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| author | hazel <hazel@hazelthats.me> | 2026-01-26 22:04:39 +0100 |
|---|---|---|
| committer | hazel <hazel@hazelthats.me> | 2026-01-26 22:04:39 +0100 |
| commit | 567c422f8cd42eba2437f9a8c2522716a1649be7 (patch) | |
| tree | 93c5b296f3b7c14b626d0aadf5cad37764c41c74 /source/game/systems/physics | |
| download | celesteia-567c422f8cd42eba2437f9a8c2522716a1649be7.tar.gz celesteia-567c422f8cd42eba2437f9a8c2522716a1649be7.tar.bz2 celesteia-567c422f8cd42eba2437f9a8c2522716a1649be7.zip | |
celesteia archive, last updated april 9th 2024
Signed-off-by: hazel <hazel@hazelthats.me>
Diffstat (limited to 'source/game/systems/physics')
| -rw-r--r-- | source/game/systems/physics/PhysicsCollisionDebugSystem.cs | 61 | ||||
| -rw-r--r-- | source/game/systems/physics/PhysicsSystem.cs | 42 | ||||
| -rw-r--r-- | source/game/systems/physics/PhysicsWorldCollisionSystem.cs | 83 |
3 files changed, 186 insertions, 0 deletions
diff --git a/source/game/systems/physics/PhysicsCollisionDebugSystem.cs b/source/game/systems/physics/PhysicsCollisionDebugSystem.cs new file mode 100644 index 0000000..f605c30 --- /dev/null +++ b/source/game/systems/physics/PhysicsCollisionDebugSystem.cs @@ -0,0 +1,61 @@ +using Celesteia.Game.Components.Physics; +using Celesteia.Game.Planets; +using Celesteia.Graphics; +using Microsoft.Xna.Framework; +using Microsoft.Xna.Framework.Graphics; +using MonoGame.Extended; +using MonoGame.Extended.Entities; +using MonoGame.Extended.Entities.Systems; + +namespace Celesteia.Game.Systems.Physics { + public class PhysicsCollisionDebugSystem : EntityDrawSystem + { + private readonly Camera2D _camera; + private readonly SpriteBatch _spriteBatch; + private readonly ChunkMap _chunkMap; + + private ComponentMapper<Transform2> transformMapper; + private ComponentMapper<CollisionBox> collisionBoxMapper; + + public PhysicsCollisionDebugSystem(Camera2D camera, SpriteBatch spriteBatch, ChunkMap chunkMap) : base(Aspect.All(typeof(Transform2), typeof(CollisionBox))) { + _camera = camera; + _spriteBatch = spriteBatch; + _chunkMap = chunkMap; + } + + public override void Initialize(IComponentMapperService mapperService) + { + transformMapper = mapperService.GetMapper<Transform2>(); + collisionBoxMapper = mapperService.GetMapper<CollisionBox>(); + } + + public override void Draw(GameTime gameTime) + { + if (!GameInstance.DebugMode) return; + + _spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, SamplerState.PointClamp, null, null, null, _camera.GetViewMatrix()); + + foreach (int entityId in ActiveEntities) { + Rectangle box = collisionBoxMapper.Get(entityId).Rounded; + + int minX = box.X; + int maxX = box.X + box.Width; + + int minY = box.Y; + int maxY = box.Y + box.Height; + + for (int i = minX; i < maxX; i++) + for (int j = minY; j < maxY; j++) { + RectangleF? blockBox = _chunkMap.TestBoundingBox(i, j); + if (blockBox.HasValue) { + _spriteBatch.DrawRectangle(new RectangleF(i, j, blockBox.Value.Width, blockBox.Value.Height), Color.Red, .05f, 0f); + } else { + _spriteBatch.DrawRectangle(new RectangleF(i, j, 1f, 1f), Color.Green, .05f, 0f); + } + } + } + + _spriteBatch.End(); + } + } +}
\ No newline at end of file diff --git a/source/game/systems/physics/PhysicsSystem.cs b/source/game/systems/physics/PhysicsSystem.cs new file mode 100644 index 0000000..3963cc1 --- /dev/null +++ b/source/game/systems/physics/PhysicsSystem.cs @@ -0,0 +1,42 @@ +using Celesteia.Game.Components; +using Celesteia.Game.Components.Physics; +using Microsoft.Xna.Framework; +using MonoGame.Extended; +using MonoGame.Extended.Entities; +using MonoGame.Extended.Entities.Systems; + +namespace Celesteia.Game.Systems.Physics { + public class PhysicsSystem : EntityUpdateSystem { + public const float GRAVITY_CONSTANT = 9.7f; + + public PhysicsSystem() : base(Aspect.All(typeof(PhysicsEntity), typeof(TargetPosition))) {} + + private ComponentMapper<TargetPosition> targetPositionMapper; + private ComponentMapper<PhysicsEntity> physicsEntityMapper; + + public override void Initialize(IComponentMapperService mapperService) + { + targetPositionMapper = mapperService.GetMapper<TargetPosition>(); + physicsEntityMapper = mapperService.GetMapper<PhysicsEntity>(); + } + + public override void Update(GameTime gameTime) + { + foreach (int entityId in ActiveEntities) { + TargetPosition targetPosition = targetPositionMapper.Get(entityId); + PhysicsEntity physicsEntity = physicsEntityMapper.Get(entityId); + + // Apply gravity if applicable + if (physicsEntity.Gravity) { + if (physicsEntity.CollidingDown && physicsEntity.Velocity.Y > 0f) { + physicsEntity.SetVelocity(physicsEntity.Velocity.X, 0.1f); + } + + physicsEntity.AddVelocity(0f, physicsEntity.Mass * PhysicsSystem.GRAVITY_CONSTANT * gameTime.GetElapsedSeconds()); + } + + targetPosition.Target += physicsEntity.Velocity * gameTime.GetElapsedSeconds(); + } + } + } +}
\ No newline at end of file diff --git a/source/game/systems/physics/PhysicsWorldCollisionSystem.cs b/source/game/systems/physics/PhysicsWorldCollisionSystem.cs new file mode 100644 index 0000000..ba8da22 --- /dev/null +++ b/source/game/systems/physics/PhysicsWorldCollisionSystem.cs @@ -0,0 +1,83 @@ +using System; +using Celesteia.Game.Components; +using Celesteia.Game.Components.Physics; +using Celesteia.Game.Planets; +using Microsoft.Xna.Framework; +using MonoGame.Extended; +using MonoGame.Extended.Entities; +using MonoGame.Extended.Entities.Systems; + +namespace Celesteia.Game.Systems.Physics { + public class PhysicsWorldCollisionSystem : EntityUpdateSystem { + private ChunkMap _chunkMap; + + public PhysicsWorldCollisionSystem(ChunkMap chunkMap) : base(Aspect.All(typeof(TargetPosition), typeof(PhysicsEntity), typeof(CollisionBox))) { + _chunkMap = chunkMap; + } + + private ComponentMapper<Transform2> transformMapper; + private ComponentMapper<TargetPosition> targetPositionMapper; + private ComponentMapper<PhysicsEntity> physicsEntityMapper; + private ComponentMapper<CollisionBox> collisionBoxMapper; + + public override void Initialize(IComponentMapperService mapperService) + { + transformMapper = mapperService.GetMapper<Transform2>(); + targetPositionMapper = mapperService.GetMapper<TargetPosition>(); + physicsEntityMapper = mapperService.GetMapper<PhysicsEntity>(); + collisionBoxMapper = mapperService.GetMapper<CollisionBox>(); + } + + public override void Update(GameTime gameTime) + { + foreach (int entityId in ActiveEntities) { + Transform2 transform = transformMapper.Get(entityId); + TargetPosition targetPosition = targetPositionMapper.Get(entityId); + PhysicsEntity physicsEntity = physicsEntityMapper.Get(entityId); + CollisionBox collisionBox = collisionBoxMapper.Get(entityId); + + collisionBox.Update(targetPosition.Target); + + int minX = (int)MathF.Floor(collisionBox.Bounds.Center.X - (collisionBox.Bounds.Width / 2f)); + int maxX = (int)MathF.Ceiling(collisionBox.Bounds.Center.X + (collisionBox.Bounds.Width / 2f)); + + int minY = (int)MathF.Floor(collisionBox.Bounds.Center.Y - (collisionBox.Bounds.Height / 2f)); + int maxY = (int)MathF.Ceiling(collisionBox.Bounds.Center.Y + (collisionBox.Bounds.Height / 2f)); + + bool collLeft = false; + bool collRight = false; + bool collUp = false; + bool collDown = false; + + for (int i = minX; i < maxX; i++) + for (int j = minY; j < maxY; j++) { + RectangleF? blockBox = _chunkMap.TestBoundingBox(i, j); + if (blockBox.HasValue) { + RectangleF inter = RectangleF.Intersection(collisionBox.Bounds, blockBox.Value); + + if (inter.IsEmpty) continue; + + if (inter.Width < inter.Height) { + collLeft = blockBox.Value.Center.X < collisionBox.Bounds.Center.X; + collRight = blockBox.Value.Center.X > collisionBox.Bounds.Center.X; + + targetPosition.Target += new Vector2(blockBox.Value.Center.X < collisionBox.Bounds.Center.X ? inter.Width : -inter.Width, 0f); + } else { + collUp = blockBox.Value.Center.Y < collisionBox.Bounds.Center.Y; + collDown = blockBox.Value.Center.Y > collisionBox.Bounds.Center.Y; + + targetPosition.Target += new Vector2(0f, blockBox.Value.Center.Y < collisionBox.Bounds.Center.Y ? inter.Height : -inter.Height); + } + + collisionBox.Update(targetPosition.Target); + } + } + + physicsEntity.CollidingDown = collDown; + physicsEntity.CollidingUp = collUp; + physicsEntity.CollidingLeft = collLeft; + physicsEntity.CollidingRight = collRight; + } + } + } +}
\ No newline at end of file |
