mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-09 00:26:39 +00:00
Fixes for backend collision handling.
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@@ -268,7 +268,7 @@ func (pR *Room) ChooseStage() error {
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}
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rand.Seed(time.Now().Unix())
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stageNameList := []string{ /*"pacman" ,*/ "richsoil"}
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stageNameList := []string{ /*"simple" ,*/ "richsoil"}
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chosenStageIndex := rand.Int() % len(stageNameList) // Hardcoded temporarily. -- YFLu
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pR.StageName = stageNameList[chosenStageIndex]
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@@ -328,7 +328,8 @@ func (pR *Room) ChooseStage() error {
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barrierPolygon2DList := *(toRetStrToPolygon2DListMap["Barrier"])
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var barrierLocalIdInBattle int32 = 0
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for _, polygon2D := range barrierPolygon2DList {
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for _, polygon2DUnaligned := range barrierPolygon2DList {
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polygon2D := AlignPolygon2DToBoundingBox(polygon2DUnaligned)
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/*
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// For debug-printing only.
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Logger.Info("ChooseStage printing polygon2D for barrierPolygon2DList", zap.Any("barrierLocalIdInBattle", barrierLocalIdInBattle), zap.Any("polygon2D.Anchor", polygon2D.Anchor), zap.Any("polygon2D.Points", polygon2D.Points))
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@@ -1157,9 +1158,12 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
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playerCollider := pR.CollisionSysMap[collisionPlayerIndex]
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if collision := playerCollider.Check(dx, dy, "Barrier"); collision != nil {
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changeWithCollision := collision.ContactWithObject(collision.Objects[0])
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Logger.Info(fmt.Sprintf("Collided: roomId=%v, playerId=%v, orig dx=%v, orig dy=%v, new dx =%v, new dy=%v", pR.Id, player.Id, dx, dy, changeWithCollision.X(), changeWithCollision.Y()))
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dx = changeWithCollision.X()
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dy = changeWithCollision.Y()
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Logger.Info(fmt.Sprintf("Collided: roomId=%v, playerId=%v, orig dx=%v, orig dy=%v, proposed new dx =%v, proposed new dy=%v", pR.Id, player.Id, dx, dy, changeWithCollision.X(), changeWithCollision.Y()))
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// FIXME: Use a mechanism equivalent to that of the frontend!
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// dx = changeWithCollision.X()
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// dy = changeWithCollision.Y()
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dx = 0
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dy = 0
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}
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playerCollider.X += dx
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playerCollider.Y += dy
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@@ -1196,7 +1200,8 @@ func (pR *Room) refreshColliders() {
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spaceOffsetX := float64(spaceW) * 0.5
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spaceOffsetY := float64(spaceH) * 0.5
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space := resolv.NewSpace(int(spaceW), int(spaceH), int(pR.StageTileW), int(pR.StageTileH)) // allocate a new collision space everytime after a battle is settled
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minStep := int(3) // the approx minimum distance a player can move per frame
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space := resolv.NewSpace(int(spaceW), int(spaceH), minStep, minStep) // allocate a new collision space everytime after a battle is settled
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for _, player := range pR.Players {
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playerCollider := resolv.NewObject(player.X+spaceOffsetX, player.Y+spaceOffsetY, playerColliderRadius*2, playerColliderRadius*2)
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playerColliderShape := resolv.NewCircle(0, 0, playerColliderRadius*2)
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@@ -1210,8 +1215,10 @@ func (pR *Room) refreshColliders() {
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}
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for _, barrier := range pR.Barriers {
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var w float64 = 0
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var h float64 = 0
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for i, pi := range barrier.Boundary.Points {
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for j, pj := range barrier.Boundary.Points {
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if i == j {
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