by 24 and
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// forward by 8, etc
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@ -264,9 +264,12 @@ func Level1() *engine.Scene {
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Actor: engine.Actor{
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CollisionDomain: "level_1",
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Pos: geom.Pt3(100, -64, 100),
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Size: geom.Pt3(8, 16, 2),
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Bounds: geom.Box{
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Min: geom.Pt3(-4, -16, -1),
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Max: geom.Pt3(4, 0, 1),
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},
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DrawOffset: image.Pt(-1, 0),
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},
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DrawOffset: image.Pt(-5, -16),
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Sheet: engine.Sheet{
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AnimDefs: map[string]*engine.AnimDef{
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"idle_left": {Steps: []engine.AnimStep{
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@ -36,6 +36,11 @@ func (b Box) Size() Int3 {
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return b.Max.Sub(b.Min)
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}
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// Centre returns the centre point of the box.
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func (b Box) Centre() Int3 {
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return b.Min.Add(b.Max).Div(2)
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}
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// Add offsets the box by vector p.
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func (b Box) Add(p Int3) Box {
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return Box{
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