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https://github.com/genxium/DelayNoMore
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Misc fixes.
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@@ -1274,17 +1274,6 @@ func (pR *Room) refreshColliders(spaceW, spaceH int32) {
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topPadding, bottomPadding, leftPadding, rightPadding := pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformOverlap
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pR.Space = resolv.NewSpace(int(spaceW), int(spaceH), int(pR.CollisionMinStep), int(pR.CollisionMinStep)) // allocate a new collision space everytime after a battle is settled
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jsPlayers := toJsPlayers(pR.Players)
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for _, player := range jsPlayers {
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wx, wy := battle.VirtualGridToWorldPos(player.VirtualGridX, player.VirtualGridY, pR.VirtualGridToWorldRatio)
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colliderWidth, colliderHeight := player.ColliderRadius*2, player.ColliderRadius*4
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playerCollider := battle.GenerateRectCollider(wx, wy, colliderWidth, colliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, player, "Player") // the coords of all barrier boundaries are multiples of tileWidth(i.e. 16), by adding snapping y-padding when "landedOnGravityPushback" all "playerCollider.Y" would be a multiple of 1.0
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pR.Space.Add(playerCollider)
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// Keep track of the collider in "pR.CollisionSysMap"
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joinIndex := player.JoinIndex
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collisionPlayerIndex := battle.COLLISION_PLAYER_INDEX_PREFIX + joinIndex
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pR.CollisionSysMap[collisionPlayerIndex] = playerCollider
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}
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for _, player := range pR.Players {
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joinIndex := player.JoinIndex
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