Files
libakgl/examples/sidescroller/actors.c
Andrew Kesterson 490e62dbbf 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
2026-08-02 07:35:08 -04:00

203 lines
7.9 KiB
C

/**
* @file actors.c
* @brief Everything level1.tmj places that is not the player.
*
* None of these are created here. The map's object layer creates all seven
* actors, registers them under the names Tiled gave them, and binds each one to
* the character its `character` property names -- so this file's whole job is to
* find them again by name and give them behaviour.
*
* Two of the three behaviours raise #AKGL_ERR_LOGICINTERRUPT, which is the one
* status in libakgl that is not a failure. Raised from a `movementlogicfunc` it
* means "skip the rest of this tick for me": no gravity, no drag, no move for
* that actor this step, and akgl_physics_simulate carries on to the next one.
* That is exactly what an actor that has just placed itself wants.
*/
#include <math.h>
#include <akstdlib.h>
#include <akgl/heap.h>
#include <akgl/registry.h>
#include "sidescroller.h"
/** @brief The blob's collision box, offset into its 32x32 frame. */
static SDL_FRect ss_blob_body = { .x = 8.0f, .y = 0.0f, .w = 16.0f, .h = 32.0f };
/**
* @brief Per-actor data for everything in this file, one slot per actor.
*
* A fixed table rather than an allocation, for the same reason the library has
* pools rather than a `malloc`: the level places a known number of things, and a
* game that cannot run out of memory at runtime is one fewer failure mode.
*/
static ss_ActorData ss_hazard_data[SS_HAZARD_COUNT];
/**
* @brief Look an actor up by the name its Tiled object carried.
*
* A miss here means the map and the code disagree about what the level
* contains, which is worth failing on rather than working around.
*/
static akerr_ErrorContext *find_actor(char *name, akgl_Actor **dest)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, name, AKERR_NULLPOINTER, "name");
FAIL_ZERO_RETURN(errctx, dest, AKERR_NULLPOINTER, "dest");
*dest = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, name, NULL);
FAIL_ZERO_RETURN(errctx, *dest, AKERR_KEY, "The map placed no actor called %s", name);
SUCCEED_RETURN(errctx);
}
/**
* @brief A `movementlogicfunc` for something that does not move at all.
*
* The coins need this. Their character declares no speed and no acceleration, so
* they cannot thrust -- but gravity is not thrust. `akgl_physics_arcade_gravity`
* accumulates into `ey` for every actor it is handed, so a coin left to the
* default logic falls out of the level along with everything else.
*
* Raising #AKGL_ERR_LOGICINTERRUPT is how an actor opts out of the rest of its
* step. It is not an error and nothing logs it.
*/
static akerr_ErrorContext *ss_static_movement(akgl_Actor *obj, float32_t dt)
{
PREPARE_ERROR(errctx);
(void)dt;
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "obj");
FAIL_RETURN(errctx, AKGL_ERR_LOGICINTERRUPT, "%s does not simulate", (char *)obj->name);
}
/**
* @brief The blob: walk, and turn around at a wall or a ledge.
*
* This one stays inside the physics step -- it walks on the ground under the
* map's gravity like the player does, and the library resolves it the same way.
* All this hook decides is which way to face next.
*/
static akerr_ErrorContext *ss_blob_movement(akgl_Actor *obj, float32_t dt)
{
ss_ActorData *data = NULL;
SDL_FRect ahead;
float32_t probe_x = 0.0f;
float32_t probe_y = 0.0f;
float32_t step = 0.0f;
bool floor_ahead = false;
bool wall_ahead = false;
bool grounded = false;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "obj");
FAIL_ZERO_RETURN(errctx, obj->actorData, AKERR_NULLPOINTER, "obj->actorData");
data = (ss_ActorData *)obj->actorData;
AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_FACE_ALL | AKGL_ACTOR_STATE_MOVING_ALL));
if ( data->facing < 0.0f ) {
AKGL_BITMASK_ADD(obj->state, (AKGL_ACTOR_STATE_FACE_LEFT | AKGL_ACTOR_STATE_MOVING_LEFT));
} else {
AKGL_BITMASK_ADD(obj->state, (AKGL_ACTOR_STATE_FACE_RIGHT | AKGL_ACTOR_STATE_MOVING_RIGHT));
}
/* Signs the acceleration from the movement bits just set. */
PASS(errctx, akgl_actor_logic_movement(obj, dt));
step = 1.0f;
if ( data->facing < 0.0f ) {
step = -1.0f;
}
/* Three probes, all taken from where the last step left the blob. The blob
* turns on a wall or a ledge, and a contact from the resolver answers
* neither question: it says something pushed back, not which side of the
* blob it was on, and it says nothing at all about a floor that is missing. */
PASS(errctx, akgl_collision_shape_bounds(&obj->shape, (obj->x + step), obj->y, &ahead));
PASS(errctx, akgl_collision_box_blocked(&ss_collision, &ahead, AKGL_COLLISION_LAYER_STATIC, &wall_ahead));
PASS(errctx, ss_grounded(&obj->shape, obj->x, obj->y, &grounded));
/* One pixel past the leading edge of the box and one pixel below its feet:
* no floor there means the next step walks off. */
probe_y = obj->y + ss_blob_body.y + ss_blob_body.h + 1.0f;
if ( data->facing < 0.0f ) {
probe_x = obj->x + ss_blob_body.x - 1.0f;
} else {
probe_x = obj->x + ss_blob_body.x + ss_blob_body.w + 1.0f;
}
PASS(errctx, akgl_collision_solid_at(&ss_collision, probe_x, probe_y, &floor_ahead));
if ( (wall_ahead == true) || ((grounded == true) && (floor_ahead == false)) ) {
data->facing = -data->facing;
/* The library's response removes the component of `tx` going into a
* wall, but nothing removes it on the ledge path -- and without this the
* blob keeps its old momentum through the turn. */
obj->tx = 0.0f;
}
SUCCEED_RETURN(errctx);
}
/**
* @brief The moth: a figure-eight around where the map put it.
*
* It flies, so it wants no gravity -- and the map's physics has gravity, because
* the player needs it. Rather than fighting the backend the moth writes its own
* position and then opts out of the rest of the step, which is the second thing
* #AKGL_ERR_LOGICINTERRUPT is for.
*/
static akerr_ErrorContext *ss_moth_movement(akgl_Actor *obj, float32_t dt)
{
ss_ActorData *data = NULL;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "obj");
FAIL_ZERO_RETURN(errctx, obj->actorData, AKERR_NULLPOINTER, "obj->actorData");
data = (ss_ActorData *)obj->actorData;
data->phase += dt;
obj->x = data->home_x + (sinf(data->phase) * 64.0f);
obj->y = data->home_y + (sinf(data->phase * 2.0f) * 24.0f);
AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_FACE_ALL);
if ( cosf(data->phase) < 0.0f ) {
AKGL_BITMASK_ADD(obj->state, AKGL_ACTOR_STATE_FACE_LEFT);
} else {
AKGL_BITMASK_ADD(obj->state, AKGL_ACTOR_STATE_FACE_RIGHT);
}
FAIL_RETURN(errctx, AKGL_ERR_LOGICINTERRUPT, "%s flies itself", (char *)obj->name);
}
akerr_ErrorContext *ss_actors_bind(void)
{
char name[32];
int count = 0;
int i = 0;
PREPARE_ERROR(errctx);
for ( i = 0; i < SS_COIN_COUNT; i++ ) {
PASS(errctx, aksl_snprintf(&count, (char *)&name, sizeof(name), "coin%d", (i + 1)));
PASS(errctx, find_actor((char *)&name, &ss_game.coins[i]));
ss_game.coins[i]->movementlogicfunc = &ss_static_movement;
}
PASS(errctx, find_actor("blob1", &ss_game.hazards[0]));
PASS(errctx, akgl_collision_shape_box(&ss_game.hazards[0]->shape, &ss_blob_body, 0.0f));
ss_game.hazards[0]->shape_override = true;
PASS(errctx, akgl_collision_settle(&ss_collision, &ss_game.hazards[0]->shape,
&ss_game.hazards[0]->x, &ss_game.hazards[0]->y, 0));
ss_hazard_data[0].home_x = ss_game.hazards[0]->x;
ss_hazard_data[0].home_y = ss_game.hazards[0]->y;
ss_hazard_data[0].facing = -1.0f;
ss_game.hazards[0]->actorData = (void *)&ss_hazard_data[0];
ss_game.hazards[0]->movementlogicfunc = &ss_blob_movement;
PASS(errctx, find_actor("moth1", &ss_game.hazards[1]));
ss_hazard_data[1].home_x = ss_game.hazards[1]->x;
ss_hazard_data[1].home_y = ss_game.hazards[1]->y;
ss_hazard_data[1].facing = 1.0f;
ss_game.hazards[1]->actorData = (void *)&ss_hazard_data[1];
ss_game.hazards[1]->movementlogicfunc = &ss_moth_movement;
SUCCEED_RETURN(errctx);
}