mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-09 08:36:52 +00:00
Fixed character offset in OfflineMap2.
This commit is contained in:
549
jsexport/battle/battle.go
Normal file
549
jsexport/battle/battle.go
Normal file
@@ -0,0 +1,549 @@
|
||||
package battle
|
||||
|
||||
import (
|
||||
"github.com/kvartborg/vector"
|
||||
"github.com/solarlune/resolv"
|
||||
"math"
|
||||
)
|
||||
|
||||
const (
|
||||
MAX_FLOAT64 = 1.7e+308
|
||||
COLLISION_PLAYER_INDEX_PREFIX = (1 << 17)
|
||||
COLLISION_BARRIER_INDEX_PREFIX = (1 << 16)
|
||||
COLLISION_BULLET_INDEX_PREFIX = (1 << 15)
|
||||
)
|
||||
|
||||
// These directions are chosen such that when speed is changed to "(speedX+delta, speedY+delta)" for any of them, the direction is unchanged.
|
||||
var DIRECTION_DECODER = [][]int32{
|
||||
{0, 0},
|
||||
{0, +2},
|
||||
{0, -2},
|
||||
{+2, 0},
|
||||
{-2, 0},
|
||||
{+1, +1},
|
||||
{-1, -1},
|
||||
{+1, -1},
|
||||
{-1, +1},
|
||||
}
|
||||
|
||||
const (
|
||||
ATK_CHARACTER_STATE_IDLE1 = int32(0)
|
||||
ATK_CHARACTER_STATE_WALKING = int32(1)
|
||||
ATK_CHARACTER_STATE_ATK1 = int32(2)
|
||||
ATK_CHARACTER_STATE_ATKED1 = int32(3)
|
||||
ATK_CHARACTER_STATE_INAIR_IDLE1 = int32(4)
|
||||
ATK_CHARACTER_STATE_INAIR_ATK1 = int32(5)
|
||||
ATK_CHARACTER_STATE_INAIR_ATKED1 = int32(6)
|
||||
)
|
||||
|
||||
func ConvertToInputFrameId(renderFrameId int32, inputDelayFrames int32, inputScaleFrames int32) int32 {
|
||||
if renderFrameId < inputDelayFrames {
|
||||
return 0
|
||||
}
|
||||
return ((renderFrameId - inputDelayFrames) >> inputScaleFrames)
|
||||
}
|
||||
|
||||
func DecodeInput(encodedInput uint64) *InputFrameDecoded {
|
||||
encodedDirection := (encodedInput & uint64(15))
|
||||
btnALevel := int32((encodedInput >> 4) & 1)
|
||||
btnBLevel := int32((encodedInput >> 5) & 1)
|
||||
return &InputFrameDecoded{
|
||||
Dx: DIRECTION_DECODER[encodedDirection][0],
|
||||
Dy: DIRECTION_DECODER[encodedDirection][1],
|
||||
BtnALevel: btnALevel,
|
||||
BtnBLevel: btnBLevel,
|
||||
}
|
||||
}
|
||||
|
||||
type SatResult struct {
|
||||
Overlap float64
|
||||
OverlapX float64
|
||||
OverlapY float64
|
||||
AContainedInB bool
|
||||
BContainedInA bool
|
||||
Axis vector.Vector
|
||||
}
|
||||
|
||||
func CalcPushbacks(oldDx, oldDy float64, playerShape, barrierShape *resolv.ConvexPolygon) (bool, float64, float64, *SatResult) {
|
||||
origX, origY := playerShape.Position()
|
||||
defer func() {
|
||||
playerShape.SetPosition(origX, origY)
|
||||
}()
|
||||
playerShape.SetPosition(origX+oldDx, origY+oldDy)
|
||||
|
||||
overlapResult := &SatResult{
|
||||
Overlap: 0,
|
||||
OverlapX: 0,
|
||||
OverlapY: 0,
|
||||
AContainedInB: true,
|
||||
BContainedInA: true,
|
||||
Axis: vector.Vector{0, 0},
|
||||
}
|
||||
if overlapped := isPolygonPairOverlapped(playerShape, barrierShape, overlapResult); overlapped {
|
||||
pushbackX, pushbackY := overlapResult.Overlap*overlapResult.OverlapX, overlapResult.Overlap*overlapResult.OverlapY
|
||||
return true, pushbackX, pushbackY, overlapResult
|
||||
} else {
|
||||
return false, 0, 0, overlapResult
|
||||
}
|
||||
}
|
||||
|
||||
func isPolygonPairOverlapped(a, b *resolv.ConvexPolygon, result *SatResult) bool {
|
||||
aCnt, bCnt := len(a.Points), len(b.Points)
|
||||
// Single point case
|
||||
if 1 == aCnt && 1 == bCnt {
|
||||
if nil != result {
|
||||
result.Overlap = 0
|
||||
}
|
||||
return a.Points[0][0] == b.Points[0][0] && a.Points[0][1] == b.Points[0][1]
|
||||
}
|
||||
|
||||
if 1 < aCnt {
|
||||
for _, axis := range a.SATAxes() {
|
||||
if isPolygonPairSeparatedByDir(a, b, axis.Unit(), result) {
|
||||
return false
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if 1 < bCnt {
|
||||
for _, axis := range b.SATAxes() {
|
||||
if isPolygonPairSeparatedByDir(a, b, axis.Unit(), result) {
|
||||
return false
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
func isPolygonPairSeparatedByDir(a, b *resolv.ConvexPolygon, e vector.Vector, result *SatResult) bool {
|
||||
/*
|
||||
[WARNING] This function is deliberately made private, it shouldn't be used alone (i.e. not along the norms of a polygon), otherwise the pushbacks calculated would be meaningless.
|
||||
|
||||
Consider the following example
|
||||
a: {
|
||||
anchor: [1337.19 1696.74]
|
||||
points: [[0 0] [24 0] [24 24] [0 24]]
|
||||
},
|
||||
b: {
|
||||
anchor: [1277.72 1570.56]
|
||||
points: [[642.57 319.16] [0 319.16] [5.73 0] [643.75 0.90]]
|
||||
}
|
||||
|
||||
e = (-2.98, 1.49).Unit()
|
||||
*/
|
||||
|
||||
var aStart, aEnd, bStart, bEnd float64 = MAX_FLOAT64, -MAX_FLOAT64, MAX_FLOAT64, -MAX_FLOAT64
|
||||
for _, p := range a.Points {
|
||||
dot := (p[0]+a.X)*e[0] + (p[1]+a.Y)*e[1]
|
||||
|
||||
if aStart > dot {
|
||||
aStart = dot
|
||||
}
|
||||
|
||||
if aEnd < dot {
|
||||
aEnd = dot
|
||||
}
|
||||
}
|
||||
|
||||
for _, p := range b.Points {
|
||||
dot := (p[0]+b.X)*e[0] + (p[1]+b.Y)*e[1]
|
||||
|
||||
if bStart > dot {
|
||||
bStart = dot
|
||||
}
|
||||
|
||||
if bEnd < dot {
|
||||
bEnd = dot
|
||||
}
|
||||
}
|
||||
|
||||
if aStart > bEnd || aEnd < bStart {
|
||||
// Separated by unit vector "e"
|
||||
return true
|
||||
}
|
||||
|
||||
if nil != result {
|
||||
overlap := float64(0)
|
||||
|
||||
if aStart < bStart {
|
||||
result.AContainedInB = false
|
||||
|
||||
if aEnd < bEnd {
|
||||
overlap = aEnd - bStart
|
||||
result.BContainedInA = false
|
||||
} else {
|
||||
option1 := aEnd - bStart
|
||||
option2 := bEnd - aStart
|
||||
if option1 < option2 {
|
||||
overlap = option1
|
||||
} else {
|
||||
overlap = -option2
|
||||
}
|
||||
}
|
||||
} else {
|
||||
result.BContainedInA = false
|
||||
|
||||
if aEnd > bEnd {
|
||||
overlap = aStart - bEnd
|
||||
result.AContainedInB = false
|
||||
} else {
|
||||
option1 := aEnd - bStart
|
||||
option2 := bEnd - aStart
|
||||
if option1 < option2 {
|
||||
overlap = option1
|
||||
} else {
|
||||
overlap = -option2
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
currentOverlap := result.Overlap
|
||||
absoluteOverlap := overlap
|
||||
if overlap < 0 {
|
||||
absoluteOverlap = -overlap
|
||||
}
|
||||
|
||||
if (0 == result.Axis[0] && 0 == result.Axis[1]) || currentOverlap > absoluteOverlap {
|
||||
var sign float64 = 1
|
||||
if overlap < 0 {
|
||||
sign = -1
|
||||
}
|
||||
|
||||
result.Overlap = absoluteOverlap
|
||||
result.OverlapX = e[0] * sign
|
||||
result.OverlapY = e[1] * sign
|
||||
}
|
||||
|
||||
result.Axis = e
|
||||
}
|
||||
|
||||
// the specified unit vector "e" doesn't separate "a" and "b", overlap result is generated
|
||||
return false
|
||||
}
|
||||
|
||||
func WorldToVirtualGridPos(wx, wy, worldToVirtualGridRatio float64) (int32, int32) {
|
||||
// [WARNING] Introduces loss of precision!
|
||||
// In JavaScript floating numbers suffer from seemingly non-deterministic arithmetics, and even if certain libs solved this issue by approaches such as fixed-point-number, they might not be used in other libs -- e.g. the "collision libs" we're interested in -- thus couldn't kill all pains.
|
||||
var virtualGridX int32 = int32(math.Round(wx * worldToVirtualGridRatio))
|
||||
var virtualGridY int32 = int32(math.Round(wy * worldToVirtualGridRatio))
|
||||
return virtualGridX, virtualGridY
|
||||
}
|
||||
|
||||
func VirtualGridToWorldPos(vx, vy int32, virtualGridToWorldRatio float64) (float64, float64) {
|
||||
// No loss of precision
|
||||
var wx float64 = float64(vx) * virtualGridToWorldRatio
|
||||
var wy float64 = float64(vy) * virtualGridToWorldRatio
|
||||
return wx, wy
|
||||
}
|
||||
|
||||
func WorldToPolygonColliderBLPos(wx, wy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) {
|
||||
return wx - halfBoundingW - leftPadding + collisionSpaceOffsetX, wy - halfBoundingH - bottomPadding + collisionSpaceOffsetY
|
||||
}
|
||||
|
||||
func PolygonColliderBLToWorldPos(cx, cy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) {
|
||||
return cx + halfBoundingW + leftPadding - collisionSpaceOffsetX, cy + halfBoundingH + bottomPadding - collisionSpaceOffsetY
|
||||
}
|
||||
|
||||
func PolygonColliderBLToVirtualGridPos(cx, cy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64, worldToVirtualGridRatio float64) (int32, int32) {
|
||||
wx, wy := PolygonColliderBLToWorldPos(cx, cy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY)
|
||||
return WorldToVirtualGridPos(wx, wy, worldToVirtualGridRatio)
|
||||
}
|
||||
|
||||
func VirtualGridToPolygonColliderBLPos(vx, vy int32, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64, virtualGridToWorldRatio float64) (float64, float64) {
|
||||
wx, wy := VirtualGridToWorldPos(vx, vy, virtualGridToWorldRatio)
|
||||
return WorldToPolygonColliderBLPos(wx, wy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY)
|
||||
}
|
||||
|
||||
func CalcHardPushbacksNorms(playerCollider *resolv.Object, playerShape *resolv.ConvexPolygon, snapIntoPlatformOverlap float64, pEffPushback *Vec2D) []Vec2D {
|
||||
ret := make([]Vec2D, 0, 10) // no one would simultaneously have more than 5 hardPushbacks
|
||||
collision := playerCollider.Check(0, 0)
|
||||
if nil == collision {
|
||||
return ret
|
||||
}
|
||||
for _, obj := range collision.Objects {
|
||||
switch obj.Data.(type) {
|
||||
case *Barrier:
|
||||
barrierShape := obj.Shape.(*resolv.ConvexPolygon)
|
||||
overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, playerShape, barrierShape)
|
||||
if !overlapped {
|
||||
continue
|
||||
}
|
||||
// ALWAY snap into hardPushbacks!
|
||||
// [OverlapX, OverlapY] is the unit vector that points into the platform
|
||||
pushbackX, pushbackY = (overlapResult.Overlap-snapIntoPlatformOverlap)*overlapResult.OverlapX, (overlapResult.Overlap-snapIntoPlatformOverlap)*overlapResult.OverlapY
|
||||
ret = append(ret, Vec2D{X: overlapResult.OverlapX, Y: overlapResult.OverlapY})
|
||||
pEffPushback.X += pushbackX
|
||||
pEffPushback.Y += pushbackY
|
||||
default:
|
||||
}
|
||||
}
|
||||
return ret
|
||||
}
|
||||
|
||||
func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(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) *RoomDownsyncFrame {
|
||||
// [WARNING] This function MUST BE called while "InputsBufferLock" is locked!
|
||||
roomCapacity := len(currRenderFrame.PlayersArr)
|
||||
nextRenderFramePlayers := make([]*PlayerDownsync, roomCapacity)
|
||||
// Make a copy first
|
||||
for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
|
||||
nextRenderFramePlayers[i] = &PlayerDownsync{
|
||||
Id: currPlayerDownsync.Id,
|
||||
VirtualGridX: currPlayerDownsync.VirtualGridX,
|
||||
VirtualGridY: currPlayerDownsync.VirtualGridY,
|
||||
DirX: currPlayerDownsync.DirX,
|
||||
DirY: currPlayerDownsync.DirY,
|
||||
VelX: currPlayerDownsync.VelX,
|
||||
VelY: currPlayerDownsync.VelY,
|
||||
CharacterState: currPlayerDownsync.CharacterState,
|
||||
InAir: true,
|
||||
Speed: currPlayerDownsync.Speed,
|
||||
BattleState: currPlayerDownsync.BattleState,
|
||||
Score: currPlayerDownsync.Score,
|
||||
Removed: currPlayerDownsync.Removed,
|
||||
JoinIndex: currPlayerDownsync.JoinIndex,
|
||||
FramesToRecover: currPlayerDownsync.FramesToRecover - 1,
|
||||
Hp: currPlayerDownsync.Hp,
|
||||
MaxHp: currPlayerDownsync.MaxHp,
|
||||
}
|
||||
if nextRenderFramePlayers[i].FramesToRecover < 0 {
|
||||
nextRenderFramePlayers[i].FramesToRecover = 0
|
||||
}
|
||||
}
|
||||
|
||||
effPushbacks := make([]Vec2D, roomCapacity)
|
||||
hardPushbackNorms := make([][]Vec2D, roomCapacity)
|
||||
|
||||
// 1. Process player inputs
|
||||
if nil != delayedInputFrame {
|
||||
inputList := delayedInputFrame.InputList
|
||||
for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
|
||||
joinIndex := currPlayerDownsync.JoinIndex
|
||||
thatPlayerInNextFrame := nextRenderFramePlayers[i]
|
||||
if 0 < thatPlayerInNextFrame.FramesToRecover {
|
||||
continue
|
||||
}
|
||||
decodedInput := DecodeInput(inputList[joinIndex-1])
|
||||
prevBtnBLevel := int32(0)
|
||||
if nil != delayedInputFrameForPrevRenderFrame {
|
||||
prevDecodedInput := DecodeInput(delayedInputFrameForPrevRenderFrame.InputList[joinIndex-1])
|
||||
prevBtnBLevel = prevDecodedInput.BtnBLevel
|
||||
}
|
||||
|
||||
if decodedInput.BtnBLevel > prevBtnBLevel {
|
||||
characStateAlreadyInAir := false
|
||||
if ATK_CHARACTER_STATE_INAIR_IDLE1 == thatPlayerInNextFrame.CharacterState || ATK_CHARACTER_STATE_INAIR_ATK1 == thatPlayerInNextFrame.CharacterState || ATK_CHARACTER_STATE_INAIR_ATKED1 == thatPlayerInNextFrame.CharacterState {
|
||||
characStateAlreadyInAir = true
|
||||
}
|
||||
characStateIsInterruptWaivable := false
|
||||
if ATK_CHARACTER_STATE_IDLE1 == thatPlayerInNextFrame.CharacterState || ATK_CHARACTER_STATE_WALKING == thatPlayerInNextFrame.CharacterState || ATK_CHARACTER_STATE_INAIR_IDLE1 == thatPlayerInNextFrame.CharacterState {
|
||||
characStateIsInterruptWaivable = true
|
||||
}
|
||||
if !characStateAlreadyInAir && characStateIsInterruptWaivable {
|
||||
thatPlayerInNextFrame.VelY = jumpingInitVelY
|
||||
}
|
||||
}
|
||||
|
||||
// Note that by now "0 == thatPlayerInNextFrame.FramesToRecover", we should change "CharacterState" to "WALKING" or "IDLE" depending on player inputs
|
||||
if 0 != decodedInput.Dx || 0 != decodedInput.Dy {
|
||||
thatPlayerInNextFrame.DirX = decodedInput.Dx
|
||||
thatPlayerInNextFrame.DirY = decodedInput.Dy
|
||||
thatPlayerInNextFrame.VelX = decodedInput.Dx * currPlayerDownsync.Speed
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_WALKING
|
||||
} else {
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
|
||||
thatPlayerInNextFrame.VelX = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 2. Process player movement
|
||||
for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
|
||||
joinIndex := currPlayerDownsync.JoinIndex
|
||||
effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y = float64(0), float64(0)
|
||||
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
|
||||
playerCollider := collisionSysMap[collisionPlayerIndex]
|
||||
thatPlayerInNextFrame := nextRenderFramePlayers[i]
|
||||
// Reset playerCollider position from the "virtual grid position"
|
||||
newVx, newVy := currPlayerDownsync.VirtualGridX+currPlayerDownsync.VelX, currPlayerDownsync.VirtualGridY+currPlayerDownsync.VelY
|
||||
if thatPlayerInNextFrame.VelY == jumpingInitVelY {
|
||||
newVy += thatPlayerInNextFrame.VelY
|
||||
}
|
||||
|
||||
playerCollider.X, playerCollider.Y = VirtualGridToPolygonColliderBLPos(newVx, newVy, playerCollider.W*0.5, playerCollider.H*0.5, 0, 0, 0, 0, collisionSpaceOffsetX, collisionSpaceOffsetY, virtualGridToWorldRatio)
|
||||
// Update in the collision system
|
||||
playerCollider.Update()
|
||||
|
||||
if currPlayerDownsync.InAir {
|
||||
thatPlayerInNextFrame.VelX += gravityX
|
||||
thatPlayerInNextFrame.VelY += gravityY
|
||||
}
|
||||
}
|
||||
|
||||
// 3. Calc pushbacks for each player (after its movement) w/o bullets
|
||||
for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
|
||||
joinIndex := currPlayerDownsync.JoinIndex
|
||||
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
|
||||
playerCollider := collisionSysMap[collisionPlayerIndex]
|
||||
playerShape := playerCollider.Shape.(*resolv.ConvexPolygon)
|
||||
hardPushbackNorms[joinIndex-1] = CalcHardPushbacksNorms(playerCollider, playerShape, snapIntoPlatformOverlap, &(effPushbacks[joinIndex-1]))
|
||||
thatPlayerInNextFrame := nextRenderFramePlayers[i]
|
||||
fallStopping := false
|
||||
if collision := playerCollider.Check(0, 0); nil != collision {
|
||||
for _, obj := range collision.Objects {
|
||||
isBarrier, isAnotherPlayer, isBullet := false, false, false
|
||||
// TODO: Make this part work in JavaScript without having to expose all types Barrier/PlayerDownsync/MeleeBullet by js.MakeWrapper.
|
||||
switch obj.Data.(type) {
|
||||
case *Barrier:
|
||||
isBarrier = true
|
||||
case *PlayerDownsync:
|
||||
isAnotherPlayer = true
|
||||
case *MeleeBullet:
|
||||
isBullet = true
|
||||
}
|
||||
if isBullet {
|
||||
// ignore bullets for this step
|
||||
continue
|
||||
}
|
||||
bShape := obj.Shape.(*resolv.ConvexPolygon)
|
||||
overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, playerShape, bShape)
|
||||
if !overlapped {
|
||||
continue
|
||||
}
|
||||
normAlignmentWithGravity := (overlapResult.OverlapX*float64(0) + overlapResult.OverlapY*float64(-1.0))
|
||||
landedOnGravityPushback := (snapIntoPlatformThreshold < normAlignmentWithGravity) // prevents false snapping on the lateral sides
|
||||
if landedOnGravityPushback {
|
||||
// kindly note that one player might land on top of another player, and snapping is also required in such case
|
||||
pushbackX, pushbackY = (overlapResult.Overlap-snapIntoPlatformOverlap)*overlapResult.OverlapX, (overlapResult.Overlap-snapIntoPlatformOverlap)*overlapResult.OverlapY
|
||||
thatPlayerInNextFrame.InAir = false
|
||||
}
|
||||
if isAnotherPlayer {
|
||||
// [WARNING] The "zero overlap collision" might be randomly detected/missed on either frontend or backend, to have deterministic result we added paddings to all sides of a playerCollider. As each velocity component of (velX, velY) being a multiple of 0.5 at any renderFrame, each position component of (x, y) can only be a multiple of 0.5 too, thus whenever a 1-dimensional collision happens between players from [player#1: i*0.5, player#2: j*0.5, not collided yet] to [player#1: (i+k)*0.5, player#2: j*0.5, collided], the overlap becomes (i+k-j)*0.5+2*s, and after snapping subtraction the effPushback magnitude for each player is (i+k-j)*0.5, resulting in 0.5-multiples-position for the next renderFrame.
|
||||
pushbackX, pushbackY = (overlapResult.Overlap-snapIntoPlatformOverlap*2)*overlapResult.OverlapX, (overlapResult.Overlap-snapIntoPlatformOverlap*2)*overlapResult.OverlapY
|
||||
}
|
||||
for _, hardPushbackNorm := range hardPushbackNorms[joinIndex-1] {
|
||||
projectedMagnitude := pushbackX*hardPushbackNorm.X + pushbackY*hardPushbackNorm.Y
|
||||
if isBarrier || (isAnotherPlayer && 0 > projectedMagnitude) {
|
||||
pushbackX -= projectedMagnitude * hardPushbackNorm.X
|
||||
pushbackY -= projectedMagnitude * hardPushbackNorm.Y
|
||||
}
|
||||
}
|
||||
effPushbacks[joinIndex-1].X += pushbackX
|
||||
effPushbacks[joinIndex-1].Y += pushbackY
|
||||
if currPlayerDownsync.InAir && landedOnGravityPushback {
|
||||
fallStopping = true
|
||||
}
|
||||
}
|
||||
}
|
||||
if fallStopping {
|
||||
thatPlayerInNextFrame.VelX = 0
|
||||
thatPlayerInNextFrame.VelY = 0
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
|
||||
thatPlayerInNextFrame.FramesToRecover = 0
|
||||
}
|
||||
if currPlayerDownsync.InAir {
|
||||
oldNextCharacterState := thatPlayerInNextFrame.CharacterState
|
||||
switch oldNextCharacterState {
|
||||
case ATK_CHARACTER_STATE_IDLE1, ATK_CHARACTER_STATE_WALKING:
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_IDLE1
|
||||
case ATK_CHARACTER_STATE_ATK1:
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_ATK1
|
||||
case ATK_CHARACTER_STATE_ATKED1:
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_ATKED1
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 4. Get players out of stuck barriers if there's any
|
||||
for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
|
||||
joinIndex := currPlayerDownsync.JoinIndex
|
||||
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
|
||||
playerCollider := collisionSysMap[collisionPlayerIndex]
|
||||
// Update "virtual grid position"
|
||||
thatPlayerInNextFrame := nextRenderFramePlayers[i]
|
||||
thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY = PolygonColliderBLToVirtualGridPos(playerCollider.X-effPushbacks[joinIndex-1].X, playerCollider.Y-effPushbacks[joinIndex-1].Y, playerCollider.W*0.5, playerCollider.H*0.5, 0, 0, 0, 0, collisionSpaceOffsetX, collisionSpaceOffsetY, worldToVirtualGridRatio)
|
||||
}
|
||||
|
||||
return &RoomDownsyncFrame{
|
||||
Id: currRenderFrame.Id + 1,
|
||||
PlayersArr: nextRenderFramePlayers,
|
||||
}
|
||||
}
|
||||
|
||||
func GenerateRectCollider(wx, wy, w, h, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY float64, data interface{}, tag string) *resolv.Object {
|
||||
blX, blY := WorldToPolygonColliderBLPos(wx, wy, w*0.5, h*0.5, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY)
|
||||
return generateRectColliderInCollisionSpace(blX, blY, leftPadding+w+rightPadding, bottomPadding+h+topPadding, data, tag)
|
||||
}
|
||||
|
||||
func generateRectColliderInCollisionSpace(blX, blY, w, h float64, data interface{}, tag string) *resolv.Object {
|
||||
collider := resolv.NewObject(blX, blY, w, h, tag) // Unlike its frontend counter part, the position of a "resolv.Object" must be specified by "bottom-left point" because "w" and "h" must be positive, see "resolv.Object.BoundsToSpace" for details
|
||||
shape := resolv.NewRectangle(0, 0, w, h)
|
||||
collider.SetShape(shape)
|
||||
collider.Data = data
|
||||
return collider
|
||||
}
|
||||
|
||||
func GenerateConvexPolygonCollider(unalignedSrc *Polygon2D, spaceOffsetX, spaceOffsetY float64, data interface{}, tag string) *resolv.Object {
|
||||
aligned := AlignPolygon2DToBoundingBox(unalignedSrc)
|
||||
var w, h float64 = 0, 0
|
||||
|
||||
shape := resolv.NewConvexPolygon()
|
||||
for i, pi := range aligned.Points {
|
||||
for j, pj := range aligned.Points {
|
||||
if i == j {
|
||||
continue
|
||||
}
|
||||
if math.Abs(pj.X-pi.X) > w {
|
||||
w = math.Abs(pj.X - pi.X)
|
||||
}
|
||||
if math.Abs(pj.Y-pi.Y) > h {
|
||||
h = math.Abs(pj.Y - pi.Y)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for i := 0; i < len(aligned.Points); i++ {
|
||||
p := aligned.Points[i]
|
||||
shape.AddPoints(p.X, p.Y)
|
||||
}
|
||||
|
||||
collider := resolv.NewObject(aligned.Anchor.X+spaceOffsetX, aligned.Anchor.Y+spaceOffsetY, w, h, tag)
|
||||
collider.SetShape(shape)
|
||||
collider.Data = data
|
||||
|
||||
return collider
|
||||
}
|
||||
|
||||
func AlignPolygon2DToBoundingBox(input *Polygon2D) *Polygon2D {
|
||||
// Transform again to put "anchor" at the "bottom-left point (w.r.t. world space)" of the bounding box for "resolv"
|
||||
boundingBoxBL := &Vec2D{
|
||||
X: MAX_FLOAT64,
|
||||
Y: MAX_FLOAT64,
|
||||
}
|
||||
for _, p := range input.Points {
|
||||
if p.X < boundingBoxBL.X {
|
||||
boundingBoxBL.X = p.X
|
||||
}
|
||||
if p.Y < boundingBoxBL.Y {
|
||||
boundingBoxBL.Y = p.Y
|
||||
}
|
||||
}
|
||||
|
||||
// Now "input.Anchor" should move to "input.Anchor+boundingBoxBL", thus "boundingBoxBL" is also the value of the negative diff for all "input.Points"
|
||||
output := &Polygon2D{
|
||||
Anchor: &Vec2D{
|
||||
X: input.Anchor.X + boundingBoxBL.X,
|
||||
Y: input.Anchor.Y + boundingBoxBL.Y,
|
||||
},
|
||||
Points: make([]*Vec2D, len(input.Points)),
|
||||
}
|
||||
|
||||
for i, p := range input.Points {
|
||||
output.Points[i] = &Vec2D{
|
||||
X: p.X - boundingBoxBL.X,
|
||||
Y: p.Y - boundingBoxBL.Y,
|
||||
}
|
||||
}
|
||||
|
||||
return output
|
||||
}
|
90
jsexport/battle/room_downsync_frame.go
Normal file
90
jsexport/battle/room_downsync_frame.go
Normal file
@@ -0,0 +1,90 @@
|
||||
package battle
|
||||
|
||||
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
|
||||
Name string
|
||||
DisplayName string
|
||||
Avatar string
|
||||
}
|
||||
|
||||
type InputFrameDecoded struct {
|
||||
Dx int32
|
||||
Dy int32
|
||||
BtnALevel int32
|
||||
BtnBLevel int32
|
||||
}
|
||||
|
||||
type InputFrameUpsync struct {
|
||||
InputFrameId int32
|
||||
Encoded uint64
|
||||
}
|
||||
|
||||
type InputFrameDownsync struct {
|
||||
InputFrameId int32
|
||||
InputList []uint64
|
||||
ConfirmedList uint64
|
||||
}
|
||||
|
||||
type Barrier struct {
|
||||
Boundary *Polygon2D
|
||||
}
|
||||
|
||||
type MeleeBullet struct {
|
||||
// for offender
|
||||
BattleLocalId int32
|
||||
StartupFrames int32
|
||||
ActiveFrames int32
|
||||
RecoveryFrames int32
|
||||
RecoveryFramesOnBlock int32
|
||||
RecoveryFramesOnHit int32
|
||||
Moveforward *Vec2D
|
||||
HitboxOffset float64
|
||||
HitboxSize *Vec2D
|
||||
OriginatedRenderFrameId int32
|
||||
// for defender
|
||||
HitStunFrames int32
|
||||
BlockStunFrames int32
|
||||
Pushback float64
|
||||
ReleaseTriggerType int32
|
||||
Damage int32
|
||||
OffenderJoinIndex int32
|
||||
OffenderPlayerId int32
|
||||
}
|
||||
|
||||
type RoomDownsyncFrame struct {
|
||||
Id int32
|
||||
PlayersArr []*PlayerDownsync
|
||||
CountdownNanos int64
|
||||
MeleeBullets []*MeleeBullet
|
||||
BackendUnconfirmedMask uint64
|
||||
ShouldForceResync bool
|
||||
Players map[int32]*PlayerDownsync
|
||||
}
|
Reference in New Issue
Block a user