Initial trial and error draft of using gopherjs.

This commit is contained in:
genxium
2022-12-23 17:31:04 +08:00
parent faee73ae50
commit 69e6baf8e7
25 changed files with 211226 additions and 19 deletions

25
jsexport/Makefile Normal file
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PROJECTNAME=jsexport
ROOT_DIR=.
all: help
## Available proxies for downloading go modules are listed in "https://github.com/golang/go/wiki/Modules#how-do-i-use-vendoring-with-modules-is-vendoring-going-away".
#GOPROXY=https://mirrors.aliyun.com/goproxy
GOPROXY=https://goproxy.io
serve:
gopherjs serve $(PROJECTNAME)
build:
gopherjs build $(PROJECTNAME)
build-min:
gopherjs build -m $(PROJECTNAME)
.PHONY: help
help: Makefile
@echo
@echo " Choose a command run:"
@echo
@sed -n 's/^##//p' $< | column -t -s ':' | sed -e 's/^/ /'
@echo

5
jsexport/README.md Normal file
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GopherJs is supposed to be run by `go run`.
If on-the-fly compilation is needed, run `gopherjs serve jsexport` and then visit `http://localhost:8080/jsexport.js` -- if 404 not found is responded, run `gopherjs build` to check syntax errors.
See the `Makefile` for more options.

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jsexport/go.mod Normal file
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module jsexport
go 1.18
require (
dnmshared v0.0.0
github.com/gopherjs/gopherjs v1.18.0-beta1
)
require (
github.com/kvartborg/vector v0.0.0-20200419093813-2cba0cabb4f0 // indirect
github.com/solarlune/resolv v0.5.1 // indirect
go.uber.org/atomic v1.3.2 // indirect
go.uber.org/multierr v1.1.0 // indirect
go.uber.org/zap v1.9.1 // indirect
google.golang.org/protobuf v1.28.1 // indirect
)
replace dnmshared => ../dnmshared

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jsexport/go.sum Normal file
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github.com/golang/protobuf v1.5.0/go.mod h1:FsONVRAS9T7sI+LIUmWTfcYkHO4aIWwzhcaSAoJOfIk=
github.com/google/go-cmp v0.5.5/go.mod h1:v8dTdLbMG2kIc/vJvl+f65V22dbkXbowE6jgT/gNBxE=
github.com/gopherjs/gopherjs v1.17.2 h1:fQnZVsXk8uxXIStYb0N4bGk7jeyTalG/wsZjQ25dO0g=
github.com/gopherjs/gopherjs v1.17.2/go.mod h1:pRRIvn/QzFLrKfvEz3qUuEhtE/zLCWfreZ6J5gM2i+k=
github.com/gopherjs/gopherjs v1.18.0-beta1 h1:IbykhVEq4SAjwyBRuNHl0aOO6w6IqgL3RUdMhoBo4mY=
github.com/gopherjs/gopherjs v1.18.0-beta1/go.mod h1:6UY8PXRnu51MqjYCCY4toG0S5GeH5uVJ3qDxIsa+kqo=
github.com/kvartborg/vector v0.0.0-20200419093813-2cba0cabb4f0 h1:v8lWpj5957KtDMKu+xQtlu6G3ZoZR6Tn9bsfZCRG5Xw=
github.com/kvartborg/vector v0.0.0-20200419093813-2cba0cabb4f0/go.mod h1:GAX7tMJqXx9fB1BrsTWPOXy6IBRX+J461BffVPAdpwo=
github.com/solarlune/resolv v0.5.1 h1:Ul6PAs/zaxiMUOEYz1Z6VeUj5k3CDcWMvSh+kivybDY=
github.com/solarlune/resolv v0.5.1/go.mod h1:HjM2f/0NoVjVdZsi26GtugX5aFbA62COEFEXkOhveRw=
go.uber.org/atomic v1.3.2 h1:2Oa65PReHzfn29GpvgsYwloV9AVFHPDk8tYxt2c2tr4=
go.uber.org/atomic v1.3.2/go.mod h1:gD2HeocX3+yG+ygLZcrzQJaqmWj9AIm7n08wl/qW/PE=
go.uber.org/multierr v1.1.0 h1:HoEmRHQPVSqub6w2z2d2EOVs2fjyFRGyofhKuyDq0QI=
go.uber.org/multierr v1.1.0/go.mod h1:wR5kodmAFQ0UK8QlbwjlSNy0Z68gJhDJUG5sjR94q/0=
go.uber.org/zap v1.9.1 h1:XCJQEf3W6eZaVwhRBof6ImoYGJSITeKWsyeh3HFu/5o=
go.uber.org/zap v1.9.1/go.mod h1:vwi/ZaCAaUcBkycHslxD9B2zi4UTXhF60s6SWpuDF0Q=
golang.org/x/xerrors v0.0.0-20191204190536-9bdfabe68543/go.mod h1:I/5z698sn9Ka8TeJc9MKroUUfqBBauWjQqLJ2OPfmY0=
google.golang.org/protobuf v1.26.0-rc.1/go.mod h1:jlhhOSvTdKEhbULTjvd4ARK9grFBp09yW+WbY/TyQbw=
google.golang.org/protobuf v1.28.1 h1:d0NfwRgPtno5B1Wa6L2DAG+KivqkdutMf1UhdNx175w=
google.golang.org/protobuf v1.28.1/go.mod h1:HV8QOd/L58Z+nl8r43ehVNZIU/HEI6OcFqwMG9pJV4I=

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<html>
<head>
<script src="jsexport.js"></script>
</head>
<script>
var minStep = 8;
var space = gopkgs.NewCollisionSpaceJs(2048, 2048, 8, 8);
var snapIntoPlatformOverlap = 0.1;
var spaceOffsetX = 0;
var spaceOffsetY = 0;
var a = gopkgs.GenerateRectColliderJs(189, 497, 48, 48, snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap, spaceOffsetX, spaceOffsetY, "Player");
space.Add(a);
var b = gopkgs.GenerateRectColliderJs(189, 504, 48, 48, snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap, spaceOffsetX, spaceOffsetY, "Player");
space.Add(b);
var collision = gopkgs.CheckCollisionJs(a, 0, 0);
console.log(collision);
</script>
</html>

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jsexport/jsexport.js Normal file

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jsexport/jsexport.js.map Normal file

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package main
import (
"github.com/gopherjs/gopherjs/js"
"github.com/solarlune/resolv"
"dnmshared"
. "dnmshared/sharedprotos"
. "jsexport/protos"
. "jsexport/models"
)
var DIRECTION_DECODER = [][]int32{
{0, 0},
{0, +2},
{0, -2},
{+2, 0},
{-2, 0},
{+1, +1},
{-1, -1},
{+1, -1},
{-1, +1},
}
func ConvertToInputFrameId(renderFrameId int32, inputDelayFrames int32, inputScaleFrames int32) int32 {
if renderFrameId < inputDelayFrames {
return 0
}
return ((renderFrameId - inputDelayFrames) >> inputScaleFrames)
}
func DecodeInput(encodedInput uint64) *InputFrameDecoded {
encodedDirection := (encodedInput & uint64(15))
btnALevel := int32((encodedInput >> 4) & 1)
btnBLevel := int32((encodedInput >> 5) & 1)
return &InputFrameDecoded{
Dx: DIRECTION_DECODER[encodedDirection][0],
Dy: DIRECTION_DECODER[encodedDirection][1],
BtnALevel: btnALevel,
BtnBLevel: btnBLevel,
}
}
func CalcHardPushbacksNorms(playerCollider *resolv.Object, playerShape *resolv.ConvexPolygon, snapIntoPlatformOverlap float64, pEffPushback *Vec2D) []Vec2D {
ret := make([]Vec2D, 0, 10) // no one would simultaneously have more than 5 hardPushbacks
collision := playerCollider.Check(0, 0)
if nil == collision {
return ret
}
for _, obj := range collision.Objects {
switch obj.Data.(type) {
case *Barrier:
barrierShape := obj.Shape.(*resolv.ConvexPolygon)
overlapped, pushbackX, pushbackY, overlapResult := dnmshared.CalcPushbacks(0, 0, playerShape, barrierShape)
if !overlapped {
continue
}
// ALWAY snap into hardPushbacks!
// [OverlapX, OverlapY] is the unit vector that points into the platform
pushbackX, pushbackY = (overlapResult.Overlap-snapIntoPlatformOverlap)*overlapResult.OverlapX, (overlapResult.Overlap-snapIntoPlatformOverlap)*overlapResult.OverlapY
ret = append(ret, Vec2D{X: overlapResult.OverlapX, Y: overlapResult.OverlapY})
pEffPushback.X += pushbackX
pEffPushback.Y += pushbackY
default:
}
}
return ret
}
func NewRingBufferJs(n int32) *js.Object {
return js.MakeWrapper(dnmshared.NewRingBuffer(n));
}
func NewCollisionSpaceJs(spaceW, spaceH, minStepW, minStepH int) *js.Object {
return js.MakeWrapper(resolv.NewSpace(spaceW, spaceH, minStepW, minStepH))
}
func GenerateRectColliderJs(wx, wy, w, h, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY float64, tag string) *js.Object {
/*
[WARNING] It's important to note that we don't need "js.MakeFullWrapper" for a call sequence as follows.
```
var space = gopkgs.NewCollisionSpaceJs(2048, 2048, 8, 8);
var a = gopkgs.GenerateRectColliderJs(189, 497, 48, 48, snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap, spaceOffsetX, spaceOffsetY, "Player");
space.Add(a);
```
The "space" variable doesn't need access to the field of "a" in JavaScript level to run "space.Add(...)" method, which is good.
*/
return js.MakeWrapper(dnmshared.GenerateRectCollider(wx, wy, w, h, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, tag));
}
func CheckCollisionJs(obj *resolv.Object, dx, dy float64) *js.Object {
// TODO: Support multiple tags in the future
// Unfortunately I couldn't find a way to just call "var a = GenerateRectColliderJs(...); space.Add(a); a.Check(...)" to get the collision result, the unwrapped method will result in stack overflow. Need a better solution later.
return js.MakeFullWrapper(obj.Check(dx, dy));
}
/*
func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame *InputFrameDownsync, currRenderFrame *RoomDownsyncFrame, collisionSysMap map[int32]*resolv.Object, topPadding, bottomPadding, leftPadding, rightPadding float64, roomCapacity int, jumpingInitVelY int32, playersArr []*Player, inputDelayFrames int32, inputScaleFrames int32, inputsBuffer *RingBuffer, collisionSpaceOffsetX, collisionSpaceOffsetY int32, snapIntoPlatformOverlap, worldToVirtualGridRatio, virtualGridToWorldRatio float64) *RoomDownsyncFrame {
// [WARNING] This function MUST BE called while "InputsBufferLock" is locked!
nextRenderFramePlayers := make(map[int32]*PlayerDownsync, roomCapacity)
// Make a copy first
for playerId, currPlayerDownsync := range currRenderFrame.Players {
nextRenderFramePlayers[playerId] = &PlayerDownsync{
Id: playerId,
VirtualGridX: currPlayerDownsync.VirtualGridX,
VirtualGridY: currPlayerDownsync.VirtualGridY,
DirX: currPlayerDownsync.DirX,
DirY: currPlayerDownsync.DirY,
VelX: currPlayerDownsync.VelX,
VelY: currPlayerDownsync.VelY,
CharacterState: currPlayerDownsync.CharacterState,
InAir: true,
Speed: currPlayerDownsync.Speed,
BattleState: currPlayerDownsync.BattleState,
Score: currPlayerDownsync.Score,
Removed: currPlayerDownsync.Removed,
JoinIndex: currPlayerDownsync.JoinIndex,
FramesToRecover: currPlayerDownsync.FramesToRecover - 1,
Hp: currPlayerDownsync.Hp,
MaxHp: currPlayerDownsync.MaxHp,
}
if nextRenderFramePlayers[playerId].FramesToRecover < 0 {
nextRenderFramePlayers[playerId].FramesToRecover = 0
}
}
nextRenderFrameMeleeBullets := make([]*MeleeBullet, 0, len(currRenderFrame.MeleeBullets)) // Is there any better way to reduce malloc/free impact, e.g. smart prediction for fixed memory allocation?
effPushbacks := make([]Vec2D, roomCapacity)
hardPushbackNorms := make([][]Vec2D, roomCapacity)
// 1. Process player inputs
if nil != delayedInputFrame {
var delayedInputFrameForPrevRenderFrame *InputFrameDownsync = nil
tmp := inputsBuffer.GetByFrameId(ConvertToInputFrameId(currRenderFrame.Id-1, inputDelayFrames, inputScaleFrames))
if nil != tmp {
delayedInputFrameForPrevRenderFrame = tmp.(*InputFrameDownsync)
}
inputList := delayedInputFrame.InputList
for _, player := range playersArr {
playerId := player.Id
joinIndex := player.JoinIndex
currPlayerDownsync, thatPlayerInNextFrame := currRenderFrame.Players[playerId], nextRenderFramePlayers[playerId]
if 0 < thatPlayerInNextFrame.FramesToRecover {
continue
}
decodedInput := DecodeInput(inputList[joinIndex-1])
prevBtnALevel, prevBtnBLevel := int32(0), int32(0)
if nil != delayedInputFrameForPrevRenderFrame {
prevDecodedInput := DecodeInput(delayedInputFrameForPrevRenderFrame.InputList[joinIndex-1])
prevBtnALevel = prevDecodedInput.BtnALevel
prevBtnBLevel = prevDecodedInput.BtnBLevel
}
if decodedInput.BtnBLevel > prevBtnBLevel {
characStateAlreadyInAir := false
if ATK_CHARACTER_STATE_INAIR_IDLE1 == thatPlayerInNextFrame.CharacterState || ATK_CHARACTER_STATE_INAIR_ATK1 == thatPlayerInNextFrame.CharacterState || ATK_CHARACTER_STATE_INAIR_ATKED1 == thatPlayerInNextFrame.CharacterState {
characStateAlreadyInAir = true
}
characStateIsInterruptWaivable := false
if ATK_CHARACTER_STATE_IDLE1 == thatPlayerInNextFrame.CharacterState || ATK_CHARACTER_STATE_WALKING == thatPlayerInNextFrame.CharacterState || ATK_CHARACTER_STATE_INAIR_IDLE1 == thatPlayerInNextFrame.CharacterState {
characStateIsInterruptWaivable = true
}
if !characStateAlreadyInAir && characStateIsInterruptWaivable {
thatPlayerInNextFrame.VelY = jumpingInitVelY
}
}
// Note that by now "0 == thatPlayerInNextFrame.FramesToRecover", we should change "CharacterState" to "WALKING" or "IDLE" depending on player inputs
if 0 != decodedInput.Dx || 0 != decodedInput.Dy {
thatPlayerInNextFrame.DirX = decodedInput.Dx
thatPlayerInNextFrame.DirY = decodedInput.Dy
thatPlayerInNextFrame.VelX = decodedInput.Dx * currPlayerDownsync.Speed
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_WALKING
} else {
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
thatPlayerInNextFrame.VelX = 0
}
}
}
// 2. Process player movement
for _, player := range playersArr {
playerId := player.Id
joinIndex := player.JoinIndex
effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y = float64(0), float64(0)
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := collisionSysMap[collisionPlayerIndex]
currPlayerDownsync, thatPlayerInNextFrame := currRenderFrame.Players[playerId], nextRenderFramePlayers[playerId]
// Reset playerCollider position from the "virtual grid position"
newVx, newVy := currPlayerDownsync.VirtualGridX+currPlayerDownsync.VelX, currPlayerDownsync.VirtualGridY+currPlayerDownsync.VelY
if thatPlayerInNextFrame.VelY == jumpingInitVelY {
newVy += thatPlayerInNextFrame.VelY
}
halfColliderWidth, halfColliderHeight := player.ColliderRadius, player.ColliderRadius+player.ColliderRadius // avoid multiplying
playerCollider.X, playerCollider.Y = VirtualGridToPolygonColliderBLPos(newVx, newVy, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY, virtualGridToWorldRatio)
// Update in the collision system
playerCollider.Update()
if currPlayerDownsync.InAir {
thatPlayerInNextFrame.VelX += gravityX
thatPlayerInNextFrame.VelY += gravityY
}
}
// 3. Invoke collision system stepping (no-op for backend collision lib)
// 4. Calc pushbacks for each player (after its movement) w/o bullets
for _, player := range playersArr {
joinIndex := player.JoinIndex
playerId := player.Id
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := collisionSysMap[collisionPlayerIndex]
playerShape := playerCollider.Shape.(*resolv.ConvexPolygon)
hardPushbackNorms[joinIndex-1] = CalcHardPushbacksNorms(playerCollider, playerShape, snapIntoPlatformOverlap, &(effPushbacks[joinIndex-1]))
currPlayerDownsync, thatPlayerInNextFrame := currRenderFrame.Players[playerId], nextRenderFramePlayers[playerId]
fallStopping := false
possiblyFallStoppedOnAnotherPlayer := false
if collision := playerCollider.Check(0, 0); nil != collision {
for _, obj := range collision.Objects {
isBarrier, isAnotherPlayer, isBullet := false, false, false
switch obj.Data.(type) {
case *Barrier:
isBarrier = true
case *Player:
isAnotherPlayer = true
case *MeleeBullet:
isBullet = true
}
if isBullet {
// ignore bullets for this step
continue
}
bShape := obj.Shape.(*resolv.ConvexPolygon)
overlapped, pushbackX, pushbackY, overlapResult := dnmshared.CalcPushbacks(0, 0, playerShape, bShape)
if !overlapped {
continue
}
normAlignmentWithGravity := (overlapResult.OverlapX*float64(0) + overlapResult.OverlapY*float64(-1.0))
landedOnGravityPushback := (snapIntoPlatformThreshold < normAlignmentWithGravity) // prevents false snapping on the lateral sides
if landedOnGravityPushback {
// kindly note that one player might land on top of another player, and snapping is also required in such case
pushbackX, pushbackY = (overlapResult.Overlap-snapIntoPlatformOverlap)*overlapResult.OverlapX, (overlapResult.Overlap-snapIntoPlatformOverlap)*overlapResult.OverlapY
thatPlayerInNextFrame.InAir = false
}
if isAnotherPlayer {
// [WARNING] The "zero overlap collision" might be randomly detected/missed on either frontend or backend, to have deterministic result we added paddings to all sides of a playerCollider. As each velocity component of (velX, velY) being a multiple of 0.5 at any renderFrame, each position component of (x, y) can only be a multiple of 0.5 too, thus whenever a 1-dimensional collision happens between players from [player#1: i*0.5, player#2: j*0.5, not collided yet] to [player#1: (i+k)*0.5, player#2: j*0.5, collided], the overlap becomes (i+k-j)*0.5+2*s, and after snapping subtraction the effPushback magnitude for each player is (i+k-j)*0.5, resulting in 0.5-multiples-position for the next renderFrame.
pushbackX, pushbackY = (overlapResult.Overlap-snapIntoPlatformOverlap*2)*overlapResult.OverlapX, (overlapResult.Overlap-snapIntoPlatformOverlap*2)*overlapResult.OverlapY
}
for _, hardPushbackNorm := range hardPushbackNorms[joinIndex-1] {
projectedMagnitude := pushbackX*hardPushbackNorm.X + pushbackY*hardPushbackNorm.Y
if isBarrier || (isAnotherPlayer && 0 > projectedMagnitude) {
pushbackX -= projectedMagnitude * hardPushbackNorm.X
pushbackY -= projectedMagnitude * hardPushbackNorm.Y
}
}
effPushbacks[joinIndex-1].X += pushbackX
effPushbacks[joinIndex-1].Y += pushbackY
if currPlayerDownsync.InAir && landedOnGravityPushback {
fallStopping = true
if isAnotherPlayer {
possiblyFallStoppedOnAnotherPlayer = true
}
}
}
}
if fallStopping {
thatPlayerInNextFrame.VelX = 0
thatPlayerInNextFrame.VelY = 0
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
thatPlayerInNextFrame.FramesToRecover = 0
}
if currPlayerDownsync.InAir {
oldNextCharacterState := thatPlayerInNextFrame.CharacterState
switch oldNextCharacterState {
case ATK_CHARACTER_STATE_IDLE1, ATK_CHARACTER_STATE_WALKING:
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_IDLE1
case ATK_CHARACTER_STATE_ATK1:
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_ATK1
case ATK_CHARACTER_STATE_ATKED1:
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_ATKED1
}
}
}
// 7. Get players out of stuck barriers if there's any
for _, player := range playersArr {
joinIndex := player.JoinIndex
playerId := player.Id
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
playerCollider := collisionSysMap[collisionPlayerIndex]
// Update "virtual grid position"
currPlayerDownsync, thatPlayerInNextFrame := currRenderFrame.Players[playerId], nextRenderFramePlayers[playerId]
halfColliderWidth, halfColliderHeight := player.ColliderRadius, player.ColliderRadius+player.ColliderRadius // avoid multiplying
thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY = PolygonColliderBLToVirtualGridPos(playerCollider.X-effPushbacks[joinIndex-1].X, playerCollider.Y-effPushbacks[joinIndex-1].Y, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY, worldToVirtualGridRatio)
}
return &RoomDownsyncFrame{
Id: currRenderFrame.Id + 1,
Players: nextRenderFramePlayers,
MeleeBullets: nextRenderFrameMeleeBullets,
CountdownNanos: (BattleDurationNanos - int64(currRenderFrame.Id)*RollbackEstimatedDtNanos),
}
}
*/
func main() {
js.Global.Set("gopkgs", map[string]interface{}{
"NewRingBufferJs": NewRingBufferJs,
"NewCollisionSpaceJs": NewCollisionSpaceJs,
"GenerateRectColliderJs": GenerateRectColliderJs,
"CheckCollisionJs": CheckCollisionJs,
})
}

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package models
import (
. "dnmshared/sharedprotos"
)
type Barrier struct {
Boundary *Polygon2D
}

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