Fixed collision directionality bug

main
Elijah Voigt 4 days ago
parent 11864e1229
commit 39b11593ca

@ -10,7 +10,7 @@ use games::*;
fn main() { fn main() {
App::new() App::new()
.add_plugins(BaseGamePlugin { .add_plugins(BaseGamePlugin {
name: "falling-block-rpg".into(), name: "falling-block-adventure".into(),
target_resolution: (640.0, 480.0).into(), target_resolution: (640.0, 480.0).into(),
game_type: GameType::Two, game_type: GameType::Two,
..default() ..default()
@ -24,16 +24,11 @@ fn main() {
falling falling
.run_if(in_state(Falling::On)) .run_if(in_state(Falling::On))
.run_if(clock_cycle(1.0)), .run_if(clock_cycle(1.0)),
set_shape.run_if( update_shape_blocks
any_component_added::<Shape> .run_if(any_component_added::<Shape>.or(any_component_changed::<Shape>)),
.or(any_component_changed::<Shape>)
.or(any_component_added::<Orientation>)
.or(any_component_changed::<Orientation>),
),
update_relative_position,
update_position.after(update_relative_position),
sync_singleton_to_ui::<Shape>.run_if(any_component_changed::<Shape>), sync_singleton_to_ui::<Shape>.run_if(any_component_changed::<Shape>),
sync_singleton_to_ui::<Orientation>.run_if(any_component_changed::<Orientation>), sync_singleton_to_ui::<Orientation>.run_if(any_component_changed::<Orientation>),
update_position,
add_piece.run_if(not(any_with_component::<Shape>)), add_piece.run_if(not(any_with_component::<Shape>)),
clear_line.run_if(any_component_changed::<LineBlocks>), clear_line.run_if(any_component_changed::<LineBlocks>),
), ),
@ -84,37 +79,6 @@ struct Line(u8);
#[derive(Component, Debug)] #[derive(Component, Debug)]
struct Block; struct Block;
#[derive(Component, Event, Debug, Clone, Copy, PartialEq)]
#[require(GridPosition)]
struct RelativePosition {
x: i8,
y: i8,
}
impl RelativePosition {
fn up() -> Self {
RelativePosition { x: 0, y: 1 }
}
fn down() -> Self {
RelativePosition { x: 0, y: -1 }
}
fn left() -> Self {
RelativePosition { x: -1, y: 0 }
}
fn right() -> Self {
RelativePosition { x: 1, y: 0 }
}
}
impl From<(i8, i8)> for RelativePosition {
fn from((x, y): (i8, i8)) -> RelativePosition {
RelativePosition { x, y }
}
}
#[derive(Component, Debug, Clone, Copy, PartialEq)] #[derive(Component, Debug, Clone, Copy, PartialEq)]
#[require(Transform, Visibility)] #[require(Transform, Visibility)]
struct GridPosition { struct GridPosition {
@ -123,68 +87,31 @@ struct GridPosition {
} }
impl GridPosition { impl GridPosition {
fn move_up(&self) -> Self { fn with_offset(self, other_x: isize, other_y: isize) -> Result<GridPosition, GameError> {
Self { let x = self.x as isize + other_x;
y: if self.y + 1 < Y_MAX { let y = self.y as isize + other_y;
self.y.saturating_add(1)
} else {
self.y
},
x: self.x,
}
}
fn move_down(&mut self) -> Self {
Self {
y: self.y.saturating_sub(1),
x: self.x,
}
}
fn move_left(&mut self) -> Self {
Self {
x: self.x.saturating_sub(1),
y: self.y,
}
}
fn move_right(&mut self) -> Self { if x > X_MAX as isize {
Self { Err(GameError::OutOfBoundsLeft)
x: if self.x + 1 < X_MAX { } else if x < 0 {
self.x.saturating_add(1)
} else {
self.x
},
y: self.y,
}
}
fn is_colliding_with(&self, other: &Self) -> bool {
self.x == other.x && self.y.saturating_sub(1) == other.y
}
fn add_relative(
&self,
RelativePosition { x: x1, y: y1 }: &RelativePosition,
) -> Result<Self, GameError> {
let x = self
.x
.checked_add_signed(*x1 as i32)
.ok_or(GameError::OutOfBoundsLeft)?;
let y = self
.y
.checked_add_signed(*y1 as i32)
.ok_or(GameError::OutOfBoundsDown)?;
if x >= X_MAX {
// TODO: y > Y_MAX?
Err(GameError::OutOfBoundsRight) Err(GameError::OutOfBoundsRight)
} else if y < 0 {
Err(GameError::OutOfBoundsDown)
} else { } else {
debug!("Moving to {x},{y}"); Ok(GridPosition {
Ok(GridPosition { x, y }) x: x as u32,
y: y as u32,
})
} }
} }
} }
impl Display for GridPosition {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
write!(f, "({},{})", self.x, self.y)
}
}
#[derive(Error, Debug, PartialEq)] #[derive(Error, Debug, PartialEq)]
enum GameError { enum GameError {
#[error("Coordinates are out of bounds: Left")] #[error("Coordinates are out of bounds: Left")]
@ -208,7 +135,6 @@ impl From<&GridPosition> for Vec3 {
// Grid Positions start in the bottom left of the area // Grid Positions start in the bottom left of the area
// So (0, 0) is the bottom left, (0, 9) is the bottom right, etc // So (0, 0) is the bottom left, (0, 9) is the bottom right, etc
// TODO: Custom offset allowing pieces like O and I to have correct center
let x_0 = -SCALE * 5.0 + (0.5 * SCALE); let x_0 = -SCALE * 5.0 + (0.5 * SCALE);
let x = x_0 + ((*x as f32) * SCALE); let x = x_0 + ((*x as f32) * SCALE);
@ -336,7 +262,7 @@ fn init_debug_ui(mut commands: Commands) {
}); });
} }
#[derive(Component, Debug)] #[derive(Component, Debug, Clone, Copy)]
enum Shape { enum Shape {
M4(Mat4), M4(Mat4),
M3(Mat3), M3(Mat3),
@ -365,63 +291,63 @@ impl Shape {
fn new_o() -> Self { fn new_o() -> Self {
Self::from_mat4(Mat4::from_cols_array_2d(&[ Self::from_mat4(Mat4::from_cols_array_2d(&[
[0.,0.,0.,0.], [0., 0., 0., 0.],
[0.,1.,1.,0.], [0., 1., 1., 0.],
[0.,1.,1.,0.], [0., 1., 1., 0.],
[0.,0.,0.,0.], [0., 0., 0., 0.],
])) ]))
} }
fn new_t() -> Self { fn new_t() -> Self {
Self::from_mat3(Mat3::from_cols_array_2d(&[ Self::from_mat3(Mat3::from_cols_array_2d(&[
[0.,1.,0.], [0., 1., 0.],
[1.,1.,1.], [1., 1., 1.],
[0.,0.,0.], [0., 0., 0.],
])) ]))
} }
fn new_l() -> Self { fn new_l() -> Self {
Self::from_mat4(Mat4::from_cols_array_2d(&[ Self::from_mat4(Mat4::from_cols_array_2d(&[
[0.,0.,0.,0.], [0., 0., 0., 0.],
[0.,1.,0.,0.], [0., 1., 0., 0.],
[0.,1.,0.,0.], [0., 1., 0., 0.],
[0.,1.,1.,0.], [0., 1., 1., 0.],
])) ]))
} }
fn new_j() -> Self { fn new_j() -> Self {
Self::from_mat4(Mat4::from_cols_array_2d(&[ Self::from_mat4(Mat4::from_cols_array_2d(&[
[0.,0.,0.,0.], [0., 0., 0., 0.],
[0.,0.,1.,0.], [0., 0., 1., 0.],
[0.,0.,1.,0.], [0., 0., 1., 0.],
[0.,1.,1.,0.], [0., 1., 1., 0.],
])) ]))
} }
fn new_s() -> Self { fn new_s() -> Self {
Self::from_mat4(Mat4::from_cols_array_2d(&[ Self::from_mat4(Mat4::from_cols_array_2d(&[
[0.,0.,0.,0.], [0., 0., 0., 0.],
[0.,1.,1.,0.], [0., 1., 1., 0.],
[1.,1.,0.,0.], [1., 1., 0., 0.],
[0.,0.,0.,0.], [0., 0., 0., 0.],
])) ]))
} }
fn new_z() -> Self { fn new_z() -> Self {
Self::from_mat4(Mat4::from_cols_array_2d(&[ Self::from_mat4(Mat4::from_cols_array_2d(&[
[0.,0.,0.,0.], [0., 0., 0., 0.],
[1.,1.,0.,0.], [1., 1., 0., 0.],
[0.,1.,1.,0.], [0., 1., 1., 0.],
[0.,0.,0.,0.], [0., 0., 0., 0.],
])) ]))
} }
fn new_i() -> Self { fn new_i() -> Self {
Self::from_mat4(Mat4::from_cols_array_2d(&[ Self::from_mat4(Mat4::from_cols_array_2d(&[
[0.,0.,1.,0.], [0., 0., 1., 0.],
[0.,0.,1.,0.], [0., 0., 1., 0.],
[0.,0.,1.,0.], [0., 0., 1., 0.],
[0.,0.,1.,0.], [0., 0., 1., 0.],
])) ]))
} }
@ -452,16 +378,18 @@ impl Shape {
*self = self.rotated(); *self = self.rotated();
} }
// TODO: return impl Iterator<Item = &RelativePosition> fn coordinates(
fn relative_coordinates(&self) -> impl Iterator<Item = RelativePosition> { &self,
let mut v: Vec<RelativePosition> = Vec::new(); center: &GridPosition,
) -> impl Iterator<Item = Result<GridPosition, GameError>> {
let mut v: Vec<Result<GridPosition, GameError>> = Vec::new();
match self { match self {
Self::M4(inner) => { Self::M4(inner) => {
for (i, y) in (-1..3).rev().enumerate() { for (i, y) in (-1..3).rev().enumerate() {
let c = inner.col(i); let c = inner.col(i);
for (j, x) in (-1..3).enumerate() { for (j, x) in (-1..3).enumerate() {
if c[j] == 1.0 { if c[j] == 1.0 {
v.push(RelativePosition { x, y }); v.push(center.with_offset(x, y));
} }
} }
} }
@ -471,7 +399,7 @@ impl Shape {
let c = inner.col(i); let c = inner.col(i);
for (j, x) in (-1..2).enumerate() { for (j, x) in (-1..2).enumerate() {
if c[j] == 1.0 { if c[j] == 1.0 {
v.push(RelativePosition { x, y }); v.push(center.with_offset(x, y));
} }
} }
} }
@ -480,10 +408,6 @@ impl Shape {
v.into_iter() v.into_iter()
} }
fn coordinates(&self, center: &GridPosition) -> impl Iterator<Item = Result<GridPosition, GameError>> {
self.relative_coordinates().map(|rp| center.add_relative(&rp))
}
fn as_ascii(&self) -> String { fn as_ascii(&self) -> String {
let mut output = String::default(); let mut output = String::default();
@ -493,52 +417,19 @@ impl Shape {
let col = this.col(i).to_array(); let col = this.col(i).to_array();
output += format!("{}{}{}{}\n", col[0], col[1], col[2], col[3]).as_str(); output += format!("{}{}{}{}\n", col[0], col[1], col[2], col[3]).as_str();
} }
}, }
Self::M3(this) => { Self::M3(this) => {
for i in 0..3 { for i in 0..3 {
let col = this.col(i).to_array(); let col = this.col(i).to_array();
output += format!("{}{}{}\n", col[0], col[1], col[2]).as_str(); output += format!("{}{}{}\n", col[0], col[1], col[2]).as_str();
} }
}, }
}; };
output output
} }
} }
fn set_shape(
query: Query<
(Entity, &Shape, &Orientation),
Or<(Added<Shape>, Changed<Shape>)>,
>,
mut blocks: Query<&mut RelativePosition, With<ShapeBlock>>,
mut commands: Commands,
visuals: Res<Visuals>,
) {
query.iter().for_each(|(e, s, o)| {
debug!("Setting piece: {e:?} {s:?} {o:?}");
if blocks.is_empty() {
let mesh = Mesh2d(visuals.mesh.clone());
let mat = MeshMaterial2d(visuals.material.clone());
commands
.entity(e)
.with_related_entities::<ShapeBlock>(|parent| {
s.relative_coordinates().for_each(|rp| {
parent
.spawn((mesh.clone(), mat.clone(), rp, Block))
.observe(movement);
});
});
} else {
let mut p = s.relative_coordinates();
blocks.iter_mut().for_each(|mut rp| {
*rp = p.next().unwrap();
});
}
});
}
fn update_position( fn update_position(
mut changed: Query< mut changed: Query<
(Entity, &GridPosition, &mut Transform), (Entity, &GridPosition, &mut Transform),
@ -552,29 +443,38 @@ fn update_position(
gp, v3 gp, v3
); );
debug_assert!(gp.x < X_MAX, "block x > x_max");
t.translation = gp.into(); t.translation = gp.into();
}); });
} }
fn update_relative_position( // TODO: Inline this to when movement occurs
shape: Single<&GridPosition, With<ShapeBlocks>>, fn update_shape_blocks(
mut query: Query< query: Query<(Entity, &Shape, &Orientation, &GridPosition), Or<(Added<Shape>, Changed<Shape>)>>,
(Entity, &mut GridPosition, &RelativePosition), mut blocks: Query<&mut GridPosition, (With<ShapeBlock>, Without<Shape>)>,
( mut commands: Commands,
Without<ShapeBlocks>, visuals: Res<Visuals>,
Or<(Added<RelativePosition>, Changed<RelativePosition>)>,
),
>,
) { ) {
query.iter_mut().for_each(|(e, mut gp, rp)| { query.iter().for_each(|(e, s, o, center)| {
debug!( info!("Setting piece: {e:?} {o:?} {center:?}\n{}", s.as_ascii());
"Updating {e} grid position to {:?} + {:?} = {:?}",
gp, if blocks.is_empty() {
rp, let mesh = Mesh2d(visuals.mesh.clone());
gp.add_relative(rp).unwrap() let mat = MeshMaterial2d(visuals.material.clone());
); commands
*gp = (*shape).add_relative(rp).unwrap(); .entity(e)
.with_related_entities::<ShapeBlock>(|parent| {
s.coordinates(center).for_each(|gp| {
parent
.spawn((mesh.clone(), mat.clone(), gp.unwrap(), Block))
.observe(movement);
});
});
} else {
let mut p = s.coordinates(center);
blocks.iter_mut().for_each(|mut gp| {
*gp = p.next().unwrap().unwrap();
});
}
}); });
} }
@ -590,23 +490,21 @@ fn kb_input(
key_code, state, .. key_code, state, ..
}| { }| {
if let ButtonState::Pressed = state { if let ButtonState::Pressed = state {
// TODO: Restict movement based on size/orientation of piece
// Check if children would be outside play area...
query.iter_mut().for_each(|(e, o, mut s)| { query.iter_mut().for_each(|(e, o, mut s)| {
match key_code { match key_code {
// Up arrow should rotate if in falling mode // Up arrow should rotate if in falling mode
// Only move up if in falling::off mode // Only move up if in falling::off mode
KeyCode::ArrowUp => { KeyCode::ArrowUp => {
commands.entity(e).trigger(o.prev()); commands.entity(e).trigger(Movement::Rotate);
} }
KeyCode::ArrowDown => { KeyCode::ArrowDown => {
commands.entity(e).trigger(RelativePosition::down()); commands.entity(e).trigger(Movement::Down);
} }
KeyCode::ArrowLeft => { KeyCode::ArrowLeft => {
commands.entity(e).trigger(RelativePosition::left()); commands.entity(e).trigger(Movement::Left);
} }
KeyCode::ArrowRight => { KeyCode::ArrowRight => {
commands.entity(e).trigger(RelativePosition::right()); commands.entity(e).trigger(Movement::Right);
} }
KeyCode::Space => next.set(match curr.get() { KeyCode::Space => next.set(match curr.get() {
Falling::On => Falling::Off, Falling::On => Falling::Off,
@ -641,7 +539,7 @@ fn draw_grid(mut gizmos: Gizmos) {
fn falling(mut shape: Query<Entity, With<Shape>>, mut commands: Commands) { fn falling(mut shape: Query<Entity, With<Shape>>, mut commands: Commands) {
shape.iter_mut().for_each(|e| { shape.iter_mut().for_each(|e| {
info!("Making {:?} fall", e); info!("Making {:?} fall", e);
commands.entity(e).trigger(RelativePosition::down()); commands.entity(e).trigger(Movement::Down);
}); });
} }
@ -662,9 +560,12 @@ fn clock_cycle(n: f32) -> impl FnMut(Res<Time>, Local<f32>) -> bool {
fn add_piece(mut commands: Commands) { fn add_piece(mut commands: Commands) {
// TODO: Choose a different piece // TODO: Choose a different piece
commands commands
.spawn((Orientation::default(), GridPosition::default(), Shape::default())) .spawn((
.observe(movement) Orientation::default(),
.observe(rotation); GridPosition::default(),
Shape::default(),
))
.observe(movement);
} }
/// When a line reaches 10 blocks, clear it /// When a line reaches 10 blocks, clear it
@ -681,87 +582,100 @@ fn clear_line(
}); });
} }
#[derive(Event, Copy, Clone, PartialEq)]
enum Movement {
Down,
Left,
Right,
Rotate,
}
// TODO: When out of bounds left/right, try to move piece away from wall
fn movement( fn movement(
trigger: Trigger<RelativePosition>, trigger: Trigger<Movement>,
mut grid_positions: Query<&mut GridPosition, Or<(With<RelativePosition>, With<Shape>)>>, mut grid_positions: Query<&mut GridPosition, Or<(With<ShapeBlock>, With<ShapeBlocks>)>>,
parent: Query<&ShapeBlocks>, mut shape: Query<&mut Shape>,
inactive: Query< inactive: Query<&GridPosition, (Without<ShapeBlock>, Without<ShapeBlocks>)>,
&GridPosition,
(
Without<RelativePosition>,
Without<Shape>,
),
>,
mut commands: Commands, mut commands: Commands,
) { ) {
// Do a bunch of checks if this move is valid if let (Ok(this_shape), Ok(center)) = (
for block in parent.iter_descendants(trigger.target()) { shape.get_mut(trigger.target()),
let block_gp = grid_positions.get(block).unwrap(); grid_positions.get(trigger.target()),
) {
match block_gp.add_relative(trigger.event()) { let (new_center, new_shape) = match trigger.event() {
Err(GameError::OutOfBoundsLeft) | Err(GameError::OutOfBoundsRight) => { Movement::Down => (center.with_offset(0, -1), *this_shape),
// Hit the left/right wall, just ignore this move Movement::Left => (center.with_offset(-1, 0), *this_shape),
return; Movement::Right => (center.with_offset(1, 0), *this_shape),
} Movement::Rotate => (Ok(*center), this_shape.rotated()),
};
info!(
"Proposed change: {:?}\n{}",
new_center,
new_shape.as_ascii()
);
match new_center {
Err(GameError::OutOfBoundsLeft) | Err(GameError::OutOfBoundsRight) => (), // Do nothing
Err(GameError::OutOfBoundsDown) => { Err(GameError::OutOfBoundsDown) => {
commands.entity(trigger.target()).remove::<Shape>(); commands.entity(trigger.target()).remove::<Shape>();
return;
} }
Err(GameError::Collision) => { Err(GameError::Collision) => panic!("This shouldn't happen!"),
// Do nothing. add_relative does not return this variant Ok(new_center) => {
} let new_blocks = new_shape.coordinates(&new_center);
Ok(new_block_gp) => { for block_gp in new_blocks {
let collision = inactive match block_gp {
.iter() Err(GameError::OutOfBoundsLeft) | Err(GameError::OutOfBoundsRight) => {
.any(|inactive_block_gp| new_block_gp == *inactive_block_gp); return;
} // Do nothing
if collision { Err(GameError::OutOfBoundsDown) => {
commands.entity(trigger.target()).remove::<Shape>(); commands.entity(trigger.target()).remove::<Shape>();
return;
}
Err(GameError::Collision) => panic!("This shouldn't happen!"),
Ok(gp) => {
for other_gp in inactive.iter() {
// If there would be a collision between blocks
if gp == *other_gp {
// And we are moving down
if *trigger.event() == Movement::Down {
// De-activate this piece
commands.entity(trigger.target()).remove::<Shape>();
}
// Regardless, cancel the move
return;
}
}
}
}
} }
// Update center
let mut gp = grid_positions.get_mut(trigger.target()).unwrap();
*gp = new_center;
// Update shape/rotation
let mut s = shape.get_mut(trigger.target()).unwrap();
*s = new_shape;
} }
} }
} else {
warn!("Triggered movement on non-shape entity");
} }
// Move shape itself
if let Ok(mut shape_gp) = grid_positions.get_mut(trigger.target()) {
*shape_gp = shape_gp.add_relative(trigger.event()).unwrap();
}
// Move the blocks of this shape
parent.iter_descendants(trigger.target()).for_each(|block| {
info!("Propogating movement {:?} to child {:?}", trigger.event(), block);
commands.entity(block).trigger(*trigger.event());
});
}
fn rotation(trigger: Trigger<Orientation>, mut q: Query<&mut Orientation>) {
let mut o = q.get_mut(trigger.target()).unwrap();
// If children would go out of bounds going left, move slightly to the right
// If that would cause collision, deactive piece
// If children would go out of bounds going right, move slightly to the left
// If that would cause collision, deactive piece
// If children would not go out of bounds going down
*o = trigger.event().clone();
} }
// TODO: Just despawn? // TODO: Just despawn?
fn deactive_shape( fn deactive_shape(
trigger: Trigger<OnRemove, Shape>, trigger: Trigger<OnRemove, Shape>,
grid_positions: Query<&GridPosition>,
parent: Query<&ShapeBlocks>, parent: Query<&ShapeBlocks>,
lines: Query<(Entity, &Line), With<LineBlocks>>,
mut commands: Commands, mut commands: Commands,
) { ) {
let v: Vec<Entity> = parent.iter_descendants(trigger.target()).collect();
parent.iter_descendants(trigger.target()).for_each(|block| { parent.iter_descendants(trigger.target()).for_each(|block| {
commands.entity(block).remove::<RelativePosition>(); let GridPosition { y, .. } = grid_positions.get(block).unwrap();
let parent_line = lines.iter().find_map(|(e, Line(i))| (*y == *i as u32).then_some(e)).unwrap();
commands.entity(parent_line).add_one_related::<LineBlock>(block);
}); });
commands commands.entity(trigger.target()).despawn();
.entity(trigger.target())
.remove_related::<ShapeBlock>(v.as_slice())
.despawn();
} }
// TODO: When Orientation changed, perform matrix multiplication or something(?)
#[cfg(test)] #[cfg(test)]
mod test { mod test {
use super::*; use super::*;
@ -832,22 +746,6 @@ mod test {
assert_eq!(shape.as_ascii(), expected_up); assert_eq!(shape.as_ascii(), expected_up);
} }
#[test]
fn test_relative_coordinates() {
let shape = Shape::new_t();
let expected: Vec<RelativePosition> = vec![
(0, 1).into(),
(-1, 0).into(),
(0, 0).into(),
(1, 0).into(),
];
let actual: Vec<RelativePosition> = shape.relative_coordinates().collect();
assert_eq!(actual, expected);
}
#[test] #[test]
fn test_coordinates() { fn test_coordinates() {
let shape = Shape::new_t(); let shape = Shape::new_t();

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