kippy 0.5.1 → 0.6.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/README.md CHANGED
@@ -229,6 +229,27 @@ collider.layer; // Set with the matching parameter above, default is (1 << 0)
229
229
  collider.mask; // Set with the matching parameter above, default is 0xFFFFFFFF
230
230
  ```
231
231
 
232
+ or a `BoxCollider`:
233
+ ```js
234
+ const collider = new BoxCollider({
235
+ width, // Circle collider's width, type number
236
+ height, // Circle collider's height, type number
237
+ offset, // Offset from entity's position, type Vector2
238
+ isTrigger, // If true, trigger callbacks are called and collision physics like bouncing
239
+ // will not apply. Otherwise, collision callbacks are called and physics apply
240
+ layer, // A bit mask to determine what collision layer this collider is at
241
+ mask, // A bit mask to check what colliders to collide
242
+ });
243
+
244
+ // You can mutate these props to configure the box collider
245
+ collider.width; // Set with the matching parameter above, required
246
+ collider.height; // Set with the matching parameter above, required
247
+ collider.offset; // Set with the matching parameter above, default is Vector2(0, 0)
248
+ collider.isTrigger; // Set with the matching parameter above, default is false
249
+ collider.layer; // Set with the matching parameter above, default is (1 << 0)
250
+ collider.mask; // Set with the matching parameter above, default is 0xFFFFFFFF
251
+ ```
252
+
232
253
  And you can handle when two objects collide:
233
254
  ```js
234
255
  collider.onCollisionEnter = (other, info) => {};
@@ -276,7 +297,7 @@ To be added, for now use web's built-in `Audio` class.
276
297
 
277
298
  ### Sleep system
278
299
 
279
- When a body's velocity is too low for too long, the body will enter sleep state, which means its position will not be affected by the physics engine until a force is applied or a collision happens, this is to prevent jittering and optimize performance.
300
+ When a body's velocity is too low for too long, the body will enter sleep state, which means its position will not be affected by the physics engine until a force is applied, a collision happens, or the velocity is above threshold again, this is to prevent jittering and optimize performance.
280
301
 
281
302
  You can configure it inside `RigidBody`:
282
303
  ```js
package/dist/game.js CHANGED
@@ -43,8 +43,6 @@ export class Game {
43
43
  const dt = (timestamp - this.lastTime) / 1000;
44
44
  this.lastTime = timestamp;
45
45
  if (this.scene) {
46
- // Update input info
47
- this.input.update();
48
46
  // Update game logic
49
47
  this.scene.update(dt);
50
48
  // Update physics info
@@ -52,6 +50,8 @@ export class Game {
52
50
  // Render
53
51
  this.ctx.clearRect(0, 0, this.ctx.canvas.width, this.ctx.canvas.height);
54
52
  this.scene.render();
53
+ // Update input info
54
+ this.input.update();
55
55
  }
56
56
  else {
57
57
  throw new Error("Can not run game loop without a scene");
package/dist/physics.d.ts CHANGED
@@ -44,7 +44,24 @@ export declare class CircleCollider {
44
44
  mask: number;
45
45
  constructor(options: CircleColliderOptions);
46
46
  }
47
- export type Collider = CircleCollider;
47
+ export interface BoxColliderOptions {
48
+ width: number;
49
+ height: number;
50
+ offset?: Vector2;
51
+ isTrigger?: boolean;
52
+ layer?: number;
53
+ mask?: number;
54
+ }
55
+ export declare class BoxCollider {
56
+ width: number;
57
+ height: number;
58
+ offset: Vector2;
59
+ isTrigger: boolean;
60
+ layer: number;
61
+ mask: number;
62
+ constructor(options: BoxColliderOptions);
63
+ }
64
+ export type Collider = CircleCollider | BoxCollider;
48
65
  export interface SpatialGridOptions {
49
66
  cellSize?: number;
50
67
  grid?: Map<string, Set<Entity>>;
package/dist/physics.js CHANGED
@@ -43,6 +43,22 @@ export class CircleCollider {
43
43
  this.mask = options.mask ?? 0xFFFFFFFF;
44
44
  }
45
45
  }
46
+ export class BoxCollider {
47
+ width;
48
+ height;
49
+ offset;
50
+ isTrigger;
51
+ layer;
52
+ mask;
53
+ constructor(options) {
54
+ this.width = options.width;
55
+ this.height = options.height;
56
+ this.offset = options.offset ?? new Vector2(0, 0);
57
+ this.isTrigger = options.isTrigger ?? false;
58
+ this.layer = options.layer ?? (1 << 0);
59
+ this.mask = options.mask ?? 0xFFFFFFFF;
60
+ }
61
+ }
46
62
  export class SpatialGrid {
47
63
  cellSize;
48
64
  grid;
@@ -123,6 +139,16 @@ export class SpatialGrid {
123
139
  maxY: entity.position.y + radius
124
140
  };
125
141
  }
142
+ else if (entity.collider instanceof BoxCollider) {
143
+ const halfWidth = entity.collider.width;
144
+ const halfHeight = entity.collider.height;
145
+ return {
146
+ minX: entity.position.x - halfWidth,
147
+ maxX: entity.position.x + halfWidth,
148
+ minY: entity.position.y - halfHeight,
149
+ maxY: entity.position.y + halfHeight
150
+ };
151
+ }
126
152
  else {
127
153
  throw new Error("Collider type not supported");
128
154
  }
@@ -137,8 +163,11 @@ export class Physics {
137
163
  // Update velocity/apply force
138
164
  for (const entity of entities) {
139
165
  if (entity.body instanceof RigidBody) {
140
- // Wake if force applied
141
- if (entity.body.force.magnitudeSquared() > 0 || entity.body.torque !== 0) {
166
+ // Wake if force applied or velocity above threshold
167
+ if (entity.body.force.magnitudeSquared() > 0 ||
168
+ entity.body.torque !== 0 ||
169
+ entity.body.velocity.magnitudeSquared() > entity.body.sleepThreshold ** 2 ||
170
+ Math.abs(entity.body.rotationVelocity) > entity.body.sleepThreshold) {
142
171
  entity.body.wake();
143
172
  }
144
173
  // Skip sleeping bodies with no forces
@@ -308,7 +337,7 @@ export class Physics {
308
337
  // Check collision
309
338
  const posA = entityA.position.add(entityA.collider.offset);
310
339
  const posB = entityB.position.add(entityB.collider.offset);
311
- // Check different types of colliders, only circle collider for now
340
+ // Check different types of colliders
312
341
  if (entityA.collider instanceof CircleCollider && entityB.collider instanceof CircleCollider) {
313
342
  const distance = posA.distance(posB);
314
343
  const radiusSum = entityA.collider.radius + entityB.collider.radius;
@@ -337,6 +366,110 @@ export class Physics {
337
366
  }
338
367
  };
339
368
  }
369
+ else if (entityA.collider instanceof BoxCollider && entityB.collider instanceof BoxCollider) {
370
+ const halfAx = entityA.collider.width / 2;
371
+ const halfAy = entityA.collider.height / 2;
372
+ const halfBx = entityB.collider.width / 2;
373
+ const halfBy = entityB.collider.height / 2;
374
+ const delta = posB.sub(posA);
375
+ const overlapX = halfAx + halfBx - Math.abs(delta.x);
376
+ const overlapY = halfAy + halfBy - Math.abs(delta.y);
377
+ if (overlapX <= 0 || overlapY <= 0) {
378
+ return { isTrigger: false };
379
+ }
380
+ let normal;
381
+ let penetration;
382
+ if (overlapX < overlapY) {
383
+ penetration = overlapX;
384
+ normal = new Vector2(delta.x < 0 ? -1 : 1, 0);
385
+ }
386
+ else {
387
+ penetration = overlapY;
388
+ normal = new Vector2(0, delta.y < 0 ? -1 : 1);
389
+ }
390
+ // Contact point: center of overlapping region
391
+ const contactX = posA.x + Math.sign(delta.x) * (halfAx - overlapX / 2);
392
+ const contactY = posA.y + Math.sign(delta.y) * (halfAy - overlapY / 2);
393
+ let accumulatedImpulse = 0;
394
+ const lastContactInfo = this.collisionPairs.get(entityA)?.get(entityB) ||
395
+ this.collisionPairs.get(entityB)?.get(entityA);
396
+ if (lastContactInfo) {
397
+ accumulatedImpulse = lastContactInfo.accumulatedNormalImpulse;
398
+ }
399
+ return {
400
+ isTrigger,
401
+ info: {
402
+ normal,
403
+ penetration,
404
+ contact: new Vector2(contactX, contactY),
405
+ accumulatedNormalImpulse: accumulatedImpulse
406
+ }
407
+ };
408
+ }
409
+ else if ((entityA.collider instanceof CircleCollider && entityB.collider instanceof BoxCollider) ||
410
+ (entityA.collider instanceof BoxCollider && entityB.collider instanceof CircleCollider)) {
411
+ const isCircleA = entityA.collider instanceof CircleCollider;
412
+ const circlePos = isCircleA ? posA : posB;
413
+ const boxPos = isCircleA ? posB : posA;
414
+ const circle = (isCircleA ? entityA : entityB).collider;
415
+ const box = (isCircleA ? entityB : entityA).collider;
416
+ const halfW = box.width / 2;
417
+ const halfH = box.height / 2;
418
+ // Box center -> circle center
419
+ const delta = circlePos.sub(boxPos);
420
+ const inside = Math.abs(delta.x) < halfW && Math.abs(delta.y) < halfH;
421
+ let normal;
422
+ let penetration;
423
+ let contact;
424
+ if (inside) {
425
+ const overlapX = halfW - Math.abs(delta.x);
426
+ const overlapY = halfH - Math.abs(delta.y);
427
+ if (overlapX < overlapY) {
428
+ const sign = delta.x < 0 ? -1 : 1;
429
+ const boxToCircle = new Vector2(sign, 0);
430
+ normal = isCircleA ? boxToCircle.neg() : boxToCircle; // A→B
431
+ penetration = circle.radius + overlapX;
432
+ contact = new Vector2(boxPos.x + sign * halfW, circlePos.y);
433
+ }
434
+ else {
435
+ const sign = delta.y < 0 ? -1 : 1;
436
+ const boxToCircle = new Vector2(0, sign);
437
+ normal = isCircleA ? boxToCircle.neg() : boxToCircle;
438
+ penetration = circle.radius + overlapY;
439
+ contact = new Vector2(circlePos.x, boxPos.y + sign * halfH);
440
+ }
441
+ }
442
+ else {
443
+ const clampedX = Math.max(-halfW, Math.min(halfW, delta.x));
444
+ const clampedY = Math.max(-halfH, Math.min(halfH, delta.y));
445
+ const closest = boxPos.add(new Vector2(clampedX, clampedY));
446
+ const diff = circlePos.sub(closest);
447
+ const distSq = diff.magnitudeSquared();
448
+ if (distSq >= circle.radius * circle.radius) {
449
+ return { isTrigger: false };
450
+ }
451
+ const dist = Math.sqrt(distSq);
452
+ const boxToCircle = dist > 0 ? diff.scale(1 / dist) : new Vector2(1, 0);
453
+ normal = isCircleA ? boxToCircle.neg() : boxToCircle;
454
+ penetration = circle.radius - dist;
455
+ contact = closest;
456
+ }
457
+ let accumulatedImpulse = 0;
458
+ const lastContactInfo = this.collisionPairs.get(entityA)?.get(entityB) ||
459
+ this.collisionPairs.get(entityB)?.get(entityA);
460
+ if (lastContactInfo) {
461
+ accumulatedImpulse = lastContactInfo.accumulatedNormalImpulse;
462
+ }
463
+ return {
464
+ isTrigger,
465
+ info: {
466
+ normal,
467
+ penetration,
468
+ contact,
469
+ accumulatedNormalImpulse: accumulatedImpulse
470
+ }
471
+ };
472
+ }
340
473
  return {
341
474
  isTrigger: false
342
475
  };
@@ -387,11 +520,14 @@ export class Physics {
387
520
  bodyA.velocity = bodyA.velocity.sub(info.normal.scale(actualImpulse * invMassA));
388
521
  bodyB.velocity = bodyB.velocity.add(info.normal.scale(actualImpulse * invMassB));
389
522
  // Apply angular impulse (torque from contact point)
390
- const rA = info.contact.sub(entityA.position);
523
+ // Disabled for now because colliders must rotate too and there isn't polygon collider solver for now
524
+ /*const rA = info.contact.sub(entityA.position);
391
525
  const rB = info.contact.sub(entityB.position);
526
+
392
527
  const angularImpulseA = rA.cross(info.normal.scale(-actualImpulse));
393
528
  const angularImpulseB = rB.cross(info.normal.scale(actualImpulse));
529
+
394
530
  bodyA.rotationVelocity += angularImpulseA * (isFinite(bodyA.inertia) ? 1 / bodyA.inertia : 0);
395
- bodyB.rotationVelocity += angularImpulseB * (isFinite(bodyB.inertia) ? 1 / bodyB.inertia : 0);
531
+ bodyB.rotationVelocity += angularImpulseB * (isFinite(bodyB.inertia) ? 1 / bodyB.inertia : 0);*/
396
532
  }
397
533
  }
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "kippy",
3
- "version": "0.5.1",
3
+ "version": "0.6.1",
4
4
  "description": "Kippy 2D web game engine for JS",
5
5
  "keywords": [
6
6
  "kippy",