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https://github.com/genxium/DelayNoMore
synced 2025-10-09 08:36:52 +00:00
Added more helper functions for backend collision debugging.
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@@ -33,14 +33,15 @@ 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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playerDefaultSpeed := int32(10)
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minStep := int(playerDefaultSpeed)
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playerColliderRadius := float64(12)
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virtualGridToWorldRatio := 0.1
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playerDefaultSpeed := 20
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minStep := (int(float64(playerDefaultSpeed)*virtualGridToWorldRatio) << 2)
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playerColliderRadius := float64(24)
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playerColliders := make([]*resolv.Object, len(playerPosList.Eles))
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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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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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@@ -48,7 +49,7 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
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barrierLocalId := 0
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for _, barrierUnaligned := range barrierList.Eles {
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barrierCollider := GenerateConvexPolygonCollider(barrierUnaligned, spaceOffsetX, spaceOffsetY, "Barrier")
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Logger.Info(fmt.Sprintf("Added barrier: shape=%v", barrierCollider.Shape))
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Logger.Info(fmt.Sprintf("Added barrier: shape=%v", ConvexPolygonStr(barrierCollider.Shape.(*resolv.ConvexPolygon))))
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space.Add(barrierCollider)
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barrierLocalId++
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}
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@@ -57,22 +58,22 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
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moveToCollide := true
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if moveToCollide {
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proposedDx, proposedDy := -50.0, -60.0
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effPushback := Vec2D{X: float64(0), Y: float64(0)}
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toTestPlayerCollider := playerColliders[0]
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toTestPlayerCollider.X += -50.0
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toTestPlayerCollider.Y += -60.0
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toTestPlayerCollider.X += proposedDx
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toTestPlayerCollider.Y += proposedDy
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toTestPlayerCollider.Update()
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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(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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barrierShape := obj.Shape.(*resolv.ConvexPolygon)
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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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if overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, playerShape, barrierShape); overlapped {
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Logger.Warn(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.Y += pushbackY
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} else {
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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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Logger.Warn(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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toTestPlayerCollider.X -= effPushback.X
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