DelayNoMore/jsexport/battle/room_downsync_frame.go

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2022-12-25 06:18:48 +00:00
package battle
// TODO: Replace all "int32", "int64", "uint32" and "uint64" with just "int" for better performance in JavaScript! Reference https://github.com/gopherjs/gopherjs#performance-tips
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type Vec2D struct {
X float64
Y float64
}
type Polygon2D struct {
Anchor *Vec2D
Points []*Vec2D
}
type PlayerDownsync struct {
Id int32
VirtualGridX int32
VirtualGridY int32
DirX int32
DirY int32
VelX int32
VelY int32
Speed int32
BattleState int32
JoinIndex int32
ColliderRadius float64
Removed bool
Score int32
LastMoveGmtMillis int32
FramesToRecover int32
Hp int32
MaxHp int32
CharacterState int32
InAir bool
}
type InputFrameDecoded struct {
Dx int32
Dy int32
BtnALevel int32
BtnBLevel int32
}
type InputFrameUpsync struct {
InputFrameId int32
Encoded uint64
}
type Barrier struct {
Boundary *Polygon2D
}
type MeleeBullet struct {
// for offender
BattleLocalId int32
StartupFrames int32
ActiveFrames int32
RecoveryFrames int32
RecoveryFramesOnBlock int32
RecoveryFramesOnHit int32
HitboxOffset float64
OriginatedRenderFrameId int32
// for defender
HitStunFrames int32
BlockStunFrames int32
Pushback float64
ReleaseTriggerType int32
Damage int32
OffenderJoinIndex int32
OffenderPlayerId int32
SelfMoveforwardX float64
SelfMoveforwardY float64
HitboxSizeX float64
HitboxSizeY float64
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}
type RoomDownsyncFrame struct {
Id int32
PlayersArr []*PlayerDownsync
CountdownNanos int64
MeleeBullets []*MeleeBullet
BackendUnconfirmedMask uint64
ShouldForceResync bool
}