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https://github.com/genxium/DelayNoMore
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Added collision debug logs in backend.
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04de4666d5
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@ -124,6 +124,7 @@ type Room struct {
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collisionSpaceOffsetY float64
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Players map[int32]*Player
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PlayersArr []*Player // ordered by joinIndex
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Space *resolv.Space
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CollisionSysMap map[int32]*resolv.Object
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/**
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* The following `PlayerDownsyncSessionDict` is NOT individually put
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@ -1250,11 +1251,13 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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bulletCx, bulletCy := offenderCollider.X+xfac*meleeBullet.HitboxOffset, offenderCollider.Y+yfac*meleeBullet.HitboxOffset
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newBulletCollider := GenerateRectCollider(bulletCx, bulletCy, xfac*meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "MeleeBullet")
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newBulletCollider := GenerateRectColliderInCollisionSpace(bulletCx, bulletCy, xfac*meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, "MeleeBullet")
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newBulletCollider.Data = meleeBullet
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pR.Space.Add(newBulletCollider)
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collisionSysMap[collisionBulletIndex] = newBulletCollider
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bulletColliders[collisionBulletIndex] = newBulletCollider
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newBulletCollider.Update()
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Logger.Debug(fmt.Sprintf("roomId=%v, a meleeBullet is added to collisionSys at currRenderFrame.id=%v as start-up frames ended and active frame is not yet ended: %v, from offenderCollider=%v", pR.Id, currRenderFrame.Id, ConvexPolygonStr(newBulletCollider.Shape.(*resolv.ConvexPolygon)), ConvexPolygonStr(offenderCollider.Shape.(*resolv.ConvexPolygon))))
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}
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}
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@ -1262,9 +1265,11 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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shouldRemove := false
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meleeBullet := bulletCollider.Data.(*MeleeBullet)
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collisionBulletIndex := COLLISION_BULLET_INDEX_PREFIX + meleeBullet.BattleLocalId
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bulletShape := bulletCollider.Shape.(*resolv.ConvexPolygon)
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if collision := bulletCollider.Check(0, 0); collision != nil {
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// FIXME: A bullet going to the "right" can hit a wall or a player (though couldn't identify the player), but if it goes to the "left" then it couldn't hit anything, why?
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offender := currRenderFrame.Players[meleeBullet.OffenderPlayerId]
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bulletShape := bulletCollider.Shape.(*resolv.ConvexPolygon)
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Logger.Info(fmt.Sprintf("roomId=%v, a meleeBullet collides w/ sth at currRenderFrame.id=%v: %v", pR.Id, currRenderFrame.Id, ConvexPolygonStr(bulletShape)))
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for _, obj := range collision.Objects {
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switch t := obj.Data.(type) {
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case Player:
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@ -1284,10 +1289,12 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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}
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}
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default:
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Logger.Debug(fmt.Sprintf("Bullet collided with non-player: roomId=%v, currRenderFrame.Id=%v, delayedInputFrame.Id=%v", pR.Id, currRenderFrame.Id, delayedInputFrame.InputFrameId))
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Logger.Debug(fmt.Sprintf("Bullet %v collided with non-player: roomId=%v, currRenderFrame.Id=%v, delayedInputFrame.Id=%v", bulletShape, pR.Id, currRenderFrame.Id, delayedInputFrame.InputFrameId))
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}
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}
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shouldRemove = true
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} else {
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Logger.Info(fmt.Sprintf("roomId=%v, meleeBullet doesn't collider w/ anything at currRenderFrame.id=%v: %v; p1=%v, p2=%v; bulletSpace=%p, p1Space=%p, p2Space=%p", pR.Id, currRenderFrame.Id, ConvexPolygonStr(bulletShape), ConvexPolygonStr(collisionSysMap[COLLISION_PLAYER_INDEX_PREFIX+1].Shape.(*resolv.ConvexPolygon)), ConvexPolygonStr(collisionSysMap[COLLISION_PLAYER_INDEX_PREFIX+2].Shape.(*resolv.ConvexPolygon)), bulletCollider.Space, collisionSysMap[COLLISION_PLAYER_INDEX_PREFIX+1].Space, collisionSysMap[COLLISION_PLAYER_INDEX_PREFIX+2].Space))
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}
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if shouldRemove {
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removedBulletsAtCurrFrame[collisionBulletIndex] = 1
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@ -1427,13 +1434,13 @@ func (pR *Room) inputFrameIdDebuggable(inputFrameId int32) bool {
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func (pR *Room) refreshColliders(spaceW, spaceH int32) {
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// Kindly note that by now, we've already got all the shapes in the tmx file into "pR.(Players | Barriers)" from "ParseTmxLayersAndGroups"
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minStep := (int(float64(pR.PlayerDefaultSpeed)*pR.VirtualGridToWorldRatio) << 2) // the approx minimum distance a player can move per frame in world coordinate
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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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minStep := (int(float64(pR.PlayerDefaultSpeed)*pR.VirtualGridToWorldRatio) >> 1) // the approx minimum distance a player can move per frame in world coordinate
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pR.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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wx, wy := VirtualGridToWorldPos(player.VirtualGridX, player.VirtualGridY, pR.VirtualGridToWorldRatio)
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playerCollider := GenerateRectCollider(wx, wy, player.ColliderRadius*2, player.ColliderRadius*2, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "Player")
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playerCollider.Data = player
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space.Add(playerCollider)
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pR.Space.Add(playerCollider)
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// Keep track of the collider in "pR.CollisionSysMap"
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joinIndex := player.JoinIndex
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pR.PlayersArr[joinIndex-1] = player
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@ -1444,7 +1451,7 @@ func (pR *Room) refreshColliders(spaceW, spaceH int32) {
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for _, barrier := range pR.Barriers {
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boundaryUnaligned := barrier.Boundary
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barrierCollider := GenerateConvexPolygonCollider(boundaryUnaligned, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "Barrier")
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space.Add(barrierCollider)
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pR.Space.Add(barrierCollider)
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}
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}
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@ -1076,7 +1076,7 @@ cc.Class({
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newBulletCollider.data = meleeBullet;
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collisionSysMap.set(collisionBulletIndex, newBulletCollider);
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bulletColliders.set(collisionBulletIndex, newBulletCollider);
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// console.log(`A meleeBullet is added to collisionSys at renderFrame.id=${currRenderFrame.id} as start-up frames ended and active frame is not yet ended: ${JSON.stringify(meleeBullet)}`);
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// console.log(`A meleeBullet is added to collisionSys at currRenderFrame.id=${currRenderFrame.id} as start-up frames ended and active frame is not yet ended: ${JSON.stringify(meleeBullet)}`);
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}
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}
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