DelayNoMore/collider_visualizer/worldColliderDisplay.go

117 lines
3.5 KiB
Go
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package main
import (
"fmt"
"image/color"
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"go.uber.org/zap"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
"github.com/solarlune/resolv"
. "dnmshared"
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"math"
)
type WorldColliderDisplay struct {
Game *Game
Space *resolv.Space
}
func (world *WorldColliderDisplay) Init() {
}
func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTileW, stageTileH int32, playerPosMap StrToVec2DListMap, barrierMap StrToPolygon2DListMap) *WorldColliderDisplay {
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playerList := *(playerPosMap["PlayerStartingPos"])
barrierList := *(barrierMap["Barrier"])
world := &WorldColliderDisplay{Game: game}
Logger.Info("Parsed variables", zap.Any("stageDiscreteW", stageDiscreteW), zap.Any("stageDiscreteH", stageDiscreteH), zap.Any("stageTileW", stageTileW), zap.Any("stageTileH", stageTileH))
spaceW := stageDiscreteW * stageTileW
spaceH := stageDiscreteH * stageTileH
spaceOffsetX := float64(spaceW) * 0.5
spaceOffsetY := float64(spaceH) * 0.5
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// TODO: Move collider y-axis transformation to a "dnmshared"
playerColliderRadius := float64(12) // hardcoded
space := resolv.NewSpace(int(spaceW), int(spaceH), int(stageTileW), int(stageTileH))
for _, player := range playerList {
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playerCollider := resolv.NewObject(player.X+spaceOffsetX, -player.Y+spaceOffsetY, playerColliderRadius*2, playerColliderRadius*2, "Player")
playerColliderShape := resolv.NewCircle(0, 0, playerColliderRadius*2)
playerCollider.SetShape(playerColliderShape)
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Logger.Info("player shape added:", zap.Any("shape", playerColliderShape))
space.Add(playerCollider)
}
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barrierLocalId := 0
for _, barrier := range barrierList {
var w float64 = 0
var h float64 = 0
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for i, pi := range barrier.Points {
for j, pj := range barrier.Points {
if i == j {
continue
}
if math.Abs(pj.X-pi.X) > w {
w = math.Abs(pj.X - pi.X)
}
if math.Abs(pj.Y-pi.Y) > h {
h = math.Abs(pj.Y - pi.Y)
}
}
}
barrierColliderShape := resolv.NewConvexPolygon()
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for i := 0; i < len(barrier.Points); i++ {
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p := barrier.Points[i]
barrierColliderShape.AddPoints(p.X, p.Y)
}
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barrierCollider := resolv.NewObject(barrier.Anchor.X+spaceOffsetX, -barrier.Anchor.Y+spaceOffsetY, w, h, "Barrier")
barrierCollider.SetShape(barrierColliderShape)
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Logger.Info("barrier shape added:", zap.Any("barrierLocalId", barrierLocalId), zap.Any("shape", barrierColliderShape))
space.Add(barrierCollider)
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barrierLocalId++
}
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world.Space = space
return world
}
func (world *WorldColliderDisplay) Update() {
}
func (world *WorldColliderDisplay) Draw(screen *ebiten.Image) {
for _, o := range world.Space.Objects() {
drawColor := color.RGBA{60, 60, 60, 255}
if o.HasTags("Player") {
drawColor = color.RGBA{0, 255, 0, 255}
}
ebitenutil.DrawRect(screen, o.X, o.Y, o.W, o.H, drawColor)
}
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// world.Game.DebugDraw(screen, world.Space)
if world.Game.ShowHelpText {
world.Game.DrawText(screen, 16, 16,
"~ Collider Display test ~",
"F1: Toggle Debug View",
"F2: Show / Hide help text",
"R: Restart world",
fmt.Sprintf("%d FPS (frames per second)", int(ebiten.CurrentFPS())),
fmt.Sprintf("%d TPS (ticks per second)", int(ebiten.CurrentTPS())),
)
}
}