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Aligned constants used for backend collision unit-testing.
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@@ -33,9 +33,11 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
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spaceOffsetX := float64(spaceW) * 0.5
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spaceOffsetY := float64(spaceH) * 0.5
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playerColliderRadius := float64(32)
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playerDefaultSpeed := int32(10)
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minStep := int(playerDefaultSpeed)
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playerColliderRadius := float64(12)
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playerColliders := make([]*resolv.Object, len(playerPosList.Eles))
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space := resolv.NewSpace(int(spaceW), int(spaceH), 16, 16)
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space := resolv.NewSpace(int(spaceW), int(spaceH), minStep, minStep)
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for i, playerPos := range playerPosList.Eles {
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playerCollider := GenerateRectCollider(playerPos.X, playerPos.Y, playerColliderRadius*2, playerColliderRadius*2, spaceOffsetX, spaceOffsetY, "Player") // [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"
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Logger.Info(fmt.Sprintf("Player Collider#%d: playerPos.X=%v, playerPos.Y=%v, radius=%v, spaceOffsetX=%v, spaceOffsetY=%v, shape=%v", i, playerPos.X, playerPos.Y, playerColliderRadius, spaceOffsetX, spaceOffsetY, playerCollider.Shape))
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