# This file defines a World object for keeping track of everything, as well # as the collision logic. use ./player.tm use ./raylib.tm use ./box.tm # Return a displacement relative to `a` that will push it out of `b` func solve_overlap(a_pos:Vector2, a_size:Vector2, b_pos:Vector2, b_size:Vector2 -> Vector2): a_left := a_pos.x a_right := a_pos.x + a_size.x a_top := a_pos.y a_bottom := a_pos.y + a_size.y b_left := b_pos.x b_right := b_pos.x + b_size.x b_top := b_pos.y b_bottom := b_pos.y + b_size.y # Calculate the overlap in each dimension overlap_x := (a_right _min_ b_right) - (a_left _max_ b_left) overlap_y := (a_bottom _min_ b_bottom) - (a_top _max_ b_top) # If either axis is not overlapping, then there is no collision: if overlap_x <= 0 or overlap_y <= 0: return Vector2(0, 0) if overlap_x < overlap_y: if a_right > b_left and a_right < b_right: return Vector2(-(overlap_x), 0) else if a_left < b_right and a_left > b_left: return Vector2(overlap_x, 0) else: if a_top < b_bottom and a_top > b_top: return Vector2(0, overlap_y) else if a_bottom > b_top and a_bottom < b_bottom: return Vector2(0, -overlap_y) return Vector2(0, 0) struct World(player:@Player, goal:@Box, boxes:@[@Box], dt_accum=Num32(0.0), won=no): DT := (Num32(1.)/Num32(60.))! STIFFNESS := Num32(0.3) func update(w:@World, dt:Num32): w.dt_accum += dt while w.dt_accum > 0: w:update_once() w.dt_accum -= World.DT func update_once(w:@World): w.player:update() if solve_overlap(w.player.pos, Player.SIZE, w.goal.pos, w.goal.size) != Vector2(0,0): w.won = yes # Resolve player overlapping with any boxes: for i in 3: for b in w.boxes: w.player.pos += World.STIFFNESS * solve_overlap(w.player.pos, Player.SIZE, b.pos, b.size) func draw(w:@World): for b in w.boxes: b:draw() w.goal:draw() w.player:draw() if w.won: DrawText(CString("WINNER"), GetScreenWidth()/Int32(2)-Int32(48*3), GetScreenHeight()/Int32(2)-Int32(24), 48, Color(0,0,0)) func load_map(w:@World, map:Text): if map:has("[]"): map = map:translate({"[]"="#", "@ "="@", " "=" "}) w.boxes = @[:@Box] box_size := Vector2(50., 50.) for y,line in map:lines(): for x,cell in line:split(): if cell == "#": pos := Vector2((Num32(x)-1) * box_size.x, (Num32(y)-1) * box_size.y) box := @Box(pos, size=box_size, color=Color(0x80,0x80,0x80)) w.boxes:insert(box) else if cell == "@": pos := Vector2((Num32(x)-1) * box_size.x, (Num32(y)-1) * box_size.y) pos += box_size/Num32(2) - Player.SIZE/Num32(2) w.player = @Player(pos,pos) else if cell == "?": pos := Vector2((Num32(x)-1) * box_size.x, (Num32(y)-1) * box_size.y) w.goal.pos = pos