halfway interactable objects
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3 changed files with 63 additions and 17 deletions
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@ -8,16 +8,21 @@ import Linear
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import Data.String (fromString)
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import Data.String (fromString)
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import Data.List (sortBy)
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-- internal imports
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-- internal imports
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import Physics.Classes.Mass
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import Physics.Classes.Mass
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data CollisionResult time direction
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data CollisionResult time direction
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= NoCollision
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= NoCollision
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| Collision
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| CollisionImminent
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{ collisionTime :: time
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{ collisionTime :: time
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, collisionDirection :: direction
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, collisionDirection :: direction
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}
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}
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| OverlapCollision
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{ collisionDepth :: direction
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}
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deriving (Show, Eq)
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deriving (Show, Eq)
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-- | Typeclass for implementing collision results on objects.
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-- | Typeclass for implementing collision results on objects.
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@ -47,13 +52,13 @@ class (Show c, Mass c) => Collidible c where
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(m2b1@(V2 m2b1x m2b1y), m2b2@(V2 m2b2x m2b2y)) = boundary m2
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(m2b1@(V2 m2b1x m2b1y), m2b2@(V2 m2b2x m2b2y)) = boundary m2
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(V2 pm1b1x pm1b1y, V2 pm1b2x pm1b2y) = (p1 +) <$> boundary m1
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(V2 pm1b1x pm1b1y, V2 pm1b2x pm1b2y) = (p1 +) <$> boundary m1
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(V2 pm2b1x pm2b1y, V2 pm2b2x pm2b2y) = (p2 +) <$> boundary m2
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(V2 pm2b1x pm2b1y, V2 pm2b2x pm2b2y) = (p2 +) <$> boundary m2
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m1p1 = p1 + m1b1
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m1p1@(V2 m1p1x m1p1y) = p1 + m1b1
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m1p2 = p1 + V2 m1b1x m1b2y
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m1p2 = p1 + V2 m1b1x m1b2y
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m1p3 = p1 + m1b2
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m1p3@(V2 m1p3x m1p3y) = p1 + m1b2
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m1p4@(V2 m1p4x _) = p1 + V2 m1b2x m1b1y
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m1p4@(V2 m1p4x _) = p1 + V2 m1b2x m1b1y
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m2p1@(V2 m2p1x _) = p2 + m2b1
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m2p1@(V2 m2p1x m2p1y) = p2 + m2b1
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m2p2 = p2 + V2 m2b1x m2b2y
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m2p2 = p2 + V2 m2b1x m2b2y
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m2p3 = p2 + m2b2
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m2p3@(V2 m2p3x m2p3y) = p2 + m2b2
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m2p4 = p2 + V2 m2b2x m2b1y
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m2p4 = p2 + V2 m2b2x m2b1y
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(V2 b1minx b1miny, V2 b1maxx b1maxy) =
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(V2 b1minx b1miny, V2 b1maxx b1maxy) =
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( V2
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( V2
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@ -154,13 +159,13 @@ class (Show c, Mass c) => Collidible c where
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any (\x -> x > 0 && x < 1) [s11, s12, s21 ,s22]
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any (\x -> x > 0 && x < 1) [s11, s12, s21 ,s22]
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res = case (tx < dt, ty < dt, tx < ty, coll True, coll False) of
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res = case (tx < dt, ty < dt, tx < ty, coll True, coll False) of
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(True, _, True, True, _) ->
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(True, _, True, True, _) ->
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Collision tx (V2 (floor $ signum d1x) 0)
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CollisionImminent tx (V2 (floor $ signum d1x) 0)
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(_, True, False, _, True) ->
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(_, True, False, _, True) ->
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Collision ty (V2 0 (floor $ signum d1y))
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CollisionImminent ty (V2 0 (floor $ signum d1y))
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(True, _, False, True, False) ->
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(True, _, False, True, False) ->
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Collision tx (V2 (floor $ signum d1x) 0)
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CollisionImminent tx (V2 (floor $ signum d1x) 0)
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(_, True, True, False, True) ->
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(_, True, True, False, True) ->
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Collision ty (V2 0 (floor $ signum d1y))
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CollisionImminent ty (V2 0 (floor $ signum d1y))
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(_, _, _, False, False) ->
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(_, _, _, False, False) ->
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NoCollision
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NoCollision
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(_, _, True, _, _) ->
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(_, _, True, _, _) ->
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@ -172,12 +177,37 @@ class (Show c, Mass c) => Collidible c where
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<> fromString (show x)
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<> fromString (show x)
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in
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in
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case res of
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case res of
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Collision _ _ ->
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CollisionImminent _ _ ->
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res
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res
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NoCollision ->
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NoCollision ->
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if overlap
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if overlap
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then Collision 0 (V2 0 0)
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then
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let xoverlap = floor (minimum
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[ pm2b2x - pm2b1x
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, pm2b1x - pm1b2x
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])
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yoverlap = floor (minimum
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[ pm2b1y - pm1b2y
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, pm2b2y - pm1b1y
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])
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in
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if xoverlap < yoverlap
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then
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if xoverlap < 0
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then OverlapCollision
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(V2 xoverlap 0)
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else
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NoCollision
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else
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if yoverlap < 0
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then OverlapCollision
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(V2 yoverlap 0)
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else NoCollision
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else NoCollision
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else NoCollision
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_ -> A.log
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A.Error
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"Premature overlap collision detection"
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NoCollision
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else
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else
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NoCollision
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NoCollision
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@ -200,7 +230,7 @@ elasticCollision
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-> Double -- ^ Timestep length
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-> Double -- ^ Timestep length
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-> c1
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-> c1
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elasticCollision _ mo1 (_, NoCollision) _ = mo1
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elasticCollision _ mo1 (_, NoCollision) _ = mo1
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elasticCollision damping mo1 (mo2, Collision ddt (V2 dirx diry)) dt =
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elasticCollision damping mo1 (mo2, CollisionImminent ddt (V2 dirx diry)) dt =
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let v1@(V2 v1x v1y) = velocity mo1
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let v1@(V2 v1x v1y) = velocity mo1
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(V2 v2x v2y) = velocity mo2
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(V2 v2x v2y) = velocity mo2
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p1 = position mo1
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p1 = position mo1
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@ -221,3 +251,14 @@ elasticCollision damping mo1 (mo2, Collision ddt (V2 dirx diry)) dt =
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velocityUpdater
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velocityUpdater
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mo1
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mo1
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nvel
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nvel
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elasticCollision damping mo1 (mo2, OverlapCollision depth) dt =
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let m1 = mass mo1
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m2 = mass mo2
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(V2 dx dy) = (/ dt) . fromIntegral <$> depth
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v1x' = 2 * (m1 * dx + m2 * (-dx)) / (m1 + m2) - dx
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v1y' = 2 * (m1 * dy + m2 * (-dy)) / (m1 + m2) - dy
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nvel = if m1 == recip 0
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then V2 0 0
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else (damping *) <$> V2 v1x' v1y'
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in
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velocityUpdater mo1 nvel
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@ -57,9 +57,12 @@ update level dt = liftIO $ do
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(\jacc (qInd, tangible2) ->
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(\jacc (qInd, tangible2) ->
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let res = collisionCheck dt tangible1 tangible2
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let res = collisionCheck dt tangible1 tangible2
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in
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in
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if res /= NoCollision && qInd /= index
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case res of
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then jacc `V.snoc` (qInd, res)
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c@(CollisionImminent _ _) ->
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else jacc
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if qInd /= index
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then jacc `V.snoc` (qInd, c)
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else jacc
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_ -> jacc
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)
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)
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V.empty
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V.empty
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indexedTangibles
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indexedTangibles
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@ -196,10 +196,12 @@ instance Collidible Pituicat where
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}
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}
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collide cat collrs@((_, NoCollision):_) _ = cat
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collide cat collrs@((_, NoCollision):_) _ = cat
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{ pcXColl = any
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{ pcXColl = any
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(\(_, Collision _ (V2 cx _)) -> cx /= 0)
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(\(_, CollisionImminent _ (V2 cx _)) -> cx /= 0)
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(filter ((NoCollision /= ) . snd) collrs)
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(filter ((NoCollision /= ) . snd) collrs)
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}
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}
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collide cat collrs@(collr@((other, Collision ddt (V2 dirx diry))):_) dt =
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collide cat collrs@(collr@(_, OverlapCollision direction):_) dt =
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elasticCollision 0.3 cat collr dt
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collide cat collrs@(collr@(other, CollisionImminent ddt (V2 dirx diry)):_) dt =
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let ncat = elasticCollision 0.3 cat collr dt
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let ncat = elasticCollision 0.3 cat collr dt
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vel@(V2 vx vy) = velocity ncat
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vel@(V2 vx vy) = velocity ncat
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moveVel@(V2 mx my) = pcMoveVel cat
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moveVel@(V2 mx my) = pcMoveVel cat
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