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https://github.com/genxium/DelayNoMore
synced 2024-12-26 11:48:56 +00:00
Updated CLI unit tests again.
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41967b11f7
commit
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@ -53,24 +53,24 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
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world.Space = space
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world.Space = space
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moveToCollide := false
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moveToCollide := true
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if moveToCollide {
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if moveToCollide {
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effPushback := Vec2D{X: float64(0), Y: float64(0)}
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effPushback := Vec2D{X: float64(0), Y: float64(0)}
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toTestPlayerCollider := playerColliders[0]
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toTestPlayerCollider := playerColliders[0]
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toTestPlayerCollider.X += -2.98
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toTestPlayerCollider.X += -50.0
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toTestPlayerCollider.Y += -50.0
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toTestPlayerCollider.Y += -60.0
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toTestPlayerCollider.Update()
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toTestPlayerCollider.Update()
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oldDx, oldDy := float64(0), float64(0)
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oldDx, oldDy := float64(0), float64(0)
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if collision := toTestPlayerCollider.Check(oldDx, oldDy); collision != nil {
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if collision := toTestPlayerCollider.Check(oldDx, oldDy); collision != nil {
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playerShape := toTestPlayerCollider.Shape.(*resolv.ConvexPolygon)
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playerShape := toTestPlayerCollider.Shape.(*resolv.ConvexPolygon)
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for _, obj := range collision.Objects {
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for _, obj := range collision.Objects {
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barrierShape := obj.Shape.(*resolv.ConvexPolygon)
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barrierShape := obj.Shape.(*resolv.ConvexPolygon)
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if overlapped, pushbackX, pushbackY := CalcPushbacks(oldDx, oldDy, playerShape, barrierShape); overlapped {
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if overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(oldDx, oldDy, playerShape, barrierShape); overlapped {
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Logger.Info(fmt.Sprintf("Overlapped: a=%v, b=%v, pushbackX=%v, pushbackY=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), pushbackX, pushbackY))
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Logger.Info(fmt.Sprintf("Overlapped: a=%v, b=%v, pushbackX=%v, pushbackY=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), pushbackX, pushbackY))
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effPushback.X += pushbackX
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effPushback.X += pushbackX
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effPushback.Y += pushbackY
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effPushback.Y += pushbackY
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} else {
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} else {
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Logger.Info(fmt.Sprintf("Collider BUT not overlapped: a=%v, b=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape)))
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Logger.Info(fmt.Sprintf("Collided BUT not overlapped: a=%v, b=%v, overlapResult=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), overlapResult))
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}
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}
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}
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}
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toTestPlayerCollider.X -= effPushback.X
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toTestPlayerCollider.X -= effPushback.X
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@ -55,7 +55,7 @@ func GenerateConvexPolygonCollider(unalignedSrc *Polygon2D, spaceOffsetX, spaceO
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return collider
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return collider
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}
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}
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func CalcPushbacks(oldDx, oldDy float64, playerShape, barrierShape *resolv.ConvexPolygon) (bool, float64, float64) {
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func CalcPushbacks(oldDx, oldDy float64, playerShape, barrierShape *resolv.ConvexPolygon) (bool, float64, float64, *SatResult) {
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origX, origY := playerShape.Position()
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origX, origY := playerShape.Position()
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defer func() {
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defer func() {
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playerShape.SetPosition(origX, origY)
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playerShape.SetPosition(origX, origY)
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@ -71,9 +71,9 @@ func CalcPushbacks(oldDx, oldDy float64, playerShape, barrierShape *resolv.Conve
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}
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}
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if overlapped := IsPolygonPairOverlapped(playerShape, barrierShape, overlapResult); overlapped {
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if overlapped := IsPolygonPairOverlapped(playerShape, barrierShape, overlapResult); overlapped {
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pushbackX, pushbackY := overlapResult.Overlap*overlapResult.OverlapX, overlapResult.Overlap*overlapResult.OverlapY
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pushbackX, pushbackY := overlapResult.Overlap*overlapResult.OverlapX, overlapResult.Overlap*overlapResult.OverlapY
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return true, pushbackX, pushbackY
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return true, pushbackX, pushbackY, overlapResult
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} else {
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} else {
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return false, 0, 0
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return false, 0, 0, overlapResult
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}
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}
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}
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}
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@ -8,7 +8,7 @@
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</data>
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</data>
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</layer>
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</layer>
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<objectgroup id="2" name="PlayerStartingPos">
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<objectgroup id="2" name="PlayerStartingPos">
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<object id="135" x="1516.33" y="2113">
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<object id="135" x="1513.33" y="1996">
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<point/>
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<point/>
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</object>
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</object>
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<object id="137" x="2270" y="1640">
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<object id="137" x="2270" y="1640">
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@ -371,7 +371,7 @@ TileCollisionManager.prototype.extractBoundaryObjects = function (withTiledMapNo
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const tilesElListUnderTilesets = {};
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const tilesElListUnderTilesets = {};
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for (let tsxFilenameIdx = 0; tsxFilenameIdx < tsxFileNames.length; ++tsxFilenameIdx) {
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for (let tsxFilenameIdx = 0; tsxFilenameIdx < tsxFileNames.length; ++tsxFilenameIdx) {
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const tsxOrientation = tileSets[tsxFilenameIdx].orientation;
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const tsxOrientation = tileSets[tsxFilenameIdx].orientation;
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if (cc.TiledMap.Orientation.ORTHO == tsxOrientation) {
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if (cc.TiledMap.Orientation.ORTHO != tsxOrientation) {
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cc.error("Error at tileset %s: We proceed with ONLY tilesets in ORTHO orientation for all map orientations by now.", tsxFileNames[tsxFilenameIdx]);
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cc.error("Error at tileset %s: We proceed with ONLY tilesets in ORTHO orientation for all map orientations by now.", tsxFileNames[tsxFilenameIdx]);
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continue;
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continue;
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};
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};
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