Add multi-cell box shapes with per-cell collision
Generate 1x2/2x1 dominoes, 2x2 (square + 4 L-trominoes) and all
connected 3x2/2x3 polyominoes as R/G/B channel masks, reusing the
distance-based concentric-ring format that reproduces box_r/g/b
exactly. Outer silhouette keeps a 1px margin; connected cells stay
seamless. Each shape ships a {class="moveable"} .meta so getAllAssets
auto-registers it as a GenericMoveable.
Wire the occupied-cell shape (precomputed once by getAllAssets via
getCellsFromSprite) through to entities: createEntity now passes the
cached cells as cellShape, so an L/U/notched block collides on its real
cells and its gaps read as empty space. Fix the per-colour cache that
was reset every channel so only one colour survived.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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154 changed files with 194 additions and 9 deletions
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@ -2,13 +2,14 @@ require "entity"
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GenericUnmoveable = class("GenericUnmoveable", Entity)
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function GenericUnmoveable:initialize(x, y, color, sprite)
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function GenericUnmoveable:initialize(x, y, color, sprite, cellShape)
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Entity.initialize(self, {
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x = x,
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y = y,
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color = color,
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collision = "unmoveable",
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sprite = sprite
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sprite = sprite,
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cellShape = cellShape
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})
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end
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