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https://github.com/genxium/DelayNoMore
synced 2025-10-09 08:36:52 +00:00
Updated CLI unit tests.
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@@ -2,6 +2,7 @@ package main
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import (
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. "dnmshared"
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. "dnmshared/sharedprotos"
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"fmt"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/solarlune/resolv"
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@@ -37,7 +38,7 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
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space := resolv.NewSpace(int(spaceW), int(spaceH), 16, 16)
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for i, playerPos := range playerPosList.Eles {
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playerCollider := GenerateRectCollider(playerPos.X, playerPos.Y, playerColliderRadius*2, playerColliderRadius*2, spaceOffsetX, spaceOffsetY, "Player") // [WARNING] Deliberately not using a circle because "resolv v0.5.1" doesn't yet align circle center with space cell center, regardless of the "specified within-object offset"
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Logger.Info(fmt.Sprintf("Player Collider#%d: playerPos.X=%v, playerPos.Y=%v, radius=%v, spaceOffsetX=%v, spaceOffsetY=%v, shape=%v; calibrationCheckX=playerPos.X-radius+spaceOffsetX=%v", i, playerPos.X, playerPos.Y, playerColliderRadius, spaceOffsetX, spaceOffsetY, playerCollider.Shape, playerPos.X-playerColliderRadius+spaceOffsetX))
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Logger.Info(fmt.Sprintf("Player Collider#%d: playerPos.X=%v, playerPos.Y=%v, radius=%v, spaceOffsetX=%v, spaceOffsetY=%v, shape=%v", i, playerPos.X, playerPos.Y, playerColliderRadius, spaceOffsetX, spaceOffsetY, playerCollider.Shape))
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playerColliders[i] = playerCollider
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space.Add(playerCollider)
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}
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@@ -52,26 +53,31 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
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world.Space = space
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moveToCollide := true
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moveToCollide := false
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if moveToCollide {
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effPushback := Vec2D{X: float64(0), Y: float64(0)}
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toTestPlayerCollider := playerColliders[0]
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oldDx, oldDy := -2.98, -50.0
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dx, dy := oldDx, oldDy
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if collision := toTestPlayerCollider.Check(oldDx, oldDy, "Barrier"); collision != nil {
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playerShape := toTestPlayerCollider.Shape.(*resolv.ConvexPolygon)
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barrierShape := collision.Objects[0].Shape.(*resolv.ConvexPolygon)
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if overlapped, pushbackX, pushbackY := CalcPushbacks(oldDx, oldDy, playerShape, barrierShape); overlapped {
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Logger.Info(fmt.Sprintf("Collided & overlapped: player.X=%v, player.Y=%v, oldDx=%v, oldDy=%v, playerShape=%v, toCheckBarrier=%v, pushbackX=%v, pushbackY=%v", toTestPlayerCollider.X, toTestPlayerCollider.Y, oldDx, oldDy, ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), pushbackX, pushbackY))
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dx -= pushbackX
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dy -= pushbackY
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} else {
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Logger.Info(fmt.Sprintf("Collider BUT not overlapped: player.X=%v, player.Y=%v, oldDx=%v, oldDy=%v, playerShape=%v, toCheckBarrier=%v", toTestPlayerCollider.X, toTestPlayerCollider.Y, oldDx, oldDy, ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape)))
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}
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}
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toTestPlayerCollider.X += dx
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toTestPlayerCollider.Y += dy
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toTestPlayerCollider.X += -2.98
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toTestPlayerCollider.Y += -50.0
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toTestPlayerCollider.Update()
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oldDx, oldDy := float64(0), float64(0)
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if collision := toTestPlayerCollider.Check(oldDx, oldDy); collision != nil {
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playerShape := toTestPlayerCollider.Shape.(*resolv.ConvexPolygon)
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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 := CalcPushbacks(oldDx, oldDy, playerShape, barrierShape); overlapped {
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Logger.Info(fmt.Sprintf("Overlapped: a=%v, b=%v, pushbackX=%v, pushbackY=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), pushbackX, pushbackY))
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effPushback.X += pushbackX
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effPushback.Y += pushbackY
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} else {
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Logger.Info(fmt.Sprintf("Collider BUT not overlapped: a=%v, b=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape)))
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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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Logger.Info(fmt.Sprintf("effPushback={%v, %v}", effPushback.X, effPushback.Y))
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}
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}
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return world
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