Fixed frontend countdown display.

This commit is contained in:
genxium
2022-11-25 17:57:10 +08:00
parent 70e552f5f0
commit 0324b584a5
4 changed files with 18 additions and 16 deletions

View File

@@ -1338,6 +1338,7 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
thatPlayerInNextFrame := nextRenderFramePlayers[playerId]
if 0 < thatPlayerInNextFrame.FramesToRecover {
// No need to process inputs for this player, but there might be bullet pushbacks on this player
// Also note that in this case we keep "CharacterState" of this player from last render frame
playerCollider.X += bulletPushbacks[joinIndex-1].X
playerCollider.Y += bulletPushbacks[joinIndex-1].Y
// Update in the collision system
@@ -1373,6 +1374,7 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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))
} else {
// No bullet trigger, process movement inputs
// 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