mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-09 08:36:52 +00:00
Applied snapping on all-sides to avoid random zero-overlap detection uncertainty.
This commit is contained in:
@@ -37,14 +37,15 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
|
||||
worldToVirtualGridRatio := float64(1000)
|
||||
virtualGridToWorldRatio := float64(1) / worldToVirtualGridRatio
|
||||
playerDefaultSpeed := 1 * worldToVirtualGridRatio
|
||||
minStep := (int(float64(playerDefaultSpeed)*virtualGridToWorldRatio) << 2)
|
||||
minStep := (int(float64(playerDefaultSpeed)*virtualGridToWorldRatio) << 3)
|
||||
playerColliderRadius := float64(12)
|
||||
playerColliders := make([]*resolv.Object, len(playerPosList.Eles))
|
||||
snapIntoPlatformOverlap := float64(0.1)
|
||||
space := resolv.NewSpace(int(spaceW), int(spaceH), minStep, minStep)
|
||||
topPadding, bottomPadding, leftPadding, rightPadding := snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap
|
||||
for i, playerPos := range playerPosList.Eles {
|
||||
colliderWidth, colliderHeight := playerColliderRadius*2, playerColliderRadius*4
|
||||
playerCollider := GenerateRectCollider(playerPos.X, playerPos.Y, colliderWidth, colliderHeight, snapIntoPlatformOverlap, 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"
|
||||
playerCollider := GenerateRectCollider(playerPos.X, playerPos.Y, colliderWidth, colliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, 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"
|
||||
Logger.Info(fmt.Sprintf("Player Collider#%d: player world pos=(%.2f, %.2f), shape=%v", i, playerPos.X, playerPos.Y, ConvexPolygonStr(playerCollider.Shape.(*resolv.ConvexPolygon))))
|
||||
playerColliders[i] = playerCollider
|
||||
space.Add(playerCollider)
|
||||
@@ -60,13 +61,13 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
|
||||
|
||||
world.Space = space
|
||||
|
||||
moveToCollide := false
|
||||
moveToCollide := true
|
||||
if moveToCollide {
|
||||
effPushback := Vec2D{X: float64(0), Y: float64(0)}
|
||||
toTestPlayerCollider := playerColliders[0]
|
||||
newVx, newVy := int32(27999), int32(-420270)
|
||||
colliderWidth, colliderHeight := playerColliderRadius*2, playerColliderRadius*4
|
||||
toTestPlayerCollider.X, toTestPlayerCollider.Y = VirtualGridToPolygonColliderTLPos(newVx, newVy, colliderWidth, colliderHeight, spaceOffsetX, spaceOffsetY, virtualGridToWorldRatio)
|
||||
//colliderWidth, colliderHeight := playerColliderRadius*2, playerColliderRadius*4
|
||||
//newVx, newVy := int32(27999), int32(-420270)
|
||||
//toTestPlayerCollider.X, toTestPlayerCollider.Y = VirtualGridToPolygonColliderBLPos(newVx, newVy, colliderWidth, colliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, virtualGridToWorldRatio)
|
||||
|
||||
Logger.Info(fmt.Sprintf("Checking collision for playerShape=%v", ConvexPolygonStr(toTestPlayerCollider.Shape.(*resolv.ConvexPolygon))))
|
||||
|
||||
@@ -114,13 +115,12 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
|
||||
ReleaseTriggerType: int32(1), // 1: rising-edge, 2: falling-edge
|
||||
Damage: int32(5),
|
||||
}
|
||||
bulletLeftToRight := true
|
||||
bulletLeftToRight := false
|
||||
if bulletLeftToRight {
|
||||
xfac := float64(1.0)
|
||||
offenderWx, offenderWy := playerPosList.Eles[0].X, playerPosList.Eles[0].Y
|
||||
bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy
|
||||
|
||||
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, 0, spaceOffsetX, spaceOffsetY, "MeleeBullet")
|
||||
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, "MeleeBullet")
|
||||
space.Add(newBulletCollider)
|
||||
bulletShape := newBulletCollider.Shape.(*resolv.ConvexPolygon)
|
||||
Logger.Warn(fmt.Sprintf("bullet ->: Added bullet collider to space: a=%v", ConvexPolygonStr(bulletShape)))
|
||||
@@ -137,13 +137,13 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
|
||||
}
|
||||
}
|
||||
|
||||
bulletRightToLeft := true
|
||||
bulletRightToLeft := false
|
||||
if bulletRightToLeft {
|
||||
xfac := float64(-1.0)
|
||||
offenderWx, offenderWy := playerPosList.Eles[1].X, playerPosList.Eles[1].Y
|
||||
bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy
|
||||
|
||||
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, 0, spaceOffsetX, spaceOffsetY, "MeleeBullet")
|
||||
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, "MeleeBullet")
|
||||
space.Add(newBulletCollider)
|
||||
bulletShape := newBulletCollider.Shape.(*resolv.ConvexPolygon)
|
||||
Logger.Warn(fmt.Sprintf("bullet <-: Added bullet collider to space: a=%v", ConvexPolygonStr(bulletShape)))
|
||||
|
Reference in New Issue
Block a user