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https://github.com/genxium/DelayNoMore
synced 2024-12-26 03:39:00 +00:00
Updated CLI unit tests.
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parent
98daeff408
commit
41967b11f7
@ -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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@ -1,5 +1,5 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<map version="1.2" tiledversion="1.2.3" orientation="isometric" renderorder="right-down" width="50" height="50" tilewidth="64" tileheight="64" infinite="0" nextlayerid="11" nextobjectid="214">
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<map version="1.2" tiledversion="1.2.3" orientation="isometric" renderorder="right-down" width="50" height="50" tilewidth="64" tileheight="64" infinite="0" nextlayerid="11" nextobjectid="215">
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<tileset firstgid="1" source="Tile_W64_H64_S01.tsx"/>
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<tileset firstgid="17" source="Tile_W300_H300_S01.tsx"/>
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<layer id="1" name="GroundFloor" width="50" height="50" locked="1">
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@ -8,7 +8,7 @@
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</data>
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</layer>
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<objectgroup id="2" name="PlayerStartingPos">
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<object id="135" x="1442.33" y="2063">
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<object id="135" x="1516.33" y="2113">
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<point/>
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</object>
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<object id="137" x="2270" y="1640">
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@ -36,5 +36,11 @@
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</properties>
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<polyline points="1101.33,-342 470.926,284.848 526.26,339.333 1152.93,-285.091"/>
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</object>
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<object id="214" x="988" y="1632">
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<properties>
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<property name="boundary_type" value="barrier"/>
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</properties>
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<polyline points="-3,1 -70,72 514,640 588,572"/>
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</object>
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</objectgroup>
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</map>
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@ -1,39 +0,0 @@
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const collisions = require('./modules/Collisions');
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const collisionSys = new collisions.Collisions();
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/*
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Backend result reference
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2022-10-22T12:11:25.156+0800 INFO collider_visualizer/worldColliderDisplay.go:77 Collided: player.X=1257.665, player.Y=1415.335, oldDx=-2.98, oldDy=-50, playerShape=&{[[0 0] [64 0] [64 64] [0 64]] 1254.685 1365.335 true}, toCheckBarrier=&{[[628.626 54.254500000000064] [0 56.03250000000003] [0.42449999999999477 1.1229999999999905] [625.9715000000001 0]] 1289.039 1318.0805 true}, pushbackX=-0.15848054013127655, pushbackY=-56.03205175509715, result=&{56.03227587710039 -0.0028283794946841584 -0.9999960001267175 false false [0.9988052279193613 -0.04886836073527201]}
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*/
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function polygonStr(body) {
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let coords = [];
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let cnt = body._coords.length;
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for (let ix = 0, iy = 1; ix < cnt; ix += 2, iy += 2) {
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coords.push([body._coords[ix], body._coords[iy]]);
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}
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return JSON.stringify(coords);
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}
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const playerCollider = collisionSys.createPolygon(1257.665, 1415.335, [[0, 0], [64, 0], [64, 64], [0, 64]]);
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const barrierCollider = collisionSys.createPolygon(1289.039, 1318.0805, [[628.626, 54.254500000000064], [0, 56.03250000000003], [0.42449999999999477, 1.1229999999999905], [625.9715000000001, 0]]);
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const oldDx = -2.98;
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const oldDy = -50.0;
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playerCollider.x += oldDx;
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playerCollider.y += oldDy;
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collisionSys.update();
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const result = collisionSys.createResult();
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const potentials = playerCollider.potentials();
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let overlapCheckId = 0;
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for (const barrier of potentials) {
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if (!playerCollider.collides(barrier, result)) continue;
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const pushbackX = result.overlap * result.overlap_x;
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const pushbackY = result.overlap * result.overlap_y;
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console.log("For overlapCheckId=" + overlapCheckId + ", the overlap: a=", polygonStr(result.a), ", b=", polygonStr(result.b), ", pushbackX=", pushbackX, ", pushbackY=", pushbackY);
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}
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@ -1,9 +0,0 @@
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{
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"ver": "1.0.5",
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"uuid": "fce86138-76fc-44d5-8eac-2731b3b0cefd",
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"isPlugin": false,
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"loadPluginInWeb": true,
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"loadPluginInNative": true,
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"loadPluginInEditor": false,
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"subMetas": {}
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}
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39
frontend/collision_test_nodejs.js
Normal file
39
frontend/collision_test_nodejs.js
Normal file
@ -0,0 +1,39 @@
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const collisions = require('./assets/scripts/modules/Collisions');
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const collisionSys = new collisions.Collisions();
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function polygonStr(body) {
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let coords = [];
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let cnt = body._coords.length;
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for (let ix = 0, iy = 1; ix < cnt; ix += 2, iy += 2) {
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coords.push([body._coords[ix], body._coords[iy]]);
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}
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return JSON.stringify(coords);
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}
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const playerCollider = collisionSys.createPolygon(1269.665, 1353.335, [[0, 0], [64, 0], [64, 64], [0, 64]]);
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const barrierCollider1 = collisionSys.createPolygon(1277.7159000000001, 1570.5575, [[642.5696, 319.159], [0, 319.15680000000003], [5.7286, 0], [643.7451, 0.9014999999999986]]);
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const barrierCollider2 = collisionSys.createPolygon(1289.039, 1318.0805, [[628.626, 54.254500000000064], [0, 56.03250000000003], [0.42449999999999477, 1.1229999999999905], [625.9715000000001, 0]]);
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const barrierCollider3 = collisionSys.createPolygon(1207, 1310, [[69, 581], [0, 579], [8, 3], [79, 0]]);
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playerCollider.x += -2.98;
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playerCollider.y += -50.0;
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collisionSys.update();
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const effPushback = [0.0, 0.0];
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const result = collisionSys.createResult();
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const potentials = playerCollider.potentials();
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for (const barrier of potentials) {
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if (!playerCollider.collides(barrier, result)) continue;
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const pushbackX = result.overlap * result.overlap_x;
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const pushbackY = result.overlap * result.overlap_y;
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console.log(`Overlapped: a=${polygonStr(result.a)}, b=${polygonStr(result.b)}, pushbackX=${pushbackX}, pushbackY=${pushbackY}`);
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effPushback[0] += pushbackX;
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effPushback[1] += pushbackY;
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}
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console.log(`effPushback=${effPushback}`);
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