Updated CLI unit tests.

This commit is contained in:
genxium
2022-11-12 11:20:16 +08:00
parent 98daeff408
commit 41967b11f7
5 changed files with 71 additions and 68 deletions

View File

@@ -2,6 +2,7 @@ package main
import (
. "dnmshared"
. "dnmshared/sharedprotos"
"fmt"
"github.com/hajimehoshi/ebiten/v2"
"github.com/solarlune/resolv"
@@ -37,7 +38,7 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
space := resolv.NewSpace(int(spaceW), int(spaceH), 16, 16)
for i, playerPos := range playerPosList.Eles {
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"
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))
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))
playerColliders[i] = playerCollider
space.Add(playerCollider)
}
@@ -52,26 +53,31 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
world.Space = space
moveToCollide := true
moveToCollide := false
if moveToCollide {
effPushback := Vec2D{X: float64(0), Y: float64(0)}
toTestPlayerCollider := playerColliders[0]
oldDx, oldDy := -2.98, -50.0
dx, dy := oldDx, oldDy
if collision := toTestPlayerCollider.Check(oldDx, oldDy, "Barrier"); collision != nil {
playerShape := toTestPlayerCollider.Shape.(*resolv.ConvexPolygon)
barrierShape := collision.Objects[0].Shape.(*resolv.ConvexPolygon)
if overlapped, pushbackX, pushbackY := CalcPushbacks(oldDx, oldDy, playerShape, barrierShape); overlapped {
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))
dx -= pushbackX
dy -= pushbackY
} else {
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)))
}
}
toTestPlayerCollider.X += dx
toTestPlayerCollider.Y += dy
toTestPlayerCollider.X += -2.98
toTestPlayerCollider.Y += -50.0
toTestPlayerCollider.Update()
oldDx, oldDy := float64(0), float64(0)
if collision := toTestPlayerCollider.Check(oldDx, oldDy); collision != nil {
playerShape := toTestPlayerCollider.Shape.(*resolv.ConvexPolygon)
for _, obj := range collision.Objects {
barrierShape := obj.Shape.(*resolv.ConvexPolygon)
if overlapped, pushbackX, pushbackY := CalcPushbacks(oldDx, oldDy, playerShape, barrierShape); overlapped {
Logger.Info(fmt.Sprintf("Overlapped: a=%v, b=%v, pushbackX=%v, pushbackY=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), pushbackX, pushbackY))
effPushback.X += pushbackX
effPushback.Y += pushbackY
} else {
Logger.Info(fmt.Sprintf("Collider BUT not overlapped: a=%v, b=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape)))
}
}
toTestPlayerCollider.X -= effPushback.X
toTestPlayerCollider.Y -= effPushback.Y
toTestPlayerCollider.Update()
Logger.Info(fmt.Sprintf("effPushback={%v, %v}", effPushback.X, effPushback.Y))
}
}
return world