diff options
Diffstat (limited to 'docs/physics.org')
| -rw-r--r-- | docs/physics.org | 502 |
1 files changed, 502 insertions, 0 deletions
diff --git a/docs/physics.org b/docs/physics.org new file mode 100644 index 0000000..a267d6d --- /dev/null +++ b/docs/physics.org @@ -0,0 +1,502 @@ +#+title: Physics System +#+author: Downstroke Contributors + +* Overview + +The downstroke physics system is **explicit**: YOU call each physics step in your =update:= hook. This design gives you full control over the game's behavior—skip gravity for top-down games, skip tile collision for shmups, or skip entity collision for single-player platformers. + +All physics functions are **functional and immutable**: they take an entity (plist) and return a NEW plist with updated values. No side effects. This makes it easy to reason about physics state and compose multiple steps together. + +The =tilemap= argument is required by collision functions, since collision data lives in the tilemap metadata (which tiles are solid, which are not). + +** Key Physics Functions + +- =apply-jump= — trigger jump acceleration if on ground +- =apply-acceleration= — consume one-shot #:ay into velocity +- =apply-gravity= — add gravity to falling entities +- =apply-velocity-x=, =apply-velocity-y= — move entity by velocity +- =resolve-tile-collisions-x=, =resolve-tile-collisions-y= — snap entity off tiles on collision +- =detect-ground= — probe 1px below feet to set #:on-ground? +- =resolve-entity-collisions= — all-pairs AABB push-apart for solid entities +- =aabb-overlap?= — pure boolean collision test (for queries, not resolution) + +* Physics Pipeline + +The canonical 9-step physics pipeline is: + +#+begin_src +input + ↓ +apply-jump (set #:ay if jump pressed and on-ground) + ↓ +apply-acceleration (consume #:ay into #:vy) + ↓ +apply-gravity (add gravity constant to #:vy) + ↓ +apply-velocity-x (add #:vx to #:x) + ↓ +resolve-tile-collisions-x (snap off horizontal tiles, zero #:vx) + ↓ +apply-velocity-y (add #:vy to #:y) + ↓ +resolve-tile-collisions-y (snap off vertical tiles, zero #:vy) + ↓ +detect-ground (probe 1px below feet, set #:on-ground?) + ↓ +resolve-entity-collisions (push apart overlapping solid entities) + ↓ +render +#+end_src + +**Not all steps are needed for all game types.** See the examples section for three different patterns: + +- **Platformer**: uses all 9 steps +- **Top-down**: skips gravity, acceleration, jump, ground detection +- **Physics Sandbox**: uses all steps, applies them to multiple entities + +* Pipeline Steps + +** apply-jump + +#+begin_src scheme +(apply-jump entity jump-pressed?) +#+end_src + +**Signature**: Takes an entity plist and a boolean (jump button state). + +**Reads**: =#:on-ground?= (must be #t), =#:jump-force= (default: 15 pixels/frame²) + +**Writes**: =#:ay= (acceleration-y), set to =(- jump-force)= if jump pressed and on ground, else #:ay is left untouched + +**Description**: Sets up a one-shot vertical acceleration if the jump button was just pressed AND the entity is standing on ground. The acceleration is consumed on the next frame by =apply-acceleration=. Do not call this repeatedly in a loop; call it once per frame. + +#+begin_src scheme +;; Example: +(define entity (list #:type 'player #:on-ground? #t #:jump-force 15)) +(define jumped (apply-jump entity #t)) +;; jumped has #:ay -15 + +(define jumped2 (apply-jump entity #f)) +;; jumped2 is unchanged (not on ground) +#+end_src + +** apply-acceleration + +#+begin_src scheme +(apply-acceleration entity) +#+end_src + +**Reads**: =#:ay= (default 0), =#:vy= (default 0), =#:gravity?= to decide whether to consume + +**Writes**: =#:vy= (adds #:ay to it), =#:ay= (reset to 0) + +**Description**: Consumes the one-shot acceleration into velocity. Used for jumps and other instant bursts. Only works if =#:gravity?= is true (gravity-enabled entities). Call once per frame, after =apply-jump=. + +** apply-gravity + +#+begin_src scheme +(apply-gravity entity) +#+end_src + +**Reads**: =#:gravity?= (boolean), =#:vy= (default 0) + +**Writes**: =#:vy= (adds 1 pixel/frame²) + +**Description**: Applies a constant gravitational acceleration. The gravity constant is =*gravity* = 1= pixel per frame per frame. Only applies if =#:gravity?= is true. Safe to call every frame. + +** apply-velocity-x + +#+begin_src scheme +(apply-velocity-x entity) +#+end_src + +**Reads**: =#:vx= (default 0), =#:x= (default 0) + +**Writes**: =#:x= (adds #:vx to it) + +**Description**: Moves the entity horizontally by its velocity. Call once per frame, before =resolve-tile-collisions-x=. + +** apply-velocity-y + +#+begin_src scheme +(apply-velocity-y entity) +#+end_src + +**Reads**: =#:vy= (default 0), =#:y= (default 0) + +**Writes**: =#:y= (adds #:vy to it) + +**Description**: Moves the entity vertically by its velocity. Call once per frame, before =resolve-tile-collisions-y=. + +** resolve-tile-collisions-x + +#+begin_src scheme +(resolve-tile-collisions-x entity tilemap) +#+end_src + +**Reads**: =#:x=, =#:y=, =#:width=, =#:height=, =#:vx= + +**Writes**: =#:x= (snapped to tile edge), =#:vx= (zeroed if collision occurs) + +**Description**: Detects all solid tiles overlapping the entity's AABB and snaps the entity to the nearest tile edge on the X-axis. If a collision is found: + +- **Moving right** (vx > 0): entity's right edge is snapped to the left edge of the tile (position = tile-x - width) +- **Moving left** (vx < 0): entity's left edge is snapped to the right edge of the tile (position = tile-x + tile-width) + +Velocity is zeroed to stop the entity from sliding. Call this immediately after =apply-velocity-x=. + +** resolve-tile-collisions-y + +#+begin_src scheme +(resolve-tile-collisions-y entity tilemap) +#+end_src + +**Reads**: =#:x=, =#:y=, =#:width=, =#:height=, =#:vy= + +**Writes**: =#:y= (snapped to tile edge), =#:vy= (zeroed if collision occurs) + +**Description**: Detects all solid tiles overlapping the entity's AABB and snaps the entity to the nearest tile edge on the Y-axis. If a collision is found: + +- **Moving down** (vy > 0): entity's bottom edge is snapped to the top edge of the tile (position = tile-y - height) +- **Moving up** (vy < 0): entity's top edge is snapped to the bottom edge of the tile (position = tile-y + tile-height) + +Velocity is zeroed. Call this immediately after =apply-velocity-y=. + +** detect-ground + +#+begin_src scheme +(detect-ground entity tilemap) +#+end_src + +**Reads**: =#:gravity?=, =#:x=, =#:y=, =#:width=, =#:height= + +**Writes**: =#:on-ground?= (set to #t if tile found 1px below feet, else #f) + +**Description**: Probes 1 pixel directly below the entity's feet (bottom edge) to see if it's standing on a tile. The probe checks both corners of the entity's width to handle partial overlaps. Only works if =#:gravity?= is true. + +Used by =apply-jump= to decide whether jump is allowed. Call this at the end of each physics frame, after all collision resolution. + +** resolve-entity-collisions + +#+begin_src scheme +(resolve-entity-collisions entities) +#+end_src + +**Input**: A list of entity plists + +**Reads**: For each entity: =#:solid?=, =#:x=, =#:y=, =#:width=, =#:height=, =#:vx=, =#:vy= + +**Writes**: For colliding pairs: =#:x=, =#:y=, =#:vx=, =#:vy= (pushed apart, velocities set to ±1) + +**Description**: Performs all-pairs AABB overlap detection. For each pair of entities where BOTH have =#:solid? #t=, if they overlap: + +1. Calculate overlap on both X and Y axes +2. Push apart along the axis with smaller overlap (to avoid getting stuck in corners) +3. Set each entity's velocity along that axis to push them in opposite directions + +Entities without =#:solid?= or with =#:solid? #f= are skipped. Returns a new entity list with collisions resolved. + +This is relatively expensive: O(n²) for n entities. Use only when entity count is low (< 100) or for game objects where push-apart is desired. + +** scene-resolve-collisions + +#+begin_src scheme +(scene-resolve-collisions scene) +#+end_src + +**Description**: Convenience wrapper. Extracts all entities from the scene, passes them to =resolve-entity-collisions=, and updates the scene in place. Modifies the scene. + +** aabb-overlap? + +#+begin_src scheme +(aabb-overlap? x1 y1 w1 h1 x2 y2 w2 h2) +#+end_src + +**Returns**: Boolean (#t if overlapping, #f if separated or touching) + +**Description**: Pure collision test for two axis-aligned bounding boxes. Does not modify any state. Useful for manual collision queries (e.g., "did bullet hit enemy?") where you want to decide the response manually rather than using push-apart. + +#+begin_src scheme +;; Example: check if player overlaps enemy +(if (aabb-overlap? (entity-ref player #:x 0) (entity-ref player #:y 0) + (entity-ref player #:width 0) (entity-ref player #:height 0) + (entity-ref enemy #:x 0) (entity-ref enemy #:y 0) + (entity-ref enemy #:width 0) (entity-ref enemy #:height 0)) + (do-damage!)) +#+end_src + +* Tile Collision Model + +Tiles come from **TMX maps** loaded by the tilemap module. The tilemap parses the XML and builds a 2D tile grid. Each cell references a tile ID from the tileset. + +**Solid tiles** are identified by **tile metadata** in the TSX tileset (defined in Tiled editor). The physics module checks each tile to see if it has collision metadata. Tiles with no metadata are treated as non-solid background tiles. + +** How Collision Works + +1. Entity's AABB (x, y, width, height) is used to compute all overlapping tile cells +2. For each cell, the physics module queries the tilemap: "does this cell have a solid tile?" +3. If yes, the entity is snapped to the edge of that tile in the axis being resolved +4. Velocity is zeroed in that axis to prevent sliding + +** Why X and Y are Separate + +Tile collisions are resolved in two passes: + +#+begin_src +apply-velocity-x → resolve-tile-collisions-x → apply-velocity-y → resolve-tile-collisions-y +#+end_src + +This prevents a common platformer bug: if you moved and collided on both axes at once, you could get "corner clipped" (stuck in a diagonal corner). By separating X and Y, you guarantee the entity snaps cleanly. + +* Entity-Entity Collision + +Entity-entity collisions are for when two **game objects** overlap: a player and an enemy, two boxes stacked, etc. + +=resolve-entity-collisions= does all-pairs AABB checks. Any entity with =#:solid? #t= that overlaps another solid entity is pushed apart. + +The push-apart is along the **minimum penetration axis** (X or Y, whichever overlap is smaller). Entities are pushed in opposite directions by half the overlap distance, and their velocities are set to ±1 to prevent stacking. + +** When to Use + +- **Physics sandbox**: multiple boxes/balls that should bounce apart +- **Solid obstacles**: pushable crates that block the player +- **Knockback**: enemies that push back when hit + +** When NOT to Use + +- **Trigger zones**: enemies that should detect the player without colliding — use =aabb-overlap?= manually +- **Bullets**: should pass through enemies — don't mark bullet as solid, use =aabb-overlap?= to check hits +- **High entity count**: 100+ entities = O(n²) is too slow + +* Platformer Example + +A minimal platformer with a player, gravity, jumping, and tile collisions: + +#+begin_src scheme +update: (lambda (game dt) + (let* ((input (game-input game)) + (scene (game-scene game)) + (tm (scene-tilemap scene)) + (player (car (scene-entities scene))) + ;; Set horizontal velocity based on input + (player (entity-set player #:vx + (cond + ((input-held? input 'left) -3) + ((input-held? input 'right) 3) + (else 0)))) + ;; Play sound if jump pressed + (_ (when (and (input-pressed? input 'a) + (entity-ref player #:on-ground? #f)) + (play-sound 'jump))) + ;; Apply jump acceleration if button pressed + (player (apply-jump player (input-pressed? input 'a))) + ;; Consume #:ay into #:vy + (player (apply-acceleration player)) + ;; Apply gravity constant + (player (apply-gravity player)) + ;; Move horizontally + (player (apply-velocity-x player)) + ;; Resolve tile collisions on x-axis + (player (resolve-tile-collisions-x player tm)) + ;; Move vertically + (player (apply-velocity-y player)) + ;; Resolve tile collisions on y-axis + (player (resolve-tile-collisions-y player tm)) + ;; Check if standing on ground + (player (detect-ground player tm))) + ;; Update camera to follow player + (let ((cam-x (max 0 (- (entity-ref player #:x 0) 300)))) + (camera-x-set! (scene-camera scene) cam-x)) + ;; Store updated player back in scene + (scene-entities-set! scene (list player)))) +#+end_src + +** Step-by-Step + +1. **Set #:vx** from input (left = -3, right = +3, idle = 0) +2. **Check jump**: if A button pressed and on-ground, sound plays +3. **apply-jump**: if A pressed and on-ground, set #:ay to -15 (jump force) +4. **apply-acceleration**: consume #:ay into #:vy (so #:ay becomes 0) +5. **apply-gravity**: add 1 to #:vy each frame (falling acceleration) +6. **apply-velocity-x**: add #:vx to #:x (move left/right) +7. **resolve-tile-collisions-x**: if hit a tile, snap #:x and zero #:vx +8. **apply-velocity-y**: add #:vy to #:y (move up/down) +9. **resolve-tile-collisions-y**: if hit a tile, snap #:y and zero #:vy +10. **detect-ground**: probe 1px below feet, set #:on-ground? for next frame's jump check + +* Top-Down Example + +A top-down game with no gravity, no jumping, and free 4-way movement: + +#+begin_src scheme +update: (lambda (game dt) + (let* ((input (game-input game)) + (scene (game-scene game)) + (tm (scene-tilemap scene)) + (player (car (scene-entities scene))) + ;; Combine directional input + (dx (+ (if (input-held? input 'left) -3 0) + (if (input-held? input 'right) 3 0))) + (dy (+ (if (input-held? input 'up) -3 0) + (if (input-held? input 'down) 3 0))) + ;; Set both velocities + (player (entity-set (entity-set player #:vx dx) #:vy dy)) + ;; Move horizontally + (player (apply-velocity-x player)) + ;; Resolve tile collisions on x-axis + (player (resolve-tile-collisions-x player tm)) + ;; Move vertically + (player (apply-velocity-y player)) + ;; Resolve tile collisions on y-axis + (player (resolve-tile-collisions-y player tm))) + ;; Update camera to follow player + (camera-x-set! (scene-camera scene) (max 0 (- (entity-ref player #:x 0) 300))) + (camera-y-set! (scene-camera scene) (max 0 (- (entity-ref player #:y 0) 200))) + ;; Store updated player back in scene + (scene-entities-set! scene (list player)))) +#+end_src + +** Step-by-Step + +1. **Read input**: combine left/right into dx, up/down into dy +2. **Set velocity**: both #:vx and #:vy based on input +3. **apply-velocity-x** and **resolve-tile-collisions-x**: move and collide horizontally +4. **apply-velocity-y** and **resolve-tile-collisions-y**: move and collide vertically +5. **No gravity, no jumping, no ground detection**: top-down games don't need these + +The pipeline is much simpler because there's no vertical acceleration to manage. + +* Physics Sandbox Example + +Multiple entities falling and colliding with each other: + +#+begin_src scheme +update: (lambda (game dt) + (let* ((scene (game-scene game)) + (tm (scene-tilemap scene))) + ;; Apply physics to all entities in one pass + (scene-update-entities scene + apply-gravity + apply-velocity-x + (lambda (e) (resolve-tile-collisions-x e tm)) + apply-velocity-y + (lambda (e) (resolve-tile-collisions-y e tm)) + (lambda (e) (detect-ground e tm))) + ;; Then resolve entity-entity collisions + (scene-resolve-collisions scene))) +#+end_src + +** step-by-step + +1. **scene-update-entities**: applies each step to all entities in order + - =apply-gravity= (all entities fall) + - =apply-velocity-x=, =resolve-tile-collisions-x= (move and collide on x-axis) + - =apply-velocity-y=, =resolve-tile-collisions-y= (move and collide on y-axis) + - =detect-ground= (set #:on-ground? for next frame) + +2. **scene-resolve-collisions**: after all entities are moved and collided with tiles, resolve entity-entity overlaps (boxes pushing apart) + +This pattern is efficient for sandbox simulations: apply the same pipeline to all entities, then resolve inter-entity collisions once. + +** Lambdas with Tilemap + +Notice that =resolve-tile-collisions-x= needs the tilemap argument, so it's wrapped in a lambda: + +#+begin_src scheme +(lambda (e) (resolve-tile-collisions-x e tm)) +#+end_src + +Same for other functions that take tilemap. The =scene-update-entities= macro applies each function to all entities, so you wrap single-argument functions in a lambda to capture the tilemap. + +* Common Patterns + +** Jumping + +#+begin_src scheme +;; In update: +(player (apply-jump player (input-pressed? input 'jump))) +(player (apply-acceleration player)) +(player (apply-gravity player)) +;; ... rest of pipeline +#+end_src + +You only need =apply-jump=, =apply-acceleration=, and =apply-gravity=. =detect-ground= is needed to prevent double-jumping. + +** No Gravity + +For top-down or shmup games, skip =apply-jump=, =apply-acceleration=, =apply-gravity=, and =detect-ground=. Just do velocity + tile collision. + +** Knockback + +Set #:vx or #:vy directly to push an entity: + +#+begin_src scheme +(entity-set enemy #:vx -5) ;; Push left +#+end_src + +Gravity will resume on the next frame if =#:gravity?= is #t. + +** Trigger Zones + +For areas that don't collide but detect presence (spawn zones, damage zones): + +#+begin_src scheme +;; In update: +(if (aabb-overlap? (entity-ref trigger #:x 0) (entity-ref trigger #:y 0) + (entity-ref trigger #:width 0) (entity-ref trigger #:height 0) + (entity-ref player #:x 0) (entity-ref player #:y 0) + (entity-ref player #:width 0) (entity-ref player #:height 0)) + (on-trigger-enter! player)) +#+end_src + +Don't mark the trigger as solid; just use =aabb-overlap?= to query. + +** Slopes and Ramps + +The current tile collision system is AABB-based and does not support slopes. All tiles are axis-aligned rectangles. To simulate slopes, you can: + +1. Use small tiles to approximate a slope (many tiny tiles at angles) +2. Post-process the player's position after collision (rotate velocity vector) +3. Use a custom collision function instead of =resolve-tile-collisions-y= + +This is beyond the scope of the basic physics system. + +* Performance Notes + +- **Tile collision**: O(overlapping tiles) per entity. Usually 1–4 tiles per frame. +- **Entity collision**: O(n²) where n = entity count. Avoid for > 100 solid entities. +- **Ground detection**: O(2) tile lookups per entity (corners below feet). + +For large games, consider spatial partitioning (grid, quadtree) to cull entity pairs. The basic physics system is designed for small to medium games (< 100 entities). + +* Troubleshooting + +** Entity Sinks Into Floor + +- Make sure =#:height= is set correctly (not 0 or too large) +- Verify tileset metadata marks floor tiles as solid in Tiled editor +- Check that =resolve-tile-collisions-y= is called after =apply-velocity-y= + +** Double-Jump / Can't Jump + +- Ensure =detect-ground= is called after all collision resolution +- Verify =#:on-ground?= is checked in =apply-jump= (not hardcoded) +- Make sure you're checking =input-pressed?= (not =input-held?=) for jump + +** Entity Slides Through Walls + +- Check that #:width and #:height are set correctly +- Verify tileset marks wall tiles as solid +- Ensure =resolve-tile-collisions-x= is called after =apply-velocity-x= + +** Entities Get Stuck Overlapping + +- Use =scene-resolve-collisions= after all physics steps +- Verify both entities have =#:solid? #t= +- Reduce =*gravity*= or max velocity if entities are moving too fast (can cause multi-frame overlap) + +** Performance Drops + +- Profile entity count (should be < 100 for full physics pipeline) +- Disable =resolve-entity-collisions= if not needed +- Use =aabb-overlap?= for queries instead of marking many entities solid |
