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Thomas
2026-02-28 18:00:58 +00:00
commit c66c12ae68
587 changed files with 239570 additions and 0 deletions

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src/engine/physics.c Normal file
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#include "engine/physics.h"
#include "engine/tilemap.h"
#include "config.h"
#include <math.h>
static float s_gravity = DEFAULT_GRAVITY;
void physics_init(void) {
s_gravity = DEFAULT_GRAVITY;
}
void physics_set_gravity(float gravity) {
s_gravity = gravity;
}
float physics_get_gravity(void) {
return s_gravity;
}
static void resolve_tilemap_x(Body *body, const Tilemap *map) {
if (!map) return;
/* Check tiles the body overlaps after X movement */
int left = world_to_tile(body->pos.x);
int right = world_to_tile(body->pos.x + body->size.x - 1);
int top = world_to_tile(body->pos.y);
int bottom = world_to_tile(body->pos.y + body->size.y - 1);
body->on_wall_left = false;
body->on_wall_right = false;
for (int ty = top; ty <= bottom; ty++) {
for (int tx = left; tx <= right; tx++) {
if (!tilemap_is_solid(map, tx, ty)) continue;
float tile_left = tile_to_world(tx);
float tile_right = tile_to_world(tx + 1);
if (body->vel.x > 0) {
/* Moving right -> push left */
body->pos.x = tile_left - body->size.x;
body->vel.x = 0;
body->on_wall_right = true;
} else if (body->vel.x < 0) {
/* Moving left -> push right */
body->pos.x = tile_right;
body->vel.x = 0;
body->on_wall_left = true;
}
}
}
}
static void resolve_tilemap_y(Body *body, const Tilemap *map) {
if (!map) return;
int left = world_to_tile(body->pos.x);
int right = world_to_tile(body->pos.x + body->size.x - 1);
int top = world_to_tile(body->pos.y);
int bottom = world_to_tile(body->pos.y + body->size.y - 1);
body->on_ground = false;
body->on_ceiling = false;
for (int ty = top; ty <= bottom; ty++) {
for (int tx = left; tx <= right; tx++) {
uint32_t flags = tilemap_flags_at(map, tx, ty);
if (!(flags & TILE_SOLID)) {
/* Check one-way platforms: only block when falling down */
if ((flags & TILE_PLATFORM) && body->vel.y > 0) {
float tile_top = tile_to_world(ty);
float body_bottom = body->pos.y + body->size.y;
/* Only resolve if we just crossed into the tile */
if (body_bottom - body->vel.y * DT <= tile_top + 2.0f) {
body->pos.y = tile_top - body->size.y;
body->vel.y = 0;
body->on_ground = true;
}
}
continue;
}
float tile_top = tile_to_world(ty);
float tile_bottom = tile_to_world(ty + 1);
if (body->vel.y > 0) {
/* Falling -> land on top of tile */
body->pos.y = tile_top - body->size.y;
body->vel.y = 0;
body->on_ground = true;
} else if (body->vel.y < 0) {
/* Rising -> bonk on ceiling */
body->pos.y = tile_bottom;
body->vel.y = 0;
body->on_ceiling = true;
}
}
}
}
void physics_update(Body *body, float dt, const Tilemap *map) {
/* Apply gravity */
body->vel.y += s_gravity * body->gravity_scale * dt;
/* Clamp fall speed */
if (body->vel.y > MAX_FALL_SPEED) {
body->vel.y = MAX_FALL_SPEED;
}
/* Move X, resolve X */
body->pos.x += body->vel.x * dt;
resolve_tilemap_x(body, map);
/* Move Y, resolve Y */
body->pos.y += body->vel.y * dt;
resolve_tilemap_y(body, map);
/* Ground-stick probe: if not detected as on_ground but vel.y is
* near zero (just landed or standing), check one pixel below.
* Prevents flickering between grounded/airborne each frame due to
* sub-pixel gravity accumulation. */
if (!body->on_ground && body->vel.y >= 0 && body->vel.y < s_gravity * dt * 2.0f && map) {
int left = world_to_tile(body->pos.x);
int right = world_to_tile(body->pos.x + body->size.x - 1);
int probe = world_to_tile(body->pos.y + body->size.y + 1.0f);
for (int tx = left; tx <= right; tx++) {
if (tilemap_is_solid(map, tx, probe)) {
body->on_ground = true;
body->vel.y = 0;
break;
}
}
}
}
bool physics_overlap(const Body *a, const Body *b) {
return physics_aabb_overlap(a->pos, a->size, b->pos, b->size);
}
bool physics_aabb_overlap(Vec2 pos_a, Vec2 size_a, Vec2 pos_b, Vec2 size_b) {
return pos_a.x < pos_b.x + size_b.x &&
pos_a.x + size_a.x > pos_b.x &&
pos_a.y < pos_b.y + size_b.y &&
pos_a.y + size_a.y > pos_b.y;
}