zx-kit 0.17.0 → 0.18.0
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/dist/collision.d.ts +50 -16
- package/dist/collision.d.ts.map +1 -1
- package/dist/collision.js +98 -49
- package/dist/collision.js.map +1 -1
- package/package.json +1 -1
package/dist/collision.d.ts
CHANGED
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@@ -1,5 +1,6 @@
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1
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import type { Sprite } from './sprite.js';
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import type { TileMap } from './tilemap.js';
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import type { Bitmap } from './renderer.js';
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/**
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* Axis-aligned bounding rectangle in game pixels.
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*/
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@@ -30,6 +31,16 @@ export declare function rectsOverlap(a: Rect, b: Rect): boolean;
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* if (spritesOverlap(player, coin)) collectCoin()
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*/
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export declare function spritesOverlap(a: Sprite, b: Sprite): boolean;
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/**
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* Returns the bounding `Rect` for a {@link Bitmap} positioned at `(x, y)`.
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* Works for any size — `16×16`, `16×24`, `32×32`, `96×128`, etc.
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*
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* @example
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* const heroRect = bitmapRect(HERO_BITMAP, hero.x, hero.y)
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* const enemyRect = bitmapRect(ENEMY_BITMAP, enemy.x, enemy.y)
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* if (rectsOverlap(heroRect, enemyRect)) damage(hero)
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*/
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export declare function bitmapRect(bitmap: Bitmap, x: number, y: number): Rect;
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/**
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* Returns `true` when the game pixel at `(px, py)` falls inside a solid tile.
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* Converts pixel coords to tile coords via integer division by `CELL`.
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@@ -40,15 +51,45 @@ export declare function spritesOverlap(a: Sprite, b: Sprite): boolean;
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*/
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export declare function isSolidAt(map: TileMap, px: number, py: number): boolean;
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/**
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*
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*
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*
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* Generic horizontal sweep-resolver for any axis-aligned rectangle.
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* Works correctly for sprites taller than `CELL` (e.g. 16×24 hero) — the leading
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* edge is checked across every tile row the rectangle spans, not just two corners.
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*
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*
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* Returns the clamped x and collision flags. On collision, the rectangle is
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* placed flush against the wall.
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*
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* @
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*
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*
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* @example
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* const rect = bitmapRect(HERO, hero.x, hero.y)
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* const r = resolveRectX(rect, map, hero.x + dx)
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* hero.x = r.x
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* if (r.hitLeft || r.hitRight) hero.vx = 0
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*/
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export declare function resolveRectX(rect: Rect, map: TileMap, newX: number): {
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x: number;
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hitLeft: boolean;
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hitRight: boolean;
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};
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/**
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* Generic vertical sweep-resolver for any axis-aligned rectangle.
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* Works correctly for sprites wider than `CELL` — the leading edge is checked
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* across every tile column the rectangle spans.
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*
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* @example
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* const rect = bitmapRect(HERO, hero.x, hero.y)
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* const r = resolveRectY(rect, map, hero.y + dy)
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* hero.y = r.y
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* if (r.hitBottom) { hero.vy = 0; onGround = true }
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*/
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export declare function resolveRectY(rect: Rect, map: TileMap, newY: number): {
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y: number;
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hitTop: boolean;
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hitBottom: boolean;
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};
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/**
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* Resolves a proposed horizontal movement for an 8×8 sprite against solid tiles.
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* Thin wrapper over {@link resolveRectX} preserved for backward compatibility.
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*
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* Call BEFORE `resolveY` so each axis is resolved independently.
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*
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* @example
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* moveSprite(player, dt)
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@@ -62,22 +103,15 @@ export declare function resolveX(sprite: Sprite, map: TileMap, newX: number): {
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hitRight: boolean;
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};
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/**
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* Resolves a proposed vertical movement for
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*
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* Returns the clamped y coordinate and collision flags.
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* Resolves a proposed vertical movement for an 8×8 sprite against solid tiles.
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* Thin wrapper over {@link resolveRectY} preserved for backward compatibility.
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*
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* Typical platformer pattern: `hitBottom` means the sprite landed on a floor.
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* Zero out `vy` on `hitBottom` and `hitTop` to prevent tunnelling.
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*
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* @param sprite - Sprite being moved (uses current `sprite.x` for horizontal extent)
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* @param map - Tile map to test solidity against
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* @param newY - Proposed new y position (after `moveSprite`)
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*
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* @example
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* const ry = resolveY(player, map, player.y)
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* player.y = ry.y
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* if (ry.hitBottom) { player.vy = 0; onGround = true }
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* if (ry.hitTop) { player.vy = 0 }
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*/
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export declare function resolveY(sprite: Sprite, map: TileMap, newY: number): {
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y: number;
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package/dist/collision.d.ts.map
CHANGED
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"collision.d.ts","sourceRoot":"","sources":["../src/collision.ts"],"names":[],"mappings":"AACA,OAAO,KAAK,EAAE,MAAM,EAAE,MAAM,aAAa,CAAA;AACzC,OAAO,KAAK,EAAE,OAAO,EAAE,MAAM,cAAc,CAAA;AAE3C;;GAEG;AACH,MAAM,WAAW,IAAI;IACnB,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;CACV;AAED;;;;GAIG;AACH,wBAAgB,UAAU,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CAE/C;AAED;;;;;;GAMG;AACH,wBAAgB,YAAY,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,GAAG,OAAO,CAKtD;AAED;;;;;GAKG;AACH,wBAAgB,cAAc,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAE5D;AAED;;;;;;;GAOG;AACH,wBAAgB,SAAS,CAAC,GAAG,EAAE,OAAO,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,GAAG,OAAO,CAEvE;AAED
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{"version":3,"file":"collision.d.ts","sourceRoot":"","sources":["../src/collision.ts"],"names":[],"mappings":"AACA,OAAO,KAAK,EAAE,MAAM,EAAE,MAAM,aAAa,CAAA;AACzC,OAAO,KAAK,EAAE,OAAO,EAAE,MAAM,cAAc,CAAA;AAC3C,OAAO,KAAK,EAAE,MAAM,EAAE,MAAM,eAAe,CAAA;AAE3C;;GAEG;AACH,MAAM,WAAW,IAAI;IACnB,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;IACT,CAAC,EAAE,MAAM,CAAA;CACV;AAED;;;;GAIG;AACH,wBAAgB,UAAU,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI,CAE/C;AAED;;;;;;GAMG;AACH,wBAAgB,YAAY,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC,EAAE,IAAI,GAAG,OAAO,CAKtD;AAED;;;;;GAKG;AACH,wBAAgB,cAAc,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,OAAO,CAE5D;AAED;;;;;;;;GAQG;AACH,wBAAgB,UAAU,CAAC,MAAM,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,IAAI,CAErE;AAED;;;;;;;GAOG;AACH,wBAAgB,SAAS,CAAC,GAAG,EAAE,OAAO,EAAE,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,GAAG,OAAO,CAEvE;AAwBD;;;;;;;;;;;;;GAaG;AACH,wBAAgB,YAAY,CAC1B,IAAI,EAAE,IAAI,EACV,GAAG,EAAE,OAAO,EACZ,IAAI,EAAE,MAAM,GACX;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,OAAO,EAAE,OAAO,CAAC;IAAC,QAAQ,EAAE,OAAO,CAAA;CAAE,CAuBpD;AAED;;;;;;;;;;GAUG;AACH,wBAAgB,YAAY,CAC1B,IAAI,EAAE,IAAI,EACV,GAAG,EAAE,OAAO,EACZ,IAAI,EAAE,MAAM,GACX;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,MAAM,EAAE,OAAO,CAAC;IAAC,SAAS,EAAE,OAAO,CAAA;CAAE,CAuBpD;AAED;;;;;;;;;;;GAWG;AACH,wBAAgB,QAAQ,CACtB,MAAM,EAAE,MAAM,EACd,GAAG,EAAE,OAAO,EACZ,IAAI,EAAE,MAAM,GACX;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,OAAO,EAAE,OAAO,CAAC;IAAC,QAAQ,EAAE,OAAO,CAAA;CAAE,CAEpD;AAED;;;;;;;;;;GAUG;AACH,wBAAgB,QAAQ,CACtB,MAAM,EAAE,MAAM,EACd,GAAG,EAAE,OAAO,EACZ,IAAI,EAAE,MAAM,GACX;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,MAAM,EAAE,OAAO,CAAC;IAAC,SAAS,EAAE,OAAO,CAAA;CAAE,CAEpD"}
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package/dist/collision.js
CHANGED
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@@ -29,6 +29,18 @@ export function rectsOverlap(a, b) {
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export function spritesOverlap(a, b) {
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return rectsOverlap(spriteRect(a), spriteRect(b));
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}
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/**
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* Returns the bounding `Rect` for a {@link Bitmap} positioned at `(x, y)`.
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* Works for any size — `16×16`, `16×24`, `32×32`, `96×128`, etc.
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*
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* @example
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* const heroRect = bitmapRect(HERO_BITMAP, hero.x, hero.y)
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* const enemyRect = bitmapRect(ENEMY_BITMAP, enemy.x, enemy.y)
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* if (rectsOverlap(heroRect, enemyRect)) damage(hero)
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*/
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export function bitmapRect(bitmap, x, y) {
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return { x, y, w: bitmap.width, h: bitmap.height };
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}
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/**
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* Returns `true` when the game pixel at `(px, py)` falls inside a solid tile.
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* Converts pixel coords to tile coords via integer division by `CELL`.
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@@ -40,88 +52,125 @@ export function spritesOverlap(a, b) {
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export function isSolidAt(map, px, py) {
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return map.isSolid(Math.floor(px / CELL), Math.floor(py / CELL));
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}
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// ─── Generic rect-based collision (works for any sprite size) ────────────────
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function _solidAlongVerticalEdge(map, edgeX, y0, y1) {
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// Check every tile row the edge from y0..y1 crosses (handles tall sprites > CELL).
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const tileTop = Math.floor(y0 / CELL);
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const tileBot = Math.floor(y1 / CELL);
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for (let ty = tileTop; ty <= tileBot; ty++) {
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if (isSolidAt(map, edgeX, ty * CELL))
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return true;
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}
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return false;
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}
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function _solidAlongHorizontalEdge(map, edgeY, x0, x1) {
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// Check every tile column the edge from x0..x1 crosses (handles wide sprites > CELL).
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const tileLeft = Math.floor(x0 / CELL);
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const tileRight = Math.floor(x1 / CELL);
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for (let tx = tileLeft; tx <= tileRight; tx++) {
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if (isSolidAt(map, tx * CELL, edgeY))
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return true;
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}
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return false;
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}
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/**
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*
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*
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*
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* Generic horizontal sweep-resolver for any axis-aligned rectangle.
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* Works correctly for sprites taller than `CELL` (e.g. 16×24 hero) — the leading
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* edge is checked across every tile row the rectangle spans, not just two corners.
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*
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*
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*
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* @param sprite - Sprite being moved (uses current `sprite.y` for vertical extent)
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* @param map - Tile map to test solidity against
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* @param newX - Proposed new x position (after `moveSprite`)
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* Returns the clamped x and collision flags. On collision, the rectangle is
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* placed flush against the wall.
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*
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* @example
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*
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* const
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*
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* if (
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* const rect = bitmapRect(HERO, hero.x, hero.y)
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* const r = resolveRectX(rect, map, hero.x + dx)
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* hero.x = r.x
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* if (r.hitLeft || r.hitRight) hero.vx = 0
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*/
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export function
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const y0 =
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const y1 =
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export function resolveRectX(rect, map, newX) {
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const y0 = rect.y;
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const y1 = rect.y + rect.h - 1;
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let x = newX;
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let hitLeft = false;
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let hitRight = false;
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if (newX <
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if (isSolidAt(map, newX, y0) || isSolidAt(map, newX, y1)) {
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// Clamp to in-bounds before computing tile column (avoids negative col from OOB overshoot)
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if (newX < rect.x) {
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if (_solidAlongVerticalEdge(map, newX, y0, y1)) {
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const safeX = Math.max(0, newX);
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x = (Math.floor(safeX / CELL) + 1) * CELL;
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hitLeft = true;
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}
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}
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else if (newX >
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if (
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const safeEdge = Math.min(map.cols * CELL - 1,
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x = Math.floor(safeEdge / CELL) * CELL -
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else if (newX > rect.x) {
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const rightEdge = newX + rect.w - 1;
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if (_solidAlongVerticalEdge(map, rightEdge, y0, y1)) {
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const safeEdge = Math.min(map.cols * CELL - 1, rightEdge);
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x = Math.floor(safeEdge / CELL) * CELL - rect.w;
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hitRight = true;
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}
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}
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return { x, hitLeft, hitRight };
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}
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/**
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*
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*
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*
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*
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* Typical platformer pattern: `hitBottom` means the sprite landed on a floor.
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* Zero out `vy` on `hitBottom` and `hitTop` to prevent tunnelling.
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*
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* @param sprite - Sprite being moved (uses current `sprite.x` for horizontal extent)
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* @param map - Tile map to test solidity against
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* @param newY - Proposed new y position (after `moveSprite`)
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114
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* Generic vertical sweep-resolver for any axis-aligned rectangle.
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115
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+
* Works correctly for sprites wider than `CELL` — the leading edge is checked
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* across every tile column the rectangle spans.
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*
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* @example
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* const
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*
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*
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* if (
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* const rect = bitmapRect(HERO, hero.x, hero.y)
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* const r = resolveRectY(rect, map, hero.y + dy)
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* hero.y = r.y
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* if (r.hitBottom) { hero.vy = 0; onGround = true }
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*/
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export function
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const x0 =
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const x1 =
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export function resolveRectY(rect, map, newY) {
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const x0 = rect.x;
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const x1 = rect.x + rect.w - 1;
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let y = newY;
|
|
107
128
|
let hitTop = false;
|
|
108
129
|
let hitBottom = false;
|
|
109
|
-
if (newY <
|
|
110
|
-
|
|
111
|
-
if (isSolidAt(map, x0, newY) || isSolidAt(map, x1, newY)) {
|
|
130
|
+
if (newY < rect.y) {
|
|
131
|
+
if (_solidAlongHorizontalEdge(map, newY, x0, x1)) {
|
|
112
132
|
const safeY = Math.max(0, newY);
|
|
113
133
|
y = (Math.floor(safeY / CELL) + 1) * CELL;
|
|
114
134
|
hitTop = true;
|
|
115
135
|
}
|
|
116
136
|
}
|
|
117
|
-
else if (newY >
|
|
118
|
-
|
|
119
|
-
if (
|
|
120
|
-
const safeEdge = Math.min(map.rows * CELL - 1,
|
|
121
|
-
y = Math.floor(safeEdge / CELL) * CELL -
|
|
137
|
+
else if (newY > rect.y) {
|
|
138
|
+
const bottomEdge = newY + rect.h - 1;
|
|
139
|
+
if (_solidAlongHorizontalEdge(map, bottomEdge, x0, x1)) {
|
|
140
|
+
const safeEdge = Math.min(map.rows * CELL - 1, bottomEdge);
|
|
141
|
+
y = Math.floor(safeEdge / CELL) * CELL - rect.h;
|
|
122
142
|
hitBottom = true;
|
|
123
143
|
}
|
|
124
144
|
}
|
|
125
145
|
return { y, hitTop, hitBottom };
|
|
126
146
|
}
|
|
147
|
+
/**
|
|
148
|
+
* Resolves a proposed horizontal movement for an 8×8 sprite against solid tiles.
|
|
149
|
+
* Thin wrapper over {@link resolveRectX} preserved for backward compatibility.
|
|
150
|
+
*
|
|
151
|
+
* Call BEFORE `resolveY` so each axis is resolved independently.
|
|
152
|
+
*
|
|
153
|
+
* @example
|
|
154
|
+
* moveSprite(player, dt)
|
|
155
|
+
* const rx = resolveX(player, map, player.x)
|
|
156
|
+
* player.x = rx.x
|
|
157
|
+
* if (rx.hitLeft || rx.hitRight) player.vx = 0
|
|
158
|
+
*/
|
|
159
|
+
export function resolveX(sprite, map, newX) {
|
|
160
|
+
return resolveRectX(spriteRect(sprite), map, newX);
|
|
161
|
+
}
|
|
162
|
+
/**
|
|
163
|
+
* Resolves a proposed vertical movement for an 8×8 sprite against solid tiles.
|
|
164
|
+
* Thin wrapper over {@link resolveRectY} preserved for backward compatibility.
|
|
165
|
+
*
|
|
166
|
+
* Typical platformer pattern: `hitBottom` means the sprite landed on a floor.
|
|
167
|
+
*
|
|
168
|
+
* @example
|
|
169
|
+
* const ry = resolveY(player, map, player.y)
|
|
170
|
+
* player.y = ry.y
|
|
171
|
+
* if (ry.hitBottom) { player.vy = 0; onGround = true }
|
|
172
|
+
*/
|
|
173
|
+
export function resolveY(sprite, map, newY) {
|
|
174
|
+
return resolveRectY(spriteRect(sprite), map, newY);
|
|
175
|
+
}
|
|
127
176
|
//# sourceMappingURL=collision.js.map
|
package/dist/collision.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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|
|
1
|
+
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|