anvilsign in

collin/mahjong

1import type { Tile } from '../game/tiles';
2import type { SeatId } from '../game/types';
3
4/**
5 * The tiles in the middle of the table, as things with weight.
6 *
7 * Pure and deterministic: no DOM, no clock, no randomness. Where the world's
8 * measurements come from is `geometry.ts`; what gets thrown into it and when is
9 * `pool.ts`; drawing it is `ui/Pool.tsx`. Anything random — the scatter on a
10 * placed tile, where a rebuilt pile's tiles sit — is decided by the caller and
11 * arrives as a spawn impulse, which is what lets the same hand come back to the
12 * same pile after a refresh.
13 *
14 * Tiles are rectangles and they are solved as rectangles: two of them can lean
15 * against each other at any angle but never share the same ground. Everything is
16 * in CSS pixels, table-local, and seconds.
17 */
18
19/** One fixed step. Small enough that a hard flick can't tunnel a wall. */
20export const FIXED_DT = 1 / 120;
21/**
22 * Most catch-up a single frame will simulate. A tab that was in the background
23 * for a minute comes back to a settled pile, not to a spin through 7200 steps.
24 */
25const MAX_SUBSTEPS = 8;
26
27/** Falls onto the felt in about half a second from a normal throw. */
28const GRAVITY = 2600;
29/** Tiles are dense and land flat; they do not bounce much. */
30const Z_RESTITUTION = 0.34;
31/** Below this the tile is flat on the felt: sliding, and in the way of others. */
32const ON_FELT = 8;
33/**
34 * How high a standing stack of two reaches. A tile still above this sails over
35 * the wall — which is exactly what a *placed* tile does, and what a thrown one
36 * must not need to do.
37 */
38export const WALL_HEIGHT = 30;
39
40/** Felt friction: an exponential part that kills speed, and a constant part
41 * that actually brings it to a stop rather than to an asymptote. */
42const FELT_DAMP = 4.2;
43const FELT_STOP = 90;
44const SPIN_DAMP = 5;
45const SPIN_STOP = 1.2;
46
47/**
48 * Roughly how much longer a tile keeps travelling after it lands, as a time.
49 * Aiming a throw means solving for where it comes to *rest*, not where it first
50 * touches down, so `pool.ts` adds this to the flight time.
51 */
52export const SLIDE_TIME = 1 / FELT_DAMP;
53
54const BOUND_RESTITUTION = 0.42;
55const BOUND_FRICTION = 0.86;
56const TILE_RESTITUTION = 0.32;
57/** How much of a glancing blow becomes spin. Tiles are light and skate. */
58const SPIN_TRANSFER = 0.06;
59
60/** Asleep after this many consecutive steps of going nowhere. */
61const SLEEP_SPEED = 7;
62const SLEEP_SPIN = 0.2;
63const SLEEP_STEPS = 10;
64/**
65 * Overlap small enough to live with. Without this a crowded pool never sleeps:
66 * a tile squeezed between its neighbours and the pool's edge gets pushed out of
67 * contact and shoved back into it on every step, for ever. A fifth of a pixel is
68 * not something you can see, and it is what lets the pile go quiet.
69 */
70const CONTACT_SLOP = 0.2;
71/**
72 * A body moving this slowly for this long is put to sleep whatever it thinks it
73 * is doing. The backstop that guarantees the pile always settles — counted from
74 * when it last woke, not from when it was thrown.
75 */
76const AWAKE_LIMIT = 600;
77
78/** Pulls a tile that landed short of the pool in towards the rest of them. */
79const ENTRY_PULL = 700;
80/**
81 * How long a tile gets to find its own way into the pool before it is simply
82 * put there. A discard is game state made visible — it has to be in the middle
83 * where it can be seen and counted — so a tile that has got itself wedged
84 * against a standing stack, or is bouncing between two of them, cannot be left
85 * out there. Two seconds is far longer than any real throw takes to settle.
86 */
87const ENTRY_GRACE = 240;
88
89/** How fast a tile drawn at hand size shrinks to the size it is in the pool. */
90const SCALE_EASE = 6;
91
92export interface Rect {
93 x: number;
94 y: number;
95 w: number;
96 h: number;
97}
98
99/** Anything the collision routines can treat as a rotated rectangle. */
100interface Box {
101 x: number;
102 y: number;
103 w: number;
104 h: number;
105 angle: number;
106}
107
108export interface Body {
109 tile: Tile;
110 /** Who threw it — for the fly-out when it is claimed, not for any marking. */
111 seat: SeatId;
112 /** Centre on the felt plane. */
113 x: number;
114 y: number;
115 vx: number;
116 vy: number;
117 /** Height above the felt, and its rate. Only ever >= 0. */
118 z: number;
119 vz: number;
120 angle: number;
121 spin: number;
122 w: number;
123 h: number;
124 /**
125 * Render-only: what to multiply the drawn size by, easing to 1. A tile is
126 * drawn big in a hand so it can be read, and small in the pool because that is
127 * the size it is in the wall, so a thrown one has to settle from one to the
128 * other. Eased here rather than in the renderer so it does not run at a
129 * different speed on a different frame rate.
130 */
131 scale: number;
132 /**
133 * Whether it has ever been inside the pool. Until it has, it is free to fly
134 * over the wall from a seat's edge; once it has, the pool keeps it.
135 */
136 entered: boolean;
137 resting: boolean;
138 /** Consecutive slow steps, counting towards sleep. */
139 still: number;
140 /** Steps lived, for the grace period on getting into the pool. */
141 age: number;
142 /** Steps since it last woke, for the backstop on settling. */
143 awake: number;
144}
145
146/** A collision loud enough to hear. `strength` is 0..1. */
147export interface Impact {
148 x: number;
149 y: number;
150 strength: number;
151}
152
153export interface World {
154 /** Where tiles come to rest — inside the wall square. */
155 bounds: Rect;
156 /** Stacks of two still standing. Half and spent stacks are not obstacles. */
157 walls: Rect[];
158 bodies: Body[];
159 /** Left-over time from the last frame, so steps stay a fixed size. */
160 carry: number;
161}
162
163export interface Spawn {
164 tile: Tile;
165 seat: SeatId;
166 x: number;
167 y: number;
168 vx: number;
169 vy: number;
170 z: number;
171 vz: number;
172 angle: number;
173 spin: number;
174 w: number;
175 h: number;
176 /** Drawn this much bigger to start with, easing to its pool size. */
177 scale?: number;
178 /** Already settled — a pile being rebuilt after a reload or an undo. */
179 atRest?: boolean;
180}
181
182export function createWorld(bounds: Rect, walls: Rect[] = []): World {
183 return { bounds, walls, bodies: [], carry: 0 };
184}
185
186export function addBody(world: World, s: Spawn): Body {
187 const body: Body = {
188 tile: s.tile,
189 seat: s.seat,
190 x: s.x,
191 y: s.y,
192 vx: s.atRest ? 0 : s.vx,
193 vy: s.atRest ? 0 : s.vy,
194 z: s.atRest ? 0 : s.z,
195 vz: s.atRest ? 0 : s.vz,
196 angle: s.angle,
197 spin: s.atRest ? 0 : s.spin,
198 w: s.w,
199 h: s.h,
200 scale: s.atRest ? 1 : s.scale ?? 1,
201 entered: !!s.atRest,
202 resting: !!s.atRest,
203 still: s.atRest ? SLEEP_STEPS : 0,
204 age: 0,
205 awake: 0,
206 };
207 world.bodies.push(body);
208 // A tile dropped straight into a settled pile still has to make room.
209 if (s.atRest) separate(world, body);
210 return body;
211}
212
213// ---- rotated rectangles ---------------------------------------------------
214
215/** Distance from a box's centre to its edge, measured along `ax`. */
216function reach(b: Box, ax: { x: number; y: number }): number {
217 const c = Math.cos(b.angle);
218 const s = Math.sin(b.angle);
219 return (
220 Math.abs(c * ax.x + s * ax.y) * (b.w / 2) + Math.abs(-s * ax.x + c * ax.y) * (b.h / 2)
221 );
222}
223
224/** The rotated rectangle's own bounding box, for the pool's straight edges. */
225function aabbHalf(b: Box) {
226 const c = Math.abs(Math.cos(b.angle));
227 const s = Math.abs(Math.sin(b.angle));
228 return { x: (b.w / 2) * c + (b.h / 2) * s, y: (b.w / 2) * s + (b.h / 2) * c };
229}
230
231/** Enough to skip a pair without doing the real work. */
232const circumradius = (b: Box) => Math.hypot(b.w, b.h) / 2;
233
234/**
235 * Separating axis test between two rectangles at any angle. Returns the
236 * shallowest way out — the direction to push `b` away from `a`, and by how much
237 * — or null if they are clear of each other.
238 *
239 * Four axes is all a pair of rectangles needs: each box's two edge normals.
240 */
241function overlapOf(a: Box, b: Box): { nx: number; ny: number; depth: number } | null {
242 const ca = Math.cos(a.angle);
243 const sa = Math.sin(a.angle);
244 const cb = Math.cos(b.angle);
245 const sb = Math.sin(b.angle);
246 const axes = [
247 { x: ca, y: sa },
248 { x: -sa, y: ca },
249 { x: cb, y: sb },
250 { x: -sb, y: cb },
251 ];
252
253 const dx = b.x - a.x;
254 const dy = b.y - a.y;
255 let depth = Infinity;
256 let nx = 0;
257 let ny = 0;
258
259 for (const ax of axes) {
260 const gap = reach(a, ax) + reach(b, ax) - Math.abs(dx * ax.x + dy * ax.y);
261 if (gap <= 0) return null;
262 if (gap < depth) {
263 depth = gap;
264 // Always pointing from a towards b, so callers need not guess.
265 const sign = dx * ax.x + dy * ax.y < 0 ? -1 : 1;
266 nx = ax.x * sign;
267 ny = ax.y * sign;
268 }
269 }
270 return { nx, ny, depth };
271}
272
273/** A standing stack, as something the tests above can chew on. */
274const boxOf = (r: Rect): Box => ({
275 x: r.x + r.w / 2,
276 y: r.y + r.h / 2,
277 w: r.w,
278 h: r.h,
279 angle: 0,
280});
281
282// ---- stepping -------------------------------------------------------------
283
284const inside = (r: Rect, x: number, y: number) =>
285 x >= r.x && x <= r.x + r.w && y >= r.y && y <= r.y + r.h;
286
287/**
288 * Run the world forward. `elapsed` is real seconds since the last call; it is
289 * consumed in fixed steps so the result does not depend on the frame rate.
290 * Returns the impacts worth a sound.
291 */
292export function advance(world: World, elapsed: number): Impact[] {
293 world.carry += Math.max(0, elapsed);
294 let steps = Math.floor(world.carry / FIXED_DT);
295 if (steps > MAX_SUBSTEPS) {
296 // Drop the backlog rather than working through it.
297 world.carry = 0;
298 steps = MAX_SUBSTEPS;
299 } else {
300 world.carry -= steps * FIXED_DT;
301 }
302
303 const impacts: Impact[] = [];
304 for (let i = 0; i < steps; i++) step(world, impacts);
305 return impacts;
306}
307
308/** One fixed step. Exported for the tests, which drive it directly. */
309export function step(world: World, impacts: Impact[] = []): Impact[] {
310 const dt = FIXED_DT;
311
312 for (const b of world.bodies) {
313 if (b.scale !== 1) {
314 b.scale += (1 - b.scale) * Math.min(1, SCALE_EASE * dt);
315 if (Math.abs(b.scale - 1) < 0.002) b.scale = 1;
316 }
317 if (b.resting) continue;
318 b.age++;
319 b.awake++;
320
321 // --- through the air ---
322 if (b.z > 0 || b.vz !== 0) {
323 b.vz -= GRAVITY * dt;
324 b.z += b.vz * dt;
325 if (b.z <= 0) {
326 const landing = Math.abs(b.vz);
327 b.z = 0;
328 // Below a knock it stops dead rather than shivering out a bounce.
329 b.vz = landing > 40 ? landing * Z_RESTITUTION : 0;
330 const strength = Math.min(1, landing / 900);
331 if (strength > 0.12) impacts.push({ x: b.x, y: b.y, strength });
332 }
333 }
334
335 b.x += b.vx * dt;
336 b.y += b.vy * dt;
337 b.angle += b.spin * dt;
338
339 if (inside(world.bounds, b.x, b.y)) b.entered = true;
340 else if (b.age > ENTRY_GRACE) {
341 // Out of time going the long way round. Put it in, gently.
342 b.entered = true;
343 b.z = 0;
344 b.vz = 0;
345 clampInto(world.bounds, b);
346 }
347
348 // --- on the felt ---
349 // Strictly z <= 0, not ON_FELT: friction is between the tile and the cloth,
350 // so a tile still in the air keeps the speed it was thrown with. ON_FELT is
351 // only about being low enough to be in another tile's way.
352 if (b.z <= 0) {
353 damp(b, dt);
354 // A tile that fell short skids in rather than sitting outside the pool.
355 if (!b.entered) pullIn(world, b, dt);
356 }
357
358 // A tile still above the wall is clear of it.
359 if (b.z < WALL_HEIGHT) {
360 for (const wall of world.walls) hitWall(b, wall, impacts);
361 }
362
363 if (b.entered) keepInBounds(world, b, impacts);
364 }
365
366 collideTiles(world, impacts);
367 // Being shoved by a neighbour can put a tile back over the edge, and a tile
368 // that then fell asleep out there would stay out there. Only awake ones need
369 // it: resolvePair never moves a tile that has settled.
370 for (const b of world.bodies) {
371 if (b.entered && !b.resting) clampInto(world.bounds, b);
372 }
373 // Deciding to sleep comes last, so it judges where the step actually left
374 // things — before, a contact resolved after the decision would undo it and a
375 // crowded pool would stay awake for ever.
376 for (const b of world.bodies) if (!b.resting) trySleep(b);
377 return impacts;
378}
379
380/**
381 * The table has been re-measured — the window resized, or the wall was eaten
382 * further back. The tiles keep where they are, but a pool that shrank must not
383 * leave any of them stranded outside it, and the ones it moves have to wake up
384 * so they can settle again.
385 */
386export function reshape(world: World, bounds: Rect, walls: Rect[]) {
387 world.bounds = bounds;
388 world.walls = walls;
389 for (const b of world.bodies) {
390 if (!b.entered) continue;
391 const x = b.x;
392 const y = b.y;
393 clampInto(bounds, b);
394 if (b.x !== x || b.y !== y) wake(b);
395 }
396}
397
398function damp(b: Body, dt: number) {
399 const k = Math.exp(-FELT_DAMP * dt);
400 b.vx *= k;
401 b.vy *= k;
402 b.spin *= Math.exp(-SPIN_DAMP * dt);
403
404 const speed = Math.hypot(b.vx, b.vy);
405 if (speed > 0) {
406 const next = Math.max(0, speed - FELT_STOP * dt);
407 b.vx = (b.vx / speed) * next;
408 b.vy = (b.vy / speed) * next;
409 }
410 const spin = Math.abs(b.spin);
411 if (spin > 0) b.spin = Math.sign(b.spin) * Math.max(0, spin - SPIN_STOP * dt);
412}
413
414/** Nudges a tile that landed outside the pool towards the rest of them. */
415function pullIn(world: World, b: Body, dt: number) {
416 const cx = world.bounds.x + world.bounds.w / 2;
417 const cy = world.bounds.y + world.bounds.h / 2;
418 const dx = cx - b.x;
419 const dy = cy - b.y;
420 const d = Math.hypot(dx, dy) || 1;
421 b.vx += (dx / d) * ENTRY_PULL * dt;
422 b.vy += (dy / d) * ENTRY_PULL * dt;
423}
424
425/** Bounce off a standing stack, corner to corner if that is how it hits. */
426function hitWall(b: Body, wall: Rect, impacts: Impact[]) {
427 const hit = overlapOf(boxOf(wall), b);
428 if (!hit || hit.depth <= CONTACT_SLOP) return;
429
430 const speed = Math.hypot(b.vx, b.vy);
431 b.x += hit.nx * hit.depth;
432 b.y += hit.ny * hit.depth;
433 // Reflect whatever was heading into the wall; keep what was sliding along it.
434 const into = b.vx * hit.nx + b.vy * hit.ny;
435 if (into < 0) {
436 b.vx -= hit.nx * into * (1 + BOUND_RESTITUTION);
437 b.vy -= hit.ny * into * (1 + BOUND_RESTITUTION);
438 }
439 b.spin *= 0.7;
440 b.resting = false;
441 b.still = 0;
442 const strength = Math.min(1, speed / 1100);
443 if (strength > 0.12) impacts.push({ x: b.x, y: b.y, strength });
444}
445
446/** The pool's edge. Once a tile is in, it stays in — this is the invariant the
447 * tests pin, since a discard that slid off the table would be lost. */
448function keepInBounds(world: World, b: Body, impacts: Impact[]) {
449 const half = aabbHalf(b);
450 const { x, y, w, h } = world.bounds;
451 // A pool narrower than a tile would otherwise fight itself; centre instead.
452 const minX = w <= half.x * 2 ? x + w / 2 : x + half.x;
453 const maxX = w <= half.x * 2 ? x + w / 2 : x + w - half.x;
454 const minY = h <= half.y * 2 ? y + h / 2 : y + half.y;
455 const maxY = h <= half.y * 2 ? y + h / 2 : y + h - half.y;
456
457 let hit = 0;
458 if (b.x < minX) {
459 b.x = minX;
460 hit = Math.max(hit, Math.abs(b.vx));
461 b.vx = Math.abs(b.vx) * BOUND_RESTITUTION;
462 b.vy *= BOUND_FRICTION;
463 } else if (b.x > maxX) {
464 b.x = maxX;
465 hit = Math.max(hit, Math.abs(b.vx));
466 b.vx = -Math.abs(b.vx) * BOUND_RESTITUTION;
467 b.vy *= BOUND_FRICTION;
468 }
469 if (b.y < minY) {
470 b.y = minY;
471 hit = Math.max(hit, Math.abs(b.vy));
472 b.vy = Math.abs(b.vy) * BOUND_RESTITUTION;
473 b.vx *= BOUND_FRICTION;
474 } else if (b.y > maxY) {
475 b.y = maxY;
476 hit = Math.max(hit, Math.abs(b.vy));
477 b.vy = -Math.abs(b.vy) * BOUND_RESTITUTION;
478 b.vx *= BOUND_FRICTION;
479 }
480 // Only a real knock counts as being disturbed. A tile held against the edge
481 // by its neighbours is clamped every single step, and treating that as a knock
482 // would keep the whole pool awake for ever.
483 if (hit > SLEEP_SPEED) {
484 b.still = 0;
485 const strength = Math.min(1, hit / 1100);
486 if (strength > 0.12) impacts.push({ x: b.x, y: b.y, strength });
487 }
488}
489
490/**
491 * Tile against tile.
492 *
493 * Only tiles flat on the felt take part, so a thrown tile passes over the pile
494 * instead of shouldering through it, and a cheap circle test throws out the pairs
495 * that are nowhere near before the real rectangle test runs. Pairs where both
496 * tiles have settled are left alone entirely, which is nearly all of them.
497 */
498function collideTiles(world: World, impacts: Impact[]) {
499 const bodies = world.bodies;
500 for (let i = 0; i < bodies.length; i++) {
501 const a = bodies[i];
502 if (a.z > ON_FELT) continue;
503 for (let j = i + 1; j < bodies.length; j++) {
504 const b = bodies[j];
505 if (b.z > ON_FELT) continue;
506 if (a.resting && b.resting) continue;
507 if (Math.hypot(b.x - a.x, b.y - a.y) > circumradius(a) + circumradius(b)) continue;
508 resolvePair(a, b, impacts);
509 }
510 }
511}
512
513function resolvePair(a: Body, b: Body, impacts: Impact[]) {
514 const hit = overlapOf(a, b);
515 if (!hit) return;
516 // Resting in contact is not a collision. See CONTACT_SLOP.
517 const depth = hit.depth - CONTACT_SLOP;
518 if (depth <= 0) return;
519 const { nx, ny } = hit;
520
521 // Push apart. A tile that has settled is the heavy one: a tile thrown into a
522 // pool shoulders in, rather than the pool scattering out of its way.
523 const aShare = a.resting === b.resting ? 0.5 : a.resting ? 0 : 1;
524 const bShare = 1 - aShare;
525 a.x -= nx * depth * aShare;
526 a.y -= ny * depth * aShare;
527 b.x += nx * depth * bShare;
528 b.y += ny * depth * bShare;
529
530 // Impulse along the way out, plus a spin kick off what is left over.
531 //
532 // Only a genuine approach speed counts, and only that wakes anything. Nudging
533 // two touching tiles apart is not a collision: a jammed corner of the pool is
534 // corrected by a fraction of a pixel every step for as long as it is jammed,
535 // and treating each of those as a shove would keep the pile awake for ever.
536 const rvx = b.vx - a.vx;
537 const rvy = b.vy - a.vy;
538 const along = rvx * nx + rvy * ny;
539 if (along >= -SLEEP_SPEED) return;
540
541 const jolt = -along * (1 + TILE_RESTITUTION) * 0.5;
542 a.vx -= nx * jolt;
543 a.vy -= ny * jolt;
544 b.vx += nx * jolt;
545 b.vy += ny * jolt;
546
547 const tangent = rvx * -ny + rvy * nx;
548 a.spin -= tangent * SPIN_TRANSFER * 0.06;
549 b.spin += tangent * SPIN_TRANSFER * 0.06;
550
551 const strength = Math.min(1, Math.abs(along) / 900);
552 if (strength > 0.12) impacts.push({ x: b.x, y: b.y, strength });
553
554 // Whatever was asleep has been shoved, so it is awake now.
555 wake(a);
556 wake(b);
557}
558
559function wake(b: Body) {
560 if (b.resting) b.awake = 0;
561 b.resting = false;
562 b.still = 0;
563}
564
565function sleep(b: Body) {
566 b.vx = 0;
567 b.vy = 0;
568 b.spin = 0;
569 b.z = 0;
570 b.vz = 0;
571 b.resting = true;
572 b.awake = 0;
573}
574
575function trySleep(b: Body) {
576 const speed = Math.hypot(b.vx, b.vy);
577 const slow =
578 b.entered && b.z <= 0 && b.vz === 0 && speed < SLEEP_SPEED && Math.abs(b.spin) < SLEEP_SPIN;
579 if (slow && ++b.still >= SLEEP_STEPS) return sleep(b);
580 if (!slow) b.still = 0;
581 // Backstop: shuffling about in a crowded pool for this long is settled enough.
582 if (b.entered && b.awake > AWAKE_LIMIT && speed < SLEEP_SPEED * 4) sleep(b);
583}
584
585/**
586 * Make room for a tile placed straight into a settled pile, without running
587 * time. Used when a pile is rebuilt — a reload, an undo — where the tiles have
588 * to be somewhere sensible immediately and nothing should appear to move.
589 */
590function separate(world: World, body: Body, passes = 16) {
591 // Which way to go when two tiles are exactly on top of each other. Stepping
592 // by the golden angle fans successive tiles out in every direction, where a
593 // fixed axis would march them all one way and pack them against a pool edge.
594 const escape = world.bodies.indexOf(body) * 2.39996;
595
596 for (let p = 0; p < passes; p++) {
597 let moved = false;
598 for (const other of world.bodies) {
599 if (other === body) continue;
600 const hit = overlapOf(other, body);
601 if (!hit || hit.depth <= CONTACT_SLOP) continue;
602 if (Math.hypot(body.x - other.x, body.y - other.y) < 0.0001) {
603 body.x += Math.cos(escape + p) * hit.depth;
604 body.y += Math.sin(escape + p) * hit.depth;
605 } else {
606 body.x += hit.nx * hit.depth;
607 body.y += hit.ny * hit.depth;
608 }
609 moved = true;
610 }
611 clampInto(world.bounds, body);
612 if (!moved) break;
613 }
614}
615
616function clampInto(r: Rect, b: Body) {
617 const half = aabbHalf(b);
618 const minX = r.w <= half.x * 2 ? r.x + r.w / 2 : r.x + half.x;
619 const maxX = r.w <= half.x * 2 ? r.x + r.w / 2 : r.x + r.w - half.x;
620 const minY = r.h <= half.y * 2 ? r.y + r.h / 2 : r.y + half.y;
621 const maxY = r.h <= half.y * 2 ? r.y + r.h / 2 : r.y + r.h - half.y;
622 b.x = Math.min(maxX, Math.max(minX, b.x));
623 b.y = Math.min(maxY, Math.max(minY, b.y));
624}
625
626/** Whether everything has settled — what the render loop idles on. */
627export const settled = (world: World) =>
628 world.bodies.every((b) => b.resting && b.scale === 1);
629
630/** How far outside the pool a tile is sitting. The tests' invariant. */
631export function outside(b: Body, pool: Rect): number {
632 const half = aabbHalf(b);
633 return Math.max(
634 0,
635 pool.x + half.x - b.x,
636 b.x - (pool.x + pool.w - half.x),
637 pool.y + half.y - b.y,
638 b.y - (pool.y + pool.h - half.y),
639 );
640}
641
642/** Whether two tiles are sharing ground, which they must never do at rest. */
643export function overlapping(a: Body, b: Body): number {
644 const hit = overlapOf(a, b);
645 return hit ? hit.depth : 0;
646}
647
648/** Scale a tile is drawn at, given how high it is. Sells the arc on a flat
649 * canvas; the renderer offsets the shadow by the same height. */
650export const zScale = (z: number) => 1 + z * 0.0016;
651
652/**
653 * The upward kick that puts a tile back on the felt after `seconds` in the air.
654 * How a throw is aimed: pick how long it should take, and the horizontal speed
655 * follows from the distance.
656 */
657export const liftFor = (seconds: number) => (GRAVITY * seconds) / 2;
658
659/** How high that kick gets — worth checking against WALL_HEIGHT. */
660export const peakOf = (vz: number) => (vz * vz) / (2 * GRAVITY);