Minor updates.

This commit is contained in:
genxium 2023-02-26 20:57:40 +08:00
parent e213fdfb04
commit 21806a3754
4 changed files with 8 additions and 8 deletions

View File

@ -400,7 +400,7 @@
"ctor": "Float64Array",
"array": [
0,
0,
32,
0,
0,
0,
@ -536,7 +536,7 @@
"array": [
0,
0,
216.05530045313827,
210.43877906529718,
0,
0,
0,
@ -2129,7 +2129,7 @@
"_left": 0,
"_right": 0,
"_top": 0,
"_bottom": 640,
"_bottom": 672,
"_verticalCenter": 0,
"_horizontalCenter": 0,
"_isAbsLeft": true,

View File

@ -382,7 +382,7 @@
"ctor": "Float64Array",
"array": [
0,
0,
32,
0,
0,
0,
@ -518,7 +518,7 @@
"array": [
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216.50635094610968,
210.43877906529718,
0,
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File diff suppressed because one or more lines are too long

View File

@ -22,7 +22,7 @@ const (
GRAVITY_X = int32(0)
GRAVITY_Y = -int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO) // makes all "playerCollider.Y" a multiple of 0.5 in all cases
INPUT_DELAY_FRAMES = int32(6) // in the count of render frames
INPUT_DELAY_FRAMES = int32(4) // in the count of render frames
/*
[WARNING]
@ -731,7 +731,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *resolv.Rin
} else {
// Updates CharacterState and thus the animation to make user see graphical feedback asap.
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_WALKING
thatPlayerInNextFrame.FramesToRecover = ((chConfig.InertiaFramesToRecover >> 1) + (chConfig.InertiaFramesToRecover >> 2))
thatPlayerInNextFrame.FramesToRecover = (chConfig.InertiaFramesToRecover >> 1)
}
} else {
thatPlayerInNextFrame.CapturedByInertia = false