diff --git a/CLAUDE.md b/CLAUDE.md index 074c301..61540f9 100644 --- a/CLAUDE.md +++ b/CLAUDE.md @@ -4,23 +4,18 @@ This file provides guidance to Claude Code (claude.ai/code) when working with co ## Project Overview -This is a LÖVE2D game development playground using Fennel (a Lisp dialect that compiles to Lua). The repository contains multiple game/project experiments: - -- **hello_world**: Basic LÖVE2D + Fennel template with REPL support -- **hello_world_lua**: Basic LÖVE2D in pure Lua (reference implementation) -- **one_line**: A pixel drawing application demonstrating canvas manipulation -- **two_player_cleaning_game**: Two-player game (primary focus for development) +This is a two-player cooperative cleaning game built with LÖVE2D using Fennel (a Lisp dialect that compiles to Lua). ## Key Architecture ### Fennel + LÖVE2D Setup -Fennel is a Lisp-like language that compiles to Lua at runtime. Each project directory shares common bootstrap files via symlinks: +Fennel is a Lisp-like language that compiles to Lua at runtime. The project uses symlinked bootstrap files: - **fennel-1.5.3.lua** (root): The Fennel compiler itself - **fennel_bootstrap.lua** (root): Sets up Fennel module loading and compiles `.fnl` files on-the-fly -Each project directory contains: +The `two_player_cleaning_game` directory contains: - **main.fnl**: The Fennel source code (user-editable) - **main.lua** → symlink to `../fennel_bootstrap.lua`: Entry point that Lua/LÖVE2D loads - **fennel.lua** → symlink to `../fennel-1.5.3.lua`: Fennel compiler reference @@ -39,11 +34,11 @@ Games define lifecycle callbacks (all optional): - **love.update()**: Called every frame (~60fps by default) - **love.draw()**: Called every frame after update, render graphics here - **love.keypressed(key)**: Keyboard input handler -- **love.handlers.stdin(line)**: REPL input for live evaluation (used in hello_world template) +- **love.handlers.stdin(line)**: REPL input for live evaluation (used for debug/live coding) ## Development Workflow -### Running a Game +### Running the Game ```bash love ./two_player_cleaning_game @@ -53,11 +48,7 @@ LÖVE2D must be installed and in your PATH. See [Getting Started](https://love2d ### Live Coding / REPL -The hello_world template includes stdin REPL support. While a game is running: -- Type Fennel code at the terminal -- Code is evaluated via `fennel.eval()` and results printed - -To enable in other projects, add this to `love.load()`: +To enable stdin REPL support for live evaluation, add this to `love.load()`: ```fennel (: (love.thread.newThread "require('love.event') @@ -68,6 +59,8 @@ while 1 do love.event.push('stdin', io.read('*line')) end") :start) (print (if ok (fennel.view val) val)))) ``` +While the game is running, type Fennel code at the terminal and it will be evaluated live. + ## Fennel Language Basics ### Syntax Patterns @@ -123,31 +116,18 @@ Access nested Lua objects with colon `:` syntax: (: canvas-obj :setFilter "nearest" "nearest") ; equivalent to canvas_obj:setFilter(...) ``` -## Project-Specific Notes - -### two_player_cleaning_game - -Currently uses the hello_world template structure. Development focus: -- Extend main.fnl with game logic (player movement, cleanup mechanics, etc.) -- Reference one_line/main.fnl for canvas/graphics patterns if needed -- Use LÖVE2D physics (love.physics) or collision detection as needed - -### Symlink Pattern - -Do **not** modify symlinked files (main.lua, fennel.lua) — modify main.fnl instead. If adding new modules, create them as separate .fnl files in the project directory. - ## Common Development Tasks ### Adding a new module/file -1. Create `my_module.fnl` in the project directory +1. Create `my_module.fnl` in the `two_player_cleaning_game` directory 2. Require it: `(local my-module (require "my_module"))` 3. The bootstrap module loader will auto-compile it ### Debugging - Use `(print (fennel.view value))` to inspect tables and complex values -- stdin REPL (hello_world template) allows live evaluation for quick tests +- Enable stdin REPL (see above) for quick live tests - LÖVE2D console output is visible in the terminal where you ran `love` ### Working with Graphics @@ -162,6 +142,12 @@ LÖVE2D graphics API examples: (love.graphics.draw drawable x y) ; draw canvas/image ``` +## Code Guidelines + +### Symlink Pattern + +Do **not** modify symlinked files (main.lua, fennel.lua) — modify main.fnl instead. If adding new modules, create them as separate .fnl files in the project directory. + ## References - **LÖVE2D API**: https://love2d.org/wiki/Main_Page diff --git a/README.md b/README.md index 708ee1f..55bb19e 100644 --- a/README.md +++ b/README.md @@ -1,33 +1,27 @@ -# Löve2D Lisp Experiments +# Two Player Cleaning Game -This repo is my personal experiments in game dev with lisp. The games are written in -[Fennel](https://fennel-lang.org/) and use the [Löve 2D](https://www.love2d.org/) game engine. -Scripts for game data are wrtten in Clojure via [Babashka](https://babashka.org/). I use 2D pixel -tool [Aseprite](https://www.aseprite.org/) for painting and then [Tiled](https://thorbjorn.itch.io/tiled) -to create maps out of the sprites. +A two-player cooperative cleaning game built with [Fennel](https://fennel-lang.org/) and [Löve 2D](https://www.love2d.org/). -## Dev +## Setup -### Init +1. Install LÖVE 2D following the [Getting Started guide](https://love2d.org/wiki/Getting_Started) +2. Run the game with: + ```bash + love ./two_player_cleaning_game + ``` -Follow steps at [here](https://love2d.org/wiki/Getting_Started) -to download, install, and add Love 2d to path. +## Architecture -Once done games can be started with `love ./game_dir` +The game uses Fennel (a Lisp dialect) compiled to Lua at runtime. Fennel setup is shared across projects via symlinks: -### Dir setup +- **fennel-1.5.3.lua** (root): The Fennel compiler +- **fennel_bootstrap.lua** (root): Module loader that auto-compiles `.fnl` files -Fennel setup copied from [~benthor/absolutely-minimal-love2d-fennel](https://git.sr.ht/~benthor/absolutely-minimal-love2d-fennel/tree/master/item/README.md). -Since fennel.lua and main.lua are the same for each game/project I put them on root level and soft linked to them -in the project folders. +The `two_player_cleaning_game` directory contains: +- **main.fnl**: Game source code (Fennel) +- **main.lua** → symlink to `../fennel_bootstrap.lua`: Entry point +- **fennel.lua** → symlink to `../fennel-1.5.3.lua`: Compiler reference -``` -. -├── README.md -├── fennel-1.5.3.lua -├── fennel_bootstrap.lua -└── hello_world -    ├── fennel.lua -> ../fennel-1.5.3.lua -    ├── main.fnl -    └── main.lua -> ../fennel_bootstrap.lua -```` +## Development + +See [CLAUDE.md](./CLAUDE.md) for detailed development notes, including Fennel syntax and LÖVE2D API reference. diff --git a/game/fennel.lua b/game/fennel.lua index 8626670..78feed3 120000 --- a/game/fennel.lua +++ b/game/fennel.lua @@ -1 +1 @@ -/Users/she0001t/personal_projects/fennel_love2d_experiments/fennel-1.5.3.lua \ No newline at end of file +/Users/she0001t/personal_projects/cleaning_game/fennel-1.5.3.lua \ No newline at end of file diff --git a/game/libs/bump.lua b/game/libs/bump.lua deleted file mode 120000 index c6a9590..0000000 --- a/game/libs/bump.lua +++ /dev/null @@ -1 +0,0 @@ -/Users/she0001t/personal_projects/fennel_love2d_experiments/lib/bump.lua \ No newline at end of file diff --git a/game/libs/bump.lua b/game/libs/bump.lua new file mode 100644 index 0000000..1dbcd05 --- /dev/null +++ b/game/libs/bump.lua @@ -0,0 +1,773 @@ +local bump = { + _VERSION = 'bump v3.1.7', + _URL = 'https://github.com/kikito/bump.lua', + _DESCRIPTION = 'A collision detection library for Lua', + _LICENSE = [[ + MIT LICENSE + + Copyright (c) 2014 Enrique García Cota + + Permission is hereby granted, free of charge, to any person obtaining a + copy of this software and associated documentation files (the + "Software"), to deal in the Software without restriction, including + without limitation the rights to use, copy, modify, merge, publish, + distribute, sublicense, and/or sell copies of the Software, and to + permit persons to whom the Software is furnished to do so, subject to + the following conditions: + + The above copyright notice and this permission notice shall be included + in all copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF + MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. + IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY + CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, + TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE + SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + ]] +} + +------------------------------------------ +-- Auxiliary functions +------------------------------------------ +local DELTA = 1e-10 -- floating-point margin of error + +local abs, floor, ceil, min, max = math.abs, math.floor, math.ceil, math.min, math.max + +local function sign(x) + if x > 0 then return 1 end + if x == 0 then return 0 end + return -1 +end + +local function nearest(x, a, b) + if abs(a - x) < abs(b - x) then return a else return b end +end + +local function assertType(desiredType, value, name) + if type(value) ~= desiredType then + error(name .. ' must be a ' .. desiredType .. ', but was ' .. tostring(value) .. '(a ' .. type(value) .. ')') + end +end + +local function assertIsPositiveNumber(value, name) + if type(value) ~= 'number' or value <= 0 then + error(name .. ' must be a positive integer, but was ' .. tostring(value) .. '(' .. type(value) .. ')') + end +end + +local function assertIsRect(x,y,w,h) + assertType('number', x, 'x') + assertType('number', y, 'y') + assertIsPositiveNumber(w, 'w') + assertIsPositiveNumber(h, 'h') +end + +local defaultFilter = function() + return 'slide' +end + +------------------------------------------ +-- Rectangle functions +------------------------------------------ + +local function rect_getNearestCorner(x,y,w,h, px, py) + return nearest(px, x, x+w), nearest(py, y, y+h) +end + +-- This is a generalized implementation of the liang-barsky algorithm, which also returns +-- the normals of the sides where the segment intersects. +-- Returns nil if the segment never touches the rect +-- Notice that normals are only guaranteed to be accurate when initially ti1, ti2 == -math.huge, math.huge +local function rect_getSegmentIntersectionIndices(x,y,w,h, x1,y1,x2,y2, ti1,ti2) + ti1, ti2 = ti1 or 0, ti2 or 1 + local dx, dy = x2-x1, y2-y1 + local nx, ny + local nx1, ny1, nx2, ny2 = 0,0,0,0 + local p, q, r + + for side = 1,4 do + if side == 1 then nx,ny,p,q = -1, 0, -dx, x1 - x -- left + elseif side == 2 then nx,ny,p,q = 1, 0, dx, x + w - x1 -- right + elseif side == 3 then nx,ny,p,q = 0, -1, -dy, y1 - y -- top + else nx,ny,p,q = 0, 1, dy, y + h - y1 -- bottom + end + + if p == 0 then + if q <= 0 then return nil end + else + r = q / p + if p < 0 then + if r > ti2 then return nil + elseif r > ti1 then ti1,nx1,ny1 = r,nx,ny + end + else -- p > 0 + if r < ti1 then return nil + elseif r < ti2 then ti2,nx2,ny2 = r,nx,ny + end + end + end + end + + return ti1,ti2, nx1,ny1, nx2,ny2 +end + +-- Calculates the minkowsky difference between 2 rects, which is another rect +local function rect_getDiff(x1,y1,w1,h1, x2,y2,w2,h2) + return x2 - x1 - w1, + y2 - y1 - h1, + w1 + w2, + h1 + h2 +end + +local function rect_containsPoint(x,y,w,h, px,py) + return px - x > DELTA and py - y > DELTA and + x + w - px > DELTA and y + h - py > DELTA +end + +local function rect_isIntersecting(x1,y1,w1,h1, x2,y2,w2,h2) + return x1 < x2+w2 and x2 < x1+w1 and + y1 < y2+h2 and y2 < y1+h1 +end + +local function rect_getSquareDistance(x1,y1,w1,h1, x2,y2,w2,h2) + local dx = x1 - x2 + (w1 - w2)/2 + local dy = y1 - y2 + (h1 - h2)/2 + return dx*dx + dy*dy +end + +local function rect_detectCollision(x1,y1,w1,h1, x2,y2,w2,h2, goalX, goalY) + goalX = goalX or x1 + goalY = goalY or y1 + + local dx, dy = goalX - x1, goalY - y1 + local x,y,w,h = rect_getDiff(x1,y1,w1,h1, x2,y2,w2,h2) + + local overlaps, ti, nx, ny + + if rect_containsPoint(x,y,w,h, 0,0) then -- item was intersecting other + local px, py = rect_getNearestCorner(x,y,w,h, 0, 0) + local wi, hi = min(w1, abs(px)), min(h1, abs(py)) -- area of intersection + ti = -wi * hi -- ti is the negative area of intersection + overlaps = true + else + local ti1,ti2,nx1,ny1 = rect_getSegmentIntersectionIndices(x,y,w,h, 0,0,dx,dy, -math.huge, math.huge) + + -- item tunnels into other + if ti1 + and ti1 < 1 + and (abs(ti1 - ti2) >= DELTA) -- special case for rect going through another rect's corner + and (0 < ti1 + DELTA + or 0 == ti1 and ti2 > 0) + then + ti, nx, ny = ti1, nx1, ny1 + overlaps = false + end + end + + if not ti then return end + + local tx, ty + + if overlaps then + if dx == 0 and dy == 0 then + -- intersecting and not moving - use minimum displacement vector + local px, py = rect_getNearestCorner(x,y,w,h, 0,0) + if abs(px) < abs(py) then py = 0 else px = 0 end + nx, ny = sign(px), sign(py) + tx, ty = x1 + px, y1 + py + else + -- intersecting and moving - move in the opposite direction + local ti1, _ + ti1,_,nx,ny = rect_getSegmentIntersectionIndices(x,y,w,h, 0,0,dx,dy, -math.huge, 1) + if not ti1 then return end + tx, ty = x1 + dx * ti1, y1 + dy * ti1 + end + else -- tunnel + tx, ty = x1 + dx * ti, y1 + dy * ti + end + + return { + overlaps = overlaps, + ti = ti, + move = {x = dx, y = dy}, + normal = {x = nx, y = ny}, + touch = {x = tx, y = ty}, + itemRect = {x = x1, y = y1, w = w1, h = h1}, + otherRect = {x = x2, y = y2, w = w2, h = h2} + } +end + +------------------------------------------ +-- Grid functions +------------------------------------------ + +local function grid_toWorld(cellSize, cx, cy) + return (cx - 1)*cellSize, (cy-1)*cellSize +end + +local function grid_toCell(cellSize, x, y) + return floor(x / cellSize) + 1, floor(y / cellSize) + 1 +end + +-- grid_traverse* functions are based on "A Fast Voxel Traversal Algorithm for Ray Tracing", +-- by John Amanides and Andrew Woo - http://www.cse.yorku.ca/~amana/research/grid.pdf +-- It has been modified to include both cells when the ray "touches a grid corner", +-- and with a different exit condition + +local function grid_traverse_initStep(cellSize, ct, t1, t2) + local v = t2 - t1 + if v > 0 then + return 1, cellSize / v, ((ct + v) * cellSize - t1) / v + elseif v < 0 then + return -1, -cellSize / v, ((ct + v - 1) * cellSize - t1) / v + else + return 0, math.huge, math.huge + end +end + +local function grid_traverse(cellSize, x1,y1,x2,y2, f) + local cx1,cy1 = grid_toCell(cellSize, x1,y1) + local cx2,cy2 = grid_toCell(cellSize, x2,y2) + local stepX, dx, tx = grid_traverse_initStep(cellSize, cx1, x1, x2) + local stepY, dy, ty = grid_traverse_initStep(cellSize, cy1, y1, y2) + local cx,cy = cx1,cy1 + + f(cx, cy) + + -- The default implementation had an infinite loop problem when + -- approaching the last cell in some occassions. We finish iterating + -- when we are *next* to the last cell + while abs(cx - cx2) + abs(cy - cy2) > 1 do + if tx < ty then + tx, cx = tx + dx, cx + stepX + f(cx, cy) + else + -- Addition: include both cells when going through corners + if tx == ty then f(cx + stepX, cy) end + ty, cy = ty + dy, cy + stepY + f(cx, cy) + end + end + + -- If we have not arrived to the last cell, use it + if cx ~= cx2 or cy ~= cy2 then f(cx2, cy2) end + +end + +local function grid_toCellRect(cellSize, x,y,w,h) + local cx,cy = grid_toCell(cellSize, x, y) + local cr,cb = ceil((x+w) / cellSize), ceil((y+h) / cellSize) + return cx, cy, cr - cx + 1, cb - cy + 1 +end + +------------------------------------------ +-- Responses +------------------------------------------ + +local touch = function(world, col, x,y,w,h, goalX, goalY, filter) + return col.touch.x, col.touch.y, {}, 0 +end + +local cross = function(world, col, x,y,w,h, goalX, goalY, filter) + local cols, len = world:project(col.item, x,y,w,h, goalX, goalY, filter) + return goalX, goalY, cols, len +end + +local slide = function(world, col, x,y,w,h, goalX, goalY, filter) + goalX = goalX or x + goalY = goalY or y + + local tch, move = col.touch, col.move + if move.x ~= 0 or move.y ~= 0 then + if col.normal.x ~= 0 then + goalX = tch.x + else + goalY = tch.y + end + end + + col.slide = {x = goalX, y = goalY} + + x,y = tch.x, tch.y + local cols, len = world:project(col.item, x,y,w,h, goalX, goalY, filter) + return goalX, goalY, cols, len +end + +local bounce = function(world, col, x,y,w,h, goalX, goalY, filter) + goalX = goalX or x + goalY = goalY or y + + local tch, move = col.touch, col.move + local tx, ty = tch.x, tch.y + + local bx, by = tx, ty + + if move.x ~= 0 or move.y ~= 0 then + local bnx, bny = goalX - tx, goalY - ty + if col.normal.x == 0 then bny = -bny else bnx = -bnx end + bx, by = tx + bnx, ty + bny + end + + col.bounce = {x = bx, y = by} + x,y = tch.x, tch.y + goalX, goalY = bx, by + + local cols, len = world:project(col.item, x,y,w,h, goalX, goalY, filter) + return goalX, goalY, cols, len +end + +------------------------------------------ +-- World +------------------------------------------ + +local World = {} +local World_mt = {__index = World} + +-- Private functions and methods + +local function sortByWeight(a,b) return a.weight < b.weight end + +local function sortByTiAndDistance(a,b) + if a.ti == b.ti then + local ir, ar, br = a.itemRect, a.otherRect, b.otherRect + local ad = rect_getSquareDistance(ir.x,ir.y,ir.w,ir.h, ar.x,ar.y,ar.w,ar.h) + local bd = rect_getSquareDistance(ir.x,ir.y,ir.w,ir.h, br.x,br.y,br.w,br.h) + return ad < bd + end + return a.ti < b.ti +end + +local function addItemToCell(self, item, cx, cy) + self.rows[cy] = self.rows[cy] or setmetatable({}, {__mode = 'v'}) + local row = self.rows[cy] + row[cx] = row[cx] or {itemCount = 0, x = cx, y = cy, items = setmetatable({}, {__mode = 'k'})} + local cell = row[cx] + self.nonEmptyCells[cell] = true + if not cell.items[item] then + cell.items[item] = true + cell.itemCount = cell.itemCount + 1 + end +end + +local function removeItemFromCell(self, item, cx, cy) + local row = self.rows[cy] + if not row or not row[cx] or not row[cx].items[item] then return false end + + local cell = row[cx] + cell.items[item] = nil + cell.itemCount = cell.itemCount - 1 + if cell.itemCount == 0 then + self.nonEmptyCells[cell] = nil + end + return true +end + +local function getDictItemsInCellRect(self, cl,ct,cw,ch) + local items_dict = {} + for cy=ct,ct+ch-1 do + local row = self.rows[cy] + if row then + for cx=cl,cl+cw-1 do + local cell = row[cx] + if cell and cell.itemCount > 0 then -- no cell.itemCount > 1 because tunneling + for item,_ in pairs(cell.items) do + items_dict[item] = true + end + end + end + end + end + + return items_dict +end + +local function getCellsTouchedBySegment(self, x1,y1,x2,y2) + + local cells, cellsLen, visited = {}, 0, {} + + grid_traverse(self.cellSize, x1,y1,x2,y2, function(cx, cy) + local row = self.rows[cy] + if not row then return end + local cell = row[cx] + if not cell or visited[cell] then return end + + visited[cell] = true + cellsLen = cellsLen + 1 + cells[cellsLen] = cell + end) + + return cells, cellsLen +end + +local function getInfoAboutItemsTouchedBySegment(self, x1,y1, x2,y2, filter) + local cells, len = getCellsTouchedBySegment(self, x1,y1,x2,y2) + local cell, rect, l,t,w,h, ti1,ti2, tii0,tii1 + local visited, itemInfo, itemInfoLen = {},{},0 + for i=1,len do + cell = cells[i] + for item in pairs(cell.items) do + if not visited[item] then + visited[item] = true + if (not filter or filter(item)) then + rect = self.rects[item] + l,t,w,h = rect.x,rect.y,rect.w,rect.h + + ti1,ti2 = rect_getSegmentIntersectionIndices(l,t,w,h, x1,y1, x2,y2, 0, 1) + if ti1 and ((0 < ti1 and ti1 < 1) or (0 < ti2 and ti2 < 1)) then + -- the sorting is according to the t of an infinite line, not the segment + tii0,tii1 = rect_getSegmentIntersectionIndices(l,t,w,h, x1,y1, x2,y2, -math.huge, math.huge) + itemInfoLen = itemInfoLen + 1 + itemInfo[itemInfoLen] = {item = item, ti1 = ti1, ti2 = ti2, weight = min(tii0,tii1)} + end + end + end + end + end + table.sort(itemInfo, sortByWeight) + return itemInfo, itemInfoLen +end + +local function getResponseByName(self, name) + local response = self.responses[name] + if not response then + error(('Unknown collision type: %s (%s)'):format(name, type(name))) + end + return response +end + + +-- Misc Public Methods + +function World:addResponse(name, response) + self.responses[name] = response +end + +function World:project(item, x,y,w,h, goalX, goalY, filter) + assertIsRect(x,y,w,h) + + goalX = goalX or x + goalY = goalY or y + filter = filter or defaultFilter + + local collisions, len = {}, 0 + + local visited = {} + if item ~= nil then visited[item] = true end + + -- This could probably be done with less cells using a polygon raster over the cells instead of a + -- bounding rect of the whole movement. Conditional to building a queryPolygon method + local tl, tt = min(goalX, x), min(goalY, y) + local tr, tb = max(goalX + w, x+w), max(goalY + h, y+h) + local tw, th = tr-tl, tb-tt + + local cl,ct,cw,ch = grid_toCellRect(self.cellSize, tl,tt,tw,th) + + local dictItemsInCellRect = getDictItemsInCellRect(self, cl,ct,cw,ch) + + for other,_ in pairs(dictItemsInCellRect) do + if not visited[other] then + visited[other] = true + + local responseName = filter(item, other) + if responseName then + local ox,oy,ow,oh = self:getRect(other) + local col = rect_detectCollision(x,y,w,h, ox,oy,ow,oh, goalX, goalY) + + if col then + col.other = other + col.item = item + col.type = responseName + + len = len + 1 + collisions[len] = col + end + end + end + end + + table.sort(collisions, sortByTiAndDistance) + + return collisions, len +end + +function World:countCells() + local count = 0 + for _,row in pairs(self.rows) do + for _,_ in pairs(row) do + count = count + 1 + end + end + return count +end + +function World:hasItem(item) + return not not self.rects[item] +end + +function World:getItems() + local items, len = {}, 0 + for item,_ in pairs(self.rects) do + len = len + 1 + items[len] = item + end + return items, len +end + +function World:countItems() + local len = 0 + for _ in pairs(self.rects) do len = len + 1 end + return len +end + +function World:getRect(item) + local rect = self.rects[item] + if not rect then + error('Item ' .. tostring(item) .. ' must be added to the world before getting its rect. Use world:add(item, x,y,w,h) to add it first.') + end + return rect.x, rect.y, rect.w, rect.h +end + +function World:toWorld(cx, cy) + return grid_toWorld(self.cellSize, cx, cy) +end + +function World:toCell(x,y) + return grid_toCell(self.cellSize, x, y) +end + + +--- Query methods + +function World:queryRect(x,y,w,h, filter) + + assertIsRect(x,y,w,h) + + local cl,ct,cw,ch = grid_toCellRect(self.cellSize, x,y,w,h) + local dictItemsInCellRect = getDictItemsInCellRect(self, cl,ct,cw,ch) + + local items, len = {}, 0 + + local rect + for item,_ in pairs(dictItemsInCellRect) do + rect = self.rects[item] + if (not filter or filter(item)) + and rect_isIntersecting(x,y,w,h, rect.x, rect.y, rect.w, rect.h) + then + len = len + 1 + items[len] = item + end + end + + return items, len +end + +function World:queryPoint(x,y, filter) + local cx,cy = self:toCell(x,y) + local dictItemsInCellRect = getDictItemsInCellRect(self, cx,cy,1,1) + + local items, len = {}, 0 + + local rect + for item,_ in pairs(dictItemsInCellRect) do + rect = self.rects[item] + if (not filter or filter(item)) + and rect_containsPoint(rect.x, rect.y, rect.w, rect.h, x, y) + then + len = len + 1 + items[len] = item + end + end + + return items, len +end + +function World:querySegment(x1, y1, x2, y2, filter) + local itemInfo, len = getInfoAboutItemsTouchedBySegment(self, x1, y1, x2, y2, filter) + local items = {} + for i=1, len do + items[i] = itemInfo[i].item + end + return items, len +end + +function World:querySegmentWithCoords(x1, y1, x2, y2, filter) + local itemInfo, len = getInfoAboutItemsTouchedBySegment(self, x1, y1, x2, y2, filter) + local dx, dy = x2-x1, y2-y1 + local info, ti1, ti2 + for i=1, len do + info = itemInfo[i] + ti1 = info.ti1 + ti2 = info.ti2 + + info.weight = nil + info.x1 = x1 + dx * ti1 + info.y1 = y1 + dy * ti1 + info.x2 = x1 + dx * ti2 + info.y2 = y1 + dy * ti2 + end + return itemInfo, len +end + + +--- Main methods + +function World:add(item, x,y,w,h) + local rect = self.rects[item] + if rect then + error('Item ' .. tostring(item) .. ' added to the world twice.') + end + assertIsRect(x,y,w,h) + + self.rects[item] = {x=x,y=y,w=w,h=h} + + local cl,ct,cw,ch = grid_toCellRect(self.cellSize, x,y,w,h) + for cy = ct, ct+ch-1 do + for cx = cl, cl+cw-1 do + addItemToCell(self, item, cx, cy) + end + end + + return item +end + +function World:remove(item) + local x,y,w,h = self:getRect(item) + + self.rects[item] = nil + local cl,ct,cw,ch = grid_toCellRect(self.cellSize, x,y,w,h) + for cy = ct, ct+ch-1 do + for cx = cl, cl+cw-1 do + removeItemFromCell(self, item, cx, cy) + end + end +end + +function World:update(item, x2,y2,w2,h2) + local x1,y1,w1,h1 = self:getRect(item) + w2,h2 = w2 or w1, h2 or h1 + assertIsRect(x2,y2,w2,h2) + + if x1 ~= x2 or y1 ~= y2 or w1 ~= w2 or h1 ~= h2 then + + local cellSize = self.cellSize + local cl1,ct1,cw1,ch1 = grid_toCellRect(cellSize, x1,y1,w1,h1) + local cl2,ct2,cw2,ch2 = grid_toCellRect(cellSize, x2,y2,w2,h2) + + if cl1 ~= cl2 or ct1 ~= ct2 or cw1 ~= cw2 or ch1 ~= ch2 then + + local cr1, cb1 = cl1+cw1-1, ct1+ch1-1 + local cr2, cb2 = cl2+cw2-1, ct2+ch2-1 + local cyOut + + for cy = ct1, cb1 do + cyOut = cy < ct2 or cy > cb2 + for cx = cl1, cr1 do + if cyOut or cx < cl2 or cx > cr2 then + removeItemFromCell(self, item, cx, cy) + end + end + end + + for cy = ct2, cb2 do + cyOut = cy < ct1 or cy > cb1 + for cx = cl2, cr2 do + if cyOut or cx < cl1 or cx > cr1 then + addItemToCell(self, item, cx, cy) + end + end + end + + end + + local rect = self.rects[item] + rect.x, rect.y, rect.w, rect.h = x2,y2,w2,h2 + + end +end + +function World:move(item, goalX, goalY, filter) + local actualX, actualY, cols, len = self:check(item, goalX, goalY, filter) + + self:update(item, actualX, actualY) + + return actualX, actualY, cols, len +end + +function World:check(item, goalX, goalY, filter) + filter = filter or defaultFilter + + local visited = {[item] = true} + local visitedFilter = function(itm, other) + if visited[other] then return false end + return filter(itm, other) + end + + local cols, len = {}, 0 + + local x,y,w,h = self:getRect(item) + + local projected_cols, projected_len = self:project(item, x,y,w,h, goalX,goalY, visitedFilter) + + while projected_len > 0 do + local col = projected_cols[1] + len = len + 1 + cols[len] = col + + visited[col.other] = true + + local response = getResponseByName(self, col.type) + + goalX, goalY, projected_cols, projected_len = response( + self, + col, + x, y, w, h, + goalX, goalY, + visitedFilter + ) + end + + return goalX, goalY, cols, len +end + + +-- Public library functions + +bump.newWorld = function(cellSize) + cellSize = cellSize or 64 + assertIsPositiveNumber(cellSize, 'cellSize') + local world = setmetatable({ + cellSize = cellSize, + rects = {}, + rows = {}, + nonEmptyCells = {}, + responses = {} + }, World_mt) + + world:addResponse('touch', touch) + world:addResponse('cross', cross) + world:addResponse('slide', slide) + world:addResponse('bounce', bounce) + + return world +end + +bump.rect = { + getNearestCorner = rect_getNearestCorner, + getSegmentIntersectionIndices = rect_getSegmentIntersectionIndices, + getDiff = rect_getDiff, + containsPoint = rect_containsPoint, + isIntersecting = rect_isIntersecting, + getSquareDistance = rect_getSquareDistance, + detectCollision = rect_detectCollision +} + +bump.responses = { + touch = touch, + cross = cross, + slide = slide, + bounce = bounce +} + +return bump \ No newline at end of file diff --git a/game/main.lua b/game/main.lua index 5d6572c..4cca9e7 120000 --- a/game/main.lua +++ b/game/main.lua @@ -1 +1 @@ -/Users/she0001t/personal_projects/fennel_love2d_experiments/fennel_bootstrap.lua \ No newline at end of file +/Users/she0001t/personal_projects/cleaning_game/fennel_bootstrap.lua \ No newline at end of file diff --git a/lib/bump.lua b/lib/bump.lua deleted file mode 100644 index 1dbcd05..0000000 --- a/lib/bump.lua +++ /dev/null @@ -1,773 +0,0 @@ -local bump = { - _VERSION = 'bump v3.1.7', - _URL = 'https://github.com/kikito/bump.lua', - _DESCRIPTION = 'A collision detection library for Lua', - _LICENSE = [[ - MIT LICENSE - - Copyright (c) 2014 Enrique García Cota - - Permission is hereby granted, free of charge, to any person obtaining a - copy of this software and associated documentation files (the - "Software"), to deal in the Software without restriction, including - without limitation the rights to use, copy, modify, merge, publish, - distribute, sublicense, and/or sell copies of the Software, and to - permit persons to whom the Software is furnished to do so, subject to - the following conditions: - - The above copyright notice and this permission notice shall be included - in all copies or substantial portions of the Software. - - THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS - OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF - MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. - IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY - CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, - TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE - SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. - ]] -} - ------------------------------------------- --- Auxiliary functions ------------------------------------------- -local DELTA = 1e-10 -- floating-point margin of error - -local abs, floor, ceil, min, max = math.abs, math.floor, math.ceil, math.min, math.max - -local function sign(x) - if x > 0 then return 1 end - if x == 0 then return 0 end - return -1 -end - -local function nearest(x, a, b) - if abs(a - x) < abs(b - x) then return a else return b end -end - -local function assertType(desiredType, value, name) - if type(value) ~= desiredType then - error(name .. ' must be a ' .. desiredType .. ', but was ' .. tostring(value) .. '(a ' .. type(value) .. ')') - end -end - -local function assertIsPositiveNumber(value, name) - if type(value) ~= 'number' or value <= 0 then - error(name .. ' must be a positive integer, but was ' .. tostring(value) .. '(' .. type(value) .. ')') - end -end - -local function assertIsRect(x,y,w,h) - assertType('number', x, 'x') - assertType('number', y, 'y') - assertIsPositiveNumber(w, 'w') - assertIsPositiveNumber(h, 'h') -end - -local defaultFilter = function() - return 'slide' -end - ------------------------------------------- --- Rectangle functions ------------------------------------------- - -local function rect_getNearestCorner(x,y,w,h, px, py) - return nearest(px, x, x+w), nearest(py, y, y+h) -end - --- This is a generalized implementation of the liang-barsky algorithm, which also returns --- the normals of the sides where the segment intersects. --- Returns nil if the segment never touches the rect --- Notice that normals are only guaranteed to be accurate when initially ti1, ti2 == -math.huge, math.huge -local function rect_getSegmentIntersectionIndices(x,y,w,h, x1,y1,x2,y2, ti1,ti2) - ti1, ti2 = ti1 or 0, ti2 or 1 - local dx, dy = x2-x1, y2-y1 - local nx, ny - local nx1, ny1, nx2, ny2 = 0,0,0,0 - local p, q, r - - for side = 1,4 do - if side == 1 then nx,ny,p,q = -1, 0, -dx, x1 - x -- left - elseif side == 2 then nx,ny,p,q = 1, 0, dx, x + w - x1 -- right - elseif side == 3 then nx,ny,p,q = 0, -1, -dy, y1 - y -- top - else nx,ny,p,q = 0, 1, dy, y + h - y1 -- bottom - end - - if p == 0 then - if q <= 0 then return nil end - else - r = q / p - if p < 0 then - if r > ti2 then return nil - elseif r > ti1 then ti1,nx1,ny1 = r,nx,ny - end - else -- p > 0 - if r < ti1 then return nil - elseif r < ti2 then ti2,nx2,ny2 = r,nx,ny - end - end - end - end - - return ti1,ti2, nx1,ny1, nx2,ny2 -end - --- Calculates the minkowsky difference between 2 rects, which is another rect -local function rect_getDiff(x1,y1,w1,h1, x2,y2,w2,h2) - return x2 - x1 - w1, - y2 - y1 - h1, - w1 + w2, - h1 + h2 -end - -local function rect_containsPoint(x,y,w,h, px,py) - return px - x > DELTA and py - y > DELTA and - x + w - px > DELTA and y + h - py > DELTA -end - -local function rect_isIntersecting(x1,y1,w1,h1, x2,y2,w2,h2) - return x1 < x2+w2 and x2 < x1+w1 and - y1 < y2+h2 and y2 < y1+h1 -end - -local function rect_getSquareDistance(x1,y1,w1,h1, x2,y2,w2,h2) - local dx = x1 - x2 + (w1 - w2)/2 - local dy = y1 - y2 + (h1 - h2)/2 - return dx*dx + dy*dy -end - -local function rect_detectCollision(x1,y1,w1,h1, x2,y2,w2,h2, goalX, goalY) - goalX = goalX or x1 - goalY = goalY or y1 - - local dx, dy = goalX - x1, goalY - y1 - local x,y,w,h = rect_getDiff(x1,y1,w1,h1, x2,y2,w2,h2) - - local overlaps, ti, nx, ny - - if rect_containsPoint(x,y,w,h, 0,0) then -- item was intersecting other - local px, py = rect_getNearestCorner(x,y,w,h, 0, 0) - local wi, hi = min(w1, abs(px)), min(h1, abs(py)) -- area of intersection - ti = -wi * hi -- ti is the negative area of intersection - overlaps = true - else - local ti1,ti2,nx1,ny1 = rect_getSegmentIntersectionIndices(x,y,w,h, 0,0,dx,dy, -math.huge, math.huge) - - -- item tunnels into other - if ti1 - and ti1 < 1 - and (abs(ti1 - ti2) >= DELTA) -- special case for rect going through another rect's corner - and (0 < ti1 + DELTA - or 0 == ti1 and ti2 > 0) - then - ti, nx, ny = ti1, nx1, ny1 - overlaps = false - end - end - - if not ti then return end - - local tx, ty - - if overlaps then - if dx == 0 and dy == 0 then - -- intersecting and not moving - use minimum displacement vector - local px, py = rect_getNearestCorner(x,y,w,h, 0,0) - if abs(px) < abs(py) then py = 0 else px = 0 end - nx, ny = sign(px), sign(py) - tx, ty = x1 + px, y1 + py - else - -- intersecting and moving - move in the opposite direction - local ti1, _ - ti1,_,nx,ny = rect_getSegmentIntersectionIndices(x,y,w,h, 0,0,dx,dy, -math.huge, 1) - if not ti1 then return end - tx, ty = x1 + dx * ti1, y1 + dy * ti1 - end - else -- tunnel - tx, ty = x1 + dx * ti, y1 + dy * ti - end - - return { - overlaps = overlaps, - ti = ti, - move = {x = dx, y = dy}, - normal = {x = nx, y = ny}, - touch = {x = tx, y = ty}, - itemRect = {x = x1, y = y1, w = w1, h = h1}, - otherRect = {x = x2, y = y2, w = w2, h = h2} - } -end - ------------------------------------------- --- Grid functions ------------------------------------------- - -local function grid_toWorld(cellSize, cx, cy) - return (cx - 1)*cellSize, (cy-1)*cellSize -end - -local function grid_toCell(cellSize, x, y) - return floor(x / cellSize) + 1, floor(y / cellSize) + 1 -end - --- grid_traverse* functions are based on "A Fast Voxel Traversal Algorithm for Ray Tracing", --- by John Amanides and Andrew Woo - http://www.cse.yorku.ca/~amana/research/grid.pdf --- It has been modified to include both cells when the ray "touches a grid corner", --- and with a different exit condition - -local function grid_traverse_initStep(cellSize, ct, t1, t2) - local v = t2 - t1 - if v > 0 then - return 1, cellSize / v, ((ct + v) * cellSize - t1) / v - elseif v < 0 then - return -1, -cellSize / v, ((ct + v - 1) * cellSize - t1) / v - else - return 0, math.huge, math.huge - end -end - -local function grid_traverse(cellSize, x1,y1,x2,y2, f) - local cx1,cy1 = grid_toCell(cellSize, x1,y1) - local cx2,cy2 = grid_toCell(cellSize, x2,y2) - local stepX, dx, tx = grid_traverse_initStep(cellSize, cx1, x1, x2) - local stepY, dy, ty = grid_traverse_initStep(cellSize, cy1, y1, y2) - local cx,cy = cx1,cy1 - - f(cx, cy) - - -- The default implementation had an infinite loop problem when - -- approaching the last cell in some occassions. We finish iterating - -- when we are *next* to the last cell - while abs(cx - cx2) + abs(cy - cy2) > 1 do - if tx < ty then - tx, cx = tx + dx, cx + stepX - f(cx, cy) - else - -- Addition: include both cells when going through corners - if tx == ty then f(cx + stepX, cy) end - ty, cy = ty + dy, cy + stepY - f(cx, cy) - end - end - - -- If we have not arrived to the last cell, use it - if cx ~= cx2 or cy ~= cy2 then f(cx2, cy2) end - -end - -local function grid_toCellRect(cellSize, x,y,w,h) - local cx,cy = grid_toCell(cellSize, x, y) - local cr,cb = ceil((x+w) / cellSize), ceil((y+h) / cellSize) - return cx, cy, cr - cx + 1, cb - cy + 1 -end - ------------------------------------------- --- Responses ------------------------------------------- - -local touch = function(world, col, x,y,w,h, goalX, goalY, filter) - return col.touch.x, col.touch.y, {}, 0 -end - -local cross = function(world, col, x,y,w,h, goalX, goalY, filter) - local cols, len = world:project(col.item, x,y,w,h, goalX, goalY, filter) - return goalX, goalY, cols, len -end - -local slide = function(world, col, x,y,w,h, goalX, goalY, filter) - goalX = goalX or x - goalY = goalY or y - - local tch, move = col.touch, col.move - if move.x ~= 0 or move.y ~= 0 then - if col.normal.x ~= 0 then - goalX = tch.x - else - goalY = tch.y - end - end - - col.slide = {x = goalX, y = goalY} - - x,y = tch.x, tch.y - local cols, len = world:project(col.item, x,y,w,h, goalX, goalY, filter) - return goalX, goalY, cols, len -end - -local bounce = function(world, col, x,y,w,h, goalX, goalY, filter) - goalX = goalX or x - goalY = goalY or y - - local tch, move = col.touch, col.move - local tx, ty = tch.x, tch.y - - local bx, by = tx, ty - - if move.x ~= 0 or move.y ~= 0 then - local bnx, bny = goalX - tx, goalY - ty - if col.normal.x == 0 then bny = -bny else bnx = -bnx end - bx, by = tx + bnx, ty + bny - end - - col.bounce = {x = bx, y = by} - x,y = tch.x, tch.y - goalX, goalY = bx, by - - local cols, len = world:project(col.item, x,y,w,h, goalX, goalY, filter) - return goalX, goalY, cols, len -end - ------------------------------------------- --- World ------------------------------------------- - -local World = {} -local World_mt = {__index = World} - --- Private functions and methods - -local function sortByWeight(a,b) return a.weight < b.weight end - -local function sortByTiAndDistance(a,b) - if a.ti == b.ti then - local ir, ar, br = a.itemRect, a.otherRect, b.otherRect - local ad = rect_getSquareDistance(ir.x,ir.y,ir.w,ir.h, ar.x,ar.y,ar.w,ar.h) - local bd = rect_getSquareDistance(ir.x,ir.y,ir.w,ir.h, br.x,br.y,br.w,br.h) - return ad < bd - end - return a.ti < b.ti -end - -local function addItemToCell(self, item, cx, cy) - self.rows[cy] = self.rows[cy] or setmetatable({}, {__mode = 'v'}) - local row = self.rows[cy] - row[cx] = row[cx] or {itemCount = 0, x = cx, y = cy, items = setmetatable({}, {__mode = 'k'})} - local cell = row[cx] - self.nonEmptyCells[cell] = true - if not cell.items[item] then - cell.items[item] = true - cell.itemCount = cell.itemCount + 1 - end -end - -local function removeItemFromCell(self, item, cx, cy) - local row = self.rows[cy] - if not row or not row[cx] or not row[cx].items[item] then return false end - - local cell = row[cx] - cell.items[item] = nil - cell.itemCount = cell.itemCount - 1 - if cell.itemCount == 0 then - self.nonEmptyCells[cell] = nil - end - return true -end - -local function getDictItemsInCellRect(self, cl,ct,cw,ch) - local items_dict = {} - for cy=ct,ct+ch-1 do - local row = self.rows[cy] - if row then - for cx=cl,cl+cw-1 do - local cell = row[cx] - if cell and cell.itemCount > 0 then -- no cell.itemCount > 1 because tunneling - for item,_ in pairs(cell.items) do - items_dict[item] = true - end - end - end - end - end - - return items_dict -end - -local function getCellsTouchedBySegment(self, x1,y1,x2,y2) - - local cells, cellsLen, visited = {}, 0, {} - - grid_traverse(self.cellSize, x1,y1,x2,y2, function(cx, cy) - local row = self.rows[cy] - if not row then return end - local cell = row[cx] - if not cell or visited[cell] then return end - - visited[cell] = true - cellsLen = cellsLen + 1 - cells[cellsLen] = cell - end) - - return cells, cellsLen -end - -local function getInfoAboutItemsTouchedBySegment(self, x1,y1, x2,y2, filter) - local cells, len = getCellsTouchedBySegment(self, x1,y1,x2,y2) - local cell, rect, l,t,w,h, ti1,ti2, tii0,tii1 - local visited, itemInfo, itemInfoLen = {},{},0 - for i=1,len do - cell = cells[i] - for item in pairs(cell.items) do - if not visited[item] then - visited[item] = true - if (not filter or filter(item)) then - rect = self.rects[item] - l,t,w,h = rect.x,rect.y,rect.w,rect.h - - ti1,ti2 = rect_getSegmentIntersectionIndices(l,t,w,h, x1,y1, x2,y2, 0, 1) - if ti1 and ((0 < ti1 and ti1 < 1) or (0 < ti2 and ti2 < 1)) then - -- the sorting is according to the t of an infinite line, not the segment - tii0,tii1 = rect_getSegmentIntersectionIndices(l,t,w,h, x1,y1, x2,y2, -math.huge, math.huge) - itemInfoLen = itemInfoLen + 1 - itemInfo[itemInfoLen] = {item = item, ti1 = ti1, ti2 = ti2, weight = min(tii0,tii1)} - end - end - end - end - end - table.sort(itemInfo, sortByWeight) - return itemInfo, itemInfoLen -end - -local function getResponseByName(self, name) - local response = self.responses[name] - if not response then - error(('Unknown collision type: %s (%s)'):format(name, type(name))) - end - return response -end - - --- Misc Public Methods - -function World:addResponse(name, response) - self.responses[name] = response -end - -function World:project(item, x,y,w,h, goalX, goalY, filter) - assertIsRect(x,y,w,h) - - goalX = goalX or x - goalY = goalY or y - filter = filter or defaultFilter - - local collisions, len = {}, 0 - - local visited = {} - if item ~= nil then visited[item] = true end - - -- This could probably be done with less cells using a polygon raster over the cells instead of a - -- bounding rect of the whole movement. Conditional to building a queryPolygon method - local tl, tt = min(goalX, x), min(goalY, y) - local tr, tb = max(goalX + w, x+w), max(goalY + h, y+h) - local tw, th = tr-tl, tb-tt - - local cl,ct,cw,ch = grid_toCellRect(self.cellSize, tl,tt,tw,th) - - local dictItemsInCellRect = getDictItemsInCellRect(self, cl,ct,cw,ch) - - for other,_ in pairs(dictItemsInCellRect) do - if not visited[other] then - visited[other] = true - - local responseName = filter(item, other) - if responseName then - local ox,oy,ow,oh = self:getRect(other) - local col = rect_detectCollision(x,y,w,h, ox,oy,ow,oh, goalX, goalY) - - if col then - col.other = other - col.item = item - col.type = responseName - - len = len + 1 - collisions[len] = col - end - end - end - end - - table.sort(collisions, sortByTiAndDistance) - - return collisions, len -end - -function World:countCells() - local count = 0 - for _,row in pairs(self.rows) do - for _,_ in pairs(row) do - count = count + 1 - end - end - return count -end - -function World:hasItem(item) - return not not self.rects[item] -end - -function World:getItems() - local items, len = {}, 0 - for item,_ in pairs(self.rects) do - len = len + 1 - items[len] = item - end - return items, len -end - -function World:countItems() - local len = 0 - for _ in pairs(self.rects) do len = len + 1 end - return len -end - -function World:getRect(item) - local rect = self.rects[item] - if not rect then - error('Item ' .. tostring(item) .. ' must be added to the world before getting its rect. Use world:add(item, x,y,w,h) to add it first.') - end - return rect.x, rect.y, rect.w, rect.h -end - -function World:toWorld(cx, cy) - return grid_toWorld(self.cellSize, cx, cy) -end - -function World:toCell(x,y) - return grid_toCell(self.cellSize, x, y) -end - - ---- Query methods - -function World:queryRect(x,y,w,h, filter) - - assertIsRect(x,y,w,h) - - local cl,ct,cw,ch = grid_toCellRect(self.cellSize, x,y,w,h) - local dictItemsInCellRect = getDictItemsInCellRect(self, cl,ct,cw,ch) - - local items, len = {}, 0 - - local rect - for item,_ in pairs(dictItemsInCellRect) do - rect = self.rects[item] - if (not filter or filter(item)) - and rect_isIntersecting(x,y,w,h, rect.x, rect.y, rect.w, rect.h) - then - len = len + 1 - items[len] = item - end - end - - return items, len -end - -function World:queryPoint(x,y, filter) - local cx,cy = self:toCell(x,y) - local dictItemsInCellRect = getDictItemsInCellRect(self, cx,cy,1,1) - - local items, len = {}, 0 - - local rect - for item,_ in pairs(dictItemsInCellRect) do - rect = self.rects[item] - if (not filter or filter(item)) - and rect_containsPoint(rect.x, rect.y, rect.w, rect.h, x, y) - then - len = len + 1 - items[len] = item - end - end - - return items, len -end - -function World:querySegment(x1, y1, x2, y2, filter) - local itemInfo, len = getInfoAboutItemsTouchedBySegment(self, x1, y1, x2, y2, filter) - local items = {} - for i=1, len do - items[i] = itemInfo[i].item - end - return items, len -end - -function World:querySegmentWithCoords(x1, y1, x2, y2, filter) - local itemInfo, len = getInfoAboutItemsTouchedBySegment(self, x1, y1, x2, y2, filter) - local dx, dy = x2-x1, y2-y1 - local info, ti1, ti2 - for i=1, len do - info = itemInfo[i] - ti1 = info.ti1 - ti2 = info.ti2 - - info.weight = nil - info.x1 = x1 + dx * ti1 - info.y1 = y1 + dy * ti1 - info.x2 = x1 + dx * ti2 - info.y2 = y1 + dy * ti2 - end - return itemInfo, len -end - - ---- Main methods - -function World:add(item, x,y,w,h) - local rect = self.rects[item] - if rect then - error('Item ' .. tostring(item) .. ' added to the world twice.') - end - assertIsRect(x,y,w,h) - - self.rects[item] = {x=x,y=y,w=w,h=h} - - local cl,ct,cw,ch = grid_toCellRect(self.cellSize, x,y,w,h) - for cy = ct, ct+ch-1 do - for cx = cl, cl+cw-1 do - addItemToCell(self, item, cx, cy) - end - end - - return item -end - -function World:remove(item) - local x,y,w,h = self:getRect(item) - - self.rects[item] = nil - local cl,ct,cw,ch = grid_toCellRect(self.cellSize, x,y,w,h) - for cy = ct, ct+ch-1 do - for cx = cl, cl+cw-1 do - removeItemFromCell(self, item, cx, cy) - end - end -end - -function World:update(item, x2,y2,w2,h2) - local x1,y1,w1,h1 = self:getRect(item) - w2,h2 = w2 or w1, h2 or h1 - assertIsRect(x2,y2,w2,h2) - - if x1 ~= x2 or y1 ~= y2 or w1 ~= w2 or h1 ~= h2 then - - local cellSize = self.cellSize - local cl1,ct1,cw1,ch1 = grid_toCellRect(cellSize, x1,y1,w1,h1) - local cl2,ct2,cw2,ch2 = grid_toCellRect(cellSize, x2,y2,w2,h2) - - if cl1 ~= cl2 or ct1 ~= ct2 or cw1 ~= cw2 or ch1 ~= ch2 then - - local cr1, cb1 = cl1+cw1-1, ct1+ch1-1 - local cr2, cb2 = cl2+cw2-1, ct2+ch2-1 - local cyOut - - for cy = ct1, cb1 do - cyOut = cy < ct2 or cy > cb2 - for cx = cl1, cr1 do - if cyOut or cx < cl2 or cx > cr2 then - removeItemFromCell(self, item, cx, cy) - end - end - end - - for cy = ct2, cb2 do - cyOut = cy < ct1 or cy > cb1 - for cx = cl2, cr2 do - if cyOut or cx < cl1 or cx > cr1 then - addItemToCell(self, item, cx, cy) - end - end - end - - end - - local rect = self.rects[item] - rect.x, rect.y, rect.w, rect.h = x2,y2,w2,h2 - - end -end - -function World:move(item, goalX, goalY, filter) - local actualX, actualY, cols, len = self:check(item, goalX, goalY, filter) - - self:update(item, actualX, actualY) - - return actualX, actualY, cols, len -end - -function World:check(item, goalX, goalY, filter) - filter = filter or defaultFilter - - local visited = {[item] = true} - local visitedFilter = function(itm, other) - if visited[other] then return false end - return filter(itm, other) - end - - local cols, len = {}, 0 - - local x,y,w,h = self:getRect(item) - - local projected_cols, projected_len = self:project(item, x,y,w,h, goalX,goalY, visitedFilter) - - while projected_len > 0 do - local col = projected_cols[1] - len = len + 1 - cols[len] = col - - visited[col.other] = true - - local response = getResponseByName(self, col.type) - - goalX, goalY, projected_cols, projected_len = response( - self, - col, - x, y, w, h, - goalX, goalY, - visitedFilter - ) - end - - return goalX, goalY, cols, len -end - - --- Public library functions - -bump.newWorld = function(cellSize) - cellSize = cellSize or 64 - assertIsPositiveNumber(cellSize, 'cellSize') - local world = setmetatable({ - cellSize = cellSize, - rects = {}, - rows = {}, - nonEmptyCells = {}, - responses = {} - }, World_mt) - - world:addResponse('touch', touch) - world:addResponse('cross', cross) - world:addResponse('slide', slide) - world:addResponse('bounce', bounce) - - return world -end - -bump.rect = { - getNearestCorner = rect_getNearestCorner, - getSegmentIntersectionIndices = rect_getSegmentIntersectionIndices, - getDiff = rect_getDiff, - containsPoint = rect_containsPoint, - isIntersecting = rect_isIntersecting, - getSquareDistance = rect_getSquareDistance, - detectCollision = rect_detectCollision -} - -bump.responses = { - touch = touch, - cross = cross, - slide = slide, - bounce = bounce -} - -return bump \ No newline at end of file