Noah Petherbridge
d560670b7b
* Add a debug view that draws the player bounding boxes. * Improve the collision detection to add support for: * Doodads being "Grounded" so gravity need not apply. * Walking up hills, albeit a bit "bouncily" * Harder to clip out of bounds
90 lines
1.9 KiB
Go
90 lines
1.9 KiB
Go
package doodle
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import (
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"fmt"
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"git.kirsle.net/apps/doodle/doodads"
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"git.kirsle.net/apps/doodle/render"
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)
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// Frames to cache for FPS calculation.
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const maxSamples = 100
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var (
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fpsCurrentTicks uint32 // current time we get sdl.GetTicks()
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fpsLastTime uint32 // last time we printed the fpsCurrentTicks
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fpsCurrent int
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fpsFrames int
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fpsSkipped uint32
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fpsInterval uint32 = 1000
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)
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// DrawDebugOverlay draws the debug FPS text on the SDL canvas.
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func (d *Doodle) DrawDebugOverlay() {
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if !d.Debug {
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return
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}
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label := fmt.Sprintf(
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"FPS: %d (%dms) S:%s F12=screenshot",
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fpsCurrent,
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fpsSkipped,
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d.scene.Name(),
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)
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err := d.Engine.DrawText(
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render.Text{
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Text: label,
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Size: 24,
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Color: DebugTextColor,
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Stroke: DebugTextStroke,
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Shadow: DebugTextShadow,
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},
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render.Point{
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X: DebugTextPadding,
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Y: DebugTextPadding,
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},
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)
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if err != nil {
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log.Error("DrawDebugOverlay: text error: %s", err.Error())
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}
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}
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// DrawCollisionBox draws the collision box around a Doodad.
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func (d *Doodle) DrawCollisionBox(actor doodads.Doodad) {
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var (
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rect = doodads.GetBoundingRect(actor)
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box = doodads.GetCollisionBox(rect)
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)
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d.Engine.DrawLine(render.DarkGreen, box.Top[0], box.Top[1])
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d.Engine.DrawLine(render.DarkBlue, box.Bottom[0], box.Bottom[1])
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d.Engine.DrawLine(render.DarkYellow, box.Left[0], box.Left[1])
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d.Engine.DrawLine(render.Red, box.Right[0], box.Right[1])
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}
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// TrackFPS shows the current FPS once per second.
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func (d *Doodle) TrackFPS(skipped uint32) {
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fpsFrames++
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fpsCurrentTicks = d.Engine.GetTicks()
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// Skip the first second.
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if fpsCurrentTicks < fpsInterval {
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return
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}
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if fpsLastTime < fpsCurrentTicks-fpsInterval {
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// log.Debug("Uptime: %s FPS: %d deltaTicks: %d skipped: %dms",
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// time.Now().Sub(d.startTime),
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// fpsCurrent,
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// fpsCurrentTicks-fpsLastTime,
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// skipped,
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// )
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fpsLastTime = fpsCurrentTicks
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fpsCurrent = fpsFrames
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fpsFrames = 0
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fpsSkipped = skipped
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}
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}
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