mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-25 03:08:57 +00:00
Minor fix.
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|
||||
"__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": [
|
||||
0,
|
||||
0,
|
||||
210.14647688706773,
|
||||
216.50635094610968,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
|
@ -5,7 +5,7 @@ window.ATK_CHARACTER_STATE = {
|
||||
Walking: [1, "Walking"],
|
||||
Atk1: [2, "Atk1"],
|
||||
Atked1: [3, "Atked1"],
|
||||
InAirIdle1: [4, "Idle1"],
|
||||
InAirIdle1: [4, "InAirIdle1"],
|
||||
InAirAtk1: [5, "Atk1"],
|
||||
InAirAtked1: [6, "Atked1"],
|
||||
};
|
||||
|
@ -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 -> ..."
|
||||
|
||||
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({
|
||||
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) {
|
||||
const self = this;
|
||||
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][1] += 0;
|
||||
const thatAckedPlayerInCurFrame = currRenderFrame.players[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];
|
||||
} else {
|
||||
thatAckedPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.InAirAtked1[0];
|
||||
thatAckedPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atked1[0];
|
||||
if (thatAckedPlayerInCurFrame.inAir) {
|
||||
thatAckedPlayerInNextFrame.characterState = window.toInAirConjugate(thatAckedPlayerInNextFrame.characterState);
|
||||
}
|
||||
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
|
||||
@ -416,6 +450,7 @@ cc.Class({
|
||||
// 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.velX = 0; // prohibits simultaneous movement with Atk1 (including inAir)
|
||||
}
|
||||
} 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}`);
|
||||
@ -425,13 +460,16 @@ cc.Class({
|
||||
// Update directions and thus would eventually update moving animation accordingly
|
||||
thatPlayerInNextFrame.dirX = decodedInput.dx;
|
||||
thatPlayerInNextFrame.dirY = decodedInput.dy;
|
||||
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Walking[0];
|
||||
thatPlayerInNextFrame.velX = decodedInput.dx * currPlayerDownsync.speed;
|
||||
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Walking[0];
|
||||
} else {
|
||||
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Idle1[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][1] += pushbackY;
|
||||
}
|
||||
if (false == jumpTriggered[joinIndex-1] && null != snappedIntoPlatformEx && null != snappedIntoPlatformEy) {
|
||||
if (false == jumpTriggered[joinIndex - 1] && null != snappedIntoPlatformEx && null != snappedIntoPlatformEy) {
|
||||
thatPlayerInNextFrame.inAir = false;
|
||||
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;
|
||||
[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
|
||||
|
Loading…
Reference in New Issue
Block a user