Fixed backend collision constants.

This commit is contained in:
genxium 2022-11-12 22:53:35 +08:00
parent bd9beec5e5
commit 2d080ad134
2 changed files with 10 additions and 10 deletions

View File

@ -402,8 +402,7 @@ func (pR *Room) StartBattle() {
spaceW := pR.StageDiscreteW * pR.StageTileW spaceW := pR.StageDiscreteW * pR.StageTileW
spaceH := pR.StageDiscreteH * pR.StageTileH spaceH := pR.StageDiscreteH * pR.StageTileH
spaceOffsetX := float64(spaceW) * 0.5 pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY = float64(spaceW)*0.5, float64(spaceH)*0.5
spaceOffsetY := float64(spaceH) * 0.5
pR.refreshColliders(spaceW, spaceH) pR.refreshColliders(spaceW, spaceH)
/** /**
@ -476,7 +475,7 @@ func (pR *Room) StartBattle() {
// Apply "all-confirmed inputFrames" to move forward "pR.CurDynamicsRenderFrameId" // Apply "all-confirmed inputFrames" to move forward "pR.CurDynamicsRenderFrameId"
nextDynamicsRenderFrameId := pR.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames) nextDynamicsRenderFrameId := pR.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames)
Logger.Debug(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, LastAllConfirmedInputFrameId=%v, InputDelayFrames=%v, nextDynamicsRenderFrameId=%v", pR.Id, pR.RenderFrameId, pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames, nextDynamicsRenderFrameId)) Logger.Debug(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, LastAllConfirmedInputFrameId=%v, InputDelayFrames=%v, nextDynamicsRenderFrameId=%v", pR.Id, pR.RenderFrameId, pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames, nextDynamicsRenderFrameId))
pR.applyInputFrameDownsyncDynamics(pR.CurDynamicsRenderFrameId, nextDynamicsRenderFrameId, spaceOffsetX, spaceOffsetY) pR.applyInputFrameDownsyncDynamics(pR.CurDynamicsRenderFrameId, nextDynamicsRenderFrameId, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY)
dynamicsDuration = utils.UnixtimeNano() - dynamicsStartedAt dynamicsDuration = utils.UnixtimeNano() - dynamicsStartedAt
} }
@ -1251,7 +1250,7 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
playerCollider.Update() playerCollider.Update()
if 0 < encodedInput { if 0 < encodedInput {
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)) 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))))
} }
} }
@ -1262,15 +1261,14 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
playerCollider := collisionSysMap[collisionPlayerIndex] playerCollider := collisionSysMap[collisionPlayerIndex]
if collision := playerCollider.Check(0, 0); collision != nil { if collision := playerCollider.Check(0, 0); collision != nil {
playerShape := playerCollider.Shape.(*resolv.ConvexPolygon) playerShape := playerCollider.Shape.(*resolv.ConvexPolygon)
Logger.Warn(fmt.Sprintf("Collided: a=%v", ConvexPolygonStr(playerShape)))
for _, obj := range collision.Objects { for _, obj := range collision.Objects {
barrierShape := obj.Shape.(*resolv.ConvexPolygon) barrierShape := obj.Shape.(*resolv.ConvexPolygon)
if overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, playerShape, barrierShape); overlapped { 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)) Logger.Debug(fmt.Sprintf("Overlapped: a=%v, b=%v, pushbackX=%v, pushbackY=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), pushbackX, pushbackY))
effPushbacks[joinIndex-1].X += pushbackX effPushbacks[joinIndex-1].X += pushbackX
effPushbacks[joinIndex-1].Y += pushbackY effPushbacks[joinIndex-1].Y += pushbackY
} else { } else {
Logger.Warn(fmt.Sprintf("Collided BUT not overlapped: a=%v, b=%v, overlapResult=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), overlapResult)) Logger.Debug(fmt.Sprintf("Collided BUT not overlapped: a=%v, b=%v, overlapResult=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), overlapResult))
} }
} }
} }

View File

@ -58,11 +58,13 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
moveToCollide := true moveToCollide := true
if moveToCollide { if moveToCollide {
proposedDx, proposedDy := -50.0, -60.0 newVx, newVy := int32(-2959), int32(-2261)
effPushback := Vec2D{X: float64(0), Y: float64(0)} effPushback := Vec2D{X: float64(0), Y: float64(0)}
toTestPlayerCollider := playerColliders[0] toTestPlayerCollider := playerColliders[0]
toTestPlayerCollider.X += proposedDx toTestPlayerCollider.X, toTestPlayerCollider.Y = VirtualGridToPolygonColliderAnchorPos(newVx, newVy, playerColliderRadius, playerColliderRadius, spaceOffsetX, spaceOffsetY, virtualGridToWorldRatio)
toTestPlayerCollider.Y += proposedDy
Logger.Info(fmt.Sprintf("Checking collision for virtual (%d, %d), now playerShape=%v", newVx, newVy, ConvexPolygonStr(toTestPlayerCollider.Shape.(*resolv.ConvexPolygon))))
toTestPlayerCollider.Update() toTestPlayerCollider.Update()
if collision := toTestPlayerCollider.Check(0, 0); collision != nil { if collision := toTestPlayerCollider.Check(0, 0); collision != nil {
playerShape := toTestPlayerCollider.Shape.(*resolv.ConvexPolygon) playerShape := toTestPlayerCollider.Shape.(*resolv.ConvexPolygon)