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https://github.com/genxium/DelayNoMore
synced 2025-10-09 08:36:52 +00:00
Fixed Golang part compilation.
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@@ -19,7 +19,7 @@ func (world *WorldColliderDisplay) Init() {
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func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTileW, stageTileH int32, playerPosMap StrToVec2DListMap, barrierMap StrToPolygon2DListMap) *WorldColliderDisplay {
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playerList := *(playerPosMap["PlayerStartingPos"])
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playerPosList := *(playerPosMap["PlayerStartingPos"])
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barrierList := *(barrierMap["Barrier"])
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world := &WorldColliderDisplay{Game: game}
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@@ -33,17 +33,17 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
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spaceOffsetY := float64(spaceH) * 0.5
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playerColliderRadius := float64(32)
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playerColliders := make([]*resolv.Object, len(playerList))
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playerColliders := make([]*resolv.Object, len(playerPosList.Eles))
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space := resolv.NewSpace(int(spaceW), int(spaceH), 16, 16)
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for i, player := range playerList {
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playerCollider := GenerateRectCollider(player.X, player.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: player.X=%v, player.Y=%v, radius=%v, spaceOffsetX=%v, spaceOffsetY=%v, shape=%v; calibrationCheckX=player.X-radius+spaceOffsetX=%v", i, player.X, player.Y, playerColliderRadius, spaceOffsetX, spaceOffsetY, playerCollider.Shape, player.X-playerColliderRadius+spaceOffsetX))
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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; calibrationCheckX=playerPos.X-radius+spaceOffsetX=%v", i, playerPos.X, playerPos.Y, playerColliderRadius, spaceOffsetX, spaceOffsetY, playerCollider.Shape, playerPos.X-playerColliderRadius+spaceOffsetX))
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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 {
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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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space.Add(barrierCollider)
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