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https://github.com/genxium/DelayNoMore
synced 2025-10-09 08:36:52 +00:00
Finally fixed inconsistent pushbacks between frontend and backend.
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@@ -64,7 +64,7 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
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if moveToCollide {
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effPushback := Vec2D{X: float64(0), Y: float64(0)}
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colliderWidth, colliderHeight := playerColliderRadius*2, playerColliderRadius*4
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playerColliders[0].X, playerColliders[0].Y = VirtualGridToPolygonColliderBLPos(int32(-139000-2000), int32(-474500+2000), colliderWidth, colliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, virtualGridToWorldRatio)
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playerColliders[0].X, playerColliders[0].Y = VirtualGridToPolygonColliderBLPos(int32(-139000), int32(-474500), colliderWidth, colliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, virtualGridToWorldRatio)
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playerColliders[0].Update()
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playerColliders[1].X, playerColliders[1].Y = VirtualGridToPolygonColliderBLPos(int32(-163000), int32(-520000), colliderWidth, colliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, virtualGridToWorldRatio)
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@@ -84,9 +84,9 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
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Logger.Warn(fmt.Sprintf("Collided BUT not overlapped: a=%v, b=%v, overlapResult=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(bShape), overlapResult))
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}
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}
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toTestPlayerCollider.X -= effPushback.X
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toTestPlayerCollider.Y -= effPushback.Y
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toTestPlayerCollider.Update()
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//toTestPlayerCollider.X -= effPushback.X
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//toTestPlayerCollider.Y -= effPushback.Y
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//toTestPlayerCollider.Update()
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Logger.Info(fmt.Sprintf("effPushback={%v, %v}", effPushback.X, effPushback.Y))
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}
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}
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