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https://github.com/genxium/DelayNoMore
synced 2024-12-25 11:18:55 +00:00
Fixed backend collision constants.
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parent
bd9beec5e5
commit
2d080ad134
@ -402,8 +402,7 @@ func (pR *Room) StartBattle() {
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spaceW := pR.StageDiscreteW * pR.StageTileW
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spaceH := pR.StageDiscreteH * pR.StageTileH
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spaceOffsetX := float64(spaceW) * 0.5
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spaceOffsetY := float64(spaceH) * 0.5
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pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY = float64(spaceW)*0.5, float64(spaceH)*0.5
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pR.refreshColliders(spaceW, spaceH)
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/**
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@ -476,7 +475,7 @@ func (pR *Room) StartBattle() {
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// Apply "all-confirmed inputFrames" to move forward "pR.CurDynamicsRenderFrameId"
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nextDynamicsRenderFrameId := pR.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames)
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Logger.Debug(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, LastAllConfirmedInputFrameId=%v, InputDelayFrames=%v, nextDynamicsRenderFrameId=%v", pR.Id, pR.RenderFrameId, pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames, nextDynamicsRenderFrameId))
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pR.applyInputFrameDownsyncDynamics(pR.CurDynamicsRenderFrameId, nextDynamicsRenderFrameId, spaceOffsetX, spaceOffsetY)
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pR.applyInputFrameDownsyncDynamics(pR.CurDynamicsRenderFrameId, nextDynamicsRenderFrameId, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY)
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dynamicsDuration = utils.UnixtimeNano() - dynamicsStartedAt
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}
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@ -1251,7 +1250,7 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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playerCollider.Update()
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if 0 < encodedInput {
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Logger.Debug(fmt.Sprintf("Moved playerId=%v: virtual (%d, %d) -> (%d, %d), now playerCollider at (%.2f, %.2f)", playerId, currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY, newVx, newVy, playerCollider.X, playerCollider.Y))
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Logger.Debug(fmt.Sprintf("Checking collision for playerId=%v: virtual (%d, %d) -> (%d, %d), now playerShape=%v", playerId, currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY, newVx, newVy, ConvexPolygonStr(playerCollider.Shape.(*resolv.ConvexPolygon))))
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}
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}
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@ -1262,15 +1261,14 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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playerCollider := collisionSysMap[collisionPlayerIndex]
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if collision := playerCollider.Check(0, 0); collision != nil {
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playerShape := playerCollider.Shape.(*resolv.ConvexPolygon)
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Logger.Warn(fmt.Sprintf("Collided: a=%v", ConvexPolygonStr(playerShape)))
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for _, obj := range collision.Objects {
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barrierShape := obj.Shape.(*resolv.ConvexPolygon)
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if overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, playerShape, barrierShape); overlapped {
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Logger.Warn(fmt.Sprintf("Overlapped: a=%v, b=%v, pushbackX=%v, pushbackY=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), pushbackX, pushbackY))
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Logger.Debug(fmt.Sprintf("Overlapped: a=%v, b=%v, pushbackX=%v, pushbackY=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), pushbackX, pushbackY))
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effPushbacks[joinIndex-1].X += pushbackX
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effPushbacks[joinIndex-1].Y += pushbackY
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} 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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Logger.Debug(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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}
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@ -58,11 +58,13 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
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moveToCollide := true
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if moveToCollide {
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proposedDx, proposedDy := -50.0, -60.0
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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 += proposedDx
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toTestPlayerCollider.Y += proposedDy
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toTestPlayerCollider.X, toTestPlayerCollider.Y = VirtualGridToPolygonColliderAnchorPos(newVx, newVy, playerColliderRadius, playerColliderRadius, spaceOffsetX, spaceOffsetY, virtualGridToWorldRatio)
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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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