Say what was hit, which way is out, and how far
The narrowphase has been producing a contact since it went in, and the interpreter was throwing it away. `RCOLLISION(n, f)` reports it: what was hit (a sprite or a `SOLID` rectangle), which one, the contact normal, the penetration depth, the contact point, and which axis to reverse. **The normal points out of the other thing and toward this one**, so a program moves along it by the depth and is exactly clear. That sign is the one assertion in the new test that could not be caught any other way -- both parties of a sprite-against-sprite hit get their own record, each pointing the way *that* sprite has to move, and sharing one would tell both to go the same direction, which is how two things end up stuck inside each other. **Field 7 is the one that deletes the most BASIC.** It is the minimum translation axis, computed from the normal in C, and it is there because doing it in BASIC means comparing two floats -- which is exactly where this dialect's left-operand rule catches people. `BALLBRICKS`/`TESTCELL` in the artwork breakout spend six lines computing an overlap rectangle and comparing its width to its height to get this number. The record is **sticky and deepest-wins**: replaced whenever that sprite is in a contact and otherwise left alone, so `BUMP` stays the event and this stays the detail of it. Making it clear itself when nothing touches would break the pairing, because `BUMP` accumulates across steps and a once-a-frame poll would find the detail already gone. Reading `BUMP` clears both, so they cannot disagree. Deliberately narrower than `akgl_Contact`: no actor pointers, because BASIC has no actor; no tile fields, because there is no tilemap; no z, because every test is planar; and **no `dt` and no `sensor`**, which libakgl documents as filled in by the resolver. This interpreter never resolves anything, so those two come back zero and mean nothing, and an always-zero field in a reference table is a lie. Documented with the two caveats that matter: fields 2, 3 and 4 are floats and want a `%` variable, and the contact *point* is exact only for two boxes -- libakgl's solver returns a point on the portal it converged to, while the normal and depth are exact for every pair. Chapter 8's collision section stops claiming only type 1 exists, which has been false since the previous commit. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL
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@@ -129,10 +129,13 @@ the target disarms it.
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**reading it clears it**, which is what makes "has anything hit me since I last looked"
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answerable.
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Only type 1, sprite-to-sprite, is implemented. Types 2 and 3 are refused by name.
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Type 1 is sprite against sprite and **type 2 is sprite against the static geometry
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`SOLID` registers** — a second handler, on its own accumulator, so the two never disturb
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each other. Type 3 is refused: there is no light pen.
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Collision is by bounding box, not by pixel: two sprites whose boxes overlap but whose
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artwork does not are reported as colliding.
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Collision is by shape, not by pixel, and a sprite nobody has shaped collides with its
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whole picture — so two sprites whose frames overlap but whose artwork does not are
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reported as colliding.
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```basic requires=akgl screenshot=sprite-collision
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10 COLOR 1, 2
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@@ -258,6 +261,60 @@ sixty-fifth is refused by name.
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would be an unexplainable collision in the next; `CLR` leaves them alone, because it clears
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variables and a rectangle is not one.
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## What was hit, and which way to go
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`BUMP` says *that* something collided. `RCOLLISION(n, f)` says what it was and how:
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| `f` | Gives |
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|---|---|
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| 0 | what sprite `n` last hit — 0 nothing yet, 1 a sprite, 2 static geometry |
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| 1 | which: the other sprite's number, or the `SOLID` id |
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| 2 | the contact normal's x, a float from -1 to 1 |
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| 3 | the normal's y. Negative means the surface is above, because y grows downward |
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| 4 | how deep, in pixels |
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| 5 | where they touched, x |
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| 6 | where they touched, y |
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| 7 | which axis to reverse: 1 for x, 2 for y |
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**The normal points out of the other thing and toward this one.** Move along it by the
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depth and you are exactly clear:
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```basic norun
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D% = RCOLLISION(1, 4)
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BX# = BX# + (RCOLLISION(1, 2) * D%)
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BY# = BY# + (RCOLLISION(1, 3) * D%)
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```
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**Field 7 is the one that deletes the most BASIC.** Working out which axis to reverse from
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an overlap rectangle is four `IF`s and a comparison, and doing it from the normal means
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comparing two floats — which is where [Chapter 13](13-differences.md)'s left-operand rule
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catches people. So it is computed for you:
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```basic norun
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A# = RCOLLISION(1, 7)
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IF A# = 1 THEN BVX# = 0 - BVX#
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IF A# = 2 THEN BVY# = 0 - BVY#
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```
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Both sides of a sprite-against-sprite hit get their own record, each pointing the way *that*
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sprite has to move. Sharing one would tell both to go the same direction, which is how two
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things end up stuck inside each other.
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**Fields 2, 3 and 4 are floats**, so assign them to a `%` variable. A `#` variable throws
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the fraction away and a push-out lands a pixel short.
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**The record is sticky.** It is replaced whenever that sprite is in a contact and otherwise
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left alone, so `BUMP` stays the event and this stays the detail of it — ask `BUMP` first,
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then read the record. Reading `BUMP` clears it, so the two never disagree about whether
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there was anything to describe.
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A sprite in several overlaps at once reports the **deepest**, because the deepest is the one
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you have to undo.
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**Fields 5 and 6 are exact for two boxes and approximate for anything else** — libakgl's
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solver returns a point on the portal it converged to. The normal and the depth are exact for
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every pair, so if you need the contact *point*, keep both shapes boxes.
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## Reading state back
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| Function | Gives |
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