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ProgressEngine.ahk
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ProgressEngine.ahk
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#NoEnv
/*
Copyright 2011-2012 Anthony Zhang <azhang9@gmail.com>
This file is part of ProgressPlatformer. Source code is available at <https://github.com/Uberi/ProgressPlatformer>.
ProgressPlatformer is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
class ProgressEngine
{
__New(hWindow)
{
this.Layers := []
this.FrameRate := 60
this.hWindow := hWindow
this.hDC := DllCall("GetDC","UPtr",hWindow)
If !this.hDC
throw Exception("Could not obtain window device context.")
this.hMemoryDC := DllCall("CreateCompatibleDC","UPtr",this.hDC)
If !this.hMemoryDC
throw Exception("Could not create memory device context.")
this.hOriginalBitmap := 0
this.hBitmap := 0
If !DllCall("SetBkMode","UPtr",this.hMemoryDC,"Int",1) ;TRANSPARENT
throw Exception("Could not set background mode.")
}
__Delete()
{
If this.hOriginalBitmap && !DllCall("SelectObject","UPtr",this.hMemoryDC,"UPtr",this.hOriginalBitmap,"UPtr") ;deselect the bitmap from the device context
throw Exception("Could not deselect bitmap from memory device context.")
If this.hBitmap && !DllCall("DeleteObject","UPtr",this.hBitmap) ;delete the bitmap
throw Exception("Could not delete bitmap.")
If !DllCall("DeleteObject","UPtr",this.hMemoryDC) ;delete the memory device context
throw Exception("Could not delete memory device context.")
If !DllCall("ReleaseDC","UPtr",this.hWindow,"UPtr",this.hDC) ;release the window device context
throw Exception("Could not release window device context.")
}
Start(DeltaLimit = 0.05)
{
;calculate the amount of time each iteration should take
If this.FrameRate != 0
FrameDelay := 1000 / this.FrameRate
TickFrequency := 0, PreviousTicks := 0, CurrentTicks := 0, ElapsedTime := 0
If !DllCall("QueryPerformanceFrequency","Int64*",TickFrequency) ;obtain ticks per second
throw Exception("Could not obtain performance counter frequency.")
If !DllCall("QueryPerformanceCounter","Int64*",PreviousTicks) ;obtain the performance counter value
throw Exception("Could not obtain performance counter value.")
Loop
{
;calculate the total time elapsed since the last iteration
If !DllCall("QueryPerformanceCounter","Int64*",CurrentTicks)
throw Exception("Could not obtain performance counter value.")
Delta := (CurrentTicks - PreviousTicks) / TickFrequency
PreviousTicks := CurrentTicks
;clamp delta to the upper limit
If (Delta > DeltaLimit)
Delta := DeltaLimit
Result := this.Update(Delta)
If Result
Return, Result
;calculate the time elapsed during stepping in milliseconds
If !DllCall("QueryPerformanceCounter","Int64*",ElapsedTime)
throw Exception("Could not obtain performance counter value.")
ElapsedTime := ((ElapsedTime - CurrentTicks) / TickFrequency) * 1000
;sleep the amount of time required to limit the framerate to the desired value
If (this.FrameRate != 0 && ElapsedTime < FrameDelay)
Sleep, % Round(FrameDelay - ElapsedTime)
}
}
class Layer
{
__New()
{
this.Visible := 1
this.X := 0
this.Y := 0
this.W := 10
this.H := 10
this.Entities := []
}
}
Update(Delta)
{
static Width1 := -1, Height1 := -1, Viewport := Object()
;obtain the dimensions of the client area
VarSetCapacity(ClientRectangle,16)
If !DllCall("GetClientRect","UPtr",this.hWindow,"UPtr",&ClientRectangle)
throw Exception("Could not obtain client area dimensions.")
Width := NumGet(ClientRectangle,8,"Int"), Height := NumGet(ClientRectangle,12,"Int")
;update bitmap if window was resized
If (Width != Width1 || Height != Height1)
{
;deselect the old bitmap if present
If this.hOriginalBitmap
{
If !DllCall("SelectObject","UPtr",this.hMemoryDC,"UPtr",this.hOriginalBitmap,"UPtr")
throw Exception("Could not select original bitmap into memory device context.")
}
;create a new bitmap with the correct dimensions
this.hBitmap := DllCall("CreateCompatibleBitmap","UPtr",this.hDC,"Int",Width,"Int",Height,"UPtr")
If !this.hBitmap
throw Exception("Could not create bitmap.")
;select the new bitmap into the device context
this.hOriginalBitmap := DllCall("SelectObject","UPtr",this.hMemoryDC,"UPtr",this.hBitmap,"UPtr")
If !this.hOriginalBitmap
throw Exception("Could not select bitmap into memory device context.")
}
Width1 := Width, Height1 := Height
;initialize the viewport
Viewport.ScreenX := 0, Viewport.ScreenY := 0
Viewport.ScreenW := Width, Viewport.ScreenH := Height
;iterate through each layer
For Index, Layer In this.Layers ;step entities
{
;check for layer visibility
If !Layer.Visible ;wip: two properties: Layer.Active and Layer.Visible, as well as for entities, which determine whether to step and whether to draw, respectively
Continue
;set up the viewport
Viewport.X := Layer.X, Viewport.Y := Layer.Y
Viewport.W := 10, Viewport.H := 10
ProportionX := Width * (Layer.W / 100), ProportionY := Height * (Layer.H / 100)
;iterate through each entity in the layer
For Key, Entity In Layer.Entities ;wip: log(n) occlusion culling here
{
;set the screen coordinates of the bounding rectangle
Entity.ScreenX := (Entity.X - Layer.X) * ProportionX, Entity.ScreenY := (Entity.Y - Layer.Y) * ProportionY
Entity.ScreenW := Entity.W * ProportionX, Entity.ScreenH := Entity.H * ProportionY
;set the coordinate transformations of the bounding rectangle
Entity.OffsetX := 0, Entity.OffsetY := 0
Entity.ScaleX := ProportionX, Entity.ScaleY := ProportionY
Result := Entity.Step(Delta,Layer,Viewport) ;step the entity
If Result
Return, Result
}
}
;iterate through each layer
For Index, Layer In this.Layers
{
;check for layer visibility
If !Layer.Visible
Continue
;set up the viewport
Viewport.X := Layer.X, Viewport.Y := Layer.Y
Viewport.W := Layer.W, Viewport.H := Layer.H
;iterate through each entity in the layer
For Key, Entity In Layer.Entities ;wip: log(n) occlusion culling here
Entity.Draw(this.hMemoryDC,Layer,Viewport) ;draw the entity
}
If !DllCall("BitBlt","UPtr",this.hDC,"Int",0,"Int",0,"Int",Width,"Int",Height,"UPtr",this.hMemoryDC,"Int",0,"Int",0,"UInt",0xCC0020) ;SRCCOPY
throw Exception("Could not transfer pixel data to window device context.")
Return, 0
}
}
class ProgressEntities
{
class Basis
{
__New()
{
this.X := 0
this.Y := 0
this.W := 10
this.H := 10
this.Visible := 1
this.ScreenX := 0
this.ScreenY := 0
this.ScreenW := 0
this.ScreenH := 0
}
Step(Delta,Layer,Viewport)
{
}
Draw(hDC,Layer,Viewport)
{
}
NearestEntities(Layer,Distance = 2)
{
;wip: use occlusion culling to return only entities within the distance
;wip: accept a rectangle object instead of a distance
Return, Layer.Entities
}
MouseHovering(Layer,Rectangle) ;wip
{
CoordMode, Mouse, Client
MouseGetPos, MouseX, MouseY
If (MouseX >= Rectangle.X && MouseX <= (Rectangle.X + Rectangle.W)
&& MouseY >= Rectangle.Y && MouseY <= (Rectangle.Y + Rectangle.H))
Return, 1
Return, 0
}
Intersect(Rectangle,ByRef IntersectX = "",ByRef IntersectY = "")
{
Left1 := this.X, Left2 := Rectangle.X
Right1 := Left1 + this.W, Right2 := Left2 + Rectangle.W
Top1 := this.Y, Top2 := Rectangle.Y
Bottom1 := Top1 + this.H, Bottom2 := Top2 + Rectangle.H
;check for collision
If (Right1 < Left2 || Right2 < Left1 || Bottom1 < Top2 || Bottom2 < Top1)
{
IntersectX := 0, IntersectY := 0
Return, 0 ;no collision occurred
}
;find width of intersection
If (Left1 < Left2)
IntersectX := ((Right1 < Right2) ? Right1 : Right2) - Left2
Else
IntersectX := Left1 - ((Right1 < Right2) ? Right1 : Right2)
;find height of intersection
If (Top1 < Top2)
IntersectY := ((Bottom1 < Bottom2) ? Bottom1 : Bottom2) - Top2
Else
IntersectY := Top1 - ((Bottom1 < Bottom2) ? Bottom1 : Bottom2)
Return, 1 ;collision occurred
}
Inside(Rectangle)
{
Return, this.X >= Rectangle.X
&& (this.X + this.W) <= (Rectangle.X + Rectangle.W)
&& this.Y >= Rectangle.Y
&& (this.Y + this.H) <= (Rectangle.Y + Rectangle.H)
}
}
class Container extends ProgressEntities.Basis ;wip: occlusion culling for this
{
__New()
{
base.__New()
this.Layers := []
}
Step(Delta,Layer,Viewport)
{
;initialize the current viewport
CurrentViewport := Object()
CurrentViewport.ScreenX := this.ScreenX, CurrentViewport.ScreenY := this.ScreenY
CurrentViewport.ScreenW := this.ScreenW, CurrentViewport.ScreenH := this.ScreenH
;iterate through each layer
For Index, CurrentLayer In this.Layers
{
;check for layer visibility
If !CurrentLayer.Visible
Continue
;calculate viewport transformations
ProportionX := Viewport.ScreenW / CurrentLayer.W, ProportionY := Viewport.ScreenH / CurrentLayer.H
RatioX := this.W / CurrentLayer.W, RatioY := this.H / CurrentLayer.H
PositionX := this.OffsetX + (this.X + (CurrentLayer.X * RatioX)) * ProportionX, PositionY := this.OffsetY + (this.Y + (CurrentLayer.Y * RatioY)) * ProportionY
;set up the current viewport
CurrentViewport.X := this.X + CurrentLayer.X, CurrentViewport.Y := this.Y + CurrentLayer.Y
CurrentViewport.W := this.W, CurrentViewport.H := this.H
;iterate through each entity in the layer
For Key, Entity In CurrentLayer.Entities ;wip: log(n) occlusion culling here
{
;set the coordinate transformations of the bounding rectangle
Entity.OffsetX := (this.OffsetX + this.X) * ProportionX, Entity.OffsetY := (this.OffsetY + this.Y) * ProportionY
Entity.ScaleX := ProportionX * RatioX, Entity.ScaleY := ProportionY * RatioY
;set the screen coordinates of the bounding rectangle
Entity.ScreenX := PositionX + (Entity.X * Entity.ScaleX), Entity.ScreenY := PositionY + (Entity.Y * Entity.ScaleY)
Entity.ScreenW := Entity.W * Entity.ScaleX, Entity.ScreenH := Entity.H * Entity.ScaleY
Result := Entity.Step(Delta,CurrentLayer,CurrentViewport) ;step the entity
If Result
Return, Result
}
}
}
Draw(hDC,Layer,Viewport)
{
;initialize the current viewport
CurrentViewport := Object()
CurrentViewport.ScreenX := this.ScreenX, CurrentViewport.ScreenY := this.ScreenY
CurrentViewport.ScreenW := this.ScreenW, CurrentViewport.ScreenH := this.ScreenH
;iterate through each layer
For Index, CurrentLayer In this.Layers
{
;check for layer visibility
If !CurrentLayer.Visible
Continue
;set up current viewport
CurrentViewport.X := this.X + CurrentLayer.X, CurrentViewport.Y := this.Y + CurrentLayer.Y
CurrentViewport.W := this.W, CurrentViewport.H := this.H
;iterate through each entity in the layer
For Key, Entity In CurrentLayer.Entities ;wip: log(n) occlusion culling here
Entity.Draw(hDC,CurrentLayer,CurrentViewport) ;draw the entity
}
}
}
class Rectangle extends ProgressEntities.Basis
{
__New()
{
ObjInsert(this,"",Object())
base.__New()
this.Color := 0xFFFFFF
this.Physical := 0
this.hPen := 0
this.hBrush := 0
}
Draw(hDC,Layer,Viewport)
{
;check for entity visibility
If !this.Visible
Return
;check for entity moving out of bounds
If (this.ScreenX + this.ScreenW) < 0 || this.ScreenX > (Viewport.ScreenX + Viewport.ScreenW)
|| (this.ScreenY + this.ScreenH) < 0 || this.ScreenY > (Viewport.ScreenY + Viewport.ScreenH)
Return
;update the color if it has changed
If this.ColorModified
{
;delete the old pen and brush if present
If this.hPen && !DllCall("DeleteObject","UPtr",this.hPen)
throw Exception("Could not delete pen.")
If this.hBrush && !DllCall("DeleteObject","UPtr",this.hBrush)
throw Exception("Could not delete brush.")
;create the pen and brush
this.hPen := DllCall("CreatePen","Int",0,"Int",0,"UInt",this.Color,"UPtr") ;PS_SOLID
If !this.hPen
throw Exception("Could not create pen.")
this.hBrush := DllCall("CreateSolidBrush","UInt",this.Color,"UPtr")
If !this.hBrush
throw Exception("Could not create brush.")
this.ColorModified := 0 ;reset the color modified flag
}
;select the pen and brush
hOriginalPen := DllCall("SelectObject","UPtr",hDC,"UPtr",this.hPen,"UPtr")
If !hOriginalPen
throw Exception("Could not select pen into memory device context.")
hOriginalBrush := DllCall("SelectObject","UPtr",hDC,"UPtr",this.hBrush,"UPtr")
If !hOriginalBrush
throw Exception("Could not select brush into memory device context.")
;draw the rectangle
If !DllCall("Rectangle","UPtr",hDC
,"Int",Round(this.ScreenX)
,"Int",Round(this.ScreenY)
,"Int",Round(this.ScreenX + this.ScreenW)
,"Int",Round(this.ScreenY + this.ScreenH))
throw Exception("Could not draw rectangle.")
;deselect the pen and brush
If !DllCall("SelectObject","UPtr",hDC,"UPtr",hOriginalPen,"UPtr")
throw Exception("Could not deselect pen from the memory device context.")
If !DllCall("SelectObject","UPtr",hDC,"UPtr",hOriginalBrush,"UPtr")
throw Exception("Could not deselect brush from the memory device context.")
}
__Get(Key)
{
If (Key != "")
Return, this[""][Key]
}
__Set(Key,Value)
{
If (Key = "Color" && this[Key] != Value)
this.ColorModified := 1
ObjInsert(this[""],Key,Value)
Return, this
}
__Delete()
{
If this.hPen && !DllCall("DeleteObject","UPtr",this.hPen)
throw Exception("Could not delete pen.")
If this.hBrush && !DllCall("DeleteObject","UPtr",this.hBrush)
throw Exception("Could not delete brush.")
}
}
class Image extends ProgressEntities.Basis
{
__New()
{
ObjInsert(this,"",Object())
base.__New()
this.Image := ""
this.TransparentColor := 0xFFFFFF
this.hBitmap := 0
this.ImageModified := 1
this.ImageW := 0
this.ImageH := 0
this.Physical := 0
}
Draw(hDC,Layer,Viewport)
{
;check for entity visibility
If !this.Visible
Return
;check for entity moving out of bounds
If (this.ScreenX + this.ScreenW) < 0 || this.ScreenX > (Viewport.ScreenX + Viewport.ScreenW)
|| (this.ScreenY + this.ScreenH) < 0 || this.ScreenY > (Viewport.ScreenY + Viewport.ScreenH)
Return
;update the image if it has changed
If this.ImageModified
{
;delete the old bitmap if present
If this.hBitmap && !DllCall("DeleteObject","UPtr",this.hBitmap)
throw Exception("Could not delete bitmap.")
;load the bitmap
this.hBitmap := DllCall("LoadImage","UPtr",0,"Str",this.Image,"UInt",0,"Int",0,"Int",0,"UInt",0x10,"UPtr") ;IMAGE_BITMAP, LR_LOADFROMFILE
If !this.hBitmap
throw Exception("Could not load bitmap.")
;retrieve the image dimensions
Length := 20 + A_PtrSize, VarSetCapacity(Bitmap,Length)
If !DllCall("GetObject","UPtr",this.hBitmap,"Int",Length,"UPtr",&Bitmap)
throw Exception("Could not retrieve bitmap dimensions.")
this.ImageW := NumGet(Bitmap,4,"Int"), this.ImageH := NumGet(Bitmap,8,"Int")
this.ImageModified := 0 ;reset image modified flag
}
hTempDC := DllCall("CreateCompatibleDC","UPtr",hDC,"UPtr") ;create a temporary device context
hOriginalBitmap := DllCall("SelectObject","UPtr",hTempDC,"UPtr",this.hBitmap,"UPtr") ;select the bitmap
;draw the image with a color drawn as transparent
If !DllCall("Msimg32\TransparentBlt","UPtr",hDC
,"Int",Round(this.ScreenX)
,"Int",Round(this.ScreenY)
,"Int",Round(this.ScreenW)
,"Int",Round(this.ScreenH)
,"UPtr",hTempDC,"Int",0,"Int",0,"Int",this.ImageW,"Int",this.ImageH,"UInt",this.TransparentColor)
throw Exception("Could not draw bitmap.")
If !DllCall("SelectObject","UPtr",hTempDC,"UPtr",hOriginalBitmap,"UPtr") ;deselect the bitmap
throw Exception("Could not deselect pen from the memory device context.")
If !DllCall("DeleteDC","UPtr",hTempDC) ;delete the temporary device context
throw Exception("Could not delete temporary device context.")
}
__Get(Key)
{
If (Key != "")
Return, this[""][Key]
}
__Set(Key,Value)
{
If (Key = "Image" && this[Key] != Value)
this.ImageModified := 1
ObjInsert(this[""],Key,Value)
Return, this
}
__Delete()
{
If this.hPen && !DllCall("DeleteObject","UPtr",this.hBitmap)
throw Exception("Could not delete bitmap.")
}
}
class Text extends ProgressEntities.Basis
{
__New()
{
ObjInsert(this,"",Object())
base.__New()
this.Text := "Text"
this.Typeface := "Verdana"
this.Align := "Center"
this.Size := 5 ;wip: use height for this
this.Weight := 500
this.Italic := 0
this.Underline := 0
this.Strikeout := 0
this.hFont := 0
this.PreviousViewportWidth := -1
}
Draw(hDC,Layer,Viewport)
{
;check for entity visibility
If !this.Visible
Return
;check for entity moving out of bounds ;wip: text objects do not have width and height properties
;If (this.ScreenX + this.ScreenW) < 0 || this.ScreenX > (Viewport.ScreenX + Viewport.ScreenW)
;|| (this.ScreenY + this.ScreenH) < 0 || this.ScreenY > (Viewport.ScreenY + Viewport.ScreenH)
;Return
;set the text alignment
If (this.Align = "Left")
AlignMode := 24 ;TA_LEFT | TA_BASELINE: align text to the left and the baseline
Else If (this.Align = "Center")
AlignMode := 30 ;TA_CENTER | TA_BASELINE: align text to the center and the baseline
Else If (this.Align = "Right")
AlignMode := 26 ;TA_RIGHT | TA_BASELINE: align text to the right and the baseline
Else
throw Exception("Invalid text alignment: " . this.Align . ".")
DllCall("SetTextAlign","UPtr",hDC,"UInt",AlignMode)
;update the font if it has changed or if the viewport size has changed
If this.FontModified || this.PreviousViewportWidth != Viewport.ScreenW
{
;delete the old font if present
If this.hFont && !DllCall("DeleteObject","UPtr",this.hFont)
throw Exception("Could not delete font.")
this.LineHeight := this.Size * Viewport.ScreenW * 0.01
;create the font
;wip: doesn't work
;If this.H Is Not Number
;throw Exception("Invalid font size: " . this.Size . ".")
;If this.Weight Is Not Integer
;throw Exception("Invalid font weight: " . this.Weight . ".")
this.hFont := DllCall("CreateFont"
,"Int",Round(this.LineHeight) ;height
,"Int",0 ;width
,"Int",0 ;angle of string (0.1 degrees)
,"Int",0 ;angle of each character (0.1 degrees)
,"Int",this.Weight ;font weight
,"UInt",this.Italic ;font italic
,"UInt",this.Underline ;font underline
,"UInt",this.Strikeout ;font strikeout
,"UInt",1 ;DEFAULT_CHARSET: character set
,"UInt",0 ;OUT_DEFAULT_PRECIS: output precision
,"UInt",0 ;CLIP_DEFAULT_PRECIS: clipping precision
,"UInt",4 ;ANTIALIASED_QUALITY: output quality
,"UInt",0 ;DEFAULT_PITCH | (FF_DONTCARE << 16): font pitch and family
,"Str",this.Typeface ;typeface name
,"UPtr")
If !this.hFont
throw Exception("Could not create font.")
this.FontModified := 0 ;reset font modified flag
this.PreviousViewportWidth := Viewport.ScreenW ;reset the previous viewport width
}
;set the text color
If (DllCall("SetTextColor","UPtr",hDC,"UInt",this.Color) = 0xFFFFFFFF) ;CLR_INVALID
throw Exception("Could not set text color.")
;select the font
hOriginalFont := DllCall("SelectObject","UPtr",hDC,"UPtr",this.hFont,"UPtr")
If !hOriginalFont
throw Exception("Could not select font into memory device context.")
;draw the text
Text := this.Text ;wip: Loop, Parse, this.Text, `n
PositionY := this.ScreenY
VarSetCapacity(Size,8), Width := 0, Height := 0
Loop, Parse, Text, `n
{
;draw the current line of text
If !DllCall("TextOut","UPtr",hDC,"Int",Round(this.ScreenX),"Int",Round(PositionY),"Str",A_LoopField,"Int",StrLen(A_LoopField))
throw Exception("Could not draw text.")
PositionY += this.LineHeight ;move down by the height of the line
;obtain the dimensions of the text
If !DllCall("GetTextExtentPoint32","UPtr",hDC,"Str",Text,"Int",StrLen(Text),"UPtr",&Size)
throw Exception("Could not retrieve text dimensions.")
Temp1 := NumGet(Size,0,"UInt"), (Temp1 > Width) ? (Width := Temp1) : ""
}
;update entity dimensions
this.W := Width / this.ScaleX
this.H := (PositionY - this.ScreenY) / this.ScaleY
;deselect the font
If !DllCall("SelectObject","UPtr",hDC,"UPtr",hOriginalFont,"UPtr")
throw Exception("Could not deselect font from memory device context.")
}
__Get(Key)
{
If (Key != "")
Return, this[""][Key]
}
__Set(Key,Value)
{
If ((Key = "Size" || Key = "Weight" || Key = "Italic" || Key = "Underline" || Key = "Strikeout" || Key = "Typeface")
&& this[Key] != Value)
ObjInsert(this[""],"FontModified",1)
ObjInsert(this[""],Key,Value)
Return, this
}
__Delete()
{
If this.hFont && !DllCall("DeleteObject","UPtr",this.hFont)
throw Exception("Could not delete font.")
}
}
class StaticRectangle extends ProgressEntities.Rectangle
{
__New()
{
base.__New()
this.SpeedX := 0
this.SpeedY := 0
this.Density := 1
this.Restitution := 0.7
this.Physical := 1
this.Dynamic := 0
}
}
class DynamicRectangle extends ProgressEntities.StaticRectangle
{
__New()
{
base.__New()
this.Dynamic := 1
}
Step(Delta,Layer,Viewport)
{
;wip: use spatial acceleration structure
Friction := 0.98
this.X += this.SpeedX * Delta, this.Y -= this.SpeedY * Delta ;process momentum
this.IntersectX := 0, this.IntersectY := 0
For Index, Entity In Layer.Entities
{
If (Entity = this || !Entity.Physical) ;entity is the same as the current entity or is not physical
Continue
If this.Intersect(Entity,IntersectX,IntersectY) ;entity collided with the rectangle
{
Result := this.Collide(Delta,Entity,IntersectX,IntersectY) ;collision callback
If Result
Return, Result
IntersectX := Abs(IntersectX), IntersectY := Abs(IntersectY)
If (IntersectY >= IntersectX) ;collision along top or bottom side
this.IntersectX += IntersectX, Entity.IntersectX += IntersectX ;wip: this just gets reset back to 0 when the entity is stepped itself
Else
this.IntersectY += IntersectY, Entity.IntersectY += IntersectY
}
}
If this.IntersectY ;handle collision along top or bottom side
this.SpeedX *= (Friction * this.IntersectY) ** Delta
If this.IntersectX ;handle collision along left or right side
this.SpeedY *= (Friction * this.IntersectX) ** Delta
}
Collide(Delta,Entity,IntersectX,IntersectY)
{
Restitution := this.Restitution * Entity.Restitution
CurrentMass := this.W * this.H * this.Density
EntityMass := Entity.W * Entity.H * Entity.Density
If (Abs(IntersectX) >= Abs(IntersectY)) ;collision along top or bottom side
{
If Entity.Dynamic
{
Velocity := ((this.SpeedY - Entity.SpeedY) * Restitution) / ((1 / CurrentMass) + (1 / EntityMass))
this.SpeedY := -Velocity / CurrentMass
Entity.SpeedY := Velocity / EntityMass
}
Else
this.SpeedY := -(this.SpeedY - Entity.SpeedY) * Restitution
this.Y -= IntersectY ;move the entity out of the intersection area
}
Else ;collision along left or right side
{
If Entity.Dynamic
{
Velocity := ((this.SpeedX - Entity.SpeedX) * Restitution) / ((1 / CurrentMass) + (1 / EntityMass))
this.SpeedX := -Velocity / CurrentMass
Entity.SpeedX := Velocity / EntityMass
}
Else
this.SpeedX := -(this.SpeedX - Entity.SpeedX) * Restitution
this.X -= IntersectX ;move the entity out of the intersection area
}
}
}
}