DelayNoMore/jsexport/main.go

138 lines
6.2 KiB
Go

package main
import (
"github.com/gopherjs/gopherjs/js"
. "jsexport/battle"
"resolv"
)
func NewCollisionSpaceJs(spaceW, spaceH, minStepW, minStepH int) *js.Object {
return js.MakeWrapper(resolv.NewSpace(spaceW, spaceH, minStepW, minStepH))
}
func NewVec2DJs(x, y float64) *js.Object {
return js.MakeFullWrapper(&Vec2D{
X: x,
Y: y,
})
}
func NewPolygon2DJs(anchor *Vec2D, points []*Vec2D) *js.Object {
return js.MakeFullWrapper(&Polygon2D{
Anchor: anchor,
Points: points,
})
}
func NewBarrierJs(boundary *Polygon2D) *js.Object {
return js.MakeWrapper(&Barrier{
Boundary: boundary,
})
}
func NewPlayerDownsyncJs(id, virtualGridX, virtualGridY, dirX, dirY, velX, velY, speed, battleState, characterState, joinIndex, hp, maxHp int32, inAir bool, colliderRadius float64) *js.Object {
return js.MakeWrapper(&PlayerDownsync{
Id: id,
VirtualGridX: virtualGridX,
VirtualGridY: virtualGridY,
DirX: dirX,
DirY: dirY,
VelX: velX,
VelY: velY,
Speed: speed,
BattleState: battleState,
JoinIndex: joinIndex,
ColliderRadius: colliderRadius,
Hp: hp,
MaxHp: maxHp,
CharacterState: characterState,
InAir: inAir,
})
}
func NewMeleeBulletJs(battleLocalId, startupFrames, activeFrames, recoveryFrames, recoveryFramesOnBlock, recoveryFramesOnHit, hitStunFrames, blockStunFrames, releaseTriggerType, damage, offenderJoinIndex, offenderPlayerId int32, pushback, hitboxOffset, selfMoveforwardX, selfMoveforwardY, hitboxSizeX, hitboxSizeY float64) *js.Object {
return js.MakeWrapper(&MeleeBullet{
BattleLocalId: battleLocalId,
StartupFrames: startupFrames,
ActiveFrames: activeFrames,
RecoveryFrames: recoveryFrames,
RecoveryFramesOnBlock: recoveryFramesOnBlock,
RecoveryFramesOnHit: recoveryFramesOnHit,
HitboxOffset: hitboxOffset,
HitStunFrames: hitStunFrames,
BlockStunFrames: blockStunFrames,
Pushback: pushback,
ReleaseTriggerType: releaseTriggerType,
Damage: damage,
SelfMoveforwardX: selfMoveforwardX,
SelfMoveforwardY: selfMoveforwardY,
HitboxSizeX: hitboxSizeX,
HitboxSizeY: hitboxSizeY,
OffenderJoinIndex: offenderJoinIndex,
OffenderPlayerId: offenderPlayerId,
})
}
func NewRoomDownsyncFrameJs(id int32, playersArr []*PlayerDownsync, meleeBullets []*MeleeBullet) *js.Object {
// [WARNING] Avoid using "pb.RoomDownsyncFrame" here, in practive "MakeFullWrapper" doesn't expose the public fields for a "protobuf struct" as expected and requires helper functions like "GetCollisionSpaceObjsJs".
return js.MakeFullWrapper(&RoomDownsyncFrame{
Id: id,
PlayersArr: playersArr,
MeleeBullets: meleeBullets,
})
}
func GetCollisionSpaceObjsJs(space *resolv.Space) []*js.Object {
// [WARNING] We couldn't just use the existing method "space.Objects()" to access them in JavaScript, there'd a stackoverflow error
objs := space.Objects()
ret := make([]*js.Object, 0, len(objs))
for _, obj := range objs {
ret = append(ret, js.MakeFullWrapper(obj))
}
return ret
}
func GenerateRectColliderJs(wx, wy, w, h, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY float64, data interface{}, tag string) *js.Object {
/*
[WARNING] It's important to note that we don't need "js.MakeFullWrapper" for a call sequence as follows.
```
var space = gopkgs.NewCollisionSpaceJs(2048, 2048, 8, 8);
var a = gopkgs.GenerateRectColliderJs(189, 497, 48, 48, snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap, spaceOffsetX, spaceOffsetY, "Player");
space.Add(a);
```
The "space" variable doesn't need access to the field of "a" in JavaScript level to run "space.Add(...)" method, which is good.
However, the full wrapper access here is used for updating "collider.X/collider.Y" at JavaScript runtime.
*/
return js.MakeFullWrapper(GenerateRectCollider(wx, wy, w, h, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, data, tag))
}
func GenerateConvexPolygonColliderJs(unalignedSrc *Polygon2D, spaceOffsetX, spaceOffsetY float64, data interface{}, tag string) *js.Object {
return js.MakeFullWrapper(GenerateConvexPolygonCollider(unalignedSrc, spaceOffsetX, spaceOffsetY, data, tag))
}
func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs(delayedInputList, delayedInputListForPrevRenderFrame []uint64, currRenderFrame *RoomDownsyncFrame, collisionSys *resolv.Space, collisionSysMap map[int32]*resolv.Object, gravityX, gravityY, jumpingInitVelY, inputDelayFrames int32, inputScaleFrames uint32, collisionSpaceOffsetX, collisionSpaceOffsetY, snapIntoPlatformOverlap, snapIntoPlatformThreshold, worldToVirtualGridRatio, virtualGridToWorldRatio float64) *js.Object {
// We need access to all fields of RoomDownsyncFrame for displaying in frontend
return js.MakeFullWrapper(ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputList, delayedInputListForPrevRenderFrame, currRenderFrame, collisionSys, collisionSysMap, gravityX, gravityY, jumpingInitVelY, inputDelayFrames, inputScaleFrames, collisionSpaceOffsetX, collisionSpaceOffsetY, snapIntoPlatformOverlap, snapIntoPlatformThreshold, worldToVirtualGridRatio, virtualGridToWorldRatio))
}
func main() {
js.Global.Set("gopkgs", map[string]interface{}{
"NewVec2DJs": NewVec2DJs,
"NewPolygon2DJs": NewPolygon2DJs,
"NewBarrierJs": NewBarrierJs,
"NewPlayerDownsyncJs": NewPlayerDownsyncJs,
"NewRoomDownsyncFrameJs": NewRoomDownsyncFrameJs,
"NewCollisionSpaceJs": NewCollisionSpaceJs,
"GenerateRectColliderJs": GenerateRectColliderJs,
"GenerateConvexPolygonColliderJs": GenerateConvexPolygonColliderJs,
"GetCollisionSpaceObjsJs": GetCollisionSpaceObjsJs,
"ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs": ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs,
"WorldToPolygonColliderBLPos": WorldToPolygonColliderBLPos, // No need to wrap primitive return types
"PolygonColliderBLToWorldPos": PolygonColliderBLToWorldPos,
})
}