# physics_tiles.ludic — the tile-grid broadphase of the #65 movement system: # `esys_move` resolves a Body against the Map.* tilemap (the platformer / # top-down world), configured by a single `Solids { tile, wall, oneway }` entity. # Reuses the same deterministic swept-AABB core as entity collision; verifies a # tile floor, a tile wall, and a one-way tile platform (land from above, rise # through from below). # # Deterministic, so a full run prints: 112 1 80 1 48 1 60 program PhysicsTiles { property Position { x: int = 0, y: int = 0 } property Body { vx: fixed = 0.0, vy: fixed = 0.0, gravity: fixed = 0.0, max_fall: fixed = 0.0, rx: fixed = 0.0, ry: fixed = 0.0, policy: int = 0, on_ground: int = 0, hit_wall: int = 0, hit_ceiling: int = 0 } property Collider { w: int = 0, h: int = 0, offx: int = 0, offy: int = 0, is_trigger: int = 0, one_way: int = 0, layer: int = 0, mask: int = 0 } property Solids { tile: int = 0, wall: int = 0, oneway: int = 0 } function clear_prop(name: pointer) -> void { let p = World.prop_id(name) if p < 0 { return } var e = World.query_next(p, 0) while e >= 0 { despawn e; e = World.query_next(p, 0) } } function clear() -> void { clear_prop("Body"); clear_prop("Collider") } entry { let pb = World.prop_id("Body") let pp = World.prop_id("Position") let f_x = World.field_id(pp, "x") let f_y = World.field_id(pp, "y") let f_vx = World.field_id(pb, "vx") let f_grd = World.field_id(pb, "on_ground") let f_hw = World.field_id(pb, "hit_wall") # 16px tiles; the map is now a loaded Tiled map (issue #69). Its `collision` # layer projects to the same byte tilemap: a non-zero GID becomes '#' (35, # solid), and a GID whose tile carries the bool `oneway` property becomes # '=' (61), a one-way platform — so esys_move sees the identical grid. # one-way platform, cols 10-12 (y 64); wall column, col 6, rows 5-7; # solid floor, row 8 (top edge y 128). Tiled.load("assets/tiled-fixtures/physics_map.tmx") spawn Config { Solids { tile: 16, wall: 35, oneway: 61 } } # ---- T1. fall and land on the tile floor ------------------------------- clear() spawn Runner { Position { x: 32, y: 16 }, Body { gravity: fixed(1), max_fall: fixed(6) }, Collider { w: 16, h: 16 } } var a = World.query_next(pb, 0) var i = 0 while i < 80 { tick_fixed(); i += 1 } print(World.get(a, pp, f_y)) # 112 — feet rest on the tile floor top (128) print(World.get(a, pb, f_grd)) # 1 # ---- T2. run into a tile wall column ----------------------------------- clear() spawn Runner { Position { x: 16, y: 112 }, Body { gravity: fixed(1), max_fall: fixed(6) }, Collider { w: 16, h: 16 } } a = World.query_next(pb, 0) i = 0 while i < 60 { World.set(a, pb, f_vx, fixed(4)); tick_fixed(); i += 1 } print(World.get(a, pp, f_x)) # 80 — right edge stops at the wall column (96) print(World.get(a, pb, f_hw)) # 1 # ---- T3a. land on a one-way tile platform from above ------------------- clear() spawn Runner { Position { x: 176, y: 16 }, Body { gravity: fixed(1), max_fall: fixed(6) }, Collider { w: 16, h: 16 } } a = World.query_next(pb, 0) i = 0 while i < 40 { tick_fixed(); i += 1 } print(World.get(a, pp, f_y)) # 48 — feet on the one-way top (64) print(World.get(a, pb, f_grd)) # 1 # ---- T3b. rise straight up through the one-way tile -------------------- clear() spawn Riser { Position { x: 176, y: 120 }, Body { vy: fixed(-4), policy: 1 }, Collider { w: 16, h: 16 } } a = World.query_next(pb, 0) i = 0 while i < 15 { tick_fixed(); i += 1 } print(World.get(a, pp, f_y)) # 60 — passed through (120 - 4*15), above the platform quit() } }