# Handles unit-environment iteraction extends Object const GameUtils = preload("res://Scripts/GameUtils.gd") const Constants = preload("res://Scripts/Constants.gd") const GameScene = preload("res://Scripts/GameScene.gd") const Unit = preload("res://Scripts/Unit.gd") var scene : GameScene var colliders = [] # if unit's move vector has at least one of these directional components, # do the collision check var collision_into_direction_arrays = [] # nested array var unit_collision_bounds = {} # maps unit type to [upper, lower, left, right] func _init(the_scene : GameScene): scene = the_scene var stage : TileMap = scene.get_node("Stage") init_stage_grid(stage) stage.scale.x = Constants.SCALE_FACTOR stage.scale.y = Constants.SCALE_FACTOR # populate unit_collision_bounds for unit_type in Constants.ENV_COLLIDERS.keys(): var initial_detect_pt = Constants.ENV_COLLIDERS[unit_type][0] var upper : float = initial_detect_pt[0].y var lower : float = initial_detect_pt[0].y var left : float = initial_detect_pt[0].x var right: float = initial_detect_pt[0].x for detect_pt in Constants.ENV_COLLIDERS[unit_type]: if (detect_pt[1].find(Constants.Direction.UP) != -1 and detect_pt[0].y > upper): upper = detect_pt[0].y if (detect_pt[1].find(Constants.Direction.DOWN) != -1 and detect_pt[0].y < lower): lower = detect_pt[0].y if (detect_pt[1].find(Constants.Direction.LEFT) != -1 and detect_pt[0].x < left): left = detect_pt[0].x if (detect_pt[1].find(Constants.Direction.RIGHT) != -1 and detect_pt[0].x > right): right = detect_pt[0].x unit_collision_bounds[unit_type] = [upper, lower, left, right] func init_stage_grid(tilemap : TileMap): for map_elem in tilemap.get_used_cells(): var stage_x = floor(tilemap.map_to_world(map_elem).x / Constants.GRID_SIZE) var stage_y = floor(-1 * tilemap.map_to_world(map_elem).y / Constants.GRID_SIZE) - 1 var map_elem_type : int var cellv = tilemap.get_cellv(map_elem) var found_map_elem_type : bool = false for test_map_elem_type in [ Constants.MapElemType.SQUARE, Constants.MapElemType.SLOPE_LEFT, Constants.MapElemType.SLOPE_RIGHT, Constants.MapElemType.SMALL_SLOPE_LEFT_1, Constants.MapElemType.SMALL_SLOPE_LEFT_2, Constants.MapElemType.SMALL_SLOPE_RIGHT_1, Constants.MapElemType.SMALL_SLOPE_RIGHT_2, Constants.MapElemType.LEDGE]: for test_cell_v in Constants.TILE_SET_MAP_ELEMS[scene.tile_set_name][test_map_elem_type]: if test_cell_v == cellv: map_elem_type = test_map_elem_type found_map_elem_type = true break if found_map_elem_type: break match map_elem_type: Constants.MapElemType.SQUARE: insert_grid_collider(stage_x, stage_y, Constants.Direction.UP, 1) insert_grid_collider(stage_x, stage_y, Constants.Direction.DOWN, 1) insert_grid_collider(stage_x, stage_y, Constants.Direction.LEFT, 1) insert_grid_collider(stage_x, stage_y, Constants.Direction.RIGHT, 1) Constants.MapElemType.SLOPE_LEFT: try_insert_collider( Vector2(stage_x, stage_y), Vector2(stage_x + 1, stage_y + 1), [Constants.Direction.RIGHT, Constants.Direction.DOWN] ) insert_grid_collider(stage_x, stage_y, Constants.Direction.LEFT, 1) insert_grid_collider(stage_x, stage_y, Constants.Direction.UP, 1) Constants.MapElemType.SLOPE_RIGHT: try_insert_collider( Vector2(stage_x, stage_y + 1), Vector2(stage_x + 1, stage_y), [Constants.Direction.LEFT, Constants.Direction.DOWN] ) insert_grid_collider(stage_x, stage_y, Constants.Direction.RIGHT, 1) insert_grid_collider(stage_x, stage_y, Constants.Direction.UP, 1) Constants.MapElemType.SMALL_SLOPE_LEFT_1: try_insert_collider( Vector2(stage_x, stage_y), Vector2(stage_x + 1, stage_y + .5), [Constants.Direction.RIGHT, Constants.Direction.DOWN] ) insert_grid_collider(stage_x, stage_y, Constants.Direction.LEFT, .5) insert_grid_collider(stage_x, stage_y, Constants.Direction.UP, 1) Constants.MapElemType.SMALL_SLOPE_LEFT_2: try_insert_collider( Vector2(stage_x, stage_y + .5), Vector2(stage_x + 1, stage_y + 1), [Constants.Direction.RIGHT, Constants.Direction.DOWN] ) insert_grid_collider(stage_x, stage_y, Constants.Direction.RIGHT, .5) insert_grid_collider(stage_x, stage_y, Constants.Direction.LEFT, 1) insert_grid_collider(stage_x, stage_y, Constants.Direction.UP, 1) Constants.MapElemType.SMALL_SLOPE_RIGHT_1: try_insert_collider( Vector2(stage_x, stage_y + .5), Vector2(stage_x + 1, stage_y), [Constants.Direction.LEFT, Constants.Direction.DOWN] ) insert_grid_collider(stage_x, stage_y, Constants.Direction.RIGHT, .5) insert_grid_collider(stage_x, stage_y, Constants.Direction.UP, 1) Constants.MapElemType.SMALL_SLOPE_RIGHT_2: try_insert_collider( Vector2(stage_x, stage_y + 1), Vector2(stage_x + 1, stage_y + .5), [Constants.Direction.LEFT, Constants.Direction.DOWN] ) insert_grid_collider(stage_x, stage_y, Constants.Direction.RIGHT, 1) insert_grid_collider(stage_x, stage_y, Constants.Direction.LEFT, .5) insert_grid_collider(stage_x, stage_y, Constants.Direction.UP, 1) Constants.MapElemType.LEDGE: insert_grid_collider(stage_x, stage_y, Constants.Direction.DOWN, 1) func insert_grid_collider(stage_x, stage_y, direction : int, fractional_height : float): var check_colliders = [] var insert_colliders = [] var point_a : Vector2 var point_b : Vector2 match direction: Constants.Direction.UP: point_a = Vector2(stage_x, stage_y) point_b = Vector2(stage_x + 1, stage_y) Constants.Direction.DOWN: point_a = Vector2(stage_x, stage_y + 1) point_b = Vector2(stage_x + 1, stage_y + 1) Constants.Direction.LEFT: point_a = Vector2(stage_x + 1, stage_y + (1 * fractional_height)) point_b = Vector2(stage_x + 1, stage_y) Constants.Direction.RIGHT: point_a = Vector2(stage_x, stage_y + (1 * fractional_height)) point_b = Vector2(stage_x, stage_y) try_insert_collider(point_a, point_b, [direction]) func try_insert_collider(point_a : Vector2, point_b : Vector2, directions : Array): if directions.size() == 1: # aligned with grid for i in range(len(colliders)): if (colliders[i][0] == point_a and colliders[i][1] == point_b and are_inverse_directions(collision_into_direction_arrays[i][0], directions[0])): colliders.remove(i) collision_into_direction_arrays.remove(i) return colliders.append([point_a, point_b]) collision_into_direction_arrays.append(directions) func are_inverse_directions(d1, d2): return ((d1 == Constants.Direction.LEFT and d2 == Constants.Direction.RIGHT) or (d1 == Constants.Direction.RIGHT and d2 == Constants.Direction.LEFT) or (d1 == Constants.Direction.UP and d2 == Constants.Direction.DOWN) or (d1 == Constants.Direction.DOWN and d2 == Constants.Direction.UP)) func interact(unit : Unit, delta): if unit.unit_conditions[Constants.UnitCondition.IS_ON_GROUND]: if unit.v_speed < 0: # reassign the move speeds so that it reflects the true movement reangle_grounded_move(unit) else: # apply gravity unit.v_speed = max(unit.v_speed - (Constants.GRAVITY * delta), Constants.MAX_FALL_SPEED) if not unit.h_speed == 0 or not unit.v_speed == 0: # regular collision for i in range(colliders.size()): if check_collision(unit, colliders[i], collision_into_direction_arrays[i], delta): break # Do this a second time in case the unit's new move displacement needs # fixing for i in range(colliders.size()): if check_collision(unit, colliders[i], collision_into_direction_arrays[i], delta): break func reangle_grounded_move(unit : Unit): var has_ground_collision : bool = false for i in range(colliders.size()): var collider = colliders[i] var collision_into_directions = collision_into_direction_arrays[i] if collider[0].x == collider[1].x: continue if collision_early_exit(unit, collider, collision_into_directions): continue if collision_into_directions.find(Constants.Direction.DOWN) == -1: continue # returns [collision?, x, y] var intersects_results = GameUtils.path_intersects_border( Vector2(unit.pos.x, unit.pos.y), Vector2(unit.pos.x, unit.pos.y - .5), collider[0], collider[1]) if intersects_results[0]: has_ground_collision = true unit.pos.y = intersects_results[1].y + Constants.QUANTUM_DIST unit.last_contacted_ground_collider = collider reangle_move(unit, collider, true) if !has_ground_collision: reangle_move(unit, unit.last_contacted_ground_collider, true) unit.set_unit_condition(Constants.UnitCondition.IS_ON_GROUND, false) # nullify_h_speed should be true if we are reangling a ground movement vector func reangle_move(unit : Unit, collider, nullify_h_speed : bool): var angle_helper if unit.h_speed > 0: angle_helper = collider else: angle_helper = [collider[1], collider[0]] if nullify_h_speed: unit.h_speed = 0 GameUtils.reangle_move(unit, angle_helper) func check_collision(unit : Unit, collider, collision_into_directions, delta): if collision_early_exit(unit, collider, collision_into_directions): return false var is_ground_collision : bool = collision_into_directions.find(Constants.Direction.DOWN) != -1 for unit_env_collider in Constants.ENV_COLLIDERS[unit.unit_type]: if unit_env_collider_early_exit(unit_env_collider[1], collision_into_directions): continue var collision_check_location : Vector2 = unit.pos + unit_env_collider[0] var collision_check_try_location : Vector2 = collision_check_location + Vector2(unit.h_speed * delta, unit.v_speed * delta) # returns [collision?, (x, y)] var intersects_results = GameUtils.path_intersects_border( collision_check_location, collision_check_try_location, collider[0], collider[1]) if intersects_results[0]: if is_ground_collision: if unit_env_collider[0] == Vector2(0, 0): unit.pos.y = intersects_results[1].y + Constants.QUANTUM_DIST unit.pos.x = intersects_results[1].x if unit.unit_conditions[Constants.UnitCondition.IS_ON_GROUND]: # preserve magnitude reangle_move(unit, collider, false) else: if unit.get_current_action() != Constants.UnitCurrentAction.JUMPING: unit.set_unit_condition(Constants.UnitCondition.IS_ON_GROUND, true) # landed on ground, horizontal component to become magnitude unit.v_speed = 0 reangle_move(unit, collider, false) else: if collider[0].x == collider[1].x: # vertical wall collision var new_cc_x : float if unit.h_speed < 0: new_cc_x = intersects_results[1].x + Constants.QUANTUM_DIST else: new_cc_x = intersects_results[1].x - Constants.QUANTUM_DIST var target_h_speed : float = (new_cc_x - collision_check_location.x) / delta var factor : float = target_h_speed / unit.h_speed unit.h_speed *= factor if unit.get_condition(Constants.UnitCondition.IS_ON_GROUND, false): # also shorten vertical component to preserve move vector direction unit.v_speed *= factor else: # ceiling collision (horizontal only for now) var new_cc_y : float = intersects_results[1].y - Constants.QUANTUM_DIST unit.v_speed = (new_cc_y - collision_check_location.y) / delta if unit.get_current_action() == Constants.UnitCurrentAction.JUMPING: unit.set_current_action(Constants.UnitCurrentAction.IDLE) if !is_ground_collision or unit_env_collider[0] == Vector2(0, 0): # return true if there's a collision # don't return true if it's a ground collision but the unit environment collider is not the (0, 0) collider return true return false func collision_early_exit(unit : Unit, collider, collision_into_directions): if (collider[0].y > unit.pos.y + unit_collision_bounds[unit.unit_type][0] + 1 and collider[1].y > unit.pos.y + unit_collision_bounds[unit.unit_type][0] + 1): return true if (collider[0].y < unit.pos.y + unit_collision_bounds[unit.unit_type][1] - 1 and collider[1].y < unit.pos.y + unit_collision_bounds[unit.unit_type][1] - 1): return true if collider[1].x < unit.pos.x + unit_collision_bounds[unit.unit_type][2] - 1: return true if collider[0].x > unit.pos.x + unit_collision_bounds[unit.unit_type][3] + 1: return true for collision_into_direction in collision_into_directions: if collision_into_direction == Constants.Direction.UP and unit.v_speed > 0: return false if collision_into_direction == Constants.Direction.DOWN and unit.v_speed < 0: return false if collision_into_direction == Constants.Direction.LEFT and unit.h_speed < 0: return false if collision_into_direction == Constants.Direction.RIGHT and unit.h_speed > 0: return false return true func unit_env_collider_early_exit(env_collider_directions, collision_into_directions): var found_matching_direction : bool = false for env_collider_direction in env_collider_directions: for collision_into_direction in collision_into_directions: if env_collider_direction == collision_into_direction: return false return true