mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-25 19:28:55 +00:00
Fixes for backend integration.
This commit is contained in:
parent
bc8eab8115
commit
0b0de0beb3
@ -1212,8 +1212,8 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
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}
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currRenderFrame := currRenderFrameTmp.(*battle.RoomDownsyncFrame)
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delayedInputFrameId := pR.ConvertToInputFrameId(collisionSysRenderFrameId, pR.InputDelayFrames)
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var delayedInputList []uint64 = nil
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var delayedInputListForPrevRenderFrame []uint64 = nil
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var delayedInputList *[]uint64 = nil
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var delayedInputListForPrevRenderFrame *[]uint64 = nil
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if 0 <= delayedInputFrameId {
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if delayedInputFrameId > pR.LastAllConfirmedInputFrameId {
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panic(fmt.Sprintf("delayedInputFrameId=%v is not yet all-confirmed for roomId=%v, this is abnormal because it's to be used for applying dynamics to [fromRenderFrameId:%v, toRenderFrameId:%v) @ collisionSysRenderFrameId=%v! InputsBuffer=%v", delayedInputFrameId, pR.Id, fromRenderFrameId, toRenderFrameId, collisionSysRenderFrameId, pR.InputsBufferString(false)))
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@ -1223,19 +1223,19 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
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panic(fmt.Sprintf("delayedInputFrameId=%v doesn't exist for roomId=%v, this is abnormal because it's to be used for applying dynamics to [fromRenderFrameId:%v, toRenderFrameId:%v) @ collisionSysRenderFrameId=%v! InputsBuffer=%v", delayedInputFrameId, pR.Id, fromRenderFrameId, toRenderFrameId, collisionSysRenderFrameId, pR.InputsBufferString(false)))
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}
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delayedInputFrame := tmp.(*pb.InputFrameDownsync)
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delayedInputList = delayedInputFrame.InputList
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delayedInputList = &delayedInputFrame.InputList
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delayedInputFrameIdForPrevRenderFrame := pR.ConvertToInputFrameId(collisionSysRenderFrameId-1, pR.InputDelayFrames)
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if 0 <= delayedInputFrameIdForPrevRenderFrame {
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tmp = pR.InputsBuffer.GetByFrameId(delayedInputFrameId)
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tmp = pR.InputsBuffer.GetByFrameId(delayedInputFrameIdForPrevRenderFrame)
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if nil == tmp {
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panic(fmt.Sprintf("delayedInputFrameIdForPrevRenderFrame=%v doesn't exist for roomId=%v, this is abnormal because it's to be used for applying dynamics to [fromRenderFrameId:%v, toRenderFrameId:%v) @ collisionSysRenderFrameId-1=%v! InputsBuffer=%v", delayedInputFrameIdForPrevRenderFrame, pR.Id, fromRenderFrameId, toRenderFrameId, collisionSysRenderFrameId-1, pR.InputsBufferString(false)))
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}
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delayedInputFrameForPrevRenderFrame := tmp.(*pb.InputFrameDownsync)
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delayedInputListForPrevRenderFrame = delayedInputFrameForPrevRenderFrame.InputList
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delayedInputListForPrevRenderFrame = &delayedInputFrameForPrevRenderFrame.InputList
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}
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}
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nextRenderFrame := battle.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputList, delayedInputListForPrevRenderFrame, currRenderFrame, pR.Space, pR.CollisionSysMap, pR.GravityX, pR.GravityY, pR.JumpingInitVelY, pR.InputDelayFrames, pR.InputScaleFrames, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformThreshold, pR.WorldToVirtualGridRatio, pR.VirtualGridToWorldRatio)
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nextRenderFrame := battle.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(*delayedInputList, *delayedInputListForPrevRenderFrame, currRenderFrame, pR.Space, pR.CollisionSysMap, pR.GravityX, pR.GravityY, pR.JumpingInitVelY, pR.InputDelayFrames, pR.InputScaleFrames, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformThreshold, pR.WorldToVirtualGridRatio, pR.VirtualGridToWorldRatio)
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pR.RenderFrameBuffer.Put(nextRenderFrame)
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pR.CurDynamicsRenderFrameId++
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}
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File diff suppressed because it is too large
Load Diff
@ -1,7 +0,0 @@
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{
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"ver": "1.2.5",
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"uuid": "368b10b6-88fc-423c-9fcd-545d9fc673bd",
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"asyncLoadAssets": false,
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"autoReleaseAssets": false,
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"subMetas": {}
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}
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@ -605,8 +605,8 @@ cc.Class({
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}
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const shouldForceDumping1 = (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START == rdf.Id);
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let shouldForceDumping2 = (rdf.Id >= self.renderFrameId + self.renderFrameIdLagTolerance);
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let shouldForceResync = pbRdf.ShouldForceResync;
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const notSelfUnconfirmed = (0 == (rdf.BackendUnconfirmedMask & (1 << (self.selfPlayerInfo.joinIndex - 1))));
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let shouldForceResync = pbRdf.shouldForceResync;
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const notSelfUnconfirmed = (0 == (pbRdf.backendUnconfirmedMask & (1 << (self.selfPlayerInfo.joinIndex - 1))));
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if (notSelfUnconfirmed) {
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shouldForceDumping2 = false;
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shouldForceResync = false;
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@ -647,7 +647,8 @@ cc.Class({
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if (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START == rdf.Id) {
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console.log('On battle started! renderFrameId=', rdf.Id);
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} else {
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console.log('On battle resynced! renderFrameId=', rdf.Id);
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self.hideFindingPlayersGUI();
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console.warn('On battle resynced! renderFrameId=', rdf.Id);
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}
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self.renderFrameId = rdf.Id;
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self.lastRenderFrameIdTriggeredAt = performance.now();
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@ -1071,6 +1072,12 @@ ${self._stringifyRecentInputAndRenderCacheCorrespondingly()}`);
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currPlayerDownsync.framesToRecover = currPlayerDownsync.FrameToRecover;
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playerRichInfo.scriptIns.updateCharacterAnim(currPlayerDownsync, prevRdfPlayer, false);
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}
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// Update countdown
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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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}
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},
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getCachedInputFrameDownsyncWithPrediction(inputFrameId) {
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@ -13,7 +13,7 @@ cc.Class({
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onLoad() {
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const self = this;
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window.mapIns = self;
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self.showCriticalCoordinateLabels = true;
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self.showCriticalCoordinateLabels = false;
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const mapNode = self.node;
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const canvasNode = mapNode.parent;
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@ -31,6 +31,7 @@ cc.Class({
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self.inputDelayFrames = 8;
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self.inputScaleFrames = 2;
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self.inputFrameUpsyncDelayTolerance = 2;
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self.collisionMinStep = 8;
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self.renderCacheSize = 1024;
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self.serverFps = 60;
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@ -49,22 +50,17 @@ cc.Class({
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recoveryFrames: 34, // usually but not always "startupFrames+activeFrames", I hereby set it to be 1 frame more than the actual animation to avoid critical transition, i.e. when the animation is 1 frame from ending but "rdfPlayer.framesToRecover" is already counted 0 and the player triggers an other same attack, making an effective bullet trigger but no animation is played due to same animName is still playing
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recoveryFramesOnBlock: 34,
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recoveryFramesOnHit: 34,
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moveforward: {
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x: 0,
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y: 0,
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},
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hitboxOffset: 12.0, // should be about the radius of the PlayerCollider
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hitboxSize: {
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x: 23.0,
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y: 32.0,
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},
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// for defender
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hitStunFrames: 18,
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blockStunFrames: 9,
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pushback: 8.0,
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releaseTriggerType: 1, // 1: rising-edge, 2: falling-edge
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damage: 5
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damage: 5,
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hitboxSizeX: 24.0,
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hitboxSizeY: 32.0,
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selfMoveforwardX: 0,
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selfMoveforwardY: 0,
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}
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};
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@ -76,7 +72,7 @@ cc.Class({
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self.snapIntoPlatformOverlap = 0.1;
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self.snapIntoPlatformThreshold = 0.5; // a platform must be "horizontal enough" for a character to "stand on"
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self.jumpingInitVelY = 7 * self.worldToVirtualGridRatio; // unit: (virtual grid length/renderFrame)
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[self.gravityX, self.gravityY] = [0, -0.5*self.worldToVirtualGridRatio]; // unit: (virtual grid length/renderFrame^2)
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[self.gravityX, self.gravityY] = [0, -0.5 * self.worldToVirtualGridRatio]; // unit: (virtual grid length/renderFrame^2)
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const tiledMapIns = self.node.getComponent(cc.TiledMap);
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@ -89,7 +85,6 @@ cc.Class({
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tiledMapIns.tmxAsset = null;
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mapNode.removeAllChildren();
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self._resetCurrentMatch();
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if (self.showCriticalCoordinateLabels) {
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const drawer = new cc.Node();
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@ -101,25 +96,30 @@ cc.Class({
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self.g = g;
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}
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tiledMapIns.tmxAsset = tmxAsset;
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const newMapSize = tiledMapIns.getMapSize();
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const newTileSize = tiledMapIns.getTileSize();
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self.node.setContentSize(newMapSize.width * newTileSize.width, newMapSize.height * newTileSize.height);
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self.node.setPosition(cc.v2(0, 0));
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self.stageDiscreteW = newMapSize.width;
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self.stageDiscreteH = newMapSize.height;
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self.stageTileW = newTileSize.width;
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self.stageTileH = newTileSize.height;
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self._resetCurrentMatch();
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let barrierIdCounter = 0;
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const boundaryObjs = tileCollisionManager.extractBoundaryObjects(self.node);
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for (let boundaryObj of boundaryObjs.barriers) {
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const x0 = boundaryObj.anchor.x,
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y0 = boundaryObj.anchor.y;
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const gopkgsBoundaryAnchor = gopkgs.NewVec2DJs(boundaryObj.anchor.x, boundaryObj.anchor.y);
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const gopkgsBoundaryPts = Array.from(boundaryObj, p => {
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return gopkgs.NewVec2DJs(p.x, p.y);
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});
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const gopkgsBoundary = gopkgs.NewPolygon2DJs(gopkgsBoundaryAnchor, gopkgsBoundaryPts);
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const gopkgsBarrier = gopkgs.NewBarrierJs(gopkgsBoundary);
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const newBarrier = self.collisionSys.createPolygon(x0, y0, Array.from(boundaryObj, p => {
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return [p.x, p.y];
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}));
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newBarrier.data = {
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hardPushback: true
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};
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const newBarrierCollider = gopkgs.GenerateConvexPolygonColliderJs(gopkgsBoundary, self.spaceOffsetX, self.spaceOffsetY, gopkgsBarrier, "Barrier");
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self.gopkgsCollisionSys.Add(newBarrierCollider);
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if (false && self.showCriticalCoordinateLabels) {
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for (let i = 0; i < boundaryObj.length; ++i) {
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@ -152,20 +152,20 @@ cc.Class({
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}
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}
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// console.log("Created barrier: ", newBarrier);
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// console.log("Created barrier: ", newBarrierCollider);
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++barrierIdCounter;
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const collisionBarrierIndex = (self.collisionBarrierIndexPrefix + barrierIdCounter);
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self.collisionSysMap.set(collisionBarrierIndex, newBarrier);
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self.gopkgsCollisionSysMap[collisionBarrierIndex] = newBarrierCollider;
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}
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const startRdf = window.pb.protos.RoomDownsyncFrame.create({
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id: window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START,
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players: {
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10: window.pb.protos.PlayerDownsync.create({
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playersArr: [
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window.pb.protos.PlayerDownsync.create({
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id: 10,
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joinIndex: 1,
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virtualGridX: self.worldToVirtualGridPos(boundaryObjs.playerStartingPositions[0].x, boundaryObjs.playerStartingPositions[0].y)[0],
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virtualGridY: self.worldToVirtualGridPos(boundaryObjs.playerStartingPositions[0].x, boundaryObjs.playerStartingPositions[0].y)[1],
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virtualGridX: boundaryObjs.playerStartingPositions[0].x * self.worldToVirtualGridRatio,
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virtualGridY: boundaryObjs.playerStartingPositions[0].y * self.worldToVirtualGridRatio,
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speed: 1 * self.worldToVirtualGridRatio,
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colliderRadius: 12,
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characterState: window.ATK_CHARACTER_STATE.InAirIdle1[0],
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@ -176,11 +176,11 @@ cc.Class({
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velY: 0,
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inAir: true,
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}),
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11: window.pb.protos.PlayerDownsync.create({
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window.pb.protos.PlayerDownsync.create({
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id: 11,
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joinIndex: 2,
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virtualGridX: self.worldToVirtualGridPos(boundaryObjs.playerStartingPositions[1].x, boundaryObjs.playerStartingPositions[1].y)[0],
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virtualGridY: self.worldToVirtualGridPos(boundaryObjs.playerStartingPositions[1].x, boundaryObjs.playerStartingPositions[1].y)[1],
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virtualGridX: boundaryObjs.playerStartingPositions[1].x * self.worldToVirtualGridRatio,
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virtualGridY: boundaryObjs.playerStartingPositions[1].y * self.worldToVirtualGridRatio,
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speed: 1 * self.worldToVirtualGridRatio,
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colliderRadius: 12,
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characterState: window.ATK_CHARACTER_STATE.InAirIdle1[0],
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@ -191,10 +191,15 @@ cc.Class({
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velY: 0,
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inAir: true,
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}),
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}
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]
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});
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self.selfPlayerInfo = {
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id: 11
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Id: 11,
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JoinIndex: 2,
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// For compatibility
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id: 11,
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joinIndex: 2,
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};
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self.onRoomDownsyncFrame(startRdf);
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@ -223,7 +228,7 @@ cc.Class({
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currSelfInput = prevAndCurrInputs[1];
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}
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const [prevRdf, rdf] = self.rollbackAndChase(self.renderFrameId, self.renderFrameId + 1, self.collisionSys, self.collisionSysMap, false);
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const [prevRdf, rdf] = self.rollbackAndChase(self.renderFrameId, self.renderFrameId + 1, self.gopkgsCollisionSys, self.gopkgsCollisionSysMap, false);
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self.applyRoomDownsyncFrameDynamics(rdf, prevRdf);
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self.showDebugBoundaries(rdf);
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++self.renderFrameId;
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@ -234,4 +239,5 @@ cc.Class({
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}
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}
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},
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});
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@ -1,6 +1,6 @@
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{
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"ver": "1.0.5",
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"uuid": "47d7dcb8-4b89-41da-9c6a-2499463a86a2",
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"uuid": "b3810903-496b-43d7-8461-898cee958548",
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"isPlugin": false,
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"loadPluginInWeb": true,
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"loadPluginInNative": true,
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@ -1,243 +0,0 @@
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const i18n = require('LanguageData');
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i18n.init(window.language); // languageID should be equal to the one we input in New Language ID input field
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const OnlineMap = require('./Map');
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cc.Class({
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extends: OnlineMap,
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onDestroy() {
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console.warn("+++++++ Map onDestroy()");
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},
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onLoad() {
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const self = this;
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window.mapIns = self;
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self.showCriticalCoordinateLabels = false;
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const mapNode = self.node;
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const canvasNode = mapNode.parent;
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self.mainCameraNode = self.canvasNode.getChildByName("Main Camera");
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self.mainCamera = self.mainCameraNode.getComponent(cc.Camera);
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for (let child of self.mainCameraNode.children) {
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child.setScale(1 / self.mainCamera.zoomRatio);
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}
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self.widgetsAboveAllNode = self.mainCameraNode.getChildByName("WidgetsAboveAll");
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self.mainCameraNode.setPosition(cc.v2());
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/** Init required prefab ended. */
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self.inputDelayFrames = 8;
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self.inputScaleFrames = 2;
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self.inputFrameUpsyncDelayTolerance = 2;
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self.collisionMinStep = 8;
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self.renderCacheSize = 1024;
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self.serverFps = 60;
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self.rollbackEstimatedDt = 0.016667;
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self.rollbackEstimatedDtMillis = 16.667;
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self.rollbackEstimatedDtNanos = 16666666;
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self.tooFastDtIntervalMillis = 0.5 * self.rollbackEstimatedDtMillis;
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self.worldToVirtualGridRatio = 1000;
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self.virtualGridToWorldRatio = 1.0 / self.worldToVirtualGridRatio;
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self.meleeSkillConfig = {
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1: {
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// for offender
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startupFrames: 10,
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activeFrames: 20,
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recoveryFrames: 34, // usually but not always "startupFrames+activeFrames", I hereby set it to be 1 frame more than the actual animation to avoid critical transition, i.e. when the animation is 1 frame from ending but "rdfPlayer.framesToRecover" is already counted 0 and the player triggers an other same attack, making an effective bullet trigger but no animation is played due to same animName is still playing
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recoveryFramesOnBlock: 34,
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recoveryFramesOnHit: 34,
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hitboxOffset: 12.0, // should be about the radius of the PlayerCollider
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// for defender
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hitStunFrames: 18,
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blockStunFrames: 9,
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pushback: 8.0,
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releaseTriggerType: 1, // 1: rising-edge, 2: falling-edge
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damage: 5,
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hitboxSizeX: 24.0,
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hitboxSizeY: 32.0,
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selfMoveforwardX: 0,
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selfMoveforwardY: 0,
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}
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};
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/*
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[WARNING] As when a character is standing on a barrier, if not carefully curated there MIGHT BE a bouncing sequence of "[(inAir -> dropIntoBarrier ->), (notInAir -> pushedOutOfBarrier ->)], [(inAir -> ..."
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Moreover, "snapIntoPlatformOverlap" should be small enough such that the walking "velX" or jumping initial "velY" can escape from it by 1 renderFrame (when jumping is triggered, the character is waived from snappig for 1 renderFrame).
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*/
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self.snapIntoPlatformOverlap = 0.1;
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self.snapIntoPlatformThreshold = 0.5; // a platform must be "horizontal enough" for a character to "stand on"
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self.jumpingInitVelY = 7 * self.worldToVirtualGridRatio; // unit: (virtual grid length/renderFrame)
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[self.gravityX, self.gravityY] = [0, -0.5 * self.worldToVirtualGridRatio]; // unit: (virtual grid length/renderFrame^2)
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const tiledMapIns = self.node.getComponent(cc.TiledMap);
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const fullPathOfTmxFile = cc.js.formatStr("map/%s/map", "dungeon");
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cc.loader.loadRes(fullPathOfTmxFile, cc.TiledMapAsset, (err, tmxAsset) => {
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if (null != err) {
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console.error(err);
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return;
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}
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tiledMapIns.tmxAsset = null;
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mapNode.removeAllChildren();
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if (self.showCriticalCoordinateLabels) {
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const drawer = new cc.Node();
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drawer.setPosition(cc.v2(0, 0))
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safelyAddChild(self.node, drawer);
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setLocalZOrder(drawer, 999);
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const g = drawer.addComponent(cc.Graphics);
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g.lineWidth = 2;
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self.g = g;
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}
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tiledMapIns.tmxAsset = tmxAsset;
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const newMapSize = tiledMapIns.getMapSize();
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const newTileSize = tiledMapIns.getTileSize();
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self.node.setContentSize(newMapSize.width * newTileSize.width, newMapSize.height * newTileSize.height);
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self.node.setPosition(cc.v2(0, 0));
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self.stageDiscreteW = newMapSize.width;
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self.stageDiscreteH = newMapSize.height;
|
||||
self.stageTileW = newTileSize.width;
|
||||
self.stageTileH = newTileSize.height;
|
||||
|
||||
self._resetCurrentMatch();
|
||||
let barrierIdCounter = 0;
|
||||
const boundaryObjs = tileCollisionManager.extractBoundaryObjects(self.node);
|
||||
for (let boundaryObj of boundaryObjs.barriers) {
|
||||
const gopkgsBoundaryAnchor = gopkgs.NewVec2DJs(boundaryObj.anchor.x, boundaryObj.anchor.y);
|
||||
const gopkgsBoundaryPts = Array.from(boundaryObj, p => {
|
||||
return gopkgs.NewVec2DJs(p.x, p.y);
|
||||
});
|
||||
const gopkgsBoundary = gopkgs.NewPolygon2DJs(gopkgsBoundaryAnchor, gopkgsBoundaryPts);
|
||||
const gopkgsBarrier = gopkgs.NewBarrierJs(gopkgsBoundary);
|
||||
|
||||
const newBarrierCollider = gopkgs.GenerateConvexPolygonColliderJs(gopkgsBoundary, self.spaceOffsetX, self.spaceOffsetY, gopkgsBarrier, "Barrier");
|
||||
self.gopkgsCollisionSys.Add(newBarrierCollider);
|
||||
|
||||
if (false && 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: ", newBarrierCollider);
|
||||
++barrierIdCounter;
|
||||
const collisionBarrierIndex = (self.collisionBarrierIndexPrefix + barrierIdCounter);
|
||||
self.gopkgsCollisionSysMap[collisionBarrierIndex] = newBarrierCollider;
|
||||
}
|
||||
|
||||
const startRdf = window.pb.protos.RoomDownsyncFrame.create({
|
||||
id: window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START,
|
||||
playersArr: [
|
||||
window.pb.protos.PlayerDownsync.create({
|
||||
id: 10,
|
||||
joinIndex: 1,
|
||||
virtualGridX: boundaryObjs.playerStartingPositions[0].x * self.worldToVirtualGridRatio,
|
||||
virtualGridY: boundaryObjs.playerStartingPositions[0].y * self.worldToVirtualGridRatio,
|
||||
speed: 1 * self.worldToVirtualGridRatio,
|
||||
colliderRadius: 12,
|
||||
characterState: window.ATK_CHARACTER_STATE.InAirIdle1[0],
|
||||
framesToRecover: 0,
|
||||
dirX: 0,
|
||||
dirY: 0,
|
||||
velX: 0,
|
||||
velY: 0,
|
||||
inAir: true,
|
||||
}),
|
||||
window.pb.protos.PlayerDownsync.create({
|
||||
id: 11,
|
||||
joinIndex: 2,
|
||||
virtualGridX: boundaryObjs.playerStartingPositions[1].x * self.worldToVirtualGridRatio,
|
||||
virtualGridY: boundaryObjs.playerStartingPositions[1].y * self.worldToVirtualGridRatio,
|
||||
speed: 1 * self.worldToVirtualGridRatio,
|
||||
colliderRadius: 12,
|
||||
characterState: window.ATK_CHARACTER_STATE.InAirIdle1[0],
|
||||
framesToRecover: 0,
|
||||
dirX: 0,
|
||||
dirY: 0,
|
||||
velX: 0,
|
||||
velY: 0,
|
||||
inAir: true,
|
||||
}),
|
||||
]
|
||||
});
|
||||
|
||||
self.selfPlayerInfo = {
|
||||
Id: 11,
|
||||
JoinIndex: 2,
|
||||
// For compatibility
|
||||
id: 11,
|
||||
joinIndex: 2,
|
||||
};
|
||||
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.tooFastDtIntervalMillis) {
|
||||
// [WARNING] We should avoid a frontend ticking too fast to prevent cheating, as well as ticking too slow to cause a "resync avalanche" that impacts user experience!
|
||||
// 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.getOrPrefabInputFrameUpsync(noDelayInputFrameId);
|
||||
prevSelfInput = prevAndCurrInputs[0];
|
||||
currSelfInput = prevAndCurrInputs[1];
|
||||
}
|
||||
|
||||
const [prevRdf, rdf] = self.rollbackAndChase(self.renderFrameId, self.renderFrameId + 1, self.gopkgsCollisionSys, self.gopkgsCollisionSysMap, false);
|
||||
self.applyRoomDownsyncFrameDynamics(rdf, prevRdf);
|
||||
self.showDebugBoundaries(rdf);
|
||||
++self.renderFrameId;
|
||||
self.lastRenderFrameIdTriggeredAt = performance.now();
|
||||
let t3 = performance.now();
|
||||
} catch (err) {
|
||||
console.error("Error during Map.update", err);
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
});
|
@ -1,9 +0,0 @@
|
||||
{
|
||||
"ver": "1.0.5",
|
||||
"uuid": "b3810903-496b-43d7-8461-898cee958548",
|
||||
"isPlugin": false,
|
||||
"loadPluginInWeb": true,
|
||||
"loadPluginInNative": true,
|
||||
"loadPluginInEditor": false,
|
||||
"subMetas": {}
|
||||
}
|
Loading…
Reference in New Issue
Block a user