DelayNoMore/frontend/assets/scripts/OfflineMap.js

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const i18n = require('LanguageData');
i18n.init(window.language); // languageID should be equal to the one we input in New Language ID input field
const OnlineMap = require('./Map');
cc.Class({
extends: OnlineMap,
onDestroy() {
console.warn("+++++++ Map onDestroy()");
},
spawnPlayerNode(joinIndex, vx, vy, playerRichInfo) {
const self = this;
const newPlayerNode = cc.instantiate(self.controlledCharacterPrefab)
const playerScriptIns = newPlayerNode.getComponent("ControlledCharacter");
if (1 == joinIndex) {
playerScriptIns.setSpecies("SoldierElf");
} else if (2 == joinIndex) {
playerScriptIns.setSpecies("SoldierFireGhost");
playerScriptIns.animComp.node.scaleX = (-1.0);
}
const wpos = self.virtualGridToWorldPos(vx, vy);
newPlayerNode.setPosition(cc.v2(wpos[0], wpos[1]));
playerScriptIns.mapNode = self.node;
const cpos = self.virtualGridToPlayerColliderPos(vx, vy, playerRichInfo);
const d = playerRichInfo.colliderRadius * 2,
x0 = cpos[0],
y0 = cpos[1];
let pts = [[0, 0], [d, 0], [d, d], [0, d]];
const newPlayerCollider = self.collisionSys.createPolygon(x0, y0, pts);
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
self.collisionSysMap.set(collisionPlayerIndex, newPlayerCollider);
safelyAddChild(self.node, newPlayerNode);
setLocalZOrder(newPlayerNode, 5);
newPlayerNode.active = true;
playerScriptIns.scheduleNewDirection({
dx: playerRichInfo.dir.dx,
dy: playerRichInfo.dir.dy
}, true);
return [newPlayerNode, playerScriptIns];
},
onLoad() {
const self = this;
window.mapIns = self;
cc.director.getCollisionManager().enabled = false;
const mapNode = self.node;
const canvasNode = mapNode.parent;
self.mainCameraNode = self.canvasNode.getChildByName("Main Camera");
self.mainCamera = self.mainCameraNode.getComponent(cc.Camera);
for (let child of self.mainCameraNode.children) {
child.setScale(1 / self.mainCamera.zoomRatio);
}
self.widgetsAboveAllNode = self.mainCameraNode.getChildByName("WidgetsAboveAll");
self.mainCameraNode.setPosition(cc.v2());
/** Init required prefab ended. */
self.inputDelayFrames = 8;
self.inputScaleFrames = 2;
self.inputFrameUpsyncDelayTolerance = 2;
self.rollbackEstimatedDt = 0.016667;
self.rollbackEstimatedDtMillis = 16.667;
self.rollbackEstimatedDtNanos = 16666666;
self.maxChasingRenderFramesPerUpdate = 5;
self.worldToVirtualGridRatio = 1000;
self.virtualGridToWorldRatio = 1.0 / self.worldToVirtualGridRatio;
const tiledMapIns = self.node.getComponent(cc.TiledMap);
const fullPathOfTmxFile = cc.js.formatStr("map/%s/map", "dungeon");
cc.loader.loadRes(fullPathOfTmxFile, cc.TiledMapAsset, (err, tmxAsset) => {
if (null != err) {
console.error(err);
return;
}
tiledMapIns.tmxAsset = null;
mapNode.removeAllChildren();
self._resetCurrentMatch();
tiledMapIns.tmxAsset = tmxAsset;
const newMapSize = tiledMapIns.getMapSize();
const newTileSize = tiledMapIns.getTileSize();
self.node.setContentSize(newMapSize.width * newTileSize.width, newMapSize.height * newTileSize.height);
self.node.setPosition(cc.v2(0, 0));
let barrierIdCounter = 0;
const boundaryObjs = tileCollisionManager.extractBoundaryObjects(self.node);
for (let boundaryObj of boundaryObjs.barriers) {
const x0 = boundaryObj.anchor.x,
y0 = boundaryObj.anchor.y;
const newBarrier = self.collisionSys.createPolygon(x0, y0, Array.from(boundaryObj, p => {
return [p.x, p.y];
}));
if (self.showCriticalCoordinateLabels) {
for (let i = 0; i < boundaryObj.length; ++i) {
const barrierVertLabelNode = new cc.Node();
switch (i % 4) {
case 0:
barrierVertLabelNode.color = cc.Color.RED;
break;
case 1:
barrierVertLabelNode.color = cc.Color.GRAY;
break;
case 2:
barrierVertLabelNode.color = cc.Color.BLACK;
break;
default:
barrierVertLabelNode.color = cc.Color.MAGENTA;
break;
}
const wx = boundaryObj.anchor.x + boundaryObj[i].x,
wy = boundaryObj.anchor.y + boundaryObj[i].y;
barrierVertLabelNode.setPosition(cc.v2(wx, wy));
const barrierVertLabel = barrierVertLabelNode.addComponent(cc.Label);
barrierVertLabel.fontSize = 12;
barrierVertLabel.lineHeight = barrierVertLabel.fontSize + 1;
barrierVertLabel.string = `(${wx.toFixed(1)}, ${wy.toFixed(1)})`;
safelyAddChild(self.node, barrierVertLabelNode);
setLocalZOrder(barrierVertLabelNode, 5);
barrierVertLabelNode.active = true;
}
}
// console.log("Created barrier: ", newBarrier);
++barrierIdCounter;
const collisionBarrierIndex = (self.collisionBarrierIndexPrefix + barrierIdCounter);
self.collisionSysMap.set(collisionBarrierIndex, newBarrier);
}
const startRdf = {
id: window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START,
players: {
10: {
id: 10,
2022-11-20 13:07:45 +00:00
joinIndex: 1,
virtualGridX: 0,
virtualGridY: 0,
speed: 2 * self.worldToVirtualGridRatio,
dir: {
dx: 0,
dy: 0
}
},
},
playerMetas: {
10: {
colliderRadius: 12,
},
}
};
self.selfPlayerInfo = {
id: 10
};
self._initPlayerRichInfoDict(startRdf.players, startRdf.playerMetas);
self.onRoomDownsyncFrame(startRdf);
self.battleState = ALL_BATTLE_STATES.IN_BATTLE;
});
},
update(dt) {
const self = this;
if (ALL_BATTLE_STATES.IN_BATTLE == self.battleState) {
const elapsedMillisSinceLastFrameIdTriggered = performance.now() - self.lastRenderFrameIdTriggeredAt;
if (elapsedMillisSinceLastFrameIdTriggered < (self.rollbackEstimatedDtMillis)) {
// console.debug("Avoiding too fast frame@renderFrameId=", self.renderFrameId, ": elapsedMillisSinceLastFrameIdTriggered=", elapsedMillisSinceLastFrameIdTriggered);
return;
}
try {
let st = performance.now();
let prevSelfInput = null,
currSelfInput = null;
const noDelayInputFrameId = self._convertToInputFrameId(self.renderFrameId, 0); // It's important that "inputDelayFrames == 0" here
if (self.shouldGenerateInputFrameUpsync(self.renderFrameId)) {
const prevAndCurrInputs = self._generateInputFrameUpsync(noDelayInputFrameId);
prevSelfInput = prevAndCurrInputs[0];
currSelfInput = prevAndCurrInputs[1];
}
const rdf = self.rollbackAndChase(self.renderFrameId, self.renderFrameId + 1, self.collisionSys, self.collisionSysMap, false);
self.applyRoomDownsyncFrameDynamics(rdf);
let t3 = performance.now();
} catch (err) {
console.error("Error during Map.update", err);
} finally {
++self.renderFrameId; // [WARNING] It's important to increment the renderFrameId AFTER all the operations above!!!
}
}
},
});