Putting back MeleeBullets into game mechanics.

This commit is contained in:
genxium
2022-12-28 23:12:02 +08:00
parent f4868197b6
commit 11d001465d
3 changed files with 273 additions and 81 deletions

View File

@@ -32,7 +32,7 @@ var skillIdToBullet = map[int]interface{}{
1: &MeleeBullet{
Bullet: Bullet{
// for offender
StartupFrames: int32(10),
StartupFrames: int32(5),
ActiveFrames: int32(10),
RecoveryFrames: int32(34),
RecoveryFramesOnBlock: int32(34),
@@ -468,7 +468,27 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
}
}
// 3. Calc pushbacks for each player (after its movement) w/o bullets
// 3. Add bullet colliders into collision system
bulletColliders := make([]*resolv.Object, 0, len(currRenderFrame.MeleeBullets)) // Will all be removed at the end of this function due to the need for being rollback-compatible
for _, meleeBullet := range currRenderFrame.MeleeBullets {
if (meleeBullet.OriginatedRenderFrameId+meleeBullet.StartupFrames <= currRenderFrame.Id) && (meleeBullet.OriginatedRenderFrameId+meleeBullet.StartupFrames+meleeBullet.ActiveFrames > currRenderFrame.Id) {
offender := currRenderFrame.PlayersArr[meleeBullet.OffenderJoinIndex-1]
xfac := float64(1.0) // By now, straight Punch offset doesn't respect "y-axis"
if 0 > offender.DirX {
xfac = float64(-1.0)
}
offenderWx, offenderWy := VirtualGridToWorldPos(offender.VirtualGridX, offender.VirtualGridY, virtualGridToWorldRatio)
bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSizeX, meleeBullet.HitboxSizeY, snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap, collisionSpaceOffsetX, collisionSpaceOffsetY, meleeBullet, "MeleeBullet")
collisionSys.Add(newBulletCollider)
bulletColliders = append(bulletColliders, newBulletCollider)
} else {
nextRenderFrameMeleeBullets = append(nextRenderFrameMeleeBullets, meleeBullet)
}
}
// 4. 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
@@ -522,7 +542,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
}
if landedOnGravityPushback {
thatPlayerInNextFrame.InAir = false
if currPlayerDownsync.InAir {
if currPlayerDownsync.InAir && 0 > currPlayerDownsync.VelY {
// fallStopping
thatPlayerInNextFrame.VelX = 0
thatPlayerInNextFrame.VelY = 0
@@ -543,7 +563,61 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
}
}
// 4. Get players out of stuck barriers if there's any
// 5. Check bullet-anything collisions
for _, bulletCollider := range bulletColliders {
meleeBullet := bulletCollider.Data.(*MeleeBullet)
bulletShape := bulletCollider.Shape.(*resolv.ConvexPolygon)
collision := bulletCollider.Check(0, 0)
bulletCollider.Space.Remove(bulletCollider) // Make sure that the bulletCollider is always removed for each renderFrame
if nil == collision {
nextRenderFrameMeleeBullets = append(nextRenderFrameMeleeBullets, meleeBullet)
continue
}
offender := currRenderFrame.PlayersArr[meleeBullet.OffenderJoinIndex-1]
for _, obj := range collision.Objects {
defenderShape := obj.Shape.(*resolv.ConvexPolygon)
switch t := obj.Data.(type) {
case *PlayerDownsync:
if meleeBullet.OffenderPlayerId == t.Id {
continue
}
overlapped, _, _, _ := CalcPushbacks(0, 0, bulletShape, defenderShape)
if !overlapped {
continue
}
joinIndex := t.JoinIndex
xfac := float64(1.0) // By now, straight Punch offset doesn't respect "y-axis"
if 0 > offender.DirX {
xfac = float64(-1.0)
}
pushbackX, pushbackY := -xfac*meleeBullet.Pushback, float64(0)
for _, hardPushbackNorm := range *hardPushbackNorms[joinIndex-1] {
projectedMagnitude := pushbackX*hardPushbackNorm.X + pushbackY*hardPushbackNorm.Y
if 0 > projectedMagnitude {
//fmt.Printf("defenderPlayerId=%d, joinIndex=%d reducing bullet pushback={%.3f, %.3f} by {%.3f, %.3f} where hardPushbackNorm={%.3f, %.3f}, projectedMagnitude=%.3f at renderFrame.id=%d", t.Id, joinIndex, pushbackX, pushbackY, projectedMagnitude*hardPushbackNorm.X, projectedMagnitude*hardPushbackNorm.Y, hardPushbackNorm.X, hardPushbackNorm.Y, projectedMagnitude, currRenderFrame.Id)
pushbackX -= projectedMagnitude * hardPushbackNorm.X
pushbackY -= projectedMagnitude * hardPushbackNorm.Y
}
}
effPushbacks[joinIndex-1].X += pushbackX
effPushbacks[joinIndex-1].Y += pushbackY
atkedPlayerInCurFrame, atkedPlayerInNextFrame := currRenderFrame.PlayersArr[t.JoinIndex-1], nextRenderFramePlayers[t.JoinIndex-1]
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATKED1
if atkedPlayerInCurFrame.InAir {
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_ATKED1
}
oldFramesToRecover := nextRenderFramePlayers[t.JoinIndex-1].FramesToRecover
if meleeBullet.HitStunFrames > oldFramesToRecover {
atkedPlayerInNextFrame.FramesToRecover = meleeBullet.HitStunFrames
}
default:
}
}
}
// 6. 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
@@ -554,8 +628,9 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
}
return &RoomDownsyncFrame{
Id: currRenderFrame.Id + 1,
PlayersArr: nextRenderFramePlayers,
Id: currRenderFrame.Id + 1,
PlayersArr: nextRenderFramePlayers,
MeleeBullets: nextRenderFrameMeleeBullets,
}
}