Phase 0 of the gameplay-controller work (#57): turn the static Collision.* overlap tests into a real physics-lite moving-body-with-collision layer that the platformer / shooter / NPC-AI / RPG families build on. New engine-owned system esys_move (runtime/native/systems_move.ludic), spliced and Update-phase-registered when a game declares `Body` (parse.ludic), standing entirely on the reflection ABI like the SpriteAnim / Motion / Light2D systems: - Body { vx, vy, gravity, max_fall, rx, ry, policy, on_ground, hit_wall, hit_ceiling } — Q16.16 velocity + engine-owned sub-pixel accumulators. - Collider { w, h, offx, offy, is_trigger, one_way, layer, mask, hit, entered, exited } — AABB shape off Position, layer/mask filtering, one-way + triggers. - Solids { tile, wall, oneway } — optional config entity enabling the tile-grid broadphase over the Map.* tilemap. esys_move integrates velocity + gravity, then resolves per-axis swept AABB against both solid Collider entities and the tile grid (no tunneling), handles one-way platforms (block only a downward landing), reports trigger/sensor overlaps without resolving, and sets on_ground / hit_wall / hit_ceiling for a controller to poll. No float, no hidden singletons, no runtime dispatch — integer + deterministic, so replay / lockstep / world_save hold. Contact is surfaced as polled flags (the SpriteAnim.event_fired shape), so a game raises its own CollisionResolved / TriggerEntered events with no engine coupling. Two self-asserting examples (entity + tile broadphase) wired into `x test`; docs added to the collision section. A build with no Body compiles byte-for-byte the same (bootstrap fixpoint + all golden renders unchanged). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
125 lines
6.4 KiB
Text
125 lines
6.4 KiB
Text
# physics.ludic — the 2D collision / physics-lite foundation (#65): the
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# engine-owned `esys_move` system integrating velocity + gravity and resolving
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# swept-AABB collision against solid `Collider` entities, driven straight from
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# `entry` (tick_fixed runs the Update phase where the engine ticks Body).
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#
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# Everything is integer + Q16.16 fixed-point and deterministic, so a full run
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# prints: 184 1 1 284 1 1 50 51 104 1 134 1 120 0 1 1 1 0 1 1 1
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program Physics {
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property Position { x: int = 0, y: int = 0 }
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property Body {
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vx: fixed = 0.0, vy: fixed = 0.0,
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gravity: fixed = 0.0, max_fall: fixed = 0.0,
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rx: fixed = 0.0, ry: fixed = 0.0,
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policy: int = 0,
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on_ground: int = 0, hit_wall: int = 0, hit_ceiling: int = 0
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}
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property Collider {
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w: int = 0, h: int = 0, offx: int = 0, offy: int = 0,
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is_trigger: int = 0, one_way: int = 0, layer: int = 0, mask: int = 0,
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hit: int = 0, entered: int = 0, exited: int = 0
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}
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function tick_n(n: int) -> void { var i = 0; while i < n { tick_fixed(); i = i + 1 } }
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function bi(b: bool) -> int { if b { return 1 }; return 0 }
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# despawn every live entity carrying a property, so each scenario starts clean.
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function clear_prop(name: pointer) -> void {
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let p = World.prop_id(name)
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if p < 0 { return }
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var e = World.query_next(p, 0)
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while e >= 0 { despawn e; e = World.query_next(p, 0) }
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}
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function clear() -> void { clear_prop("Body"); clear_prop("Collider") }
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entry {
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let pb = World.prop_id("Body")
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let pc = World.prop_id("Collider")
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let pp = World.prop_id("Position")
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let f_y = World.field_id(pp, "y")
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let f_x = World.field_id(pp, "x")
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let f_vx = World.field_id(pb, "vx")
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let f_vy = World.field_id(pb, "vy")
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let f_grd = World.field_id(pb, "on_ground")
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let f_hw = World.field_id(pb, "hit_wall")
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let f_hit = World.field_id(pc, "hit")
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let f_ent = World.field_id(pc, "entered")
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let f_ext = World.field_id(pc, "exited")
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# ---- A. gravity + landing on a solid floor entity ----------------------
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clear()
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spawn Floor { Position { x: 0, y: 200 }, Collider { w: 400, h: 16 } }
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spawn Runner { Position { x: 50, y: 40 }, Body { gravity: fixed(1), max_fall: fixed(6) }, Collider { w: 16, h: 16 } }
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var a = World.query_next(pb, 0)
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tick_n(80)
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print(World.get(a, pp, f_y)) # 184 — feet rest on the floor top (200)
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print(World.get(a, pb, f_grd)) # 1 — on_ground
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print(bi(World.get(a, pb, f_vy) == 0)) # 1 — vertical velocity zeroed
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# ---- B. horizontal run into a solid wall -------------------------------
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clear()
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spawn Floor { Position { x: 0, y: 200 }, Collider { w: 400, h: 16 } }
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spawn Wall { Position { x: 300, y: 0 }, Collider { w: 16, h: 400 } }
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spawn Runner { Position { x: 100, y: 184 }, Body { gravity: fixed(1), max_fall: fixed(6) }, Collider { w: 16, h: 16 } }
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a = World.query_next(pb, 0)
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# re-apply the run velocity each frame, the way a controller drives it from
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# held input — so hit_wall stays asserted while pressed against the wall.
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var bi2 = 0
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while bi2 < 80 { World.set(a, pb, f_vx, fixed(4)); tick_fixed(); bi2 = bi2 + 1 }
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print(World.get(a, pp, f_x)) # 284 — right edge stops at the wall (300)
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print(World.get(a, pb, f_hw)) # 1 — hit_wall while pressed
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print(bi(World.get(a, pb, f_vx) == 0)) # 1 — the sweep zeroed it this frame
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# ---- C. sub-pixel accumulation (top-down, no gravity) ------------------
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clear()
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spawn Runner { Position { x: 50, y: 50 }, Body { vx: 0.25, policy: 1 }, Collider { w: 16, h: 16 } }
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a = World.query_next(pb, 0)
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tick_n(3)
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print(World.get(a, pp, f_x)) # 50 — 0.75px accumulated, no whole step yet
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tick_n(1)
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print(World.get(a, pp, f_x)) # 51 — the 4th quarter-pixel carries one px
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# ---- D. landing on a solid platform entity -----------------------------
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clear()
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spawn Plat { Position { x: 400, y: 120 }, Collider { w: 64, h: 8 } }
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spawn Runner { Position { x: 410, y: 40 }, Body { gravity: fixed(1), max_fall: fixed(6) }, Collider { w: 16, h: 16 } }
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a = World.query_next(pb, 0)
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tick_n(60)
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print(World.get(a, pp, f_y)) # 104 — feet on the platform top (120)
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print(World.get(a, pb, f_grd)) # 1
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# ---- E. one-way platform: land from above, pass through from below -----
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clear()
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spawn Plat { Position { x: 400, y: 150 }, Collider { w: 64, h: 8, one_way: 1 } }
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spawn Runner { Position { x: 405, y: 60 }, Body { gravity: fixed(1), max_fall: fixed(6) }, Collider { w: 16, h: 16 } }
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let e1 = World.query_next(pb, 0)
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spawn Riser { Position { x: 430, y: 200 }, Body { vy: fixed(0 - 4), policy: 1 }, Collider { w: 16, h: 16 } }
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var e2 = World.query_next(pb, 0)
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if e2 == e1 { e2 = World.query_next(pb, e1 + 1) }
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tick_n(20)
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print(World.get(e1, pp, f_y)) # 134 — landed on the one-way top (150)
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print(World.get(e1, pb, f_grd)) # 1
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print(World.get(e2, pp, f_y)) # 120 — rose straight through it (200 - 4*20)
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# ---- F. trigger / sensor: enter + exit edges over a moving body --------
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clear()
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spawn Sensor { Position { x: 500, y: 100 }, Collider { w: 32, h: 32, is_trigger: 1 } }
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let sid = World.query_next(pc, 0)
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spawn Runner { Position { x: 460, y: 108 }, Body { vx: fixed(4), policy: 1 }, Collider { w: 16, h: 16 } }
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let aid = World.query_next(pb, 0)
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tick_n(6) # x=484 — not yet overlapping
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print(World.get(sid, pc, f_ent)) # 0
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print(bi(World.get(sid, pc, f_hit) < 0)) # 1 — nothing inside
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tick_n(1) # x=488 — overlap begins this frame
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print(World.get(sid, pc, f_ent)) # 1 — entered edge
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print(bi(World.get(sid, pc, f_hit) == aid)) # 1 — reports the body inside
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tick_n(10) # x=528 — still inside, no new edge
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print(World.get(sid, pc, f_ent)) # 0
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print(bi(World.get(sid, pc, f_hit) == aid)) # 1
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tick_n(1) # x=532 — overlap ends this frame
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print(World.get(sid, pc, f_ext)) # 1 — exited edge
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print(bi(World.get(sid, pc, f_hit) < 0)) # 1 — empty again
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quit()
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}
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}
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