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https://github.com/genxium/DelayNoMore
synced 2024-12-26 03:39:00 +00:00
Made collider visualizer show the actual collider geometry from config file.
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parent
e762d257a6
commit
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@ -85,16 +85,26 @@ type Game struct {
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func NewGame() *Game {
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stageDiscreteW, stageDiscreteH, stageTileW, stageTileH, playerPosMap, barrierMap, err := parseStage("richsoil")
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if nil != err {
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panic(err)
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}
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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))
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spaceW := stageDiscreteW * stageTileW
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spaceH := stageDiscreteH * stageTileH
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ebiten.SetWindowResizable(true)
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ebiten.SetWindowTitle("resolv test")
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g := &Game{
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Width: 640,
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Height: 360,
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Width: int(spaceW),
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Height: int(spaceH),
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ShowHelpText: true,
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}
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g.World = NewWorldLineTest(g)
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g.World = NewWorldColliderDisplay(g, stageDiscreteW, stageDiscreteH, stageTileW, stageTileH, playerPosMap, barrierMap)
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fontData, _ := truetype.Parse(excelFont)
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@ -157,12 +167,5 @@ func (g *Game) Layout(w, h int) (int, int) {
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}
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func main() {
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stageDiscreteW, stageDiscreteH, stageTileW, stageTileH, toRetStrToVec2DListMap, toRetStrToPolygon2DListMap, err := parseStage("richsoil")
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if nil != err {
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panic(err)
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}
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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))
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ebiten.RunGame(NewGame())
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}
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101
collider_visualizer/worldColliderDisplay.go
Normal file
101
collider_visualizer/worldColliderDisplay.go
Normal file
@ -0,0 +1,101 @@
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package main
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import (
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"fmt"
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"math"
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"image/color"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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"github.com/solarlune/resolv"
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. "dnmshared"
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)
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type WorldColliderDisplay struct {
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Game *Game
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Space *resolv.Space
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}
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func (world *WorldColliderDisplay) Init() {
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}
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func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTileW, stageTileH int32, playerPosMap StrToVec2DListMap, barrierMap StrToPolygon2DListMap) *WorldColliderDisplay {
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w := &WorldColliderDisplay{Game: game}
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spaceW := stageDiscreteW * stageTileW
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spaceH := stageDiscreteH * stageTileH
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spaceOffsetX := float64(spaceW) * 0.5
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spaceOffsetY := float64(spaceH) * 0.5
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playerColliderRadius := float64(12) // hardcoded
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playerList := *(playerPosMap["PlayerStartingPos"])
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space := resolv.NewSpace(int(spaceW), int(spaceH), int(stageTileW), int(stageTileH))
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for _, player := range playerList {
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playerCollider := resolv.NewObject(player.X+spaceOffsetX, player.Y+spaceOffsetY, playerColliderRadius*2, playerColliderRadius*2, "Player")
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playerColliderShape := resolv.NewCircle(0, 0, playerColliderRadius*2)
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playerCollider.SetShape(playerColliderShape)
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space.Add(playerCollider)
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}
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barrierList := *(barrierMap["Barrier"])
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for _, barrier := range barrierList {
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var w float64 = 0
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var h float64 = 0
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for i, pi := range barrier.Points {
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for j, pj := range barrier.Points {
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if i == j {
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continue
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}
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if math.Abs(pj.X-pi.X) > w {
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w = math.Abs(pj.X - pi.X)
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}
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if math.Abs(pj.Y-pi.Y) > h {
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h = math.Abs(pj.Y - pi.Y)
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}
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}
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}
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barrierColliderShape := resolv.NewConvexPolygon()
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for _, p := range barrier.Points {
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barrierColliderShape.AddPoints(p.X, p.Y)
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}
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barrierCollider := resolv.NewObject(barrier.Anchor.X+spaceOffsetX, barrier.Anchor.Y+spaceOffsetY, w, h, "Barrier")
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barrierCollider.SetShape(barrierColliderShape)
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space.Add(barrierCollider)
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}
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w.Space = space
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return w
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}
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func (world *WorldColliderDisplay) Update() {
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}
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func (world *WorldColliderDisplay) Draw(screen *ebiten.Image) {
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for _, o := range world.Space.Objects() {
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drawColor := color.RGBA{60, 60, 60, 255}
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if o.HasTags("Player") {
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drawColor = color.RGBA{0, 255, 0, 255}
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}
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ebitenutil.DrawRect(screen, o.X, o.Y, o.W, o.H, drawColor)
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}
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world.Game.DebugDraw(screen, world.Space)
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if world.Game.ShowHelpText {
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world.Game.DrawText(screen, 16, 16,
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"~ Collider Display test ~",
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"F1: Toggle Debug View",
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"F2: Show / Hide help text",
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"R: Restart world",
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fmt.Sprintf("%d FPS (frames per second)", int(ebiten.CurrentFPS())),
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fmt.Sprintf("%d TPS (ticks per second)", int(ebiten.CurrentTPS())),
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)
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}
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}
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