Minor fix.

This commit is contained in:
genxium 2022-12-10 13:46:24 +08:00
parent 66dfcaa0f5
commit 195a400dc2
19 changed files with 1668 additions and 13631 deletions

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@ -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"],
}; };

View File

@ -6,8 +6,8 @@ const OnlineMap = require('./Map');
[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 -> ..." [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 -> ..."
Moreover, this "snapIntoPlatformOverlap" should be small enough such that the jumping initial "velY" can escape from it by 1 renderFrame (when jumping is triggered, the character is waived from snappig for 1 renderFrame). Moreover, this "snapIntoPlatformOverlap" should be small enough such that the jumping initial "velY" can escape from it by 1 renderFrame (when jumping is triggered, the character is waived from snappig for 1 renderFrame).
*/ */
const snapIntoPlatformOverlap = 0.1; const snapIntoPlatformOverlap = 0.1;
cc.Class({ cc.Class({
extends: OnlineMap, extends: OnlineMap,
@ -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]; if (thatAckedPlayerInCurFrame.inAir) {
} else { thatAckedPlayerInNextFrame.characterState = window.toInAirConjugate(thatAckedPlayerInNextFrame.characterState);
thatAckedPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.InAirAtked1[0];
} }
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