package main import ( . "dnmshared" "fmt" "github.com/hajimehoshi/ebiten/v2" "github.com/solarlune/resolv" "go.uber.org/zap" "image/color" "math" ) type WorldColliderDisplay struct { Game *Game Space *resolv.Space } func (world *WorldColliderDisplay) Init() { } func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTileW, stageTileH int32, playerPosMap StrToVec2DListMap, barrierMap StrToPolygon2DListMap) *WorldColliderDisplay { playerList := *(playerPosMap["PlayerStartingPos"]) barrierList := *(barrierMap["Barrier"]) world := &WorldColliderDisplay{Game: game} Logger.Info("Parsed variables", zap.Any("stageDiscreteW", stageDiscreteW), zap.Any("stageDiscreteH", stageDiscreteH), zap.Any("stageTileW", stageTileW), zap.Any("stageTileH", stageTileH)) spaceW := stageDiscreteW * stageTileW spaceH := stageDiscreteH * stageTileH spaceOffsetX := float64(spaceW) * 0.5 spaceOffsetY := float64(spaceH) * 0.5 // TODO: Move collider y-axis transformation to a "dnmshared" playerColliderRadius := float64(32) playerColliders := make([]*resolv.Object, len(playerList)) space := resolv.NewSpace(int(spaceW), int(spaceH), 16, 16) for i, player := range playerList { playerCollider := resolv.NewObject(player.X-playerColliderRadius+spaceOffsetX, player.Y-playerColliderRadius+spaceOffsetY, playerColliderRadius*2, playerColliderRadius*2, "Player") playerColliderShape := resolv.NewRectangle(0, 0, playerColliderRadius*2, playerColliderRadius*2) // [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" playerCollider.SetShape(playerColliderShape) 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)) playerColliders[i] = playerCollider space.Add(playerCollider) } barrierLocalId := 0 for _, barrierUnaligned := range barrierList { barrier := AlignPolygon2DToBoundingBox(barrierUnaligned) var w float64 = 0 var h float64 = 0 for i, pi := range barrier.Points { for j, pj := range barrier.Points { if i == j { continue } if math.Abs(pj.X-pi.X) > w { w = math.Abs(pj.X - pi.X) } if math.Abs(pj.Y-pi.Y) > h { h = math.Abs(pj.Y - pi.Y) } } } barrierColliderShape := resolv.NewConvexPolygon() for i := 0; i < len(barrier.Points); i++ { p := barrier.Points[i] barrierColliderShape.AddPoints(p.X, p.Y) } barrierCollider := resolv.NewObject(barrier.Anchor.X+spaceOffsetX, barrier.Anchor.Y+spaceOffsetY, w, h, "Barrier") barrierCollider.SetShape(barrierColliderShape) space.Add(barrierCollider) Logger.Info(fmt.Sprintf("Added barrier: shape=%v", barrierCollider.Shape)) barrierLocalId++ } world.Space = space toTestPlayerCollider := playerColliders[0] oldDx := 0.0 oldDy := 180.0 if collision := toTestPlayerCollider.Check(oldDx, oldDy, "Barrier"); collision != nil { toCheckBarrier := collision.Objects[0].Shape if intersection := toTestPlayerCollider.Shape.Intersection(oldDx, oldDy, toCheckBarrier); nil != intersection { Logger.Info(fmt.Sprintf("Collided: shape=%v, oldDx=%v, oldDy=%v, intersection.MTV=%v", toTestPlayerCollider.Shape, oldDx, oldDy, intersection.MTV)) } else { Logger.Info(fmt.Sprintf("Collided: shape=%v, oldDx=%v, oldDy=%v, toCheckBarrier=%v, no intersecting points", toTestPlayerCollider.Shape, oldDx, oldDy, toCheckBarrier)) } } else { Logger.Info(fmt.Sprintf("Collision Test: shape=%v, oldDx=%v, oldDy=%v, not colliding with any Barrier", toTestPlayerCollider.Shape, oldDx, oldDy)) } toTestPlayerCollider.Update() return world } func (world *WorldColliderDisplay) Update() { } func (world *WorldColliderDisplay) Draw(screen *ebiten.Image) { for _, o := range world.Space.Objects() { if o.HasTags("Player") { drawColor := color.RGBA{0, 255, 0, 255} DrawPolygon(screen, o.Shape.(*resolv.ConvexPolygon), drawColor) } else { drawColor := color.RGBA{60, 60, 60, 255} DrawPolygon(screen, o.Shape.(*resolv.ConvexPolygon), drawColor) } } world.Game.DebugDraw(screen, world.Space) if world.Game.ShowHelpText { world.Game.DrawText(screen, 16, 16, "~ Collider Display test ~", "F1: Toggle Debug View", "F2: Show / Hide help text", "R: Restart world", fmt.Sprintf("%d FPS (frames per second)", int(ebiten.CurrentFPS())), fmt.Sprintf("%d TPS (ticks per second)", int(ebiten.CurrentTPS())), ) } }