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https://github.com/genxium/DelayNoMore
synced 2024-12-26 03:39:00 +00:00
Fixed frontend countdown display.
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parent
70e552f5f0
commit
0324b584a5
@ -1338,6 +1338,7 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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thatPlayerInNextFrame := nextRenderFramePlayers[playerId]
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if 0 < thatPlayerInNextFrame.FramesToRecover {
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// No need to process inputs for this player, but there might be bullet pushbacks on this player
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// Also note that in this case we keep "CharacterState" of this player from last render frame
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playerCollider.X += bulletPushbacks[joinIndex-1].X
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playerCollider.Y += bulletPushbacks[joinIndex-1].Y
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// Update in the collision system
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@ -1373,6 +1374,7 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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Logger.Debug(fmt.Sprintf("roomId=%v, playerId=%v triggered a falling-edge of btnA at currRenderFrame.id=%v, delayedInputFrame.id=%v", pR.Id, playerId, currRenderFrame.Id, delayedInputFrame.InputFrameId))
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} else {
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// No bullet trigger, process movement inputs
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// Note that by now "0 == thatPlayerInNextFrame.FramesToRecover", we should change "CharacterState" to "WALKING" or "IDLE" depending on player inputs
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if 0 != decodedInput.Dx || 0 != decodedInput.Dy {
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thatPlayerInNextFrame.DirX = decodedInput.Dx
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thatPlayerInNextFrame.DirY = decodedInput.Dy
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@ -440,7 +440,7 @@
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"array": [
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0,
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0,
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210.7364624020594,
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216.50635094610968,
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0,
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0,
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0,
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@ -54,12 +54,12 @@ cc.Class({
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let newCharacterState = rdfPlayer.characterState;
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let prevCharacterState = (null == prevRdfPlayer ? window.ATK_CHARACTER_STATE.Idle1[0] : prevRdfPlayer.characterState);
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if (newCharacterState != prevCharacterState) {
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// Anim is edge-triggered
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const newAnimName = window.ATK_CHARACTER_STATE_ARR[newCharacterState][1];
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if (newAnimName != this.animComp.animationName) {
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this.animComp.playAnimation(newAnimName);
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console.log(`JoinIndex=${rdfPlayer.joinIndex}, Resetting anim to ${newAnimName}, state changed: (${prevCharacterState}, prevRdfPlayer is null? ${null == prevRdfPlayer}) -> (${newCharacterState})`);
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// Anim is edge-triggered
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if (newAnimName == this.animComp.animationName) {
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console.warn(`JoinIndex=${rdfPlayer.joinIndex}, possibly playing weird anim by resetting anim to ${newAnimName} while the playing anim is also ${this.animComp.animationName}, player rdf changed from: ${null == prevRdfPlayer ? null : JSON.stringify(prevRdfPlayer)}, to: ${JSON.stringify(rdfPlayer)}`);
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}
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this.animComp.playAnimation(newAnimName);
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}
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},
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});
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@ -632,7 +632,7 @@ cc.Class({
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self.musicEffectManagerScriptIns.playBGM();
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}
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} else {
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console.warn(`Anomaly when onRoomDownsyncFrame is called by rdf=${JSON.stringify(rdf)}`);
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console.warn(`Anomaly when onRoomDownsyncFrame is called by rdf=${JSON.stringify(rdf)}, recentRenderCache=${self._stringifyRecentRenderCache(false)}, recentInputCache=${self._stringifyRecentInputCache(false)}`);
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}
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// [WARNING] Leave all graphical updates in "update(dt)" by "applyRoomDownsyncFrameDynamics"
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@ -827,17 +827,17 @@ cc.Class({
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console.error("Error during Map.update", err);
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} finally {
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// Update countdown
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if (null != self.countdownNanos) {
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self.countdownNanos = self.battleDurationNanos - self.renderFrameId * self.rollbackEstimatedDtNanos;
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if (self.countdownNanos <= 0) {
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self.onBattleStopped(self.playerRichInfoDict);
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return;
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}
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self.countdownNanos = self.battleDurationNanos - self.renderFrameId * self.rollbackEstimatedDtNanos;
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if (self.countdownNanos <= 0) {
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self.onBattleStopped(self.playerRichInfoDict);
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return;
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}
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const countdownSeconds = parseInt(self.countdownNanos / 1000000000);
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if (isNaN(countdownSeconds)) {
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console.warn(`countdownSeconds is NaN for countdownNanos == ${self.countdownNanos}.`);
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}
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const countdownSeconds = parseInt(self.countdownNanos / 1000000000);
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if (isNaN(countdownSeconds)) {
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console.warn(`countdownSeconds is NaN for countdownNanos == ${self.countdownNanos}.`);
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}
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if (null != self.countdownLabel) {
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self.countdownLabel.string = countdownSeconds;
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}
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++self.renderFrameId; // [WARNING] It's important to increment the renderFrameId AFTER all the operations above!!!
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