mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-25 11:18:55 +00:00
Fixed collider visualizer.
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parent
ac5217611d
commit
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@ -13,13 +13,13 @@ import (
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"io/ioutil"
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"jsexport/battle"
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"math/rand"
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"os"
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"path/filepath"
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"resolv"
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"strings"
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"sync"
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"sync/atomic"
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"time"
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"os"
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)
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const (
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@ -344,6 +344,19 @@ func (pR *Room) InputsBufferString(allDetails bool) string {
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}
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}
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func (pR *Room) playerDownsyncStr(player *battle.PlayerDownsync) string {
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if nil == player {
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return ""
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}
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inAirInt := 0
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if player.InAir {
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inAirInt = 1
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}
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s := fmt.Sprintf("{%d,%d,%d,%d,%d,%d}", player.JoinIndex, player.VirtualGridX, player.VirtualGridY, player.VelX, player.VelY, inAirInt)
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return s
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}
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func (pR *Room) inputFrameDownsyncStr(inputFrameDownsync *pb.InputFrameDownsync) string {
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if nil == inputFrameDownsync {
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return ""
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@ -364,7 +377,12 @@ func (pR *Room) rdfIdToActuallyUsedInputString() string {
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// Appending of the array of strings can be very SLOW due to on-demand heap allocation! Use this printing with caution.
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s := make([]string, 0)
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for rdfId := pR.RenderFrameBuffer.StFrameId; rdfId < pR.RenderFrameBuffer.EdFrameId; rdfId++ {
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s = append(s, fmt.Sprintf("rdfId:%d\nactuallyUsedinputList:{%v}", rdfId, pR.inputFrameDownsyncStr(pR.rdfIdToActuallyUsedInput[rdfId])))
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rdf := pR.RenderFrameBuffer.GetByFrameId(rdfId).(*battle.RoomDownsyncFrame)
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playersStrBldr := make([]string, 0, len(rdf.PlayersArr))
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for _, player := range rdf.PlayersArr {
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playersStrBldr = append(playersStrBldr, pR.playerDownsyncStr(player))
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}
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s = append(s, fmt.Sprintf("rdfId:%d\nplayers:[%v]\nactuallyUsedinputList:{%v}", rdfId, strings.Join(playersStrBldr, ","), pR.inputFrameDownsyncStr(pR.rdfIdToActuallyUsedInput[rdfId])))
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}
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return strings.Join(s, "\n")
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@ -2,8 +2,8 @@ package main
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import (
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/solarlune/resolv"
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"image/color"
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"resolv"
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)
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var (
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@ -5,9 +5,9 @@ go 1.18
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require (
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jsexport v0.0.0
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dnmshared v0.0.0
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resolv v0.0.0
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github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0
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github.com/hajimehoshi/ebiten/v2 v2.4.7
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github.com/solarlune/resolv v0.5.1
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golang.org/x/image v0.0.0-20220902085622-e7cb96979f69
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)
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@ -18,7 +18,6 @@ require (
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github.com/hajimehoshi/file2byteslice v0.0.0-20210813153925-5340248a8f41 // indirect
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github.com/inconshreveable/mousetrap v1.0.0 // indirect
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github.com/jezek/xgb v1.0.1 // indirect
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github.com/kvartborg/vector v0.0.0-20200419093813-2cba0cabb4f0 // indirect
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github.com/neelance/astrewrite v0.0.0-20160511093645-99348263ae86 // indirect
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github.com/neelance/sourcemap v0.0.0-20200213170602-2833bce08e4c // indirect
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github.com/shurcooL/httpfs v0.0.0-20190707220628-8d4bc4ba7749 // indirect
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@ -41,4 +40,5 @@ require (
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replace (
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dnmshared => ../dnmshared
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jsexport => ../jsexport
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resolv => ../resolv_tailored
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)
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@ -11,13 +11,13 @@ import (
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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"github.com/hajimehoshi/ebiten/v2/text"
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"github.com/solarlune/resolv"
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"golang.org/x/image/font"
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"encoding/xml"
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"io/ioutil"
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"os"
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"path/filepath"
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"resolv"
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. "dnmshared"
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)
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@ -1,14 +1,13 @@
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package main
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import (
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. "jsexport/protos"
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. "dnmshared"
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. "dnmshared/sharedprotos"
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"fmt"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/solarlune/resolv"
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"go.uber.org/zap"
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"image/color"
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. "jsexport/battle"
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"resolv"
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)
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type WorldColliderDisplay struct {
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@ -39,20 +38,20 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
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playerDefaultSpeed := 1 * worldToVirtualGridRatio
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minStep := (int(float64(playerDefaultSpeed)*virtualGridToWorldRatio) << 3)
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playerColliderRadius := float64(12)
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playerColliders := make([]*resolv.Object, len(playerPosList.Eles))
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playerColliders := make([]*resolv.Object, len(playerPosList))
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snapIntoPlatformOverlap := float64(0.1)
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space := resolv.NewSpace(int(spaceW), int(spaceH), minStep, minStep)
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topPadding, bottomPadding, leftPadding, rightPadding := snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap
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for i, playerPos := range playerPosList.Eles {
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for i, playerPos := range playerPosList {
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colliderWidth, colliderHeight := playerColliderRadius*2, playerColliderRadius*4
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playerCollider := GenerateRectCollider(playerPos.X, playerPos.Y, colliderWidth, colliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, nil, "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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playerCollider := GenerateRectCollider(playerPos.X, playerPos.Y, colliderWidth, colliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, nil, fmt.Sprintf("Player%d", i+1)) // [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: player world pos=(%.2f, %.2f), shape=%v", i, playerPos.X, playerPos.Y, ConvexPolygonStr(playerCollider.Shape.(*resolv.ConvexPolygon))))
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playerColliders[i] = playerCollider
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space.Add(playerCollider)
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}
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barrierLocalId := 0
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for _, barrierUnaligned := range barrierList.Eles {
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for _, barrierUnaligned := range barrierList {
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barrierCollider := GenerateConvexPolygonCollider(barrierUnaligned, spaceOffsetX, spaceOffsetY, nil, "Barrier")
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Logger.Debug(fmt.Sprintf("Added barrier: shape=%v", ConvexPolygonStr(barrierCollider.Shape.(*resolv.ConvexPolygon))))
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space.Add(barrierCollider)
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@ -64,16 +63,14 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
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moveToCollide := true
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if moveToCollide {
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effPushback := Vec2D{X: float64(0), Y: float64(0)}
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toTestPlayerCollider := playerColliders[0]
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colliderWidth, colliderHeight := playerColliderRadius*2, playerColliderRadius*4
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newVx, newVy := int32(-189000), int32(-497000)
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toTestPlayerCollider.X, toTestPlayerCollider.Y = VirtualGridToPolygonColliderBLPos(newVx, newVy, colliderWidth, colliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, virtualGridToWorldRatio)
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playerColliders[1].X, playerColliders[1].Y = VirtualGridToPolygonColliderBLPos(int32(-165000), int32(-504000), colliderWidth, colliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, virtualGridToWorldRatio)
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playerColliders[0].X, playerColliders[0].Y = VirtualGridToPolygonColliderBLPos(int32(-139000-2000), int32(-474500+2000), colliderWidth, colliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, virtualGridToWorldRatio)
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playerColliders[0].Update()
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playerColliders[1].X, playerColliders[1].Y = VirtualGridToPolygonColliderBLPos(int32(-163000), int32(-520000), colliderWidth, colliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, virtualGridToWorldRatio)
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playerColliders[1].Update()
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Logger.Info(fmt.Sprintf("Checking collision for playerShape=%v", ConvexPolygonStr(toTestPlayerCollider.Shape.(*resolv.ConvexPolygon))))
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toTestPlayerCollider.Update()
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toTestPlayerCollider := playerColliders[1]
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if collision := toTestPlayerCollider.Check(0, 0); collision != nil {
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playerShape := toTestPlayerCollider.Shape.(*resolv.ConvexPolygon)
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for _, obj := range collision.Objects {
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@ -100,15 +97,11 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
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RecoveryFrames: int32(61),
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RecoveryFramesOnBlock: int32(61),
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RecoveryFramesOnHit: int32(61),
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Moveforward: &Vec2D{
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X: 0,
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Y: 0,
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},
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SelfMoveforwardX: 0,
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SelfMoveforwardY: 0,
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HitboxOffset: float64(24.0),
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HitboxSize: &Vec2D{
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X: float64(45.0),
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Y: float64(32.0),
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},
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HitboxSizeX: float64(45.0),
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HitboxSizeY: float64(32.0),
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// for defender
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HitStunFrames: int32(18),
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@ -120,9 +113,9 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
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bulletLeftToRight := false
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if bulletLeftToRight {
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xfac := float64(1.0)
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offenderWx, offenderWy := playerPosList.Eles[0].X, playerPosList.Eles[0].Y
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offenderWx, offenderWy := playerPosList[0].X, playerPosList[0].Y
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bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy
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newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, nil, "MeleeBullet")
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newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSizeX, meleeBullet.HitboxSizeY, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, nil, "MeleeBullet")
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space.Add(newBulletCollider)
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bulletShape := newBulletCollider.Shape.(*resolv.ConvexPolygon)
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Logger.Warn(fmt.Sprintf("bullet ->: Added bullet collider to space: a=%v", ConvexPolygonStr(bulletShape)))
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@ -142,10 +135,10 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
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bulletRightToLeft := false
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if bulletRightToLeft {
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xfac := float64(-1.0)
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offenderWx, offenderWy := playerPosList.Eles[1].X, playerPosList.Eles[1].Y
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offenderWx, offenderWy := playerPosList[1].X, playerPosList[1].Y
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bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy
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newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, nil, "MeleeBullet")
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newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSizeX, meleeBullet.HitboxSizeY, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, nil, "MeleeBullet")
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space.Add(newBulletCollider)
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bulletShape := newBulletCollider.Shape.(*resolv.ConvexPolygon)
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Logger.Warn(fmt.Sprintf("bullet <-: Added bullet collider to space: a=%v", ConvexPolygonStr(bulletShape)))
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@ -172,11 +165,14 @@ func (world *WorldColliderDisplay) Update() {
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func (world *WorldColliderDisplay) Draw(screen *ebiten.Image) {
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for _, o := range world.Space.Objects() {
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if o.HasTags("Player") {
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drawColor := color.RGBA{0, 255, 0, 255}
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if o.HasTags("Player1") {
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drawColor := color.RGBA{255, 0, 0, 255}
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DrawPolygon(screen, o.Shape.(*resolv.ConvexPolygon), drawColor)
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} else if o.HasTags("Player2") {
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drawColor := color.RGBA{0, 0, 255, 255}
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DrawPolygon(screen, o.Shape.(*resolv.ConvexPolygon), drawColor)
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} else if o.HasTags("MeleeBullet") {
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drawColor := color.RGBA{0, 0, 255, 255}
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drawColor := color.RGBA{78, 255, 112, 255}
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DrawPolygon(screen, o.Shape.(*resolv.ConvexPolygon), drawColor)
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} else {
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drawColor := color.RGBA{60, 60, 60, 255}
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@ -1206,6 +1206,11 @@ ${self._stringifyRdfIdToActuallyUsedInput()}`);
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return `[stRenderFrameId=${self.recentRenderCache.stFrameId}, edRenderFrameId=${self.recentRenderCache.edFrameId})`;
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},
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playerDownsyncStr(playerDownsync) {
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if (null == playerDownsync) return "";
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return `{${playerDownsync.JoinIndex},${playerDownsync.VirtualGridX},${playerDownsync.VirtualGridY},${playerDownsync.VelX},${playerDownsync.VelY},${playerDownsync.InAir ? 1 : 0}}`;
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},
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inputFrameDownsyncStr(inputFrameDownsync) {
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if (null == inputFrameDownsync) return "";
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const self = this;
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@ -1227,7 +1232,13 @@ ${self._stringifyRdfIdToActuallyUsedInput()}`);
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let s = [];
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for (let i = self.recentRenderCache.stFrameId; i < self.recentRenderCache.edFrameId; i++) {
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const actuallyUsedInputClone = self.rdfIdToActuallyUsedInput.get(i);
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const rdf = self.recentRenderCache.getByFrameId(i);
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const playersStrBldr = [];
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for (let k in rdf.PlayersArr) {
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playersStrBldr.push(self.playerDownsyncStr(rdf.PlayersArr[k]));
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}
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s.push(`rdfId:${i}
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players:[${playersStrBldr.join(',')}]
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actuallyUsedinputList:{${self.inputFrameDownsyncStr(actuallyUsedInputClone)}}`);
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}
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