summaryrefslogtreecommitdiff
path: root/manuals/chickadee/Grids.html
diff options
context:
space:
mode:
Diffstat (limited to 'manuals/chickadee/Grids.html')
-rw-r--r--manuals/chickadee/Grids.html214
1 files changed, 0 insertions, 214 deletions
diff --git a/manuals/chickadee/Grids.html b/manuals/chickadee/Grids.html
deleted file mode 100644
index e8ec2b6..0000000
--- a/manuals/chickadee/Grids.html
+++ /dev/null
@@ -1,214 +0,0 @@
-<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
-<html>
-<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu
-
-Permission is granted to copy, distribute and/or modify this document
-under the terms of the GNU Free Documentation License, Version 1.3
-or any later version published by the Free Software Foundation;
-with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.
-A copy of the license is included in the section entitled "GNU
-Free Documentation License".
-
-A copy of the license is also available from the Free Software
-Foundation Web site at http://www.gnu.org/licenses/fdl.html.
-
-
-* Chickadee: (chickadee). Game programming toolkit for Guile.
-
-The document was typeset with
-http://www.texinfo.org/ (GNU Texinfo).
- -->
-<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ -->
-<head>
-<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
-<title>Grids (The Chickadee Game Toolkit)</title>
-
-<meta name="description" content="Grids (The Chickadee Game Toolkit)" />
-<meta name="keywords" content="Grids (The Chickadee Game Toolkit)" />
-<meta name="resource-type" content="document" />
-<meta name="distribution" content="global" />
-<meta name="Generator" content="makeinfo" />
-<link href="index.html" rel="start" title="Top" />
-<link href="Index.html" rel="index" title="Index" />
-<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" />
-<link href="Data-Structures.html" rel="up" title="Data Structures" />
-<link href="Path-Finding.html" rel="next" title="Path Finding" />
-<link href="Quadtrees.html" rel="prev" title="Quadtrees" />
-<style type="text/css">
-&lt;!--
-a.summary-letter {text-decoration: none}
-blockquote.indentedblock {margin-right: 0em}
-div.display {margin-left: 3.2em}
-div.example {margin-left: 3.2em}
-div.lisp {margin-left: 3.2em}
-kbd {font-style: oblique}
-pre.display {font-family: inherit}
-pre.format {font-family: inherit}
-pre.menu-comment {font-family: serif}
-pre.menu-preformatted {font-family: serif}
-span.nolinebreak {white-space: nowrap}
-span.roman {font-family: initial; font-weight: normal}
-span.sansserif {font-family: sans-serif; font-weight: normal}
-ul.no-bullet {list-style: none}
-@media (min-width: 1140px) {
- body {
- margin-left: 14rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (min-width: 800px) and (max-width: 1140px) {
- body {
- margin-left: 6rem;
- margin-right: 4rem;
- max-width: 52rem;
- }
-}
-
-@media (max-width: 800px) {
- body {
- margin: 1rem;
- }
-}
-
---&gt;
-</style>
-<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" />
-
-
-</head>
-
-<body lang="en">
-<span id="Grids"></span><div class="header">
-<p>
-Next: <a href="Path-Finding.html" accesskey="n" rel="next">Path Finding</a>, Previous: <a href="Quadtrees.html" accesskey="p" rel="prev">Quadtrees</a>, Up: <a href="Data-Structures.html" accesskey="u" rel="up">Data Structures</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Grids-1"></span><h4 class="subsection">5.6.5 Grids</h4>
-
-<p>The <code>(chickadee data grid)</code> module provides a simple spatial
-partitioning system for axis-aligned bounding boxes
-(see <a href="Rectangles.html">Rectangles</a>) in 2D space. The grid divides the world into
-tiles and keeps track of which rectangles occupy which tiles. When
-there are lots of moving objects in the game world that need collision
-detection, the grid greatly speeds up the process. Instead of
-checking collisions of each object against every other object (an
-O(n^2) operation), the grid quickly narrows down which objects could
-possibly be colliding and only performs collision testing against a
-small set of objects.
-</p>
-<p>In addition to checking for collisions, the grid also handles the
-resolution of collisions. Exactly how each collision is resolved is
-user-defined. A player bumping into a wall may slide against it. An
-enemy colliding with a projectile shot by the player may get pushed
-back in the opposite direction. Two players colliding may not need
-resolution at all and will just pass through each other. The way this
-works is that each time an object (A) is moved within the grid, the
-grid looks for an object (B) that may possibly be colliding with A. A
-user-defined procedure known as a &ldquo;filter&rdquo; is then called with both
-A and B. If the filter returns <code>#f</code>, it means that even if A and
-B are colliding, no collision resolution is needed. In this case the
-grid won&rsquo;t waste time checking if they really do collide because it
-doesn&rsquo;t matter. If A and B are collidable, then the filter returns a
-procedure that implements the resolution technique. The grid will
-then perform a collision test. If A and B are colliding, the resolver
-procedure is called. It&rsquo;s the resolvers job to adjust the objects
-such that they are no longer colliding. The grid module comes with a
-very simple resolution procedure, <code>slide</code>, that adjusts object A
-by the smallest amount so that it no longer overlaps with B. By using
-this filtering technique, a game can resolve collisions between
-different objects in different ways.
-</p>
-<dl>
-<dt id="index-make_002dgrid">Procedure: <strong>make-grid</strong> <em>[cell-size 64]</em></dt>
-<dd><p>Return a new grid partitioned into <var>cell-size</var> tiles.
-</p></dd></dl>
-
-<dl>
-<dt id="index-grid_003f">Procedure: <strong>grid?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a grid.
-</p></dd></dl>
-
-<dl>
-<dt id="index-cell_003f">Procedure: <strong>cell?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a grid cell.
-</p></dd></dl>
-
-<dl>
-<dt id="index-cell_002dcount">Procedure: <strong>cell-count</strong> <em>cell</em></dt>
-<dd><p>Return the number of items in <var>cell</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-grid_002dcell_002dsize">Procedure: <strong>grid-cell-size</strong> <em>grid</em></dt>
-<dd><p>Return the cell size of <var>grid</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-grid_002dcell_002dcount">Procedure: <strong>grid-cell-count</strong> <em>grid</em></dt>
-<dd><p>Return the number of cells currently in <var>grid</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-grid_002ditem_002dcount">Procedure: <strong>grid-item-count</strong> <em>grid</em></dt>
-<dd><p>Return the number of items in <var>grid</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-grid_002dadd">Procedure: <strong>grid-add</strong> <em>grid item x y width height</em></dt>
-<dd>
-<p>Add <var>item</var> to <var>grid</var> represented by the axis-aligned bounding
-box whose lower-left corner is at (<var>x</var>, <var>y</var>) and is
-<var>width</var> x <var>height</var> in size.
-</p></dd></dl>
-
-<dl>
-<dt id="index-grid_002dremove">Procedure: <strong>grid-remove</strong> <em>grid item</em></dt>
-<dd><p>Return <var>item</var> from <var>grid</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-grid_002dclear">Procedure: <strong>grid-clear</strong> <em>grid</em></dt>
-<dd><p>Remove all items from <var>grid</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-grid_002dmove">Procedure: <strong>grid-move</strong> <em>grid item position filter</em></dt>
-<dd><p>Attempt to move <var>item</var> in <var>grid</var> to <var>position</var> (a 2D
-vector) and check for collisions. For each collision, <var>filter</var>
-will be called with two arguments: <var>item</var> and the item it collided
-with. If a collision occurs, <var>position</var> may be modified to
-resolve the colliding objects.
-</p></dd></dl>
-
-<dl>
-<dt id="index-for_002deach_002dcell">Procedure: <strong>for-each-cell</strong> <em>proc grid [rect]</em></dt>
-<dd><p>Call <var>proc</var> with each cell in <var>grid</var> that intersects
-<var>rect</var>, or every cell if <var>rect</var> is <code>#f</code>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-for_002deach_002ditem">Procedure: <strong>for-each-item</strong> <em>proc grid</em></dt>
-<dd><p>Call <var>proc</var> for each item in <var>grid</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-slide">Procedure: <strong>slide</strong> <em>item item-rect other other-rect goal</em></dt>
-<dd>
-<p>Resolve the collision that occurs between <var>item</var> and <var>other</var>
-when moving <var>item-rect</var> to <var>goal</var> by sliding <var>item-rect</var>
-the minimum amount needed to make it no longer overlap
-<var>other-rect</var>.
-</p></dd></dl>
-
-<hr />
-<div class="header">
-<p>
-Next: <a href="Path-Finding.html" accesskey="n" rel="next">Path Finding</a>, Previous: <a href="Quadtrees.html" accesskey="p" rel="prev">Quadtrees</a>, Up: <a href="Data-Structures.html" accesskey="u" rel="up">Data Structures</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-
-
-
-</body>
-</html>