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https://github.com/genxium/DelayNoMore
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Optimized jsexport by tailored resolv lib.
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263
resolv_tailored/space.go
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263
resolv_tailored/space.go
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package resolv
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import (
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"math"
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)
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// Space represents a collision space. Internally, each Space contains a 2D array of Cells, with each Cell being the same size. Cells contain information on which
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// Objects occupy those spaces.
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type Space struct {
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Cells [][]*Cell
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CellWidth, CellHeight int // Width and Height of each Cell in "world-space" / pixels / whatever
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}
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// NewSpace creates a new Space. spaceWidth and spaceHeight is the width and height of the Space (usually in pixels), which is then populated with cells of size
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// cellWidth by cellHeight. Generally, you want cells to be the size of the smallest collide-able objects in your game, and you want to move Objects at a maximum
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// speed of one cell size per collision check to avoid missing any possible collisions.
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func NewSpace(spaceWidth, spaceHeight, cellWidth, cellHeight int) *Space {
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sp := &Space{
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CellWidth: cellWidth,
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CellHeight: cellHeight,
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}
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sp.Resize(spaceWidth/cellWidth, spaceHeight/cellHeight)
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// sp.Resize(int(math.Ceil(float64(spaceWidth)/float64(cellWidth))),
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// int(math.Ceil(float64(spaceHeight)/float64(cellHeight))))
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return sp
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}
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// Add adds the specified Objects to the Space, updating the Space's cells to refer to the Object.
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func (sp *Space) Add(objects ...*Object) {
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if sp == nil {
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panic("ERROR: space is nil")
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}
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for _, obj := range objects {
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obj.Space = sp
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// We call Update() once to make sure the object gets its cells added.
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obj.Update()
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}
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}
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// Remove removes the specified Objects from being associated with the Space. This should be done whenever an Object is removed from the
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// game.
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func (sp *Space) Remove(objects ...*Object) {
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if sp == nil {
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panic("ERROR: space is nil")
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}
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for _, obj := range objects {
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for _, cell := range obj.TouchingCells {
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cell.unregister(obj)
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}
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obj.TouchingCells = []*Cell{}
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obj.Space = nil
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}
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}
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// Objects loops through all Cells in the Space (from top to bottom, and from left to right) to return all Objects
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// that exist in the Space. Of course, each Object is counted only once.
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func (sp *Space) Objects() []*Object {
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objectsAdded := map[*Object]bool{}
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objects := []*Object{}
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for cy := range sp.Cells {
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for cx := range sp.Cells[cy] {
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for _, o := range sp.Cells[cy][cx].Objects {
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if _, added := objectsAdded[o]; !added {
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objects = append(objects, o)
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objectsAdded[o] = true
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}
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}
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}
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}
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return objects
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}
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// Resize resizes the internal Cells array.
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func (sp *Space) Resize(width, height int) {
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sp.Cells = [][]*Cell{}
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for y := 0; y < height; y++ {
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sp.Cells = append(sp.Cells, []*Cell{})
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for x := 0; x < width; x++ {
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sp.Cells[y] = append(sp.Cells[y], newCell(x, y))
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}
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}
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}
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// Cell returns the Cell at the given cellular / spatial (not world) X and Y position in the Space. If the X and Y position are
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// out of bounds, Cell() will return nil.
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func (sp *Space) Cell(x, y int) *Cell {
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if y >= 0 && y < len(sp.Cells) && x >= 0 && x < len(sp.Cells[y]) {
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return sp.Cells[y][x]
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}
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return nil
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}
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// CheckCells checks a set of cells (from x,y to x + w, y + h in cellular coordinates) and return the first object within those Cells that contains any of the tags given.
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// If no tags are given, then CheckCells will return the first Object found in any Cell.
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func (sp *Space) CheckCells(x, y, w, h int, tags ...string) *Object {
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for ix := x; ix < x+w; ix++ {
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for iy := y; iy < y+h; iy++ {
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cell := sp.Cell(ix, iy)
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if cell != nil {
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if len(tags) > 0 {
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if cell.ContainsTags(tags...) {
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for _, obj := range cell.Objects {
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if obj.HasTags(tags...) {
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return obj
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}
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}
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}
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} else if cell.Occupied() {
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return cell.Objects[0]
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}
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}
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}
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}
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return nil
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}
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// CheckCellsWorld checks the cells of the Grid with the given world coordinates.
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// Internally, this is just syntactic sugar for calling Space.WorldToSpace() on the
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// position and size given.
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func (sp *Space) CheckCellsWorld(x, y, w, h float64, tags ...string) *Object {
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sx, sy := sp.WorldToSpace(x, y)
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cw, ch := sp.WorldToSpace(w, h)
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return sp.CheckCells(sx, sy, cw, ch, tags...)
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}
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// UnregisterAllObjects unregisters all Objects registered to Cells in the Space.
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func (sp *Space) UnregisterAllObjects() {
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for y := 0; y < len(sp.Cells); y++ {
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for x := 0; x < len(sp.Cells[y]); x++ {
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cell := sp.Cells[y][x]
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sp.Remove(cell.Objects...)
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}
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}
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}
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// WorldToSpace converts from a world position (x, y) to a position in the Space (a grid-based position).
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func (sp *Space) WorldToSpace(x, y float64) (int, int) {
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fx := int(math.Floor(x / float64(sp.CellWidth)))
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fy := int(math.Floor(y / float64(sp.CellHeight)))
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return fx, fy
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}
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// SpaceToWorld converts from a position in the Space (on a grid) to a world-based position, given the size of the Space when first created.
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func (sp *Space) SpaceToWorld(x, y int) (float64, float64) {
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fx := float64(x * sp.CellWidth)
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fy := float64(y * sp.CellHeight)
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return fx, fy
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}
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// Height returns the height of the Space grid in Cells (so a 320x240 Space with 16x16 cells would have a height of 15).
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func (sp *Space) Height() int {
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return len(sp.Cells)
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}
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// Width returns the width of the Space grid in Cells (so a 320x240 Space with 16x16 cells would have a width of 20).
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func (sp *Space) Width() int {
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if len(sp.Cells) > 0 {
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return len(sp.Cells[0])
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}
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return 0
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}
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func (sp *Space) CellsInLine(startX, startY, endX, endY int) []*Cell {
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cells := []*Cell{}
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cell := sp.Cell(startX, startY)
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endCell := sp.Cell(endX, endY)
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if cell != nil && endCell != nil {
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dv := Vector{float64(endX - startX), float64(endY - startY)}.Unit()
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dv[0] *= float64(sp.CellWidth / 2)
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dv[1] *= float64(sp.CellHeight / 2)
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pX, pY := sp.SpaceToWorld(startX, startY)
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p := Vector{pX + float64(sp.CellWidth/2), pY + float64(sp.CellHeight/2)}
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alternate := false
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for cell != nil {
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if cell == endCell {
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cells = append(cells, cell)
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break
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}
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cells = append(cells, cell)
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if alternate {
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p[1] += dv[1]
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} else {
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p[0] += dv[0]
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}
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cx, cy := sp.WorldToSpace(p[0], p[1])
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c := sp.Cell(cx, cy)
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if c != cell {
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cell = c
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}
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alternate = !alternate
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}
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}
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return cells
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}
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