mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-25 11:18:55 +00:00
Minor fix.
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||||||
0,
|
|
||||||
0,
|
|
||||||
0,
|
|
||||||
0,
|
|
||||||
1,
|
|
||||||
1,
|
|
||||||
1,
|
|
||||||
1
|
|
||||||
]
|
|
||||||
},
|
|
||||||
"_eulerAngles": {
|
|
||||||
"__type__": "cc.Vec3",
|
|
||||||
"x": 0,
|
|
||||||
"y": 0,
|
|
||||||
"z": 0
|
|
||||||
},
|
|
||||||
"_skewX": 0,
|
|
||||||
"_skewY": 0,
|
|
||||||
"_is3DNode": false,
|
|
||||||
"_groupIndex": 0,
|
|
||||||
"groupIndex": 0,
|
|
||||||
"_id": ""
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"__type__": "cc.Animation",
|
|
||||||
"_name": "",
|
|
||||||
"_objFlags": 0,
|
|
||||||
"node": {
|
|
||||||
"__id__": 1
|
|
||||||
},
|
|
||||||
"_enabled": true,
|
|
||||||
"_defaultClip": null,
|
|
||||||
"_clips": [
|
|
||||||
{
|
|
||||||
"__uuid__": "252b321f-81f4-485c-85bd-ea44d298cb76"
|
|
||||||
},
|
|
||||||
null,
|
|
||||||
null,
|
|
||||||
null,
|
|
||||||
{
|
|
||||||
"__uuid__": "c738236a-0702-45f8-aa38-99457b051997"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"__uuid__": "f51bb583-0010-48f3-a6a1-451a78ac2d65"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"__uuid__": "c69bcceb-d7d1-4e33-9623-e2a374a0a6b6"
|
|
||||||
}
|
|
||||||
],
|
|
||||||
"playOnLoad": false,
|
|
||||||
"_id": ""
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"__type__": "cc.Sprite",
|
|
||||||
"_name": "",
|
|
||||||
"_objFlags": 0,
|
|
||||||
"node": {
|
|
||||||
"__id__": 1
|
|
||||||
},
|
|
||||||
"_enabled": true,
|
|
||||||
"_materials": [
|
|
||||||
{
|
|
||||||
"__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
|
|
||||||
}
|
|
||||||
],
|
|
||||||
"_srcBlendFactor": 770,
|
|
||||||
"_dstBlendFactor": 771,
|
|
||||||
"_spriteFrame": null,
|
|
||||||
"_type": 0,
|
|
||||||
"_sizeMode": 1,
|
|
||||||
"_fillType": 0,
|
|
||||||
"_fillCenter": {
|
|
||||||
"__type__": "cc.Vec2",
|
|
||||||
"x": 0,
|
|
||||||
"y": 0
|
|
||||||
},
|
|
||||||
"_fillStart": 0,
|
|
||||||
"_fillRange": 0,
|
|
||||||
"_isTrimmedMode": true,
|
|
||||||
"_atlas": {
|
|
||||||
"__uuid__": "145769c8-a259-42bc-8cce-6e035f493c70"
|
|
||||||
},
|
|
||||||
"_id": ""
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"__type__": "cc.PrefabInfo",
|
|
||||||
"root": {
|
|
||||||
"__id__": 1
|
|
||||||
},
|
|
||||||
"asset": {
|
|
||||||
"__id__": 0
|
|
||||||
},
|
|
||||||
"fileId": "44k8wsxglPsJSrMCX58Yve",
|
|
||||||
"sync": false
|
|
||||||
}
|
|
||||||
]
|
|
@ -1,8 +0,0 @@
|
|||||||
{
|
|
||||||
"ver": "1.2.5",
|
|
||||||
"uuid": "e3fc2487-17d1-4ff9-ae1f-38e974509077",
|
|
||||||
"optimizationPolicy": "AUTO",
|
|
||||||
"asyncLoadAssets": false,
|
|
||||||
"readonly": false,
|
|
||||||
"subMetas": {}
|
|
||||||
}
|
|
@ -454,7 +454,7 @@
|
|||||||
"array": [
|
"array": [
|
||||||
0,
|
0,
|
||||||
0,
|
0,
|
||||||
210.14647688706773,
|
216.50635094610968,
|
||||||
0,
|
0,
|
||||||
0,
|
0,
|
||||||
0,
|
0,
|
||||||
|
@ -5,7 +5,7 @@ window.ATK_CHARACTER_STATE = {
|
|||||||
Walking: [1, "Walking"],
|
Walking: [1, "Walking"],
|
||||||
Atk1: [2, "Atk1"],
|
Atk1: [2, "Atk1"],
|
||||||
Atked1: [3, "Atked1"],
|
Atked1: [3, "Atked1"],
|
||||||
InAirIdle1: [4, "Idle1"],
|
InAirIdle1: [4, "InAirIdle1"],
|
||||||
InAirAtk1: [5, "Atk1"],
|
InAirAtk1: [5, "Atk1"],
|
||||||
InAirAtked1: [6, "Atked1"],
|
InAirAtked1: [6, "Atked1"],
|
||||||
};
|
};
|
||||||
|
@ -186,6 +186,40 @@ cc.Class({
|
|||||||
|
|
||||||
},
|
},
|
||||||
|
|
||||||
|
spawnPlayerNode(joinIndex, vx, vy, playerDownsyncInfo) {
|
||||||
|
const self = this;
|
||||||
|
const newPlayerNode = cc.instantiate(self.controlledCharacterPrefab)
|
||||||
|
const playerScriptIns = newPlayerNode.getComponent("ControlledCharacter");
|
||||||
|
if (1 == joinIndex) {
|
||||||
|
playerScriptIns.setSpecies("SoldierWaterGhost");
|
||||||
|
} else if (2 == joinIndex) {
|
||||||
|
playerScriptIns.setSpecies("SoldierFireGhost");
|
||||||
|
}
|
||||||
|
|
||||||
|
const [wx, wy] = self.virtualGridToWorldPos(vx, vy);
|
||||||
|
newPlayerNode.setPosition(wx, wy);
|
||||||
|
playerScriptIns.mapNode = self.node;
|
||||||
|
const colliderWidth = playerDownsyncInfo.colliderRadius * 2,
|
||||||
|
colliderHeight = playerDownsyncInfo.colliderRadius * 2.5;
|
||||||
|
const [x0, y0] = self.virtualGridToPolygonColliderAnchorPos(vx, vy, colliderWidth, colliderHeight),
|
||||||
|
pts = [[0, 0], [colliderWidth, 0], [colliderWidth, colliderHeight], [0, colliderHeight]];
|
||||||
|
|
||||||
|
const newPlayerCollider = self.collisionSys.createPolygon(x0, y0, pts);
|
||||||
|
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
|
||||||
|
newPlayerCollider.data = playerDownsyncInfo;
|
||||||
|
self.collisionSysMap.set(collisionPlayerIndex, newPlayerCollider);
|
||||||
|
|
||||||
|
console.log(`Created new player collider: joinIndex=${joinIndex}, colliderRadius=${playerDownsyncInfo.colliderRadius}`);
|
||||||
|
|
||||||
|
safelyAddChild(self.node, newPlayerNode);
|
||||||
|
setLocalZOrder(newPlayerNode, 5);
|
||||||
|
|
||||||
|
newPlayerNode.active = true;
|
||||||
|
playerScriptIns.updateCharacterAnim(playerDownsyncInfo, null, true);
|
||||||
|
|
||||||
|
return [newPlayerNode, playerScriptIns];
|
||||||
|
},
|
||||||
|
|
||||||
update(dt) {
|
update(dt) {
|
||||||
const self = this;
|
const self = this;
|
||||||
if (ALL_BATTLE_STATES.IN_BATTLE == self.battleState) {
|
if (ALL_BATTLE_STATES.IN_BATTLE == self.battleState) {
|
||||||
@ -328,11 +362,11 @@ cc.Class({
|
|||||||
}
|
}
|
||||||
bulletPushbacks[joinIndex - 1][0] += xfac * bulletCollider.data.pushback; // Only for straight punch, there's no y-pushback
|
bulletPushbacks[joinIndex - 1][0] += xfac * bulletCollider.data.pushback; // Only for straight punch, there's no y-pushback
|
||||||
bulletPushbacks[joinIndex - 1][1] += 0;
|
bulletPushbacks[joinIndex - 1][1] += 0;
|
||||||
|
const thatAckedPlayerInCurFrame = currRenderFrame.players[potential.data.id];
|
||||||
const thatAckedPlayerInNextFrame = nextRenderFramePlayers[potential.data.id];
|
const thatAckedPlayerInNextFrame = nextRenderFramePlayers[potential.data.id];
|
||||||
if (!window.ATK_CHARACTER_STATE_IN_AIR_SET.has(thatAckedPlayerInNextFrame.characterState)) {
|
|
||||||
thatAckedPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atked1[0];
|
thatAckedPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atked1[0];
|
||||||
} else {
|
if (thatAckedPlayerInCurFrame.inAir) {
|
||||||
thatAckedPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.InAirAtked1[0];
|
thatAckedPlayerInNextFrame.characterState = window.toInAirConjugate(thatAckedPlayerInNextFrame.characterState);
|
||||||
}
|
}
|
||||||
const oldFramesToRecover = thatAckedPlayerInNextFrame.framesToRecover;
|
const oldFramesToRecover = thatAckedPlayerInNextFrame.framesToRecover;
|
||||||
thatAckedPlayerInNextFrame.framesToRecover = (oldFramesToRecover > bulletCollider.data.hitStunFrames ? oldFramesToRecover : bulletCollider.data.hitStunFrames); // In case the hit player is already stun, we extend it
|
thatAckedPlayerInNextFrame.framesToRecover = (oldFramesToRecover > bulletCollider.data.hitStunFrames ? oldFramesToRecover : bulletCollider.data.hitStunFrames); // In case the hit player is already stun, we extend it
|
||||||
@ -416,6 +450,7 @@ cc.Class({
|
|||||||
// console.log(`A rising-edge of meleeBullet is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
|
// console.log(`A rising-edge of meleeBullet is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
|
||||||
|
|
||||||
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atk1[0];
|
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atk1[0];
|
||||||
|
thatPlayerInNextFrame.velX = 0; // prohibits simultaneous movement with Atk1 (including inAir)
|
||||||
}
|
}
|
||||||
} else if (0 == decodedInput.btnALevel && 1 == prevBtnALevel) {
|
} else if (0 == decodedInput.btnALevel && 1 == prevBtnALevel) {
|
||||||
// console.log(`playerId=${playerId} triggered a falling-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
|
// console.log(`playerId=${playerId} triggered a falling-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
|
||||||
@ -425,13 +460,16 @@ cc.Class({
|
|||||||
// Update directions and thus would eventually update moving animation accordingly
|
// Update directions and thus would eventually update moving animation accordingly
|
||||||
thatPlayerInNextFrame.dirX = decodedInput.dx;
|
thatPlayerInNextFrame.dirX = decodedInput.dx;
|
||||||
thatPlayerInNextFrame.dirY = decodedInput.dy;
|
thatPlayerInNextFrame.dirY = decodedInput.dy;
|
||||||
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Walking[0];
|
|
||||||
thatPlayerInNextFrame.velX = decodedInput.dx * currPlayerDownsync.speed;
|
thatPlayerInNextFrame.velX = decodedInput.dx * currPlayerDownsync.speed;
|
||||||
|
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Walking[0];
|
||||||
} else {
|
} else {
|
||||||
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Idle1[0];
|
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Idle1[0];
|
||||||
thatPlayerInNextFrame.velX = 0;
|
thatPlayerInNextFrame.velX = 0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
if (currPlayerDownsync.inAir) {
|
||||||
|
thatPlayerInNextFrame.characterState = window.toInAirConjugate(thatPlayerInNextFrame.characterState);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -472,17 +510,17 @@ cc.Class({
|
|||||||
effPushbacks[joinIndex - 1][0] += pushbackX;
|
effPushbacks[joinIndex - 1][0] += pushbackX;
|
||||||
effPushbacks[joinIndex - 1][1] += pushbackY;
|
effPushbacks[joinIndex - 1][1] += pushbackY;
|
||||||
}
|
}
|
||||||
if (false == jumpTriggered[joinIndex-1] && null != snappedIntoPlatformEx && null != snappedIntoPlatformEy) {
|
if (false == jumpTriggered[joinIndex - 1] && null != snappedIntoPlatformEx && null != snappedIntoPlatformEy) {
|
||||||
thatPlayerInNextFrame.inAir = false;
|
thatPlayerInNextFrame.inAir = false;
|
||||||
if (fallStopping) {
|
if (fallStopping) {
|
||||||
thatPlayerInNextFrame.velY = 0; // shuts off the velocity component introduced by gravity, otherwise the character will slip down along a slope
|
thatPlayerInNextFrame.velY = 0;
|
||||||
|
thatPlayerInNextFrame.velX = 0;
|
||||||
|
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Idle1[0];
|
||||||
|
thatPlayerInNextFrame.framesToRecover = 0;
|
||||||
}
|
}
|
||||||
const dotProd = thatPlayerInNextFrame.velX * snappedIntoPlatformEx + thatPlayerInNextFrame.velY * snappedIntoPlatformEy;
|
const dotProd = thatPlayerInNextFrame.velX * snappedIntoPlatformEx + thatPlayerInNextFrame.velY * snappedIntoPlatformEy;
|
||||||
[thatPlayerInNextFrame.velX, thatPlayerInNextFrame.velY] = [dotProd * snappedIntoPlatformEx, dotProd * snappedIntoPlatformEy];
|
[thatPlayerInNextFrame.velX, thatPlayerInNextFrame.velY] = [dotProd * snappedIntoPlatformEx, dotProd * snappedIntoPlatformEy];
|
||||||
}
|
}
|
||||||
if (currPlayerDownsync.inAir != thatPlayerInNextFrame.inAir) {
|
|
||||||
thatPlayerInNextFrame.characterState = window.toInAirConjugate(thatPlayerInNextFrame.characterState);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Get players out of stuck barriers if there's any
|
// Get players out of stuck barriers if there's any
|
||||||
|
Loading…
Reference in New Issue
Block a user