Delete the JRPG's collision too, and wall the map with proxies

cell_solid and feet_blocked go, and so does the prediction in the player's
movementlogicfunc. That prediction was only ever exact because the town has zero
gravity and zero drag -- v is t, so `x + tx * dt` is where the step lands. A map
with gravity would have had to fold ey in as well, which is the game
re-implementing the integrator. Resolution runs after the move now, so there is
nothing to predict.

The map's decoration layer carries `collidable`, which retires JRPG_LAYER_SOLID:
akgl_TilemapLayer has no name member, so the game and the map had to agree on an
index out of band and inserting a layer in Tiled broke it.

The edge of the world is not on any layer, so it is four static proxies covering
the outer ring plus a tile of overhang -- one pool slot per side instead of a
hundred solid tiles, and the first use of the static-proxy path in either
example. They carry LAYER_STATIC explicitly: shape_box defaults a shape to
LAYER_ACTOR, and a wall left on that layer is a wall everything walks through.

Only the player gets a shape. NPCs stand still and are spoken to; the follower
is a child snapped to its parent every step.

Verified against the old implementation with the demo script rewritten to hold
one direction: holding left into a building stops the player at x=122 with both,
and holding up into the map's edge stops them at y=-4 with both.

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 07:46:19 -04:00
parent 490e62dbbf
commit cbf7c1b6c2
5 changed files with 226 additions and 156 deletions

View File

@@ -6,7 +6,8 @@
* Almost nothing here is game logic. It is the four steps between a directory
* of JSON and a world with people standing in it, in the one order that works,
* plus the two hooks -- a `movementlogicfunc` and a `renderfunc` -- that a game
* has to supply because the library does not.
* has to supply because the library does not, and the collision world the
* library resolves through.
*/
#include <limits.h>
@@ -19,6 +20,7 @@
#include <akgl/actor.h>
#include <akgl/character.h>
#include <akgl/collision.h>
#include <akgl/error.h>
#include <akgl/game.h>
#include <akgl/heap.h>
@@ -92,10 +94,26 @@ static jrpg_Townsfolk TOWNSFOLK[] = {
#define FEET_TOP 20.0f
#define FEET_H 10.0f
/**
* @brief How far past the edge of the map the boundary walls extend, in pixels.
*
* The walls cover the map's outer ring of cells *and* this much beyond it. The
* ring is what the old hand-rolled rule made solid and what the art is drawn to
* expect; the overhang is what stops an actor arriving fast enough from being
* resolved out the far side of a wall exactly one tile thick.
*/
#define EDGE_OVERHANG 16.0f
/** @brief Where the party member walks, in pixels relative to the player. */
#define FOLLOWER_OFFSET_X (-14.0f)
#define FOLLOWER_OFFSET_Y (10.0f)
akgl_CollisionWorld jrpg_collision;
/** @brief The four map-edge walls, and the shapes they were built from. */
static akgl_CollisionProxy *jrpg_edges[4];
static akgl_CollisionShape jrpg_edge_shapes[4];
/**
* @brief Load one sprite definition by its three naming components.
*
@@ -154,6 +172,62 @@ static akerr_ErrorContext *character_load(char *cast)
SUCCEED_RETURN(errctx);
}
/**
* @brief Wall off the edges of the map with four static proxies.
*
* The town's decoration layer says what is solid -- a building, a tree, a lamp
* post -- and the map's edge is not on it. Nothing else stops an actor walking
* off the edge of the world.
*
* Four proxies rather than a hundred solid tiles, because static geometry that
* is not tile-shaped is exactly what a proxy is for: a long thin box costs one
* slot whatever its length. `layermask` is set by hand because
* akgl_collision_shape_box defaults a shape to LAYER_ACTOR, which is right for
* an actor and wrong for scenery -- an actor responds to LAYER_STATIC and would
* walk straight through these.
*
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKGL_ERR_HEAP If the proxy pool is exhausted.
*/
static akerr_ErrorContext *wall_off_the_edges(void)
{
SDL_FRect sides[4];
float32_t ow = 0.0f; /* Map width, plus the overhang at each end. */
float32_t oh = 0.0f; /* Map height, the same. */
float32_t tw = 0.0f; /* One tile of ring, plus one overhang. */
float32_t th = 0.0f;
int i = 0;
PREPARE_ERROR(errctx);
ow = (float32_t)(akgl_gamemap->width * akgl_gamemap->tilewidth) + (2.0f * EDGE_OVERHANG);
oh = (float32_t)(akgl_gamemap->height * akgl_gamemap->tileheight) + (2.0f * EDGE_OVERHANG);
tw = (float32_t)akgl_gamemap->tilewidth + EDGE_OVERHANG;
th = (float32_t)akgl_gamemap->tileheight + EDGE_OVERHANG;
/* x y w h */
sides[0] = (SDL_FRect){ -EDGE_OVERHANG, -EDGE_OVERHANG, tw, oh }; /* west */
sides[1] = (SDL_FRect){ (ow - tw - EDGE_OVERHANG), -EDGE_OVERHANG, tw, oh }; /* east */
sides[2] = (SDL_FRect){ -EDGE_OVERHANG, -EDGE_OVERHANG, ow, th }; /* north */
sides[3] = (SDL_FRect){ -EDGE_OVERHANG, (oh - th - EDGE_OVERHANG), ow, th }; /* south */
for ( i = 0; i < 4; i++ ) {
/*
* Acquire and initialize adjacent, with nothing between them: until
* akgl_collision_proxy_initialize takes the reference the slot is still
* free, and the next acquire hands out the same pointer.
*/
PASS(errctx, akgl_heap_next_collision_proxy(&jrpg_edges[i]));
PASS(errctx, akgl_collision_shape_box(&jrpg_edge_shapes[i], &sides[i], 0.0f));
jrpg_edge_shapes[i].layermask = AKGL_COLLISION_LAYER_STATIC;
jrpg_edge_shapes[i].collidemask = AKGL_COLLISION_LAYER_NONE;
jrpg_edge_shapes[i].flags |= AKGL_COLLISION_FLAG_STATIC;
PASS(errctx, akgl_collision_proxy_initialize(jrpg_edges[i], NULL, &jrpg_edge_shapes[i],
0.0f, 0.0f, 0.0f));
PASS(errctx, jrpg_collision.partitioner.insert(&jrpg_collision.partitioner, jrpg_edges[i]));
}
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *jrpg_world_load(void)
{
PREPARE_ERROR(errctx);
@@ -192,6 +266,16 @@ akerr_ErrorContext *jrpg_world_load(void)
akgl_physics = &akgl_gamemap->physics;
}
// Collision is opt-in, and this is the whole of turning it on. 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 an index the game and the map
// had to agree on out of band.
PASS(errctx, akgl_collision_world_init(&jrpg_collision, NULL, 16.0f, 16.0f));
PASS(errctx, akgl_collision_bind_tilemap(&jrpg_collision, akgl_gamemap));
PASS(errctx, wall_off_the_edges());
akgl_physics->collision = &jrpg_collision;
SUCCEED_RETURN(errctx);
}
@@ -200,6 +284,7 @@ akerr_ErrorContext *jrpg_world_populate(void)
PREPARE_ERROR(errctx);
akgl_Actor *player = NULL;
akgl_Actor *follower = NULL;
SDL_FRect body;
int i = 0;
// Every actor the map spawned, including the player.
@@ -228,6 +313,15 @@ akerr_ErrorContext *jrpg_world_populate(void)
);
player->movementlogicfunc = &jrpg_actor_logic_walk;
// The footprint, and only the player gets one. The NPCs stand still and are
// spoken to, not walked into: giving them shapes would make the town a
// pinball table and would change what the proximity test in jrpg.c means.
// The follower is a child, snapped to the player's position every step, so
// a shape on it would fight the snap rather than stop anything.
body = (SDL_FRect){ FEET_X, FEET_TOP, FEET_W, FEET_H };
PASS(errctx, akgl_collision_shape_box(&player->shape, &body, 0.0f));
player->shape_override = true;
// The party member. Nothing in the map creates it, and nothing has to: an
// actor is a pool object with a name, and the character it instantiates is
// already registered. This one borrows the elder's template, which is the
@@ -252,58 +346,6 @@ akerr_ErrorContext *jrpg_world_populate(void)
SUCCEED_RETURN(errctx);
}
/**
* @brief Is the map cell containing this pixel one the player cannot enter?
*
* Two rules, and both of them are the game's rather than the library's. The
* outer ring of the map is solid, because nothing else stops an actor walking
* off the edge of the world. Everything else is the decoration layer: a cell
* with a tile in it is a building, a tree or a lamp post, and a cell with 0 in
* it is open ground.
*
* @param px Position in map pixels along x.
* @param py Position in map pixels along y.
* @return True when the cell blocks movement.
*/
static bool cell_solid(float32_t px, float32_t py)
{
int tx = 0;
int ty = 0;
tx = (int)(px / (float32_t)akgl_gamemap->tilewidth);
ty = (int)(py / (float32_t)akgl_gamemap->tileheight);
if ( (tx <= 0) || (ty <= 0) ||
(tx >= (akgl_gamemap->width - 1)) || (ty >= (akgl_gamemap->height - 1)) ) {
return true;
}
return (akgl_gamemap->layers[JRPG_LAYER_SOLID].data[(ty * akgl_gamemap->width) + tx] != 0);
}
/**
* @brief Would an actor whose frame is at (x, y) have its feet in a wall?
*
* Tests the four corners of the footprint. Four corners is enough only because
* the footprint is smaller than a tile in both directions; a bigger one would
* step over a single-cell wall between two of its corners.
*
* @param x Candidate frame position along x, in map pixels.
* @param y Candidate frame position along y, in map pixels.
* @return True when any corner of the footprint lands in a solid cell.
*/
static bool feet_blocked(float32_t x, float32_t y)
{
float32_t left = x + FEET_X;
float32_t right = x + FEET_X + FEET_W;
float32_t top = y + FEET_TOP;
float32_t bottom = y + FEET_TOP + FEET_H;
return (cell_solid(left, top) ||
cell_solid(right, top) ||
cell_solid(left, bottom) ||
cell_solid(right, bottom));
}
akerr_ErrorContext *jrpg_actor_logic_walk(akgl_Actor *obj, float32_t dt)
{
PREPARE_ERROR(errctx);
@@ -335,25 +377,13 @@ akerr_ErrorContext *jrpg_actor_logic_walk(akgl_Actor *obj, float32_t dt)
// Everything the default hook does -- re-copy the character's speed limits,
// turn the movement bits into signed acceleration -- is still wanted. This
// hook adds to it rather than replacing it.
PASS(errctx, akgl_actor_logic_movement(obj, dt));
// Where this step would put us. akgl_physics_simulate has already
// integrated thrust for this step and capped it against the character's
// speed ellipse, and it computes velocity as `e + t` -- and with the town's
// zero gravity and zero drag, `e` stays zero, so `v` is `t`. That is what
// makes the prediction exact rather than approximate. A map with gravity
// would have to account for `ey` here as well.
//
// Axis at a time, so walking into a wall diagonally slides along it rather
// than stopping dead.
if ( feet_blocked(obj->x + (obj->tx * dt), obj->y) ) {
obj->tx = 0.0f;
obj->ax = 0.0f;
}
if ( feet_blocked(obj->x, obj->y + (obj->ty * dt)) ) {
obj->ty = 0.0f;
obj->ay = 0.0f;
}
// Walls used to be here too: a prediction of where this step would land,
// tested axis at a time. It was only ever correct because the town has zero
// gravity and zero drag, so `v` is `t` and the prediction is exact. The
// library resolves after the move instead, on a position that already
// happened, and that qualifier goes away with it.
PASS(errctx, akgl_actor_logic_movement(obj, dt));
SUCCEED_RETURN(errctx);
}