mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-26 03:39:00 +00:00
Putting back MeleeBullets into game mechanics.
This commit is contained in:
parent
f4868197b6
commit
11d001465d
@ -4724,7 +4724,7 @@ $packages["resolv"] = (function() {
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return $pkg;
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})();
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$packages["jsexport/battle"] = (function() {
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var $pkg = {}, $init, math, resolv, Vec2D, Polygon2D, PlayerDownsync, InputFrameDecoded, Barrier, Bullet, MeleeBullet, FireballBullet, RoomDownsyncFrame, InputFrameDownsync, RingBuffer, SatResult, sliceType, sliceType$1, sliceType$2, ptrType, sliceType$3, sliceType$4, ptrType$1, ptrType$2, ptrType$3, ptrType$4, ptrType$5, ptrType$6, sliceType$5, sliceType$6, sliceType$7, sliceType$8, ptrType$7, ptrType$8, sliceType$9, sliceType$10, ptrType$9, sliceType$11, ptrType$10, ptrType$11, skillIdToBullet, NewRingBuffer, ConvertToInputFrameId, decodeInput, CalcPushbacks, isPolygonPairOverlapped, isPolygonPairSeparatedByDir, WorldToVirtualGridPos, VirtualGridToWorldPos, WorldToPolygonColliderBLPos, PolygonColliderBLToWorldPos, PolygonColliderBLToVirtualGridPos, VirtualGridToPolygonColliderBLPos, calcHardPushbacksNorms, deriveOpPattern, ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame, GenerateRectCollider, generateRectColliderInCollisionSpace, GenerateConvexPolygonCollider, AlignPolygon2DToBoundingBox;
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var $pkg = {}, $init, math, resolv, Vec2D, Polygon2D, PlayerDownsync, InputFrameDecoded, Barrier, Bullet, MeleeBullet, FireballBullet, RoomDownsyncFrame, InputFrameDownsync, RingBuffer, SatResult, sliceType, sliceType$1, sliceType$2, ptrType, sliceType$3, sliceType$4, ptrType$1, ptrType$2, ptrType$3, ptrType$4, ptrType$5, ptrType$6, sliceType$5, sliceType$6, sliceType$7, sliceType$8, ptrType$7, sliceType$9, ptrType$8, sliceType$10, sliceType$11, ptrType$9, sliceType$12, ptrType$10, ptrType$11, skillIdToBullet, NewRingBuffer, ConvertToInputFrameId, decodeInput, CalcPushbacks, isPolygonPairOverlapped, isPolygonPairSeparatedByDir, WorldToVirtualGridPos, VirtualGridToWorldPos, WorldToPolygonColliderBLPos, PolygonColliderBLToWorldPos, PolygonColliderBLToVirtualGridPos, VirtualGridToPolygonColliderBLPos, calcHardPushbacksNorms, deriveOpPattern, ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame, GenerateRectCollider, generateRectColliderInCollisionSpace, GenerateConvexPolygonCollider, AlignPolygon2DToBoundingBox;
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math = $packages["math"];
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resolv = $packages["resolv"];
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Vec2D = $pkg.Vec2D = $newType(0, $kindStruct, "battle.Vec2D", true, "jsexport/battle", true, function(X_, Y_) {
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@ -4741,7 +4741,7 @@ $packages["jsexport/battle"] = (function() {
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this.$val = this;
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if (arguments.length === 0) {
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this.Anchor = ptrType$9.nil;
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this.Points = sliceType$11.nil;
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this.Points = sliceType$12.nil;
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return;
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}
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this.Anchor = Anchor_;
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@ -4894,7 +4894,7 @@ $packages["jsexport/battle"] = (function() {
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this.PlayersArr = sliceType$6.nil;
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this.CountdownNanos = new $Int64(0, 0);
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this.MeleeBullets = sliceType$7.nil;
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this.FireballBullets = sliceType$9.nil;
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this.FireballBullets = sliceType$10.nil;
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this.BackendUnconfirmedMask = new $Uint64(0, 0);
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this.ShouldForceResync = false;
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return;
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@ -4974,11 +4974,12 @@ $packages["jsexport/battle"] = (function() {
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sliceType$7 = $sliceType(ptrType$4);
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sliceType$8 = $sliceType(ptrType$2);
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ptrType$7 = $ptrType(resolv.Object);
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sliceType$9 = $sliceType(ptrType$7);
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ptrType$8 = $ptrType(FireballBullet);
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sliceType$9 = $sliceType(ptrType$8);
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sliceType$10 = $sliceType($Float64);
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sliceType$10 = $sliceType(ptrType$8);
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sliceType$11 = $sliceType($Float64);
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ptrType$9 = $ptrType(Vec2D);
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sliceType$11 = $sliceType(ptrType$9);
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sliceType$12 = $sliceType(ptrType$9);
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ptrType$10 = $ptrType(Polygon2D);
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ptrType$11 = $ptrType(RingBuffer);
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NewRingBuffer = function(n) {
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@ -5412,7 +5413,7 @@ $packages["jsexport/battle"] = (function() {
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return [patternId, jumpedOrNot, effDx, effDy];
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};
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ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame = function(inputsBuffer, currRenderFrame, collisionSys, collisionSysMap, gravityX, gravityY, jumpingInitVelY, inputDelayFrames, inputScaleFrames, collisionSpaceOffsetX, collisionSpaceOffsetY, snapIntoPlatformOverlap, snapIntoPlatformThreshold, worldToVirtualGridRatio, virtualGridToWorldRatio, playerOpPatternToSkillId) {
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var {_1, _entry, _entry$1, _entry$2, _entry$3, _entry$4, _i, _i$1, _i$2, _i$3, _i$4, _i$5, _i$6, _index, _index$1, _r, _r$1, _ref, _ref$1, _ref$2, _ref$3, _ref$4, _ref$5, _ref$6, _ref$7, _tmp, _tmp$1, _tmp$10, _tmp$2, _tmp$3, _tmp$4, _tmp$5, _tmp$6, _tmp$7, _tmp$8, _tmp$9, _tuple, _tuple$1, _tuple$2, _tuple$3, _tuple$4, bShape, collision, collisionPlayerIndex, collisionPlayerIndex$1, collisionPlayerIndex$2, collisionSpaceOffsetX, collisionSpaceOffsetY, collisionSys, collisionSysMap, currPlayerDownsync, currPlayerDownsync$1, currPlayerDownsync$2, currPlayerDownsync$3, currPlayerDownsync$4, currRenderFrame, effDx, effDy, effPushbacks, existent, gravityX, gravityY, hardPushbackNorm, hardPushbackNorms, i, i$1, i$2, i$3, i$4, inputDelayFrames, inputScaleFrames, inputsBuffer, isAnotherPlayer, isBarrier, isBullet, joinIndex, joinIndex$1, joinIndex$2, joinIndex$3, jumpedOrNot, jumpingInitVelY, landedOnGravityPushback, newMeleeBullet, newVx, newVy, nextRenderFrameMeleeBullets, nextRenderFramePlayers, normAlignmentWithGravity, obj, oldNextCharacterState, overlapResult, overlapped, patternId, playerCollider, playerCollider$1, playerCollider$2, playerOpPatternToSkillId, playerShape, projectedMagnitude, pushbackX, pushbackY, roomCapacity, skillConfig, skillId, snapIntoPlatformOverlap, snapIntoPlatformThreshold, thatPlayerInNextFrame, thatPlayerInNextFrame$1, thatPlayerInNextFrame$2, thatPlayerInNextFrame$3, virtualGridToWorldRatio, worldToVirtualGridRatio, x, x$1, x$2, x$3, x$4, x$5, x$6, $s, $r, $c} = $restore(this, {inputsBuffer, currRenderFrame, collisionSys, collisionSysMap, gravityX, gravityY, jumpingInitVelY, inputDelayFrames, inputScaleFrames, collisionSpaceOffsetX, collisionSpaceOffsetY, snapIntoPlatformOverlap, snapIntoPlatformThreshold, worldToVirtualGridRatio, virtualGridToWorldRatio, playerOpPatternToSkillId});
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var {_1, _entry, _entry$1, _entry$2, _entry$3, _entry$4, _i, _i$1, _i$10, _i$2, _i$3, _i$4, _i$5, _i$6, _i$7, _i$8, _i$9, _index, _index$1, _index$2, _index$3, _r, _r$1, _r$2, _r$3, _ref, _ref$1, _ref$10, _ref$11, _ref$12, _ref$2, _ref$3, _ref$4, _ref$5, _ref$6, _ref$7, _ref$8, _ref$9, _tmp, _tmp$1, _tmp$10, _tmp$11, _tmp$12, _tmp$13, _tmp$14, _tmp$15, _tmp$16, _tmp$2, _tmp$3, _tmp$4, _tmp$5, _tmp$6, _tmp$7, _tmp$8, _tmp$9, _tuple, _tuple$1, _tuple$2, _tuple$3, _tuple$4, _tuple$5, _tuple$6, atkedPlayerInCurFrame, atkedPlayerInNextFrame, bShape, bulletCollider, bulletColliders, bulletShape, bulletWx, bulletWy, collision, collision$1, collisionPlayerIndex, collisionPlayerIndex$1, collisionPlayerIndex$2, collisionSpaceOffsetX, collisionSpaceOffsetY, collisionSys, collisionSysMap, currPlayerDownsync, currPlayerDownsync$1, currPlayerDownsync$2, currPlayerDownsync$3, currPlayerDownsync$4, currRenderFrame, defenderShape, effDx, effDy, effPushbacks, existent, gravityX, gravityY, hardPushbackNorm, hardPushbackNorm$1, hardPushbackNorms, i, i$1, i$2, i$3, i$4, inputDelayFrames, inputScaleFrames, inputsBuffer, isAnotherPlayer, isBarrier, isBullet, joinIndex, joinIndex$1, joinIndex$2, joinIndex$3, joinIndex$4, jumpedOrNot, jumpingInitVelY, landedOnGravityPushback, meleeBullet, meleeBullet$1, newBulletCollider, newMeleeBullet, newVx, newVy, nextRenderFrameMeleeBullets, nextRenderFramePlayers, normAlignmentWithGravity, obj, obj$1, offender, offender$1, offenderWx, offenderWy, oldFramesToRecover, oldNextCharacterState, overlapResult, overlapped, overlapped$1, patternId, playerCollider, playerCollider$1, playerCollider$2, playerOpPatternToSkillId, playerShape, projectedMagnitude, projectedMagnitude$1, pushbackX, pushbackX$1, pushbackY, pushbackY$1, roomCapacity, skillConfig, skillId, snapIntoPlatformOverlap, snapIntoPlatformThreshold, t, t$1, thatPlayerInNextFrame, thatPlayerInNextFrame$1, thatPlayerInNextFrame$2, thatPlayerInNextFrame$3, virtualGridToWorldRatio, worldToVirtualGridRatio, x, x$1, x$10, x$11, x$12, x$13, x$14, x$15, x$2, x$3, x$4, x$5, x$6, x$7, x$8, x$9, xfac, xfac$1, $s, $r, $c} = $restore(this, {inputsBuffer, currRenderFrame, collisionSys, collisionSysMap, gravityX, gravityY, jumpingInitVelY, inputDelayFrames, inputScaleFrames, collisionSpaceOffsetX, collisionSpaceOffsetY, snapIntoPlatformOverlap, snapIntoPlatformThreshold, worldToVirtualGridRatio, virtualGridToWorldRatio, playerOpPatternToSkillId});
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/* */ $s = $s || 0; s: while (true) { switch ($s) { case 0:
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roomCapacity = currRenderFrame.PlayersArr.$length;
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nextRenderFramePlayers = $makeSlice(sliceType$6, roomCapacity);
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@ -5515,76 +5516,108 @@ $packages["jsexport/battle"] = (function() {
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_i$2++;
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$s = 1; continue;
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case 2:
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_ref$3 = currRenderFrame.PlayersArr;
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bulletColliders = $makeSlice(sliceType$9, 0, currRenderFrame.MeleeBullets.$length);
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_ref$3 = currRenderFrame.MeleeBullets;
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_i$3 = 0;
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/* while (true) { */ case 4:
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/* if (!(_i$3 < _ref$3.$length)) { break; } */ if(!(_i$3 < _ref$3.$length)) { $s = 5; continue; }
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i$3 = _i$3;
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currPlayerDownsync$3 = ((_i$3 < 0 || _i$3 >= _ref$3.$length) ? ($throwRuntimeError("index out of range"), undefined) : _ref$3.$array[_ref$3.$offset + _i$3]);
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meleeBullet = ((_i$3 < 0 || _i$3 >= _ref$3.$length) ? ($throwRuntimeError("index out of range"), undefined) : _ref$3.$array[_ref$3.$offset + _i$3]);
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/* */ if (((meleeBullet.Bullet.OriginatedRenderFrameId + meleeBullet.Bullet.StartupFrames >> 0) <= currRenderFrame.Id) && (((meleeBullet.Bullet.OriginatedRenderFrameId + meleeBullet.Bullet.StartupFrames >> 0) + meleeBullet.Bullet.ActiveFrames >> 0) > currRenderFrame.Id)) { $s = 6; continue; }
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/* */ $s = 7; continue;
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/* if (((meleeBullet.Bullet.OriginatedRenderFrameId + meleeBullet.Bullet.StartupFrames >> 0) <= currRenderFrame.Id) && (((meleeBullet.Bullet.OriginatedRenderFrameId + meleeBullet.Bullet.StartupFrames >> 0) + meleeBullet.Bullet.ActiveFrames >> 0) > currRenderFrame.Id)) { */ case 6:
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offender = (x$2 = currRenderFrame.PlayersArr, x$3 = meleeBullet.Bullet.OffenderJoinIndex - 1 >> 0, ((x$3 < 0 || x$3 >= x$2.$length) ? ($throwRuntimeError("index out of range"), undefined) : x$2.$array[x$2.$offset + x$3]));
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xfac = 1;
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if (0 > offender.DirX) {
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xfac = -1;
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}
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_tuple$3 = VirtualGridToWorldPos(offender.VirtualGridX, offender.VirtualGridY, virtualGridToWorldRatio);
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offenderWx = _tuple$3[0];
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offenderWy = _tuple$3[1];
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_tmp$6 = offenderWx + xfac * meleeBullet.Bullet.HitboxOffset;
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_tmp$7 = offenderWy;
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bulletWx = _tmp$6;
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bulletWy = _tmp$7;
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_r = GenerateRectCollider(bulletWx, bulletWy, meleeBullet.Bullet.HitboxSizeX, meleeBullet.Bullet.HitboxSizeY, snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap, collisionSpaceOffsetX, collisionSpaceOffsetY, meleeBullet, "MeleeBullet"); /* */ $s = 9; case 9: if($c) { $c = false; _r = _r.$blk(); } if (_r && _r.$blk !== undefined) { break s; }
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newBulletCollider = _r;
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$r = collisionSys.Add(new sliceType$9([newBulletCollider])); /* */ $s = 10; case 10: if($c) { $c = false; $r = $r.$blk(); } if ($r && $r.$blk !== undefined) { break s; }
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bulletColliders = $append(bulletColliders, newBulletCollider);
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$s = 8; continue;
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/* } else { */ case 7:
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nextRenderFrameMeleeBullets = $append(nextRenderFrameMeleeBullets, meleeBullet);
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/* } */ case 8:
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_i$3++;
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$s = 4; continue;
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case 5:
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_ref$4 = currRenderFrame.PlayersArr;
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_i$4 = 0;
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/* while (true) { */ case 11:
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/* if (!(_i$4 < _ref$4.$length)) { break; } */ if(!(_i$4 < _ref$4.$length)) { $s = 12; continue; }
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i$3 = _i$4;
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currPlayerDownsync$3 = ((_i$4 < 0 || _i$4 >= _ref$4.$length) ? ($throwRuntimeError("index out of range"), undefined) : _ref$4.$array[_ref$4.$offset + _i$4]);
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joinIndex$2 = currPlayerDownsync$3.JoinIndex;
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collisionPlayerIndex$1 = 131072 + joinIndex$2 >> 0;
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playerCollider$1 = (_entry$3 = collisionSysMap[$Int32.keyFor(collisionPlayerIndex$1)], _entry$3 !== undefined ? _entry$3.v : ptrType$7.nil);
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playerShape = $assertType(playerCollider$1.Shape, ptrType$5);
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_r = calcHardPushbacksNorms(joinIndex$2, playerCollider$1, playerShape, snapIntoPlatformOverlap, (x$2 = joinIndex$2 - 1 >> 0, ((x$2 < 0 || x$2 >= effPushbacks.$length) ? ($throwRuntimeError("index out of range"), undefined) : effPushbacks.$array[effPushbacks.$offset + x$2]))); /* */ $s = 6; case 6: if($c) { $c = false; _r = _r.$blk(); } if (_r && _r.$blk !== undefined) { break s; }
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(x$3 = joinIndex$2 - 1 >> 0, ((x$3 < 0 || x$3 >= hardPushbackNorms.$length) ? ($throwRuntimeError("index out of range"), undefined) : hardPushbackNorms.$array[hardPushbackNorms.$offset + x$3] = _r));
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_r$1 = calcHardPushbacksNorms(joinIndex$2, playerCollider$1, playerShape, snapIntoPlatformOverlap, (x$4 = joinIndex$2 - 1 >> 0, ((x$4 < 0 || x$4 >= effPushbacks.$length) ? ($throwRuntimeError("index out of range"), undefined) : effPushbacks.$array[effPushbacks.$offset + x$4]))); /* */ $s = 13; case 13: if($c) { $c = false; _r$1 = _r$1.$blk(); } if (_r$1 && _r$1.$blk !== undefined) { break s; }
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(x$5 = joinIndex$2 - 1 >> 0, ((x$5 < 0 || x$5 >= hardPushbackNorms.$length) ? ($throwRuntimeError("index out of range"), undefined) : hardPushbackNorms.$array[hardPushbackNorms.$offset + x$5] = _r$1));
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thatPlayerInNextFrame$2 = ((i$3 < 0 || i$3 >= nextRenderFramePlayers.$length) ? ($throwRuntimeError("index out of range"), undefined) : nextRenderFramePlayers.$array[nextRenderFramePlayers.$offset + i$3]);
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landedOnGravityPushback = false;
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collision = playerCollider$1.Check(0, 0, new sliceType$4([]));
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/* */ if (!(ptrType$1.nil === collision)) { $s = 7; continue; }
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/* */ $s = 8; continue;
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/* if (!(ptrType$1.nil === collision)) { */ case 7:
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_ref$4 = collision.Objects;
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_i$4 = 0;
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/* while (true) { */ case 9:
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/* if (!(_i$4 < _ref$4.$length)) { break; } */ if(!(_i$4 < _ref$4.$length)) { $s = 10; continue; }
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obj = ((_i$4 < 0 || _i$4 >= _ref$4.$length) ? ($throwRuntimeError("index out of range"), undefined) : _ref$4.$array[_ref$4.$offset + _i$4]);
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_tmp$6 = false;
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_tmp$7 = false;
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/* */ if (!(ptrType$1.nil === collision)) { $s = 14; continue; }
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/* */ $s = 15; continue;
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/* if (!(ptrType$1.nil === collision)) { */ case 14:
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_ref$5 = collision.Objects;
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_i$5 = 0;
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/* while (true) { */ case 16:
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/* if (!(_i$5 < _ref$5.$length)) { break; } */ if(!(_i$5 < _ref$5.$length)) { $s = 17; continue; }
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obj = ((_i$5 < 0 || _i$5 >= _ref$5.$length) ? ($throwRuntimeError("index out of range"), undefined) : _ref$5.$array[_ref$5.$offset + _i$5]);
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_tmp$8 = false;
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isBarrier = _tmp$6;
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isAnotherPlayer = _tmp$7;
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isBullet = _tmp$8;
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_ref$5 = obj.Data;
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if ($assertType(_ref$5, ptrType$3, true)[1]) {
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_tmp$9 = false;
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_tmp$10 = false;
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isBarrier = _tmp$8;
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isAnotherPlayer = _tmp$9;
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isBullet = _tmp$10;
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_ref$6 = obj.Data;
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if ($assertType(_ref$6, ptrType$3, true)[1]) {
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isAnotherPlayer = true;
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} else if ($assertType(_ref$5, ptrType$4, true)[1]) {
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} else if ($assertType(_ref$6, ptrType$4, true)[1]) {
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isBullet = true;
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} else {
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isBarrier = true;
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}
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if (isBullet) {
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_i$4++;
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/* continue; */ $s = 9; continue;
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_i$5++;
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/* continue; */ $s = 16; continue;
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}
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bShape = $assertType(obj.Shape, ptrType$5);
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_r$1 = CalcPushbacks(0, 0, playerShape, bShape); /* */ $s = 11; case 11: if($c) { $c = false; _r$1 = _r$1.$blk(); } if (_r$1 && _r$1.$blk !== undefined) { break s; }
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_tuple$3 = _r$1;
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overlapped = _tuple$3[0];
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pushbackX = _tuple$3[1];
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pushbackY = _tuple$3[2];
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overlapResult = _tuple$3[3];
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_r$2 = CalcPushbacks(0, 0, playerShape, bShape); /* */ $s = 18; case 18: if($c) { $c = false; _r$2 = _r$2.$blk(); } if (_r$2 && _r$2.$blk !== undefined) { break s; }
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_tuple$4 = _r$2;
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overlapped = _tuple$4[0];
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pushbackX = _tuple$4[1];
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pushbackY = _tuple$4[2];
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overlapResult = _tuple$4[3];
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if (!overlapped) {
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_i$4++;
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/* continue; */ $s = 9; continue;
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_i$5++;
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/* continue; */ $s = 16; continue;
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}
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normAlignmentWithGravity = overlapResult.OverlapX * 0 + overlapResult.OverlapY * -1;
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if (isAnotherPlayer) {
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_tmp$9 = (overlapResult.Overlap - snapIntoPlatformOverlap * 2) * overlapResult.OverlapX;
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_tmp$10 = (overlapResult.Overlap - snapIntoPlatformOverlap * 2) * overlapResult.OverlapY;
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pushbackX = _tmp$9;
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pushbackY = _tmp$10;
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_tmp$11 = (overlapResult.Overlap - snapIntoPlatformOverlap * 2) * overlapResult.OverlapX;
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_tmp$12 = (overlapResult.Overlap - snapIntoPlatformOverlap * 2) * overlapResult.OverlapY;
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pushbackX = _tmp$11;
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pushbackY = _tmp$12;
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}
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_ref$6 = (x$4 = joinIndex$2 - 1 >> 0, ((x$4 < 0 || x$4 >= hardPushbackNorms.$length) ? ($throwRuntimeError("index out of range"), undefined) : hardPushbackNorms.$array[hardPushbackNorms.$offset + x$4])).$get();
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_i$5 = 0;
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_ref$7 = (x$6 = joinIndex$2 - 1 >> 0, ((x$6 < 0 || x$6 >= hardPushbackNorms.$length) ? ($throwRuntimeError("index out of range"), undefined) : hardPushbackNorms.$array[hardPushbackNorms.$offset + x$6])).$get();
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_i$6 = 0;
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while (true) {
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if (!(_i$5 < _ref$6.$length)) { break; }
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hardPushbackNorm = $clone(((_i$5 < 0 || _i$5 >= _ref$6.$length) ? ($throwRuntimeError("index out of range"), undefined) : _ref$6.$array[_ref$6.$offset + _i$5]), Vec2D);
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if (!(_i$6 < _ref$7.$length)) { break; }
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hardPushbackNorm = $clone(((_i$6 < 0 || _i$6 >= _ref$7.$length) ? ($throwRuntimeError("index out of range"), undefined) : _ref$7.$array[_ref$7.$offset + _i$6]), Vec2D);
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projectedMagnitude = pushbackX * hardPushbackNorm.X + pushbackY * hardPushbackNorm.Y;
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if (isBarrier || (isAnotherPlayer && 0 > projectedMagnitude)) {
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pushbackX = pushbackX - (projectedMagnitude * hardPushbackNorm.X);
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pushbackY = pushbackY - (projectedMagnitude * hardPushbackNorm.Y);
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}
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_i$5++;
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_i$6++;
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}
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_index = joinIndex$2 - 1 >> 0;
|
||||
((_index < 0 || _index >= effPushbacks.$length) ? ($throwRuntimeError("index out of range"), undefined) : effPushbacks.$array[effPushbacks.$offset + _index]).X = ((_index < 0 || _index >= effPushbacks.$length) ? ($throwRuntimeError("index out of range"), undefined) : effPushbacks.$array[effPushbacks.$offset + _index]).X + (pushbackX);
|
||||
@ -5593,13 +5626,13 @@ $packages["jsexport/battle"] = (function() {
|
||||
if (snapIntoPlatformThreshold < normAlignmentWithGravity) {
|
||||
landedOnGravityPushback = true;
|
||||
}
|
||||
_i$4++;
|
||||
$s = 9; continue;
|
||||
case 10:
|
||||
/* } */ case 8:
|
||||
_i$5++;
|
||||
$s = 16; continue;
|
||||
case 17:
|
||||
/* } */ case 15:
|
||||
if (landedOnGravityPushback) {
|
||||
thatPlayerInNextFrame$2.InAir = false;
|
||||
if (currPlayerDownsync$3.InAir) {
|
||||
if (currPlayerDownsync$3.InAir && 0 > currPlayerDownsync$3.VelY) {
|
||||
thatPlayerInNextFrame$2.VelX = 0;
|
||||
thatPlayerInNextFrame$2.VelY = 0;
|
||||
thatPlayerInNextFrame$2.CharacterState = 0;
|
||||
@ -5617,26 +5650,110 @@ $packages["jsexport/battle"] = (function() {
|
||||
thatPlayerInNextFrame$2.CharacterState = 6;
|
||||
}
|
||||
}
|
||||
_i$3++;
|
||||
$s = 4; continue;
|
||||
case 5:
|
||||
_ref$7 = currRenderFrame.PlayersArr;
|
||||
_i$6 = 0;
|
||||
_i$4++;
|
||||
$s = 11; continue;
|
||||
case 12:
|
||||
_ref$8 = bulletColliders;
|
||||
_i$7 = 0;
|
||||
/* while (true) { */ case 19:
|
||||
/* if (!(_i$7 < _ref$8.$length)) { break; } */ if(!(_i$7 < _ref$8.$length)) { $s = 20; continue; }
|
||||
bulletCollider = ((_i$7 < 0 || _i$7 >= _ref$8.$length) ? ($throwRuntimeError("index out of range"), undefined) : _ref$8.$array[_ref$8.$offset + _i$7]);
|
||||
meleeBullet$1 = $assertType(bulletCollider.Data, ptrType$4);
|
||||
bulletShape = $assertType(bulletCollider.Shape, ptrType$5);
|
||||
collision$1 = bulletCollider.Check(0, 0, new sliceType$4([]));
|
||||
bulletCollider.Space.Remove(new sliceType$9([bulletCollider]));
|
||||
if (ptrType$1.nil === collision$1) {
|
||||
nextRenderFrameMeleeBullets = $append(nextRenderFrameMeleeBullets, meleeBullet$1);
|
||||
_i$7++;
|
||||
/* continue; */ $s = 19; continue;
|
||||
}
|
||||
offender$1 = (x$7 = currRenderFrame.PlayersArr, x$8 = meleeBullet$1.Bullet.OffenderJoinIndex - 1 >> 0, ((x$8 < 0 || x$8 >= x$7.$length) ? ($throwRuntimeError("index out of range"), undefined) : x$7.$array[x$7.$offset + x$8]));
|
||||
_ref$9 = collision$1.Objects;
|
||||
_i$8 = 0;
|
||||
/* while (true) { */ case 21:
|
||||
/* if (!(_i$8 < _ref$9.$length)) { break; } */ if(!(_i$8 < _ref$9.$length)) { $s = 22; continue; }
|
||||
obj$1 = ((_i$8 < 0 || _i$8 >= _ref$9.$length) ? ($throwRuntimeError("index out of range"), undefined) : _ref$9.$array[_ref$9.$offset + _i$8]);
|
||||
defenderShape = $assertType(obj$1.Shape, ptrType$5);
|
||||
_ref$10 = obj$1.Data;
|
||||
/* */ if ($assertType(_ref$10, ptrType$3, true)[1]) { $s = 23; continue; }
|
||||
/* */ $s = 24; continue;
|
||||
/* if ($assertType(_ref$10, ptrType$3, true)[1]) { */ case 23:
|
||||
t = _ref$10.$val;
|
||||
if (meleeBullet$1.Bullet.OffenderPlayerId === t.Id) {
|
||||
_i$8++;
|
||||
/* continue; */ $s = 21; continue;
|
||||
}
|
||||
_r$3 = CalcPushbacks(0, 0, bulletShape, defenderShape); /* */ $s = 26; case 26: if($c) { $c = false; _r$3 = _r$3.$blk(); } if (_r$3 && _r$3.$blk !== undefined) { break s; }
|
||||
_tuple$5 = _r$3;
|
||||
overlapped$1 = _tuple$5[0];
|
||||
if (!overlapped$1) {
|
||||
_i$8++;
|
||||
/* continue; */ $s = 21; continue;
|
||||
}
|
||||
joinIndex$3 = t.JoinIndex;
|
||||
xfac$1 = 1;
|
||||
if (0 > offender$1.DirX) {
|
||||
xfac$1 = -1;
|
||||
}
|
||||
_tmp$13 = -xfac$1 * meleeBullet$1.Bullet.Pushback;
|
||||
_tmp$14 = 0;
|
||||
pushbackX$1 = _tmp$13;
|
||||
pushbackY$1 = _tmp$14;
|
||||
_ref$11 = (x$9 = joinIndex$3 - 1 >> 0, ((x$9 < 0 || x$9 >= hardPushbackNorms.$length) ? ($throwRuntimeError("index out of range"), undefined) : hardPushbackNorms.$array[hardPushbackNorms.$offset + x$9])).$get();
|
||||
_i$9 = 0;
|
||||
while (true) {
|
||||
if (!(_i$6 < _ref$7.$length)) { break; }
|
||||
i$4 = _i$6;
|
||||
currPlayerDownsync$4 = ((_i$6 < 0 || _i$6 >= _ref$7.$length) ? ($throwRuntimeError("index out of range"), undefined) : _ref$7.$array[_ref$7.$offset + _i$6]);
|
||||
joinIndex$3 = currPlayerDownsync$4.JoinIndex;
|
||||
collisionPlayerIndex$2 = 131072 + joinIndex$3 >> 0;
|
||||
if (!(_i$9 < _ref$11.$length)) { break; }
|
||||
hardPushbackNorm$1 = $clone(((_i$9 < 0 || _i$9 >= _ref$11.$length) ? ($throwRuntimeError("index out of range"), undefined) : _ref$11.$array[_ref$11.$offset + _i$9]), Vec2D);
|
||||
projectedMagnitude$1 = pushbackX$1 * hardPushbackNorm$1.X + pushbackY$1 * hardPushbackNorm$1.Y;
|
||||
if (0 > projectedMagnitude$1) {
|
||||
pushbackX$1 = pushbackX$1 - (projectedMagnitude$1 * hardPushbackNorm$1.X);
|
||||
pushbackY$1 = pushbackY$1 - (projectedMagnitude$1 * hardPushbackNorm$1.Y);
|
||||
}
|
||||
_i$9++;
|
||||
}
|
||||
_index$2 = joinIndex$3 - 1 >> 0;
|
||||
((_index$2 < 0 || _index$2 >= effPushbacks.$length) ? ($throwRuntimeError("index out of range"), undefined) : effPushbacks.$array[effPushbacks.$offset + _index$2]).X = ((_index$2 < 0 || _index$2 >= effPushbacks.$length) ? ($throwRuntimeError("index out of range"), undefined) : effPushbacks.$array[effPushbacks.$offset + _index$2]).X + (pushbackX$1);
|
||||
_index$3 = joinIndex$3 - 1 >> 0;
|
||||
((_index$3 < 0 || _index$3 >= effPushbacks.$length) ? ($throwRuntimeError("index out of range"), undefined) : effPushbacks.$array[effPushbacks.$offset + _index$3]).Y = ((_index$3 < 0 || _index$3 >= effPushbacks.$length) ? ($throwRuntimeError("index out of range"), undefined) : effPushbacks.$array[effPushbacks.$offset + _index$3]).Y + (pushbackY$1);
|
||||
_tmp$15 = (x$10 = currRenderFrame.PlayersArr, x$11 = t.JoinIndex - 1 >> 0, ((x$11 < 0 || x$11 >= x$10.$length) ? ($throwRuntimeError("index out of range"), undefined) : x$10.$array[x$10.$offset + x$11]));
|
||||
_tmp$16 = (x$12 = t.JoinIndex - 1 >> 0, ((x$12 < 0 || x$12 >= nextRenderFramePlayers.$length) ? ($throwRuntimeError("index out of range"), undefined) : nextRenderFramePlayers.$array[nextRenderFramePlayers.$offset + x$12]));
|
||||
atkedPlayerInCurFrame = _tmp$15;
|
||||
atkedPlayerInNextFrame = _tmp$16;
|
||||
atkedPlayerInNextFrame.CharacterState = 3;
|
||||
if (atkedPlayerInCurFrame.InAir) {
|
||||
atkedPlayerInNextFrame.CharacterState = 6;
|
||||
}
|
||||
oldFramesToRecover = (x$13 = t.JoinIndex - 1 >> 0, ((x$13 < 0 || x$13 >= nextRenderFramePlayers.$length) ? ($throwRuntimeError("index out of range"), undefined) : nextRenderFramePlayers.$array[nextRenderFramePlayers.$offset + x$13])).FramesToRecover;
|
||||
if (meleeBullet$1.Bullet.HitStunFrames > oldFramesToRecover) {
|
||||
atkedPlayerInNextFrame.FramesToRecover = meleeBullet$1.Bullet.HitStunFrames;
|
||||
}
|
||||
$s = 25; continue;
|
||||
/* } else { */ case 24:
|
||||
t$1 = _ref$10;
|
||||
/* } */ case 25:
|
||||
_i$8++;
|
||||
$s = 21; continue;
|
||||
case 22:
|
||||
_i$7++;
|
||||
$s = 19; continue;
|
||||
case 20:
|
||||
_ref$12 = currRenderFrame.PlayersArr;
|
||||
_i$10 = 0;
|
||||
while (true) {
|
||||
if (!(_i$10 < _ref$12.$length)) { break; }
|
||||
i$4 = _i$10;
|
||||
currPlayerDownsync$4 = ((_i$10 < 0 || _i$10 >= _ref$12.$length) ? ($throwRuntimeError("index out of range"), undefined) : _ref$12.$array[_ref$12.$offset + _i$10]);
|
||||
joinIndex$4 = currPlayerDownsync$4.JoinIndex;
|
||||
collisionPlayerIndex$2 = 131072 + joinIndex$4 >> 0;
|
||||
playerCollider$2 = (_entry$4 = collisionSysMap[$Int32.keyFor(collisionPlayerIndex$2)], _entry$4 !== undefined ? _entry$4.v : ptrType$7.nil);
|
||||
thatPlayerInNextFrame$3 = ((i$4 < 0 || i$4 >= nextRenderFramePlayers.$length) ? ($throwRuntimeError("index out of range"), undefined) : nextRenderFramePlayers.$array[nextRenderFramePlayers.$offset + i$4]);
|
||||
_tuple$4 = PolygonColliderBLToVirtualGridPos(playerCollider$2.X - (x$5 = joinIndex$3 - 1 >> 0, ((x$5 < 0 || x$5 >= effPushbacks.$length) ? ($throwRuntimeError("index out of range"), undefined) : effPushbacks.$array[effPushbacks.$offset + x$5])).X, playerCollider$2.Y - (x$6 = joinIndex$3 - 1 >> 0, ((x$6 < 0 || x$6 >= effPushbacks.$length) ? ($throwRuntimeError("index out of range"), undefined) : effPushbacks.$array[effPushbacks.$offset + x$6])).Y, playerCollider$2.W * 0.5, playerCollider$2.H * 0.5, 0, 0, 0, 0, collisionSpaceOffsetX, collisionSpaceOffsetY, worldToVirtualGridRatio);
|
||||
thatPlayerInNextFrame$3.VirtualGridX = _tuple$4[0];
|
||||
thatPlayerInNextFrame$3.VirtualGridY = _tuple$4[1];
|
||||
_i$6++;
|
||||
_tuple$6 = PolygonColliderBLToVirtualGridPos(playerCollider$2.X - (x$14 = joinIndex$4 - 1 >> 0, ((x$14 < 0 || x$14 >= effPushbacks.$length) ? ($throwRuntimeError("index out of range"), undefined) : effPushbacks.$array[effPushbacks.$offset + x$14])).X, playerCollider$2.Y - (x$15 = joinIndex$4 - 1 >> 0, ((x$15 < 0 || x$15 >= effPushbacks.$length) ? ($throwRuntimeError("index out of range"), undefined) : effPushbacks.$array[effPushbacks.$offset + x$15])).Y, playerCollider$2.W * 0.5, playerCollider$2.H * 0.5, 0, 0, 0, 0, collisionSpaceOffsetX, collisionSpaceOffsetY, worldToVirtualGridRatio);
|
||||
thatPlayerInNextFrame$3.VirtualGridX = _tuple$6[0];
|
||||
thatPlayerInNextFrame$3.VirtualGridY = _tuple$6[1];
|
||||
_i$10++;
|
||||
}
|
||||
$s = -1; return new RoomDownsyncFrame.ptr(currRenderFrame.Id + 1 >> 0, nextRenderFramePlayers, new $Int64(0, 0), sliceType$7.nil, sliceType$9.nil, new $Uint64(0, 0), false);
|
||||
/* */ } return; } var $f = {$blk: ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame, $c: true, $r, _1, _entry, _entry$1, _entry$2, _entry$3, _entry$4, _i, _i$1, _i$2, _i$3, _i$4, _i$5, _i$6, _index, _index$1, _r, _r$1, _ref, _ref$1, _ref$2, _ref$3, _ref$4, _ref$5, _ref$6, _ref$7, _tmp, _tmp$1, _tmp$10, _tmp$2, _tmp$3, _tmp$4, _tmp$5, _tmp$6, _tmp$7, _tmp$8, _tmp$9, _tuple, _tuple$1, _tuple$2, _tuple$3, _tuple$4, bShape, collision, collisionPlayerIndex, collisionPlayerIndex$1, collisionPlayerIndex$2, collisionSpaceOffsetX, collisionSpaceOffsetY, collisionSys, collisionSysMap, currPlayerDownsync, currPlayerDownsync$1, currPlayerDownsync$2, currPlayerDownsync$3, currPlayerDownsync$4, currRenderFrame, effDx, effDy, effPushbacks, existent, gravityX, gravityY, hardPushbackNorm, hardPushbackNorms, i, i$1, i$2, i$3, i$4, inputDelayFrames, inputScaleFrames, inputsBuffer, isAnotherPlayer, isBarrier, isBullet, joinIndex, joinIndex$1, joinIndex$2, joinIndex$3, jumpedOrNot, jumpingInitVelY, landedOnGravityPushback, newMeleeBullet, newVx, newVy, nextRenderFrameMeleeBullets, nextRenderFramePlayers, normAlignmentWithGravity, obj, oldNextCharacterState, overlapResult, overlapped, patternId, playerCollider, playerCollider$1, playerCollider$2, playerOpPatternToSkillId, playerShape, projectedMagnitude, pushbackX, pushbackY, roomCapacity, skillConfig, skillId, snapIntoPlatformOverlap, snapIntoPlatformThreshold, thatPlayerInNextFrame, thatPlayerInNextFrame$1, thatPlayerInNextFrame$2, thatPlayerInNextFrame$3, virtualGridToWorldRatio, worldToVirtualGridRatio, x, x$1, x$2, x$3, x$4, x$5, x$6, $s};return $f;
|
||||
$s = -1; return new RoomDownsyncFrame.ptr(currRenderFrame.Id + 1 >> 0, nextRenderFramePlayers, new $Int64(0, 0), nextRenderFrameMeleeBullets, sliceType$10.nil, new $Uint64(0, 0), false);
|
||||
/* */ } return; } var $f = {$blk: ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame, $c: true, $r, _1, _entry, _entry$1, _entry$2, _entry$3, _entry$4, _i, _i$1, _i$10, _i$2, _i$3, _i$4, _i$5, _i$6, _i$7, _i$8, _i$9, _index, _index$1, _index$2, _index$3, _r, _r$1, _r$2, _r$3, _ref, _ref$1, _ref$10, _ref$11, _ref$12, _ref$2, _ref$3, _ref$4, _ref$5, _ref$6, _ref$7, _ref$8, _ref$9, _tmp, _tmp$1, _tmp$10, _tmp$11, _tmp$12, _tmp$13, _tmp$14, _tmp$15, _tmp$16, _tmp$2, _tmp$3, _tmp$4, _tmp$5, _tmp$6, _tmp$7, _tmp$8, _tmp$9, _tuple, _tuple$1, _tuple$2, _tuple$3, _tuple$4, _tuple$5, _tuple$6, atkedPlayerInCurFrame, atkedPlayerInNextFrame, bShape, bulletCollider, bulletColliders, bulletShape, bulletWx, bulletWy, collision, collision$1, collisionPlayerIndex, collisionPlayerIndex$1, collisionPlayerIndex$2, collisionSpaceOffsetX, collisionSpaceOffsetY, collisionSys, collisionSysMap, currPlayerDownsync, currPlayerDownsync$1, currPlayerDownsync$2, currPlayerDownsync$3, currPlayerDownsync$4, currRenderFrame, defenderShape, effDx, effDy, effPushbacks, existent, gravityX, gravityY, hardPushbackNorm, hardPushbackNorm$1, hardPushbackNorms, i, i$1, i$2, i$3, i$4, inputDelayFrames, inputScaleFrames, inputsBuffer, isAnotherPlayer, isBarrier, isBullet, joinIndex, joinIndex$1, joinIndex$2, joinIndex$3, joinIndex$4, jumpedOrNot, jumpingInitVelY, landedOnGravityPushback, meleeBullet, meleeBullet$1, newBulletCollider, newMeleeBullet, newVx, newVy, nextRenderFrameMeleeBullets, nextRenderFramePlayers, normAlignmentWithGravity, obj, obj$1, offender, offender$1, offenderWx, offenderWy, oldFramesToRecover, oldNextCharacterState, overlapResult, overlapped, overlapped$1, patternId, playerCollider, playerCollider$1, playerCollider$2, playerOpPatternToSkillId, playerShape, projectedMagnitude, projectedMagnitude$1, pushbackX, pushbackX$1, pushbackY, pushbackY$1, roomCapacity, skillConfig, skillId, snapIntoPlatformOverlap, snapIntoPlatformThreshold, t, t$1, thatPlayerInNextFrame, thatPlayerInNextFrame$1, thatPlayerInNextFrame$2, thatPlayerInNextFrame$3, virtualGridToWorldRatio, worldToVirtualGridRatio, x, x$1, x$10, x$11, x$12, x$13, x$14, x$15, x$2, x$3, x$4, x$5, x$6, x$7, x$8, x$9, xfac, xfac$1, $s};return $f;
|
||||
};
|
||||
$pkg.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame = ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame;
|
||||
GenerateRectCollider = function(wx, wy, w, h, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, data, tag) {
|
||||
@ -5669,7 +5786,7 @@ $packages["jsexport/battle"] = (function() {
|
||||
_tmp$1 = 0;
|
||||
w = _tmp;
|
||||
h = _tmp$1;
|
||||
shape = resolv.NewConvexPolygon(sliceType$10.nil);
|
||||
shape = resolv.NewConvexPolygon(sliceType$11.nil);
|
||||
_ref = aligned.Points;
|
||||
_i = 0;
|
||||
while (true) {
|
||||
@ -5700,7 +5817,7 @@ $packages["jsexport/battle"] = (function() {
|
||||
while (true) {
|
||||
if (!(i$1 < aligned.Points.$length)) { break; }
|
||||
p = (x = aligned.Points, ((i$1 < 0 || i$1 >= x.$length) ? ($throwRuntimeError("index out of range"), undefined) : x.$array[x.$offset + i$1]));
|
||||
shape.AddPoints(new sliceType$10([p.X, p.Y]));
|
||||
shape.AddPoints(new sliceType$11([p.X, p.Y]));
|
||||
i$1 = i$1 + (1) >> 0;
|
||||
}
|
||||
collider = resolv.NewObject(aligned.Anchor.X + spaceOffsetX, aligned.Anchor.Y + spaceOffsetY, w, h, new sliceType$4([tag]));
|
||||
@ -5726,7 +5843,7 @@ $packages["jsexport/battle"] = (function() {
|
||||
}
|
||||
_i++;
|
||||
}
|
||||
output = new Polygon2D.ptr(new Vec2D.ptr(input.Anchor.X + boundingBoxBL.X, input.Anchor.Y + boundingBoxBL.Y), $makeSlice(sliceType$11, input.Points.$length));
|
||||
output = new Polygon2D.ptr(new Vec2D.ptr(input.Anchor.X + boundingBoxBL.X, input.Anchor.Y + boundingBoxBL.Y), $makeSlice(sliceType$12, input.Points.$length));
|
||||
_ref$1 = input.Points;
|
||||
_i$1 = 0;
|
||||
while (true) {
|
||||
@ -5741,14 +5858,14 @@ $packages["jsexport/battle"] = (function() {
|
||||
$pkg.AlignPolygon2DToBoundingBox = AlignPolygon2DToBoundingBox;
|
||||
ptrType$11.methods = [{prop: "Put", name: "Put", pkg: "", typ: $funcType([$emptyInterface], [], false)}, {prop: "Pop", name: "Pop", pkg: "", typ: $funcType([], [$emptyInterface], false)}, {prop: "GetArrIdxByOffset", name: "GetArrIdxByOffset", pkg: "", typ: $funcType([$Int32], [$Int32], false)}, {prop: "GetByOffset", name: "GetByOffset", pkg: "", typ: $funcType([$Int32], [$emptyInterface], false)}, {prop: "GetByFrameId", name: "GetByFrameId", pkg: "", typ: $funcType([$Int32], [$emptyInterface], false)}, {prop: "SetByFrameId", name: "SetByFrameId", pkg: "", typ: $funcType([$emptyInterface, $Int32], [$Int32, $Int32, $Int32], false)}];
|
||||
Vec2D.init("", [{prop: "X", name: "X", embedded: false, exported: true, typ: $Float64, tag: ""}, {prop: "Y", name: "Y", embedded: false, exported: true, typ: $Float64, tag: ""}]);
|
||||
Polygon2D.init("", [{prop: "Anchor", name: "Anchor", embedded: false, exported: true, typ: ptrType$9, tag: ""}, {prop: "Points", name: "Points", embedded: false, exported: true, typ: sliceType$11, tag: ""}]);
|
||||
Polygon2D.init("", [{prop: "Anchor", name: "Anchor", embedded: false, exported: true, typ: ptrType$9, tag: ""}, {prop: "Points", name: "Points", embedded: false, exported: true, typ: sliceType$12, tag: ""}]);
|
||||
PlayerDownsync.init("", [{prop: "Id", name: "Id", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "VirtualGridX", name: "VirtualGridX", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "VirtualGridY", name: "VirtualGridY", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "DirX", name: "DirX", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "DirY", name: "DirY", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "VelX", name: "VelX", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "VelY", name: "VelY", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "Speed", name: "Speed", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "BattleState", name: "BattleState", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "JoinIndex", name: "JoinIndex", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "ColliderRadius", name: "ColliderRadius", embedded: false, exported: true, typ: $Float64, tag: ""}, {prop: "Removed", name: "Removed", embedded: false, exported: true, typ: $Bool, tag: ""}, {prop: "Score", name: "Score", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "LastMoveGmtMillis", name: "LastMoveGmtMillis", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "FramesToRecover", name: "FramesToRecover", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "Hp", name: "Hp", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "MaxHp", name: "MaxHp", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "CharacterState", name: "CharacterState", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "InAir", name: "InAir", embedded: false, exported: true, typ: $Bool, tag: ""}]);
|
||||
InputFrameDecoded.init("", [{prop: "Dx", name: "Dx", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "Dy", name: "Dy", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "BtnALevel", name: "BtnALevel", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "BtnBLevel", name: "BtnBLevel", embedded: false, exported: true, typ: $Int32, tag: ""}]);
|
||||
Barrier.init("", [{prop: "Boundary", name: "Boundary", embedded: false, exported: true, typ: ptrType$10, tag: ""}]);
|
||||
Bullet.init("", [{prop: "BattleLocalId", name: "BattleLocalId", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "StartupFrames", name: "StartupFrames", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "ActiveFrames", name: "ActiveFrames", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "RecoveryFrames", name: "RecoveryFrames", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "RecoveryFramesOnBlock", name: "RecoveryFramesOnBlock", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "RecoveryFramesOnHit", name: "RecoveryFramesOnHit", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "HitboxOffset", name: "HitboxOffset", embedded: false, exported: true, typ: $Float64, tag: ""}, {prop: "OriginatedRenderFrameId", name: "OriginatedRenderFrameId", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "HitStunFrames", name: "HitStunFrames", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "BlockStunFrames", name: "BlockStunFrames", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "Pushback", name: "Pushback", embedded: false, exported: true, typ: $Float64, tag: ""}, {prop: "ReleaseTriggerType", name: "ReleaseTriggerType", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "Damage", name: "Damage", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "OffenderJoinIndex", name: "OffenderJoinIndex", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "OffenderPlayerId", name: "OffenderPlayerId", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "SelfMoveforwardX", name: "SelfMoveforwardX", embedded: false, exported: true, typ: $Float64, tag: ""}, {prop: "SelfMoveforwardY", name: "SelfMoveforwardY", embedded: false, exported: true, typ: $Float64, tag: ""}, {prop: "HitboxSizeX", name: "HitboxSizeX", embedded: false, exported: true, typ: $Float64, tag: ""}, {prop: "HitboxSizeY", name: "HitboxSizeY", embedded: false, exported: true, typ: $Float64, tag: ""}]);
|
||||
MeleeBullet.init("", [{prop: "Bullet", name: "Bullet", embedded: true, exported: true, typ: Bullet, tag: ""}]);
|
||||
FireballBullet.init("", [{prop: "VirtualGridX", name: "VirtualGridX", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "VirtualGridY", name: "VirtualGridY", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "DirX", name: "DirX", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "DirY", name: "DirY", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "VelX", name: "VelX", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "VelY", name: "VelY", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "Speed", name: "Speed", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "Bullet", name: "Bullet", embedded: true, exported: true, typ: Bullet, tag: ""}]);
|
||||
RoomDownsyncFrame.init("", [{prop: "Id", name: "Id", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "PlayersArr", name: "PlayersArr", embedded: false, exported: true, typ: sliceType$6, tag: ""}, {prop: "CountdownNanos", name: "CountdownNanos", embedded: false, exported: true, typ: $Int64, tag: ""}, {prop: "MeleeBullets", name: "MeleeBullets", embedded: false, exported: true, typ: sliceType$7, tag: ""}, {prop: "FireballBullets", name: "FireballBullets", embedded: false, exported: true, typ: sliceType$9, tag: ""}, {prop: "BackendUnconfirmedMask", name: "BackendUnconfirmedMask", embedded: false, exported: true, typ: $Uint64, tag: ""}, {prop: "ShouldForceResync", name: "ShouldForceResync", embedded: false, exported: true, typ: $Bool, tag: ""}]);
|
||||
RoomDownsyncFrame.init("", [{prop: "Id", name: "Id", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "PlayersArr", name: "PlayersArr", embedded: false, exported: true, typ: sliceType$6, tag: ""}, {prop: "CountdownNanos", name: "CountdownNanos", embedded: false, exported: true, typ: $Int64, tag: ""}, {prop: "MeleeBullets", name: "MeleeBullets", embedded: false, exported: true, typ: sliceType$7, tag: ""}, {prop: "FireballBullets", name: "FireballBullets", embedded: false, exported: true, typ: sliceType$10, tag: ""}, {prop: "BackendUnconfirmedMask", name: "BackendUnconfirmedMask", embedded: false, exported: true, typ: $Uint64, tag: ""}, {prop: "ShouldForceResync", name: "ShouldForceResync", embedded: false, exported: true, typ: $Bool, tag: ""}]);
|
||||
InputFrameDownsync.init("", [{prop: "InputFrameId", name: "InputFrameId", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "InputList", name: "InputList", embedded: false, exported: true, typ: sliceType$5, tag: ""}, {prop: "ConfirmedList", name: "ConfirmedList", embedded: false, exported: true, typ: $Uint64, tag: ""}]);
|
||||
RingBuffer.init("", [{prop: "Ed", name: "Ed", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "St", name: "St", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "EdFrameId", name: "EdFrameId", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "StFrameId", name: "StFrameId", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "N", name: "N", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "Cnt", name: "Cnt", embedded: false, exported: true, typ: $Int32, tag: ""}, {prop: "Eles", name: "Eles", embedded: false, exported: true, typ: sliceType$2, tag: ""}]);
|
||||
SatResult.init("", [{prop: "Overlap", name: "Overlap", embedded: false, exported: true, typ: $Float64, tag: ""}, {prop: "OverlapX", name: "OverlapX", embedded: false, exported: true, typ: $Float64, tag: ""}, {prop: "OverlapY", name: "OverlapY", embedded: false, exported: true, typ: $Float64, tag: ""}, {prop: "AContainedInB", name: "AContainedInB", embedded: false, exported: true, typ: $Bool, tag: ""}, {prop: "BContainedInA", name: "BContainedInA", embedded: false, exported: true, typ: $Bool, tag: ""}, {prop: "Axis", name: "Axis", embedded: false, exported: true, typ: resolv.Vector, tag: ""}]);
|
||||
@ -5758,7 +5875,7 @@ $packages["jsexport/battle"] = (function() {
|
||||
$r = math.$init(); /* */ $s = 1; case 1: if($c) { $c = false; $r = $r.$blk(); } if ($r && $r.$blk !== undefined) { break s; }
|
||||
$r = resolv.$init(); /* */ $s = 2; case 2: if($c) { $c = false; $r = $r.$blk(); } if ($r && $r.$blk !== undefined) { break s; }
|
||||
$pkg.DIRECTION_DECODER = new sliceType$1([new sliceType([0, 0]), new sliceType([0, 2]), new sliceType([0, -2]), new sliceType([2, 0]), new sliceType([-2, 0]), new sliceType([1, 1]), new sliceType([-1, -1]), new sliceType([1, -1]), new sliceType([-1, 1])]);
|
||||
skillIdToBullet = $makeMap($Int.keyFor, [{ k: 1, v: new MeleeBullet.ptr(new Bullet.ptr(0, 10, 10, 34, 34, 34, 12, 0, 18, 9, 8, 1, 5, 0, 0, 0, 0, 24, 32)) }]);
|
||||
skillIdToBullet = $makeMap($Int.keyFor, [{ k: 1, v: new MeleeBullet.ptr(new Bullet.ptr(0, 5, 10, 34, 34, 34, 12, 0, 18, 9, 8, 1, 5, 0, 0, 0, 0, 24, 32)) }]);
|
||||
/* */ } return; } if ($f === undefined) { $f = { $blk: $init }; } $f.$s = $s; $f.$r = $r; return $f;
|
||||
};
|
||||
$pkg.$init = $init;
|
||||
|
@ -461,7 +461,7 @@
|
||||
"array": [
|
||||
0,
|
||||
0,
|
||||
213.12914590737552,
|
||||
216.50635094610968,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
|
@ -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
|
||||
@ -556,6 +630,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
|
||||
return &RoomDownsyncFrame{
|
||||
Id: currRenderFrame.Id + 1,
|
||||
PlayersArr: nextRenderFramePlayers,
|
||||
MeleeBullets: nextRenderFrameMeleeBullets,
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user