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package main
import (
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. "dnmshared"
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. "dnmshared/sharedprotos"
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"fmt"
"github.com/hajimehoshi/ebiten/v2"
"github.com/solarlune/resolv"
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"go.uber.org/zap"
"image/color"
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)
type WorldColliderDisplay struct {
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Game * Game
Space * resolv . Space
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}
func ( world * WorldColliderDisplay ) Init ( ) {
}
func NewWorldColliderDisplay ( game * Game , stageDiscreteW , stageDiscreteH , stageTileW , stageTileH int32 , playerPosMap StrToVec2DListMap , barrierMap StrToPolygon2DListMap ) * WorldColliderDisplay {
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playerPosList := * ( playerPosMap [ "PlayerStartingPos" ] )
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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 ) )
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spaceW := stageDiscreteW * stageTileW
spaceH := stageDiscreteH * stageTileH
spaceOffsetX := float64 ( spaceW ) * 0.5
spaceOffsetY := float64 ( spaceH ) * 0.5
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virtualGridToWorldRatio := 0.1
playerDefaultSpeed := 20
minStep := ( int ( float64 ( playerDefaultSpeed ) * virtualGridToWorldRatio ) << 2 )
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playerColliderRadius := float64 ( 16 )
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playerColliders := make ( [ ] * resolv . Object , len ( playerPosList . Eles ) )
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space := resolv . NewSpace ( int ( spaceW ) , int ( spaceH ) , minStep , minStep )
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for i , playerPos := range playerPosList . Eles {
playerCollider := GenerateRectCollider ( playerPos . X , playerPos . Y , playerColliderRadius * 2 , playerColliderRadius * 2 , spaceOffsetX , spaceOffsetY , "Player" ) // [WARNING] Deliberately not using a circle because "resolv v0.5.1" doesn't yet align circle center with space cell center, regardless of the "specified within-object offset"
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Logger . Info ( fmt . Sprintf ( "Player Collider#%d: player world pos =(%.2f, %.2f), shape=%v" , i , playerPos . X , playerPos . Y , ConvexPolygonStr ( playerCollider . Shape . ( * resolv . ConvexPolygon ) ) ) )
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playerColliders [ i ] = playerCollider
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space . Add ( playerCollider )
}
barrierLocalId := 0
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for _ , barrierUnaligned := range barrierList . Eles {
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barrierCollider := GenerateConvexPolygonCollider ( barrierUnaligned , spaceOffsetX , spaceOffsetY , "Barrier" )
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Logger . Info ( fmt . Sprintf ( "Added barrier: shape=%v" , ConvexPolygonStr ( barrierCollider . Shape . ( * resolv . ConvexPolygon ) ) ) )
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space . Add ( barrierCollider )
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barrierLocalId ++
}
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world . Space = space
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moveToCollide := false
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if moveToCollide {
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newVx , newVy := int32 ( - 2959 ) , int32 ( - 2261 )
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effPushback := Vec2D { X : float64 ( 0 ) , Y : float64 ( 0 ) }
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toTestPlayerCollider := playerColliders [ 0 ]
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toTestPlayerCollider . X , toTestPlayerCollider . Y = VirtualGridToPolygonColliderAnchorPos ( newVx , newVy , playerColliderRadius , playerColliderRadius , spaceOffsetX , spaceOffsetY , virtualGridToWorldRatio )
Logger . Info ( fmt . Sprintf ( "Checking collision for virtual (%d, %d), now playerShape=%v" , newVx , newVy , ConvexPolygonStr ( toTestPlayerCollider . Shape . ( * resolv . ConvexPolygon ) ) ) )
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toTestPlayerCollider . Update ( )
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if collision := toTestPlayerCollider . Check ( 0 , 0 ) ; collision != nil {
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playerShape := toTestPlayerCollider . Shape . ( * resolv . ConvexPolygon )
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for _ , obj := range collision . Objects {
barrierShape := obj . Shape . ( * resolv . ConvexPolygon )
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if overlapped , pushbackX , pushbackY , overlapResult := CalcPushbacks ( 0 , 0 , playerShape , barrierShape ) ; overlapped {
Logger . Warn ( fmt . Sprintf ( "Overlapped: a=%v, b=%v, pushbackX=%v, pushbackY=%v" , ConvexPolygonStr ( playerShape ) , ConvexPolygonStr ( barrierShape ) , pushbackX , pushbackY ) )
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effPushback . X += pushbackX
effPushback . Y += pushbackY
} else {
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Logger . Warn ( fmt . Sprintf ( "Collided BUT not overlapped: a=%v, b=%v, overlapResult=%v" , ConvexPolygonStr ( playerShape ) , ConvexPolygonStr ( barrierShape ) , overlapResult ) )
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}
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}
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toTestPlayerCollider . X -= effPushback . X
toTestPlayerCollider . Y -= effPushback . Y
toTestPlayerCollider . Update ( )
Logger . Info ( fmt . Sprintf ( "effPushback={%v, %v}" , effPushback . X , effPushback . Y ) )
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}
}
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return world
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}
func ( world * WorldColliderDisplay ) Update ( ) {
}
func ( world * WorldColliderDisplay ) Draw ( screen * ebiten . Image ) {
for _ , o := range world . Space . Objects ( ) {
if o . HasTags ( "Player" ) {
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drawColor := color . RGBA { 0 , 255 , 0 , 255 }
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DrawPolygon ( screen , o . Shape . ( * resolv . ConvexPolygon ) , drawColor )
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} else {
drawColor := color . RGBA { 60 , 60 , 60 , 255 }
DrawPolygon ( screen , o . Shape . ( * resolv . ConvexPolygon ) , drawColor )
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}
}
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world . Game . DebugDraw ( screen , world . Space )
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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 ( ) ) ) ,
)
}
}