mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-25 03:08:57 +00:00
199 lines
8.7 KiB
Go
199 lines
8.7 KiB
Go
package main
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import (
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. "dnmshared"
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"fmt"
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"github.com/hajimehoshi/ebiten/v2"
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"go.uber.org/zap"
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"image/color"
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. "jsexport/battle"
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"resolv"
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)
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type WorldColliderDisplay struct {
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Game *Game
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Space *resolv.Space
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}
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func (world *WorldColliderDisplay) Init() {
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}
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func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTileW, stageTileH int32, playerPosMap StrToVec2DListMap, barrierMap StrToPolygon2DListMap) *WorldColliderDisplay {
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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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Logger.Info("Parsed variables", zap.Any("stageDiscreteW", stageDiscreteW), zap.Any("stageDiscreteH", stageDiscreteH), zap.Any("stageTileW", stageTileW), zap.Any("stageTileH", stageTileH))
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spaceW := stageDiscreteW * stageTileW
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spaceH := stageDiscreteH * stageTileH
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spaceOffsetX := float64(spaceW) * 0.5
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spaceOffsetY := float64(spaceH) * 0.5
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worldToVirtualGridRatio := float64(1000)
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virtualGridToWorldRatio := float64(1) / worldToVirtualGridRatio
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playerDefaultSpeed := 1 * worldToVirtualGridRatio
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minStep := (int(float64(playerDefaultSpeed)*virtualGridToWorldRatio) << 3)
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playerColliderRadius := float64(12)
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playerColliders := make([]*resolv.Object, len(playerPosList))
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snapIntoPlatformOverlap := float64(0.1)
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space := resolv.NewSpace(int(spaceW), int(spaceH), minStep, minStep)
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topPadding, bottomPadding, leftPadding, rightPadding := snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap
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for i, playerPos := range playerPosList {
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colliderWidth, colliderHeight := playerColliderRadius*2, playerColliderRadius*4
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playerCollider := GenerateRectCollider(playerPos.X, playerPos.Y, colliderWidth, colliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, nil, fmt.Sprintf("Player%d", i+1)) // [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 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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barrierLocalId := 0
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for _, barrierUnaligned := range barrierList {
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barrierCollider := GenerateConvexPolygonCollider(barrierUnaligned, spaceOffsetX, spaceOffsetY, nil, "Barrier")
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Logger.Debug(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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world.Space = space
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moveToCollide := true
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if moveToCollide {
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effPushback := Vec2D{X: float64(0), Y: float64(0)}
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colliderWidth, colliderHeight := playerColliderRadius*2, playerColliderRadius*4
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playerColliders[0].X, playerColliders[0].Y = VirtualGridToPolygonColliderBLPos(int32(-139000), int32(-474500), colliderWidth, colliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, virtualGridToWorldRatio)
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playerColliders[0].Update()
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playerColliders[1].X, playerColliders[1].Y = VirtualGridToPolygonColliderBLPos(int32(-163000), int32(-520000), colliderWidth, colliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, virtualGridToWorldRatio)
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playerColliders[1].Update()
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toTestPlayerCollider := playerColliders[1]
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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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bShape := obj.Shape.(*resolv.ConvexPolygon)
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Logger.Warn(fmt.Sprintf("Checking potential: a=%v, b=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(bShape)))
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if overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, playerShape, bShape); overlapped {
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Logger.Warn(fmt.Sprintf("Overlapped: a=%v, b=%v, pushbackX=%v, pushbackY=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(bShape), 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.Warn(fmt.Sprintf("Collided BUT not overlapped: a=%v, b=%v, overlapResult=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(bShape), overlapResult))
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}
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}
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//toTestPlayerCollider.X -= effPushback.X
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//toTestPlayerCollider.Y -= effPushback.Y
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//toTestPlayerCollider.Update()
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Logger.Info(fmt.Sprintf("effPushback={%v, %v}", effPushback.X, effPushback.Y))
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}
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}
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meleeBullet := &MeleeBullet{
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// for offender
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StartupFrames: int32(18),
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ActiveFrames: int32(1),
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RecoveryFrames: int32(61),
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RecoveryFramesOnBlock: int32(61),
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RecoveryFramesOnHit: int32(61),
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SelfMoveforwardX: 0,
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SelfMoveforwardY: 0,
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HitboxOffset: float64(24.0),
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HitboxSizeX: float64(45.0),
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HitboxSizeY: float64(32.0),
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// for defender
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HitStunFrames: int32(18),
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BlockStunFrames: int32(9),
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Pushback: float64(22.0),
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ReleaseTriggerType: int32(1), // 1: rising-edge, 2: falling-edge
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Damage: int32(5),
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}
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bulletLeftToRight := false
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if bulletLeftToRight {
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xfac := float64(1.0)
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offenderWx, offenderWy := playerPosList[0].X, playerPosList[0].Y
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bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy
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newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSizeX, meleeBullet.HitboxSizeY, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, nil, "MeleeBullet")
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space.Add(newBulletCollider)
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bulletShape := newBulletCollider.Shape.(*resolv.ConvexPolygon)
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Logger.Warn(fmt.Sprintf("bullet ->: Added bullet collider to space: a=%v", ConvexPolygonStr(bulletShape)))
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if collision := newBulletCollider.Check(0, 0); collision != nil {
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for _, obj := range collision.Objects {
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objShape := obj.Shape.(*resolv.ConvexPolygon)
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if overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, bulletShape, objShape); overlapped {
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Logger.Warn(fmt.Sprintf("bullet ->: Overlapped: a=%v, b=%v, pushbackX=%v, pushbackY=%v", ConvexPolygonStr(bulletShape), ConvexPolygonStr(objShape), pushbackX, pushbackY))
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} else {
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Logger.Warn(fmt.Sprintf("bullet ->: Collided BUT not overlapped: a=%v, b=%v, overlapResult=%v", ConvexPolygonStr(bulletShape), ConvexPolygonStr(objShape), overlapResult))
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}
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}
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}
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}
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bulletRightToLeft := false
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if bulletRightToLeft {
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xfac := float64(-1.0)
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offenderWx, offenderWy := playerPosList[1].X, playerPosList[1].Y
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bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy
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newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSizeX, meleeBullet.HitboxSizeY, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, nil, "MeleeBullet")
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space.Add(newBulletCollider)
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bulletShape := newBulletCollider.Shape.(*resolv.ConvexPolygon)
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Logger.Warn(fmt.Sprintf("bullet <-: Added bullet collider to space: a=%v", ConvexPolygonStr(bulletShape)))
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if collision := newBulletCollider.Check(0, 0); collision != nil {
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for _, obj := range collision.Objects {
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objShape := obj.Shape.(*resolv.ConvexPolygon)
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if overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, bulletShape, objShape); overlapped {
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Logger.Warn(fmt.Sprintf("bullet <-: Overlapped: a=%v, b=%v, pushbackX=%v, pushbackY=%v", ConvexPolygonStr(bulletShape), ConvexPolygonStr(objShape), pushbackX, pushbackY))
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} else {
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Logger.Warn(fmt.Sprintf("bullet <-: Collided BUT not overlapped: a=%v, b=%v, overlapResult=%v", ConvexPolygonStr(bulletShape), ConvexPolygonStr(objShape), overlapResult))
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}
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}
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}
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}
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return world
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}
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func (world *WorldColliderDisplay) Update() {
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}
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func (world *WorldColliderDisplay) Draw(screen *ebiten.Image) {
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for _, o := range world.Space.Objects() {
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if o.HasTags("Player1") {
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drawColor := color.RGBA{255, 0, 0, 255}
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DrawPolygon(screen, o.Shape.(*resolv.ConvexPolygon), drawColor)
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} else if o.HasTags("Player2") {
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drawColor := color.RGBA{0, 0, 255, 255}
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DrawPolygon(screen, o.Shape.(*resolv.ConvexPolygon), drawColor)
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} else if o.HasTags("MeleeBullet") {
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drawColor := color.RGBA{78, 255, 112, 255}
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DrawPolygon(screen, o.Shape.(*resolv.ConvexPolygon), drawColor)
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} else {
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drawColor := color.RGBA{60, 60, 60, 255}
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DrawPolygon(screen, o.Shape.(*resolv.ConvexPolygon), drawColor)
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}
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}
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//world.Game.DebugDraw(screen, world.Space)
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if world.Game.ShowHelpText {
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world.Game.DrawText(screen, 16, 16,
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"~ Collider Display test ~",
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"F1: Toggle Debug View",
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"F2: Show / Hide help text",
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"R: Restart world",
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fmt.Sprintf("%d FPS (frames per second)", int(ebiten.CurrentFPS())),
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fmt.Sprintf("%d TPS (ticks per second)", int(ebiten.CurrentTPS())),
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)
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}
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}
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