Made collider visualizer show the actual collider geometry from config file.

This commit is contained in:
genxium 2022-10-14 18:02:03 +08:00
parent e762d257a6
commit 4e7f9e63ac
2 changed files with 114 additions and 10 deletions

View File

@ -85,16 +85,26 @@ type Game struct {
func NewGame() *Game { func NewGame() *Game {
stageDiscreteW, stageDiscreteH, stageTileW, stageTileH, playerPosMap, barrierMap, err := parseStage("richsoil")
if nil != err {
panic(err)
}
Logger.Info("Parsed variables", zap.Any("stageDiscreteW", stageDiscreteW), zap.Any("stageDiscreteH", stageDiscreteH), zap.Any("stageTileW", stageTileW), zap.Any("stageTileH", stageTileH), zap.Any("playerPosMap", playerPosMap), zap.Any("barrierMap", barrierMap))
spaceW := stageDiscreteW * stageTileW
spaceH := stageDiscreteH * stageTileH
ebiten.SetWindowResizable(true) ebiten.SetWindowResizable(true)
ebiten.SetWindowTitle("resolv test") ebiten.SetWindowTitle("resolv test")
g := &Game{ g := &Game{
Width: 640, Width: int(spaceW),
Height: 360, Height: int(spaceH),
ShowHelpText: true, ShowHelpText: true,
} }
g.World = NewWorldLineTest(g) g.World = NewWorldColliderDisplay(g, stageDiscreteW, stageDiscreteH, stageTileW, stageTileH, playerPosMap, barrierMap)
fontData, _ := truetype.Parse(excelFont) fontData, _ := truetype.Parse(excelFont)
@ -157,12 +167,5 @@ func (g *Game) Layout(w, h int) (int, int) {
} }
func main() { func main() {
stageDiscreteW, stageDiscreteH, stageTileW, stageTileH, toRetStrToVec2DListMap, toRetStrToPolygon2DListMap, err := parseStage("richsoil")
if nil != err {
panic(err)
}
Logger.Info("Parsed variables", zap.Any("stageDiscreteW", stageDiscreteW), zap.Any("stageDiscreteH", stageDiscreteH), zap.Any("stageTileW", stageTileW), zap.Any("stageTileH", stageTileH), zap.Any("toRetStrToVec2DListMap", toRetStrToVec2DListMap), zap.Any("toRetStrToPolygon2DListMap", toRetStrToPolygon2DListMap))
ebiten.RunGame(NewGame()) ebiten.RunGame(NewGame())
} }

View File

@ -0,0 +1,101 @@
package main
import (
"fmt"
"math"
"image/color"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
"github.com/solarlune/resolv"
. "dnmshared"
)
type WorldColliderDisplay struct {
Game *Game
Space *resolv.Space
}
func (world *WorldColliderDisplay) Init() {
}
func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTileW, stageTileH int32, playerPosMap StrToVec2DListMap, barrierMap StrToPolygon2DListMap) *WorldColliderDisplay {
w := &WorldColliderDisplay{Game: game}
spaceW := stageDiscreteW * stageTileW
spaceH := stageDiscreteH * stageTileH
spaceOffsetX := float64(spaceW) * 0.5
spaceOffsetY := float64(spaceH) * 0.5
playerColliderRadius := float64(12) // hardcoded
playerList := *(playerPosMap["PlayerStartingPos"])
space := resolv.NewSpace(int(spaceW), int(spaceH), int(stageTileW), int(stageTileH))
for _, player := range playerList {
playerCollider := resolv.NewObject(player.X+spaceOffsetX, player.Y+spaceOffsetY, playerColliderRadius*2, playerColliderRadius*2, "Player")
playerColliderShape := resolv.NewCircle(0, 0, playerColliderRadius*2)
playerCollider.SetShape(playerColliderShape)
space.Add(playerCollider)
}
barrierList := *(barrierMap["Barrier"])
for _, barrier := range barrierList {
var w float64 = 0
var h float64 = 0
for i, pi := range barrier.Points {
for j, pj := range barrier.Points {
if i == j {
continue
}
if math.Abs(pj.X-pi.X) > w {
w = math.Abs(pj.X - pi.X)
}
if math.Abs(pj.Y-pi.Y) > h {
h = math.Abs(pj.Y - pi.Y)
}
}
}
barrierColliderShape := resolv.NewConvexPolygon()
for _, p := range barrier.Points {
barrierColliderShape.AddPoints(p.X, p.Y)
}
barrierCollider := resolv.NewObject(barrier.Anchor.X+spaceOffsetX, barrier.Anchor.Y+spaceOffsetY, w, h, "Barrier")
barrierCollider.SetShape(barrierColliderShape)
space.Add(barrierCollider)
}
w.Space = space
return w
}
func (world *WorldColliderDisplay) Update() {
}
func (world *WorldColliderDisplay) Draw(screen *ebiten.Image) {
for _, o := range world.Space.Objects() {
drawColor := color.RGBA{60, 60, 60, 255}
if o.HasTags("Player") {
drawColor = color.RGBA{0, 255, 0, 255}
}
ebitenutil.DrawRect(screen, o.X, o.Y, o.W, o.H, drawColor)
}
world.Game.DebugDraw(screen, world.Space)
if world.Game.ShowHelpText {
world.Game.DrawText(screen, 16, 16,
"~ Collider Display test ~",
"F1: Toggle Debug View",
"F2: Show / Hide help text",
"R: Restart world",
fmt.Sprintf("%d FPS (frames per second)", int(ebiten.CurrentFPS())),
fmt.Sprintf("%d TPS (ticks per second)", int(ebiten.CurrentTPS())),
)
}
}