package main import ( . "dnmshared" "fmt" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/ebitenutil" "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(12) // hardcoded space := resolv.NewSpace(int(spaceW), int(spaceH), 16, 16) for _, player := range playerList { playerCollider := resolv.NewObject(player.X+spaceOffsetX, player.Y+spaceOffsetY, playerColliderRadius*2, playerColliderRadius*2, "Player") playerColliderShape := resolv.NewCircle(0, 0, playerColliderRadius*2) playerCollider.SetShape(playerColliderShape) 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) barrierLocalId++ } world.Space = space return world } func (world *WorldColliderDisplay) Update() { } func (world *WorldColliderDisplay) Draw(screen *ebiten.Image) { for _, o := range world.Space.Objects() { if o.HasTags("Player") { circle := o.Shape.(*resolv.Circle) drawColor := color.RGBA{0, 255, 0, 255} ebitenutil.DrawCircle(screen, circle.X, circle.Y, circle.Radius, 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())), ) } }