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https://github.com/genxium/DelayNoMore
synced 2025-10-09 08:36:52 +00:00
Updated barrier boundaries and player collider paddings to feature almost-all-integer coordinates.
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@@ -10,33 +10,33 @@ func NormVec2D(dx, dy float64) Vec2D {
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}
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func AlignPolygon2DToBoundingBox(input *Polygon2D) *Polygon2D {
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// Transform again to put "anchor" at the top-left point of the bounding box for "resolv"
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boundingBoxTL := &Vec2D{
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// Transform again to put "anchor" at the "bottom-left point (w.r.t. world space)" of the bounding box for "resolv"
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boundingBoxBL := &Vec2D{
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X: math.MaxFloat64,
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Y: math.MaxFloat64,
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}
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for _, p := range input.Points {
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if p.X < boundingBoxTL.X {
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boundingBoxTL.X = p.X
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if p.X < boundingBoxBL.X {
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boundingBoxBL.X = p.X
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}
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if p.Y < boundingBoxTL.Y {
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boundingBoxTL.Y = p.Y
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if p.Y < boundingBoxBL.Y {
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boundingBoxBL.Y = p.Y
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}
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}
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// Now "input.Anchor" should move to "input.Anchor+boundingBoxTL", thus "boundingBoxTL" is also the value of the negative diff for all "input.Points"
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// Now "input.Anchor" should move to "input.Anchor+boundingBoxBL", thus "boundingBoxBL" is also the value of the negative diff for all "input.Points"
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output := &Polygon2D{
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Anchor: &Vec2D{
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X: input.Anchor.X + boundingBoxTL.X,
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Y: input.Anchor.Y + boundingBoxTL.Y,
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X: input.Anchor.X + boundingBoxBL.X,
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Y: input.Anchor.Y + boundingBoxBL.Y,
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},
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Points: make([]*Vec2D, len(input.Points)),
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}
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for i, p := range input.Points {
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output.Points[i] = &Vec2D{
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X: p.X - boundingBoxTL.X,
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Y: p.Y - boundingBoxTL.Y,
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X: p.X - boundingBoxBL.X,
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Y: p.Y - boundingBoxBL.Y,
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}
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}
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@@ -12,19 +12,19 @@ import (
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func ConvexPolygonStr(body *resolv.ConvexPolygon) string {
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var s []string = make([]string, len(body.Points))
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for i, p := range body.Points {
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s[i] = fmt.Sprintf("[%.3f, %.3f]", p[0]+body.X, p[1]+body.Y)
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s[i] = fmt.Sprintf("[%.2f, %.2f]", p[0]+body.X, p[1]+body.Y)
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}
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return fmt.Sprintf("{\n%s\n}", strings.Join(s, ",\n"))
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}
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func GenerateRectCollider(origX, origY, w, h, spaceOffsetX, spaceOffsetY float64, tag string) *resolv.Object {
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cx, cy := WorldToPolygonColliderAnchorPos(origX, origY, w*0.5, h*0.5, spaceOffsetX, spaceOffsetY)
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return GenerateRectColliderInCollisionSpace(cx, cy, w, h, tag)
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func GenerateRectCollider(wx, wy, w, h, bottomPadding, spaceOffsetX, spaceOffsetY float64, tag string) *resolv.Object {
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blX, blY := WorldToPolygonColliderBLPos(wx, wy, w*0.5, h*0.5, bottomPadding, spaceOffsetX, spaceOffsetY)
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return generateRectColliderInCollisionSpace(blX, blY, w, h+bottomPadding, tag)
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}
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func GenerateRectColliderInCollisionSpace(cx, cy, w, h float64, tag string) *resolv.Object {
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collider := resolv.NewObject(cx, cy, w, h, tag)
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func generateRectColliderInCollisionSpace(blX, blY, w, h float64, tag string) *resolv.Object {
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collider := resolv.NewObject(blX, blY, w, h, tag) // Unlike its frontend counter part, the position of a "resolv.Object" must be specified by "bottom-left point" because "w" and "h" must be positive, see "resolv.Object.BoundsToSpace" for details
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shape := resolv.NewRectangle(0, 0, w, h)
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collider.SetShape(shape)
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return collider
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@@ -246,20 +246,38 @@ func VirtualGridToWorldPos(vx, vy int32, virtualGridToWorldRatio float64) (float
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return wx, wy
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}
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func WorldToPolygonColliderAnchorPos(wx, wy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) {
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return wx - halfBoundingW + collisionSpaceOffsetX, wy - halfBoundingH + collisionSpaceOffsetY
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func WorldToPolygonColliderBLPos(wx, wy, halfBoundingW, halfBoundingH, bottomPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) {
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return wx - halfBoundingW + collisionSpaceOffsetX, wy - halfBoundingH - bottomPadding + collisionSpaceOffsetY
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}
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func PolygonColliderAnchorToWorldPos(cx, cy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) {
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return cx + halfBoundingW - collisionSpaceOffsetX, cy + halfBoundingH - collisionSpaceOffsetY
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func WorldToPolygonColliderTLPos(wx, wy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) {
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return wx - halfBoundingW + collisionSpaceOffsetX, wy + halfBoundingH + collisionSpaceOffsetY
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}
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func PolygonColliderAnchorToVirtualGridPos(cx, cy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY float64, worldToVirtualGridRatio float64) (int32, int32) {
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wx, wy := PolygonColliderAnchorToWorldPos(cx, cy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY)
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func PolygonColliderBLToWorldPos(cx, cy, halfBoundingW, halfBoundingH, bottomPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) {
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return cx + halfBoundingW - collisionSpaceOffsetX, cy + halfBoundingH + bottomPadding - collisionSpaceOffsetY
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}
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func PolygonColliderTLToWorldPos(cx, cy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) {
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return cx + halfBoundingW - collisionSpaceOffsetX, cy - halfBoundingH - collisionSpaceOffsetY
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}
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func PolygonColliderBLToVirtualGridPos(cx, cy, halfBoundingW, halfBoundingH, bottomPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64, worldToVirtualGridRatio float64) (int32, int32) {
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wx, wy := PolygonColliderBLToWorldPos(cx, cy, halfBoundingW, halfBoundingH, bottomPadding, collisionSpaceOffsetX, collisionSpaceOffsetY)
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return WorldToVirtualGridPos(wx, wy, worldToVirtualGridRatio)
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}
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func VirtualGridToPolygonColliderAnchorPos(vx, vy int32, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY float64, virtualGridToWorldRatio float64) (float64, float64) {
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wx, wy := VirtualGridToWorldPos(vx, vy, virtualGridToWorldRatio)
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return WorldToPolygonColliderAnchorPos(wx, wy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY)
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func PolygonColliderTLToVirtualGridPos(cx, cy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY float64, worldToVirtualGridRatio float64) (int32, int32) {
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wx, wy := PolygonColliderTLToWorldPos(cx, cy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY)
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return WorldToVirtualGridPos(wx, wy, worldToVirtualGridRatio)
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}
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func VirtualGridToPolygonColliderBLPos(vx, vy int32, halfBoundingW, halfBoundingH, bottomPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64, virtualGridToWorldRatio float64) (float64, float64) {
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wx, wy := VirtualGridToWorldPos(vx, vy, virtualGridToWorldRatio)
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return WorldToPolygonColliderBLPos(wx, wy, halfBoundingW, halfBoundingH, bottomPadding, collisionSpaceOffsetX, collisionSpaceOffsetY)
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}
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func VirtualGridToPolygonColliderTLPos(vx, vy int32, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY float64, virtualGridToWorldRatio float64) (float64, float64) {
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wx, wy := VirtualGridToWorldPos(vx, vy, virtualGridToWorldRatio)
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return WorldToPolygonColliderTLPos(wx, wy, halfBoundingW, halfBoundingH, collisionSpaceOffsetX, collisionSpaceOffsetY)
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}
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