Added collision test in collider visualizer.

This commit is contained in:
genxium 2022-10-19 08:32:20 +08:00
parent c3c7854e92
commit 62f10e0877
3 changed files with 30 additions and 13 deletions

View File

@ -1203,8 +1203,8 @@ func (pR *Room) refreshColliders() {
minStep := int(3) // the approx minimum distance a player can move per frame minStep := int(3) // the approx minimum distance a player can move per frame
space := resolv.NewSpace(int(spaceW), int(spaceH), minStep, minStep) // allocate a new collision space everytime after a battle is settled space := resolv.NewSpace(int(spaceW), int(spaceH), minStep, minStep) // allocate a new collision space everytime after a battle is settled
for _, player := range pR.Players { for _, player := range pR.Players {
playerCollider := resolv.NewObject(player.X+spaceOffsetX, player.Y+spaceOffsetY, playerColliderRadius*2, playerColliderRadius*2) playerCollider := resolv.NewObject(player.X-playerColliderRadius+spaceOffsetX, player.Y-playerColliderRadius+spaceOffsetY, playerColliderRadius*2, playerColliderRadius*2)
playerColliderShape := resolv.NewCircle(0, 0, playerColliderRadius*2) playerColliderShape := resolv.NewCircle(+playerColliderRadius, +playerColliderRadius, playerColliderRadius)
playerCollider.SetShape(playerColliderShape) playerCollider.SetShape(playerColliderShape)
space.Add(playerCollider) space.Add(playerCollider)
// Keep track of the collider in "pR.CollisionSysMap" // Keep track of the collider in "pR.CollisionSysMap"

View File

@ -85,8 +85,8 @@ type Game struct {
func NewGame() *Game { func NewGame() *Game {
// stageName := "simple" // Use this for calibration stageName := "simple" // Use this for calibration
stageName := "richsoil" // stageName := "richsoil"
stageDiscreteW, stageDiscreteH, stageTileW, stageTileH, playerPosMap, barrierMap, err := parseStage(stageName) stageDiscreteW, stageDiscreteH, stageTileW, stageTileH, playerPosMap, barrierMap, err := parseStage(stageName)
if nil != err { if nil != err {
panic(err) panic(err)
@ -160,7 +160,6 @@ func (g *Game) DebugDraw(screen *ebiten.Image, space *resolv.Space) {
ebitenutil.DrawLine(screen, cx, cy+ch, cx, cy, drawColor) ebitenutil.DrawLine(screen, cx, cy+ch, cx, cy, drawColor)
} }
} }
} }
func (g *Game) Layout(w, h int) (int, int) { func (g *Game) Layout(w, h int) (int, int) {

View File

@ -4,7 +4,6 @@ import (
. "dnmshared" . "dnmshared"
"fmt" "fmt"
"github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
"github.com/solarlune/resolv" "github.com/solarlune/resolv"
"go.uber.org/zap" "go.uber.org/zap"
"image/color" "image/color"
@ -36,12 +35,15 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
spaceOffsetY := float64(spaceH) * 0.5 spaceOffsetY := float64(spaceH) * 0.5
// TODO: Move collider y-axis transformation to a "dnmshared" // TODO: Move collider y-axis transformation to a "dnmshared"
playerColliderRadius := float64(12) // hardcoded playerColliderRadius := float64(32)
playerColliders := make([]*resolv.Object, len(playerList))
space := resolv.NewSpace(int(spaceW), int(spaceH), 16, 16) space := resolv.NewSpace(int(spaceW), int(spaceH), 16, 16)
for _, player := range playerList { for i, player := range playerList {
playerCollider := resolv.NewObject(player.X+spaceOffsetX, player.Y+spaceOffsetY, playerColliderRadius*2, playerColliderRadius*2, "Player") playerCollider := resolv.NewObject(player.X-playerColliderRadius+spaceOffsetX, player.Y-playerColliderRadius+spaceOffsetY, playerColliderRadius*2, playerColliderRadius*2, "Player")
playerColliderShape := resolv.NewCircle(0, 0, playerColliderRadius*2) playerColliderShape := resolv.NewRectangle(0, 0, playerColliderRadius*2, playerColliderRadius*2) // [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"
playerCollider.SetShape(playerColliderShape) playerCollider.SetShape(playerColliderShape)
Logger.Info(fmt.Sprintf("Player Collider#%d: player.X=%v, player.Y=%v, radius=%v, spaceOffsetX=%v, spaceOffsetY=%v, shape=%v; calibrationCheckX=player.X-radius+spaceOffsetX=%v", i, player.X, player.Y, playerColliderRadius, spaceOffsetX, spaceOffsetY, playerCollider.Shape, player.X-playerColliderRadius+spaceOffsetX))
playerColliders[i] = playerCollider
space.Add(playerCollider) space.Add(playerCollider)
} }
@ -76,11 +78,28 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
barrierCollider.SetShape(barrierColliderShape) barrierCollider.SetShape(barrierColliderShape)
space.Add(barrierCollider) space.Add(barrierCollider)
Logger.Info(fmt.Sprintf("Added barrier: shape=%v", barrierCollider.Shape))
barrierLocalId++ barrierLocalId++
} }
world.Space = space world.Space = space
toTestPlayerCollider := playerColliders[0]
oldDx := 0.0
oldDy := 180.0
if collision := toTestPlayerCollider.Check(oldDx, oldDy, "Barrier"); collision != nil {
toCheckBarrier := collision.Objects[0].Shape
if intersection := toTestPlayerCollider.Shape.Intersection(oldDx, oldDy, toCheckBarrier); nil != intersection {
Logger.Info(fmt.Sprintf("Collided: shape=%v, oldDx=%v, oldDy=%v, intersection.MTV=%v", toTestPlayerCollider.Shape, oldDx, oldDy, intersection.MTV))
} else {
Logger.Info(fmt.Sprintf("Collided: shape=%v, oldDx=%v, oldDy=%v, toCheckBarrier=%v, no intersecting points", toTestPlayerCollider.Shape, oldDx, oldDy, toCheckBarrier))
}
} else {
Logger.Info(fmt.Sprintf("Collision Test: shape=%v, oldDx=%v, oldDy=%v, not colliding with any Barrier", toTestPlayerCollider.Shape, oldDx, oldDy))
}
toTestPlayerCollider.Update()
return world return world
} }
@ -92,9 +111,8 @@ func (world *WorldColliderDisplay) Draw(screen *ebiten.Image) {
for _, o := range world.Space.Objects() { for _, o := range world.Space.Objects() {
if o.HasTags("Player") { if o.HasTags("Player") {
circle := o.Shape.(*resolv.Circle)
drawColor := color.RGBA{0, 255, 0, 255} drawColor := color.RGBA{0, 255, 0, 255}
ebitenutil.DrawCircle(screen, circle.X, circle.Y, circle.Radius, drawColor) DrawPolygon(screen, o.Shape.(*resolv.ConvexPolygon), drawColor)
} else { } else {
drawColor := color.RGBA{60, 60, 60, 255} drawColor := color.RGBA{60, 60, 60, 255}
DrawPolygon(screen, o.Shape.(*resolv.ConvexPolygon), drawColor) DrawPolygon(screen, o.Shape.(*resolv.ConvexPolygon), drawColor)