mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-26 03:39:00 +00:00
128 lines
5.5 KiB
Go
128 lines
5.5 KiB
Go
package main
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import (
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. "dnmshared"
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. "dnmshared/sharedprotos"
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"github.com/gopherjs/gopherjs/js"
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"github.com/solarlune/resolv"
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"jsexport/models"
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. "jsexport/protos"
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)
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func NewCollisionSpaceJs(spaceW, spaceH, minStepW, minStepH int) *js.Object {
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return js.MakeWrapper(resolv.NewSpace(spaceW, spaceH, minStepW, minStepH))
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}
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func NewVec2DJs(x, y float64) *js.Object {
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return js.MakeFullWrapper(&Vec2D{
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X: x,
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Y: y,
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})
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}
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func NewPolygon2DJs(anchor *Vec2D, points []*Vec2D) *js.Object {
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return js.MakeFullWrapper(&Polygon2D{
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Anchor: anchor,
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Points: points,
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})
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}
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func NewBarrierJs(boundary *Polygon2D) *js.Object {
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return js.MakeWrapper(&Barrier{
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Boundary: boundary,
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})
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}
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func NewPlayerDownsyncJs(id, virtualGridX, virtualGridY, dirX, dirY, velX, velY, speed, battleState, characterState, joinIndex, hp, maxHp int32, inAir bool, colliderRadius float64) *js.Object {
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return js.MakeWrapper(&PlayerDownsync{
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Id: id,
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VirtualGridX: virtualGridX,
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VirtualGridY: virtualGridY,
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DirX: dirX,
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DirY: dirY,
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VelX: velX,
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VelY: velY,
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Speed: speed,
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BattleState: battleState,
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JoinIndex: joinIndex,
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ColliderRadius: colliderRadius,
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Hp: hp,
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MaxHp: maxHp,
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CharacterState: characterState,
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InAir: inAir,
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})
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}
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func NewRoomDownsyncFrameJs(id int32, playersArr []*PlayerDownsync, meleeBullets []*MeleeBullet) *js.Object {
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return js.MakeFullWrapper(&RoomDownsyncFrame{
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Id: id,
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PlayersArr: playersArr,
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MeleeBullets: meleeBullets,
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})
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}
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func NewInputFrameDownsyncJs(inputFrameId int32, inputList []uint64, confirmedList uint64) *js.Object {
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return js.MakeFullWrapper(&InputFrameDownsync{
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InputFrameId: inputFrameId,
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InputList: inputList,
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ConfirmedList: confirmedList,
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})
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}
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func GetPlayersArrJs(rdf *RoomDownsyncFrame) []*js.Object {
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// We couldn't just use the existing getters or field names to access non-primitive fields in Js
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ret := make([]*js.Object, 0, len(rdf.PlayersArr))
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for _, player := range rdf.PlayersArr {
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ret = append(ret, js.MakeFullWrapper(player))
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}
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return ret
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}
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func GenerateRectColliderJs(wx, wy, w, h, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY float64, data interface{}, tag string) *js.Object {
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/*
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[WARNING] It's important to note that we don't need "js.MakeFullWrapper" for a call sequence as follows.
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```
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var space = gopkgs.NewCollisionSpaceJs(2048, 2048, 8, 8);
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var a = gopkgs.GenerateRectColliderJs(189, 497, 48, 48, snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap, spaceOffsetX, spaceOffsetY, "Player");
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space.Add(a);
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```
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The "space" variable doesn't need access to the field of "a" in JavaScript level to run "space.Add(...)" method, which is good.
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However, the full wrapper access here is used for updating "collider.X/collider.Y" at JavaScript runtime.
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*/
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return js.MakeFullWrapper(GenerateRectCollider(wx, wy, w, h, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, data, tag))
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}
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func GenerateConvexPolygonColliderJs(unalignedSrc *Polygon2D, spaceOffsetX, spaceOffsetY float64, data interface{}, tag string) *js.Object {
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return js.MakeFullWrapper(GenerateConvexPolygonCollider(unalignedSrc, spaceOffsetX, spaceOffsetY, data, tag))
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}
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func CheckCollisionJs(obj *resolv.Object, dx, dy float64) *js.Object {
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// TODO: Support multiple tags in the future
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// Unfortunately I couldn't find a way to just call "var a = GenerateRectColliderJs(...); space.Add(a); a.Check(...)" to get the collision result, the unwrapped method will result in stack overflow. Need a better solution later.
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return js.MakeFullWrapper(obj.Check(dx, dy))
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}
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func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs(delayedInputFrame, delayedInputFrameForPrevRenderFrame *InputFrameDownsync, currRenderFrame *RoomDownsyncFrame, collisionSys *resolv.Space, collisionSysMap map[int32]*resolv.Object, gravityX, gravityY, jumpingInitVelY, inputDelayFrames, inputScaleFrames int32, collisionSpaceOffsetX, collisionSpaceOffsetY, snapIntoPlatformOverlap, snapIntoPlatformThreshold, worldToVirtualGridRatio, virtualGridToWorldRatio float64) *js.Object {
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// We need access to all fields of RoomDownsyncFrame for displaying in frontend
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return js.MakeFullWrapper(models.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, delayedInputFrameForPrevRenderFrame, currRenderFrame, collisionSys, collisionSysMap, gravityX, gravityY, jumpingInitVelY, inputDelayFrames, inputScaleFrames, collisionSpaceOffsetX, collisionSpaceOffsetY, snapIntoPlatformOverlap, snapIntoPlatformThreshold, worldToVirtualGridRatio, virtualGridToWorldRatio))
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}
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func main() {
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js.Global.Set("gopkgs", map[string]interface{}{
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"NewVec2DJs": NewVec2DJs,
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"NewPolygon2DJs": NewPolygon2DJs,
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"NewBarrierJs": NewBarrierJs,
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"NewPlayerDownsyncJs": NewPlayerDownsyncJs,
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"NewRoomDownsyncFrameJs": NewRoomDownsyncFrameJs,
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"NewCollisionSpaceJs": NewCollisionSpaceJs,
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"NewInputFrameDownsyncJs": NewInputFrameDownsyncJs,
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"GenerateRectColliderJs": GenerateRectColliderJs,
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"GenerateConvexPolygonColliderJs": GenerateConvexPolygonColliderJs,
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"GetPlayersArrJs": GetPlayersArrJs,
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"ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs": ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs,
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"CheckCollisionJs": CheckCollisionJs,
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})
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}
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