Initial stab at collision handling

This commit is contained in:
Tony Garnock-Jones 2015-10-26 17:53:39 -04:00
parent db11dee3c8
commit a175908953
1 changed files with 177 additions and 100 deletions

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@ -110,18 +110,17 @@
;; - message: JumpRequest
;; - assertion: Impulse
;; - assertion: Position
;; - assertion: Massive
;; - assertion: Attributes
;; - assertion: GamePieceConfiguration
;; - role: PhysicsEngine
;; Maintains positions, velocities and accelerations of all GamePieces.
;; Uses GamePieceConfiguration for global properties of pieces.
;; Publishes Position to match.
;; Listens to FrameDescription, using it to advance the simulation.
;; Considers only mobile GamePieces for movement.
;; Takes Impulses as the baseline for moving GamePieces around.
;; For Massive GamePieces, applies gravitational acceleration.
;; For massive mobile GamePieces, applies gravitational acceleration.
;; Computes collisions between GamePieces.
;; Uses Attributed Aspects of GamePieces to decide what to do in response.
;; Uses Attributes of GamePieces to decide what to do in response to collisions.
;; Sometimes, this involves sending Damage.
;; Responds to JumpRequest by checking whether the named piece is in a
;; jumpable location, and sets its upward velocity negative if so.
@ -131,11 +130,12 @@
;; then kills the world. When the player vanishes from the board, kills
;; the world.
;; - role: GamePiece
;; Maintains private state. Asserts Impulse to move around, asserts Massive
;; and Attributes as required, asserts GamePieceConfiguration to get things
;; started. May issue JumpRequests at any time. Represents both the player,
;; enemies, the goal(s), and platforms and blocks in the environment.
;; Asserts a Sprite two layers out to render itself.
;; Maintains private state. Asserts Impulse to move around,
;; and GamePieceConfiguration to get things started. May issue
;; JumpRequests at any time. Represents both the player,
;; enemies, the goal(s), and platforms and blocks in the
;; environment. Asserts a Sprite two layers out to render
;; itself.
;;
;; An ID is a Symbol; the special symbol 'player indicates the player's avatar.
;; Gensyms from (gensym 'enemy) name enemies, etc.
@ -148,31 +148,30 @@
;; the net *requested* velocity of the given gamepiece.
(struct impulse (id vec) #:transparent)
;;
;; A Position is a (position ID Point), an assertion describing the current actual
;; position of the named gamepiece.
(struct position (id point) #:transparent)
;; A Position is a (position ID Point Vec), an assertion describing
;; the current actual top-left corner and (physics-related, not
;; necessarily graphics-related) size of the named gamepiece.
(struct position (id top-left size) #:transparent)
;;
;; A Massive is a (massive ID), an assertion noting that the named gamepiece
;; should be subject to the effects of gravity.
(struct massive (id) #:transparent)
;;
;; An Attributes is an (attributes ID (Setof Aspect)), an assertion
;; describing some aspect of the named gamepiece
(struct attributes (id aspects) #:transparent)
;;
;; An Aspect is either
;; An Attribute is either
;; - 'player - the named piece is a player avatar
;; - 'enemy - the named piece is an enemy
;; - 'solid - the named piece can be stood on / jumped from
;; - 'goal - the named piece, if touched, causes the level to
;; End The Game In Victory
;; - 'mobile - the named piece is not fixed in place
;; - 'massive - the named piece is subject to effects of gravity
;; (it is an error to be 'massive but not 'mobile)
;;
;; A GamePieceConfiguration is a
;; - (game-piece-configuration ID Point Point Point)
;; an assertion specifying not only the *existence* of the named
;; gamepiece but also its initial position, size and hotspot (in World
;; coordinates).
(struct game-piece-configuration (id initial-position size hotspot) #:transparent)
;; - (game-piece-configuration ID Point Vec (Set Attribute))
;; an assertion specifying not only the *existence* of a named
;; gamepiece, but also its initial position and size and a collection
;; of its Attributes.
(struct game-piece-configuration (id initial-position size attributes) #:transparent)
(define (game-piece-has-attribute? g attr)
(set-member? (game-piece-configuration-attributes g) attr))
;;-------------------------------------------------------------------------
;; ### Player State
@ -234,7 +233,7 @@
;;
;; title Movement Sequence
;;
;; Moveable -> Physics: (massive ID)
;; Moveable -> Physics: (mobile ID Boolean)
;; Moveable -> Physics: (attr ID ...)
;; Moveable -> Physics: (impulse ID vec)
;; note right of Physics: Processes simulation normally
@ -265,11 +264,9 @@
(define window-projection1 (compile-projection (at-meta (?! (window ? ?)))))
(define window-projection3 (compile-projection (at-meta (at-meta (at-meta (?! (window ? ?)))))))
(define scroll-offset-projection (compile-projection (scroll-offset (?!))))
(define position-projection (compile-projection (position ? (?!))))
(define key-pressed-projection (compile-projection (at-meta (at-meta (key-pressed (?!))))))
(define position-projection (compile-projection (?! (position ? ? ?))))
(define impulse-projection (compile-projection (?! (impulse ? ?))))
(define massive-projection (compile-projection (massive (?!))))
(define attributes-projection (compile-projection (?! (attributes ? ?))))
(define game-piece-configuration-projection
(compile-projection (?! (game-piece-configuration ? ? ? ?))))
@ -334,8 +331,19 @@
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; PhysicsEngine
(define jump-vel (vector 0 -1))
(define (spawn-physics-engine)
(struct physics-state (configs positions velocities impulses massives attributes) #:prefab)
(struct physics-state (configs ;; Hash ID -> GamePieceConfiguration
positions ;; Hash ID -> Point
velocities ;; Hash ID -> Vector
impulses ;; Hash ID -> Vector
) #:prefab)
(define (piece-cfg s id) (hash-ref (physics-state-configs s) id))
(define (piece-pos s id) (hash-ref (physics-state-positions s) id (lambda () (vector 0 0))))
(define (piece-vel s id) (hash-ref (physics-state-velocities s) id (lambda () (vector 0 0))))
(define (piece-imp s id) (hash-ref (physics-state-impulses s) id (lambda () (vector 0 0))))
(define ((remove-game-piece-configurations p) s)
(define removed (matcher-project/set/single (patch-removed p)
@ -349,7 +357,7 @@
[velocities (hash-remove (physics-state-velocities s) id)]))
(for/list [(g removed)]
(define id (game-piece-configuration-id g))
(retract (position id ?)))))
(retract (position id ? ?)))))
(define ((add-game-piece-configurations p) s)
(define added (matcher-project/set/single (patch-added p)
@ -362,8 +370,8 @@
[positions (hash-set (physics-state-positions s) id initial-position)]
[velocities (hash-set (physics-state-velocities s) id (vector 0 0))]))
(for/list [(g added)]
(define id (game-piece-configuration-id g))
(assert (position id (game-piece-configuration-initial-position g))))))
(match-define (game-piece-configuration id initial-position size _) g)
(assert (position id initial-position size)))))
(define ((update-impulses p) s)
(transition
@ -375,47 +383,98 @@
impulse-vec)])
'()))
(define ((update-massives p) s)
(define ((update-piece g new-pos new-vel) s)
(define id (game-piece-configuration-id g))
(transition
(struct-copy physics-state s
[massives (update-set-from-patch (physics-state-massives s)
p
massive-projection)])
'()))
[positions (hash-set (physics-state-positions s) id new-pos)]
[velocities (hash-set (physics-state-velocities s) id new-vel)])
(patch-seq (retract (position id ? ?))
(assert (position id new-pos (game-piece-configuration-size g))))))
(define ((update-attributes p) s)
(transition
(struct-copy physics-state s
[attributes (update-hash-from-patch (physics-state-attributes s)
p
attributes-projection
attributes-id
attributes-aspects)])
'()))
(define (find-support p size s)
(match-define (vector p-left p-top) p)
(match-define (vector p-w p-h) size)
(define p-right (+ p-left p-w))
(define p-bottom (+ p-top p-h))
(for/or [((id g) (in-hash (physics-state-configs s)))
#:when (game-piece-has-attribute? g 'solid)]
(match-define (vector left top) (piece-pos s id))
(and (< (abs (- top p-bottom)) 0.5)
(<= left p-right)
(match (game-piece-configuration-size g)
[(vector w h)
(<= p-left (+ left w))])
g)))
(define (evaluate-jump-request id s)
;; TODO
#f)
(define (segment-intersection-time p0 r q0 q1)
;; See http://stackoverflow.com/a/565282/169231
(define s (v- q1 q0))
(define rxs (vcross2 r s))
(cond [(< (abs rxs) 0.005) #f] ;; zeroish; lines are parallel (and maybe collinear)
[else
(define q-pxs (vcross2 (v- q0 p0) s))
(define t (/ q-pxs rxs))
(and (<= 0 t 1) t)]))
(define (three-corners top-left size)
(match-define (vector w h) size)
(values (v+ top-left (vector w 0))
(v+ top-left size)
(v+ top-left (vector 0 h))))
(define (clip-movement-by top-left moved-top-left size solid-top-left solid-size)
(define-values (solid-top-right solid-bottom-right solid-bottom-left)
(three-corners solid-top-left solid-size))
(define-values (top-right bottom-right bottom-left)
(three-corners top-left size))
(define r (v- moved-top-left top-left))
(define t
(apply min
(for/list [(p (in-list (list top-left top-right bottom-right bottom-left)))]
(min (or (segment-intersection-time p r solid-top-left solid-top-right) 1)
(or (segment-intersection-time p r solid-top-left solid-bottom-left) 1)
(or (segment-intersection-time p r solid-top-right solid-bottom-right) 1)
(or (segment-intersection-time p r solid-bottom-left solid-bottom-right) 1)))))
(v+ top-left (v* r t)))
(define (clip-movement-by-solids s p0 p1 size)
(for/fold [(p1 p1)]
[((id g) (in-hash (physics-state-configs s)))
#:when (game-piece-has-attribute? g 'solid)]
(define p1*
(clip-movement-by p0 p1 size (piece-pos s id) (game-piece-configuration-size g)))
(log-info "\np0 ~v\np1 ~v\ng ~v\np1* ~v" p0 p1 g p1*)
p1*))
(define ((update-game-piece elapsed-ms id state-at-beginning-of-frame) s)
(define-values (pos0 vel0 imp0 massive? attributes)
(match state-at-beginning-of-frame
[(physics-state _ ps vs is ms as)
(values (hash-ref ps id (lambda () (vector 0 0)))
(hash-ref vs id (lambda () (vector 0 0)))
(hash-ref is id (lambda () (vector 0 0)))
(set-member? ms id)
(hash-ref as id (lambda () (set))))]))
(define vel1 (if massive? (v+ vel0 (vector 0 (* 0.001 elapsed-ms))) vel0))
(define g (piece-cfg state-at-beginning-of-frame id))
(define size (game-piece-configuration-size g))
(define pos0 (piece-pos state-at-beginning-of-frame id))
(define support (find-support pos0 size state-at-beginning-of-frame))
(define vel0 (piece-vel state-at-beginning-of-frame id))
(define imp0 (piece-imp state-at-beginning-of-frame id))
(define vel1 (cond
[support (piece-vel state-at-beginning-of-frame
(game-piece-configuration-id support))]
[(game-piece-has-attribute? g 'massive)
(v+ vel0 (vector 0 (* 0.001 elapsed-ms)))]
[else
vel0]))
(define pos1 (v+ pos0 (v* (v+ vel1 imp0) (* 0.360 elapsed-ms)))) ;; 360 pixels per second
(if (and (v= pos0 pos1)
(v= vel0 vel1))
(transition s '())
(transition (struct-copy physics-state s
[positions (hash-set (physics-state-positions s) id pos1)]
[velocities (hash-set (physics-state-velocities s) id vel1)])
(patch-seq (retract (position id ?))
(assert (position id pos1))))))
(define final-pos (clip-movement-by-solids state-at-beginning-of-frame pos0 pos1 size))
;; TODO: collision with enemies
((update-piece g final-pos vel1) s))
(define (evaluate-jump-request id s)
(define g (piece-cfg s id))
(define pos (piece-pos s id))
(define support (find-support pos (game-piece-configuration-size g) s))
(and support
((update-piece g (v+ pos (vector 0 -1)) jump-vel) s)))
(spawn (lambda (e s)
(match e
@ -423,25 +482,20 @@
(sequence-transitions (transition s '())
(remove-game-piece-configurations p)
(add-game-piece-configurations p)
(update-impulses p)
(update-massives p)
(update-attributes p))]
(update-impulses p))]
[(message (jump-request id))
(evaluate-jump-request id s)]
[(message (at-meta (at-meta (at-meta (frame-event _ _ elapsed-ms _)))))
(for/fold [(t (transition s '()))]
[(id (in-hash-keys (physics-state-configs s)))]
[((id g) (in-hash (physics-state-configs s)))
#:when (game-piece-has-attribute? g 'mobile)]
(transition-bind (update-game-piece elapsed-ms id s) t))]
[_ #f]))
(physics-state (hash)
(hash)
(hash)
(hash)
(set)
(hash))
(sub (impulse ? ?))
(sub (massive ?))
(sub (attributes ? ?))
(sub (game-piece-configuration ? ? ? ?))
(sub (jump-request ?))
(sub (frame-event ? ? ? ?) #:meta-level game-level)))
@ -451,22 +505,27 @@
(define player-id 'player)
(define (spawn-player-avatar)
(define (spawn-player-avatar initial-focus-x initial-focus-y)
(struct player-state (x y hit-points keys-down) #:prefab)
(define initial-x 50)
(define initial-y 50)
(define initial-player-state (player-state initial-x initial-y 1 (set)))
(define icon character-cat-girl)
(define icon-width (/ (image-width icon) 2))
(define icon-height (/ (image-height icon) 2))
(define icon-hotspot-width (/ icon-width 2))
(define icon-hotspot-height (* 13/16 icon-height))
(define icon-hitbox-width (* 2/3 icon-width))
(define icon-hitbox-height (* 2/5 icon-height))
(define hitbox-offset-x (/ (- icon-width icon-hitbox-width) 2))
(define hitbox-offset-y (- (* 13/16 icon-height) icon-hitbox-height))
(define initial-x (- initial-focus-x (/ icon-hitbox-width 2)))
(define initial-y (- initial-focus-y icon-hitbox-height))
(define initial-player-state (player-state initial-x initial-y 1 (set)))
(define (sprite-update s)
(update-sprites #:meta-level game-level
(simple-sprite 0
(- (player-state-x s) icon-hotspot-width)
(- (player-state-y s) icon-hotspot-height)
(- (player-state-x s) hitbox-offset-x)
(- (player-state-y s) hitbox-offset-y)
icon-width
icon-height
icon)))
@ -474,7 +533,7 @@
(define ((monitor-position-change p) s)
(define s1
(for/fold [(s s)] [(pos (matcher-project/set/single (patch-added p) position-projection))]
(match-define (vector nx ny) pos)
(match-define (position _ (vector nx ny) _) pos)
(struct-copy player-state s [x nx] [y ny])))
(transition s1 (sprite-update s1)))
@ -523,17 +582,36 @@
(assert (level-running) #:meta-level 1)
(assert (game-piece-configuration player-id
(vector initial-x initial-y)
(vector icon-width icon-height)
(vector icon-hotspot-width icon-hotspot-height)))
(assert (massive player-id))
(assert (attributes player-id (set 'player)))
(sub (position player-id ?))
(vector icon-hitbox-width icon-hitbox-height)
(set 'player 'mobile 'massive)))
(sub (position player-id ? ?))
(sub (key-pressed 'left) #:meta-level 2)
(sub (key-pressed 'right) #:meta-level 2)
(sub (key-pressed #\space) #:meta-level 2)
(sprite-update initial-player-state)
))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Ground Block
(define standard-ground-height 50)
(define (spawn-ground-block top-left size #:color [color "purple"])
(match-define (vector x y) top-left)
(match-define (vector w h) size)
(define block-id (gensym 'ground-block))
(spawn (lambda (e s)
(match e
[_ #f]))
(void)
(update-sprites #:meta-level game-level
(simple-sprite 0 x y w h (rectangle w h "solid" color)))
(assert (game-piece-configuration block-id
top-left
size
(set 'solid)))))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; DisplayControl
@ -557,7 +635,7 @@
(for/fold [(s s)] [(pos (matcher-project/set/single (patch-added p)
position-projection))]
(match-define (vector ww wh) (display-controller-state-window-size s))
(match-define (vector px py) pos)
(match-define (position _ (vector px py) _) pos)
(struct-copy display-controller-state s
[offset-pos (vector (compute-offset px ww (vector-ref level-size-vec 0))
(compute-offset py wh (vector-ref level-size-vec 1)))])))
@ -577,7 +655,7 @@
[_ #f]))
(display-controller-state (vector 0 0) (vector 0 0) (vector 0 0))
(sub (window ? ?) #:meta-level game-level)
(sub (position player-id ?))
(sub (position player-id ? ?))
(assert (level-size level-size-vec))))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
@ -589,21 +667,20 @@
(lambda (e s) #f)
(void)))))
(define (spawn-level level-size-vec . actions)
(define (spawn-level #:initial-player-x [initial-player-x 50]
#:initial-player-y [initial-player-y 50]
#:level-size level-size-vec
. actions)
(spawn-world
(spawn-display-controller level-size-vec)
(spawn-physics-engine)
(spawn-player-avatar)
(spawn-player-avatar initial-player-x initial-player-y)
actions))
(define (spawn-numbered-level level-number)
(match level-number
[0 (spawn-level (vector 4000 800)
(spawn (lambda (e s) #f)
(void)
(update-sprites #:meta-level game-level
(simple-sprite 0 50 50 50 50
(rectangle 50 50 "solid" "purple")))))]))
[0 (spawn-level #:level-size (vector 4000 800)
(spawn-ground-block (vector 25 300) (vector 500 standard-ground-height)))]))
(define (spawn-level-spawner)
(struct level-spawner-state (current-level level-complete?) #:prefab)