Delete the sidescroller's collision, and let the library do it

collision.c was 383 lines that re-implemented akgl_physics_simulate's own
arithmetic, because movementlogicfunc runs before gravity, drag and the move
and so had to predict where the actor would end up. The whole file goes. What
replaces it is three lines in main.c, a shape on the player and the blob, and a
`collidable` property on the map's terrain layer -- which also retires
SS_TERRAIN_LAYER_ID, a compiled-in layer id that broke whenever somebody
reordered layers in Tiled.

grounded stays a probe rather than becoming a contact test. A contact says
something pushed back this step; grounded asks whether there is a floor to push
off, and that stays true through the frame after landing. The blob keeps its own
wall and ledge probes for the same reason: the resolver does not say which side
of the blob it was pushed from, and says nothing at all about a floor that is
missing.

The summary line now carries the player's resting position, because exiting 0
was not evidence that collision ran. It reports 136.0,160.0 grounded after 240
autoplay frames -- feet at y=192, flush on the surface of terrain row 12.

The tutorial's collision section is rewritten around the library's, keeping the
quarter-of-a-pixel story as what a predicting resolver costs. The docs harness
learns `json excerpt=`, so the map property the chapter quotes is checked
against the map.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01KzBDV2fqgnUAcqCKqKvc71
This commit is contained in:
2026-08-02 07:35:08 -04:00
parent 35a58670d0
commit 490e62dbbf
9 changed files with 232 additions and 596 deletions

View File

@@ -44,6 +44,23 @@
#define SS_PATH_MAX 1024
ss_Game ss_game;
akgl_CollisionWorld ss_collision;
akerr_ErrorContext *ss_grounded(akgl_CollisionShape *shape, float32_t x, float32_t y, bool *dest)
{
SDL_FRect feet;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, shape, AKERR_NULLPOINTER, "shape");
FAIL_ZERO_RETURN(errctx, dest, AKERR_NULLPOINTER, "dest");
/* One pixel down, and only one: a taller probe reports a floor the actor is
* still falling towards, and a jump that fires off it looks like the player
* jumped out of thin air. */
PASS(errctx, akgl_collision_shape_bounds(shape, x, y + 1.0f, &feet));
PASS(errctx, akgl_collision_box_blocked(&ss_collision, &feet, AKGL_COLLISION_LAYER_STATIC, dest));
SUCCEED_RETURN(errctx);
}
/**
* @brief The sprites, loaded in this order.
@@ -240,7 +257,17 @@ static akerr_ErrorContext *load_level(char *assetdir)
(akgl_physics->gravity_y / akgl_physics->drag_y));
}
PASS(errctx, ss_collide_bind(akgl_gamemap));
/*
* Collision is opt-in: a backend with no world attached moves an actor and
* consults nothing, which is what this game used to rely on and then spend
* 383 lines of its own working around. The cell arguments are placeholders
* -- akgl_collision_bind_tilemap overwrites them from the map's own tile
* size, and reads which layers are solid off each layer's `collidable`
* property rather than a layer id compiled into the game.
*/
PASS(errctx, akgl_collision_world_init(&ss_collision, NULL, (float32_t)SS_TILE_SIZE, (float32_t)SS_TILE_SIZE));
PASS(errctx, akgl_collision_bind_tilemap(&ss_collision, akgl_gamemap));
akgl_physics->collision = &ss_collision;
player = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "player", NULL);
FAIL_ZERO_RETURN(errctx, player, AKERR_KEY, "The map placed no actor called player");
@@ -346,6 +373,14 @@ static akerr_ErrorContext *run(int frames)
* driver, where there is nothing to sync to. */
SDL_Delay(16);
}
/* Recorded here and not in main(): shutdown_game() runs in main()'s CLEANUP
* block and releases the actor pool, so ss_game.player is stale by the time
* the summary is printed. */
if ( ss_game.player != NULL ) {
ss_game.final_x = ss_game.player->x;
ss_game.final_y = ss_game.player->y;
}
SUCCEED_RETURN(errctx);
}
@@ -446,11 +481,20 @@ int main(int argc, char *argv[])
*/
} FINISH_NORETURN(errctx);
/*
* The position is in the summary because exiting 0 is not evidence that
* collision ran. The map is 240 pixels tall and gravity is 900 px/s^2: an
* unresolved player is hundreds of pixels below the floor within a second,
* and this line is what makes that visible in a CI log instead of passing.
*/
SDL_Log(
"sidescroller: %d frames, %d of %d coins, %d deaths",
"sidescroller: %d frames, %d of %d coins, %d deaths, player at %.1f,%.1f%s",
ss_game.frame,
ss_game.coins_taken,
SS_COIN_COUNT,
ss_game.deaths);
ss_game.deaths,
ss_game.final_x,
ss_game.final_y,
((ss_game.grounded == true) ? " grounded" : " airborne"));
return ss_failed;
}