mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-26 11:48:56 +00:00
Merge pull request #8 from genxium/character_attack
Added melee attack feature.
This commit is contained in:
commit
2290c57c1c
@ -2,7 +2,6 @@ package models
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import (
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. "battle_srv/protos"
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. "dnmshared/sharedprotos"
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)
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func toPbPlayers(modelInstances map[int32]*Player, withMetaInfo bool) map[int32]*PlayerDownsync {
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@ -16,10 +15,8 @@ func toPbPlayers(modelInstances map[int32]*Player, withMetaInfo bool) map[int32]
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Id: last.Id,
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VirtualGridX: last.VirtualGridX,
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VirtualGridY: last.VirtualGridY,
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Dir: &Direction{
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Dx: last.Dir.Dx,
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Dy: last.Dir.Dy,
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},
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DirX: last.DirX,
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DirY: last.DirY,
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ColliderRadius: last.ColliderRadius,
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Speed: last.Speed,
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BattleState: last.BattleState,
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@ -4,7 +4,6 @@ import (
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. "battle_srv/protos"
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"battle_srv/storage"
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. "dnmshared"
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. "dnmshared/sharedprotos"
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"fmt"
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sq "github.com/Masterminds/squirrel"
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"github.com/jmoiron/sqlx"
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@ -64,12 +63,7 @@ func GetPlayerById(id int) (*Player, error) {
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func getPlayer(cond sq.Eq) (*Player, error) {
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p := Player{}
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pd := PlayerDownsync{
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Dir: &Direction{
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Dx: 0,
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Dy: 0,
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},
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}
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pd := PlayerDownsync{}
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query, args, err := sq.Select("*").From("player").Where(cond).Limit(1).ToSql()
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if err != nil {
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return nil, err
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@ -54,6 +54,7 @@ const (
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COLLISION_PLAYER_INDEX_PREFIX = (1 << 17)
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COLLISION_BARRIER_INDEX_PREFIX = (1 << 16)
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COLLISION_BULLET_INDEX_PREFIX = (1 << 15)
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)
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const (
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@ -61,6 +62,13 @@ const (
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MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED = -2
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)
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const (
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ATK_CHARACTER_STATE_IDLE1 = 0
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ATK_CHARACTER_STATE_WALKING = 1
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ATK_CHARACTER_STATE_ATK1 = 2
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ATK_CHARACTER_STATE_ATKED1 = 3
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)
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// These directions are chosen such that when speed is changed to "(speedX+delta, speedY+delta)" for any of them, the direction is unchanged.
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var DIRECTION_DECODER = [][]int32{
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{0, 0},
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@ -165,6 +173,7 @@ type Room struct {
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LastRenderFrameIdTriggeredAt int64
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PlayerDefaultSpeed int32
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BulletBattleLocalIdCounter int32
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BattleColliderInfo // Compositing to send centralized magic numbers
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}
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@ -266,8 +275,8 @@ func (pR *Room) ChooseStage() error {
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panic(err)
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}
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// Obtain the content of `gidBoundariesMapInB2World`.
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gidBoundariesMapInB2World := make(map[int]StrToPolygon2DListMap, 0)
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// Obtain the content of `gidBoundariesMap`.
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gidBoundariesMap := make(map[int]StrToPolygon2DListMap, 0)
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for _, tileset := range pTmxMapIns.Tilesets {
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relativeTsxFilePath := fmt.Sprintf("%s/%s", filepath.Join(pwd, relativePathForChosenStage), tileset.Source) // Note that "TmxTileset.Source" can be a string of "relative path".
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absTsxFilePath, err := filepath.Abs(relativeTsxFilePath)
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@ -283,10 +292,10 @@ func (pR *Room) ChooseStage() error {
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panic(err)
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}
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DeserializeTsxToColliderDict(pTmxMapIns, byteArrOfTsxFile, int(tileset.FirstGid), gidBoundariesMapInB2World)
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DeserializeTsxToColliderDict(pTmxMapIns, byteArrOfTsxFile, int(tileset.FirstGid), gidBoundariesMap)
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}
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stageDiscreteW, stageDiscreteH, stageTileW, stageTileH, strToVec2DListMap, strToPolygon2DListMap, err := ParseTmxLayersAndGroups(pTmxMapIns, gidBoundariesMapInB2World)
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stageDiscreteW, stageDiscreteH, stageTileW, stageTileH, strToVec2DListMap, strToPolygon2DListMap, err := ParseTmxLayersAndGroups(pTmxMapIns, gidBoundariesMap)
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if nil != err {
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panic(err)
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}
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@ -352,6 +361,7 @@ func (pR *Room) InputsBufferString(allDetails bool) string {
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break
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}
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f := tmp.(*InputFrameDownsync)
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//s = append(s, fmt.Sprintf("{inputFrameId: %v, inputList: %v, &inputList: %p, confirmedList: %v}", f.InputFrameId, f.InputList, &(f.InputList), f.ConfirmedList))
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s = append(s, fmt.Sprintf("{inputFrameId: %v, inputList: %v, confirmedList: %v}", f.InputFrameId, f.InputList, f.ConfirmedList))
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}
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@ -617,7 +627,6 @@ func (pR *Room) OnBattleCmdReceived(pReq *WsReq) {
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Logger.Debug(fmt.Sprintf("Omitting obsolete inputFrameUpsync: roomId=%v, playerId=%v, clientInputFrameId=%v, InputsBuffer=%v", pR.Id, playerId, clientInputFrameId, pR.InputsBufferString(false)))
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continue
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}
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bufIndex := pR.toDiscreteInputsBufferIndex(clientInputFrameId, pReq.JoinIndex)
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pR.DiscreteInputsBuffer.Store(bufIndex, inputFrameUpsync)
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@ -762,6 +771,7 @@ func (pR *Room) Dismiss() {
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func (pR *Room) OnDismissed() {
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// Always instantiates new HeapRAM blocks and let the old blocks die out due to not being retained by any root reference.
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pR.BulletBattleLocalIdCounter = 0
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pR.WorldToVirtualGridRatio = float64(1000)
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pR.VirtualGridToWorldRatio = float64(1.0) / pR.WorldToVirtualGridRatio // this is a one-off computation, should avoid division in iterations
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pR.SpAtkLookupFrames = 5
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@ -773,9 +783,10 @@ func (pR *Room) OnDismissed() {
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pR.PlayerSignalToCloseDict = make(map[int32]SignalToCloseConnCbType)
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pR.JoinIndexBooleanArr = make([]bool, pR.Capacity)
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pR.Barriers = make(map[int32]*Barrier)
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pR.InputsBuffer = NewRingBuffer(1024)
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pR.RenderCacheSize = 512
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pR.RenderFrameBuffer = NewRingBuffer(pR.RenderCacheSize)
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pR.DiscreteInputsBuffer = sync.Map{}
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pR.RenderFrameBuffer = NewRingBuffer(1024)
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pR.InputsBuffer = NewRingBuffer((pR.RenderCacheSize >> 2) + 1)
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pR.LastAllConfirmedInputFrameId = -1
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pR.LastAllConfirmedInputFrameIdWithChange = -1
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@ -795,6 +806,34 @@ func (pR *Room) OnDismissed() {
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pR.MaxChasingRenderFramesPerUpdate = 8
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pR.BackendDynamicsEnabled = true // [WARNING] When "false", recovery upon reconnection wouldn't work!
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punchSkillId := int32(1)
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if _, existent := pR.MeleeSkillConfig[punchSkillId]; !existent {
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pR.MeleeSkillConfig = make(map[int32]*MeleeBullet, 0)
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pR.MeleeSkillConfig[punchSkillId] = &MeleeBullet{
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// for offender
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StartupFrames: int32(18),
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ActiveFrames: int32(42),
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RecoveryFrames: int32(61), // usually but not always "startupFrames+activeFrames", I hereby set it to be 1 frame more than the actual animation to avoid critical transition, i.e. when the animation is 1 frame from ending but "rdfPlayer.framesToRecover" is already counted 0 and the player triggers an other same attack, making an effective bullet trigger but no animation is played due to same animName is still playing
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RecoveryFramesOnBlock: int32(61),
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RecoveryFramesOnHit: int32(61),
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Moveforward: &Vec2D{
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X: 0,
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Y: 0,
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},
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HitboxOffset: float64(12.0), // should be about the radius of the PlayerCollider
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HitboxSize: &Vec2D{
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X: float64(45.0),
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Y: float64(32.0),
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},
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// for defender
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HitStunFrames: int32(18),
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BlockStunFrames: int32(9),
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Pushback: float64(22.0),
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ReleaseTriggerType: int32(1), // 1: rising-edge, 2: falling-edge
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Damage: int32(5),
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}
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}
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pR.ChooseStage()
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pR.EffectivePlayerCount = 0
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@ -1037,7 +1076,10 @@ func (pR *Room) prefabInputFrameDownsync(inputFrameId int32) *InputFrameDownsync
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panic(fmt.Sprintf("Error prefabbing inputFrameDownsync: roomId=%v, InputsBuffer=%v", pR.Id, pR.InputsBufferString(false)))
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}
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prevInputFrameDownsync := tmp.(*InputFrameDownsync)
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currInputList := prevInputFrameDownsync.InputList // Would be a clone of the values
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currInputList := make([]uint64, pR.Capacity) // Would be a clone of the values
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for i, _ := range currInputList {
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currInputList[i] = (prevInputFrameDownsync.InputList[i] & uint64(15)) // Don't predict attack input
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}
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currInputFrameDownsync = &InputFrameDownsync{
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InputFrameId: inputFrameId,
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InputList: currInputList,
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@ -1146,13 +1188,6 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
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}
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nextRenderFrame := pR.applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, currRenderFrame, pR.CollisionSysMap)
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// Update in the latest player pointers
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for playerId, playerDownsync := range nextRenderFrame.Players {
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pR.Players[playerId].VirtualGridX = playerDownsync.VirtualGridX
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pR.Players[playerId].VirtualGridY = playerDownsync.VirtualGridY
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pR.Players[playerId].Dir.Dx = playerDownsync.Dir.Dx
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pR.Players[playerId].Dir.Dy = playerDownsync.Dir.Dy
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}
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pR.RenderFrameBuffer.Put(nextRenderFrame)
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pR.CurDynamicsRenderFrameId++
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}
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@ -1160,6 +1195,7 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
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// TODO: Write unit-test for this function to compare with its frontend counter part
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func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame *InputFrameDownsync, currRenderFrame *RoomDownsyncFrame, collisionSysMap map[int32]*resolv.Object) *RoomDownsyncFrame {
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// TODO: Derive "nextRenderFramePlayers[*].CharacterState" as the frontend counter-part!
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nextRenderFramePlayers := make(map[int32]*PlayerDownsync, pR.Capacity)
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// Make a copy first
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for playerId, currPlayerDownsync := range currRenderFrame.Players {
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@ -1167,15 +1203,20 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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Id: playerId,
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VirtualGridX: currPlayerDownsync.VirtualGridX,
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VirtualGridY: currPlayerDownsync.VirtualGridY,
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Dir: &Direction{
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Dx: currPlayerDownsync.Dir.Dx,
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Dy: currPlayerDownsync.Dir.Dy,
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},
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DirX: currPlayerDownsync.DirX,
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DirY: currPlayerDownsync.DirY,
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CharacterState: currPlayerDownsync.CharacterState,
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Speed: currPlayerDownsync.Speed,
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BattleState: currPlayerDownsync.BattleState,
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Score: currPlayerDownsync.Score,
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Removed: currPlayerDownsync.Removed,
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JoinIndex: currPlayerDownsync.JoinIndex,
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FramesToRecover: currPlayerDownsync.FramesToRecover - 1,
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Hp: currPlayerDownsync.Hp,
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MaxHp: currPlayerDownsync.MaxHp,
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}
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if nextRenderFramePlayers[playerId].FramesToRecover < 0 {
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nextRenderFramePlayers[playerId].FramesToRecover = 0
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}
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}
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@ -1183,29 +1224,159 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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Id: currRenderFrame.Id + 1,
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Players: nextRenderFramePlayers,
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CountdownNanos: (pR.BattleDurationNanos - int64(currRenderFrame.Id)*pR.RollbackEstimatedDtNanos),
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MeleeBullets: make([]*MeleeBullet, 0), // Is there any better way to reduce malloc/free impact, e.g. smart prediction for fixed memory allocation?
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}
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if nil != delayedInputFrame {
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inputList := delayedInputFrame.InputList
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bulletPushbacks := make([]Vec2D, pR.Capacity) // Guaranteed determinism regardless of traversal order
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effPushbacks := make([]Vec2D, pR.Capacity) // Guaranteed determinism regardless of traversal order
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// Reset playerCollider position from the "virtual grid position"
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for playerId, player := range pR.Players {
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joinIndex := player.JoinIndex
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bulletPushbacks[joinIndex-1].X, bulletPushbacks[joinIndex-1].Y = float64(0), float64(0)
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effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y = float64(0), float64(0)
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currPlayerDownsync := currRenderFrame.Players[playerId]
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decodedInput := pR.decodeInput(inputList[joinIndex-1])
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proposedVirtualGridDx, proposedVirtualGridDy := (decodedInput.Dx + decodedInput.Dx*currPlayerDownsync.Speed), (decodedInput.Dy + decodedInput.Dy*currPlayerDownsync.Speed)
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newVx, newVy := (currPlayerDownsync.VirtualGridX + proposedVirtualGridDx), (currPlayerDownsync.VirtualGridY + proposedVirtualGridDy)
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// Reset playerCollider position from the "virtual grid position"
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newVx, newVy := currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY
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collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
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playerCollider := collisionSysMap[collisionPlayerIndex]
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playerCollider.X, playerCollider.Y = VirtualGridToPolygonColliderAnchorPos(newVx, newVy, player.ColliderRadius, player.ColliderRadius, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.VirtualGridToWorldRatio)
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}
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// Check bullet-anything collisions first, because the pushbacks caused by bullets might later be reverted by player-barrier collision
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bulletColliders := make(map[int32]*resolv.Object, 0) // Will all be removed at the end of `applyInputFrameDownsyncDynamicsOnSingleRenderFrame` due to the need for being rollback-compatible
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removedBulletsAtCurrFrame := make(map[int32]int32, 0)
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for _, meleeBullet := range currRenderFrame.MeleeBullets {
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if (meleeBullet.OriginatedRenderFrameId+meleeBullet.StartupFrames <= currRenderFrame.Id) && (meleeBullet.OriginatedRenderFrameId+meleeBullet.StartupFrames+meleeBullet.ActiveFrames > currRenderFrame.Id) {
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collisionBulletIndex := COLLISION_BULLET_INDEX_PREFIX + meleeBullet.BattleLocalId
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collisionOffenderIndex := COLLISION_PLAYER_INDEX_PREFIX + meleeBullet.OffenderJoinIndex
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offenderCollider := collisionSysMap[collisionOffenderIndex]
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offender := currRenderFrame.Players[meleeBullet.OffenderPlayerId]
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xfac, yfac := float64(1.0), float64(0) // By now, straight Punch offset doesn't respect "y-axis"
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if 0 > offender.DirX {
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xfac = float64(-1.0)
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}
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bulletCx, bulletCy := offenderCollider.X+xfac*meleeBullet.HitboxOffset, offenderCollider.Y+yfac*meleeBullet.HitboxOffset
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newBulletCollider := GenerateRectCollider(bulletCx, bulletCy, xfac*meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "MeleeBullet")
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newBulletCollider.Data = meleeBullet
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collisionSysMap[collisionBulletIndex] = newBulletCollider
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bulletColliders[collisionBulletIndex] = newBulletCollider
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newBulletCollider.Update()
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}
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}
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for _, bulletCollider := range bulletColliders {
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shouldRemove := false
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meleeBullet := bulletCollider.Data.(*MeleeBullet)
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collisionBulletIndex := COLLISION_BULLET_INDEX_PREFIX + meleeBullet.BattleLocalId
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if collision := bulletCollider.Check(0, 0); collision != nil {
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offender := currRenderFrame.Players[meleeBullet.OffenderPlayerId]
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bulletShape := bulletCollider.Shape.(*resolv.ConvexPolygon)
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for _, obj := range collision.Objects {
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switch t := obj.Data.(type) {
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case Player:
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defenderShape := obj.Shape.(*resolv.ConvexPolygon)
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if meleeBullet.OffenderPlayerId != t.Id {
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if overlapped, _, _, _ := CalcPushbacks(0, 0, bulletShape, defenderShape); overlapped {
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xfac := float64(1.0) // By now, straight Punch offset doesn't respect "y-axis"
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if 0 > offender.DirX {
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xfac = float64(-1.0)
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}
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bulletPushbacks[t.JoinIndex-1].X += xfac * meleeBullet.Pushback
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nextRenderFramePlayers[t.Id].CharacterState = ATK_CHARACTER_STATE_ATKED1
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oldFramesToRecover := nextRenderFramePlayers[t.Id].FramesToRecover
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if meleeBullet.HitStunFrames > oldFramesToRecover {
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nextRenderFramePlayers[t.Id].FramesToRecover = meleeBullet.HitStunFrames
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}
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}
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}
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default:
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Logger.Debug(fmt.Sprintf("Bullet collided with non-player: roomId=%v, currRenderFrame.Id=%v, delayedInputFrame.Id=%v", pR.Id, currRenderFrame.Id, delayedInputFrame.InputFrameId))
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}
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}
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shouldRemove = true
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}
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if shouldRemove {
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removedBulletsAtCurrFrame[collisionBulletIndex] = 1
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}
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}
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for _, meleeBullet := range currRenderFrame.MeleeBullets {
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collisionBulletIndex := COLLISION_BULLET_INDEX_PREFIX + meleeBullet.BattleLocalId
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if bulletCollider, existent := collisionSysMap[collisionBulletIndex]; existent {
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bulletCollider.Space.Remove(bulletCollider)
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delete(collisionSysMap, collisionBulletIndex)
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}
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if _, existent := removedBulletsAtCurrFrame[collisionBulletIndex]; existent {
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continue
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}
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toRet.MeleeBullets = append(toRet.MeleeBullets, meleeBullet)
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}
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if nil != delayedInputFrame {
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var delayedInputFrameForPrevRenderFrame *InputFrameDownsync = nil
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tmp := pR.InputsBuffer.GetByFrameId(pR.ConvertToInputFrameId(currRenderFrame.Id-1, pR.InputDelayFrames))
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if nil != tmp {
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delayedInputFrameForPrevRenderFrame = tmp.(*InputFrameDownsync)
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}
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inputList := delayedInputFrame.InputList
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// Process player inputs
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for playerId, player := range pR.Players {
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joinIndex := player.JoinIndex
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collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
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playerCollider := collisionSysMap[collisionPlayerIndex]
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thatPlayerInNextFrame := nextRenderFramePlayers[playerId]
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if 0 < thatPlayerInNextFrame.FramesToRecover {
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// No need to process inputs for this player, but there might be bullet pushbacks on this player
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playerCollider.X += bulletPushbacks[joinIndex-1].X
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playerCollider.Y += bulletPushbacks[joinIndex-1].Y
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// Update in the collision system
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playerCollider.Update()
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continue
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}
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currPlayerDownsync := currRenderFrame.Players[playerId]
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decodedInput := pR.decodeInput(inputList[joinIndex-1])
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prevBtnALevel := int32(0)
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if nil != delayedInputFrameForPrevRenderFrame {
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prevDecodedInput := pR.decodeInput(delayedInputFrameForPrevRenderFrame.InputList[joinIndex-1])
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prevBtnALevel = prevDecodedInput.BtnALevel
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}
|
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|
||||
if decodedInput.BtnALevel > prevBtnALevel {
|
||||
punchSkillId := int32(1)
|
||||
punchConfig := pR.MeleeSkillConfig[punchSkillId]
|
||||
var newMeleeBullet MeleeBullet = *punchConfig
|
||||
newMeleeBullet.BattleLocalId = pR.BulletBattleLocalIdCounter
|
||||
pR.BulletBattleLocalIdCounter += 1
|
||||
newMeleeBullet.OffenderJoinIndex = joinIndex
|
||||
newMeleeBullet.OffenderPlayerId = playerId
|
||||
newMeleeBullet.OriginatedRenderFrameId = currRenderFrame.Id
|
||||
toRet.MeleeBullets = append(toRet.MeleeBullets, &newMeleeBullet)
|
||||
thatPlayerInNextFrame.FramesToRecover = newMeleeBullet.RecoveryFrames
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATK1
|
||||
Logger.Info(fmt.Sprintf("roomId=%v, playerId=%v triggered a rising-edge of btnA at currRenderFrame.id=%v, delayedInputFrame.id=%v", pR.Id, playerId, currRenderFrame.Id, delayedInputFrame.InputFrameId))
|
||||
|
||||
} else if decodedInput.BtnALevel < prevBtnALevel {
|
||||
Logger.Info(fmt.Sprintf("roomId=%v, playerId=%v triggered a falling-edge of btnA at currRenderFrame.id=%v, delayedInputFrame.id=%v", pR.Id, playerId, currRenderFrame.Id, delayedInputFrame.InputFrameId))
|
||||
} else {
|
||||
// No bullet trigger, process movement inputs
|
||||
if 0 != decodedInput.Dx || 0 != decodedInput.Dy {
|
||||
thatPlayerInNextFrame.DirX = decodedInput.Dx
|
||||
thatPlayerInNextFrame.DirY = decodedInput.Dy
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_WALKING
|
||||
} else {
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
|
||||
}
|
||||
}
|
||||
|
||||
movementX, movementY := VirtualGridToWorldPos(decodedInput.Dx+decodedInput.Dx*currPlayerDownsync.Speed, decodedInput.Dy+decodedInput.Dy*currPlayerDownsync.Speed, pR.VirtualGridToWorldRatio)
|
||||
playerCollider.X += movementX
|
||||
playerCollider.Y += movementY
|
||||
|
||||
// Update in the collision system
|
||||
playerCollider.Update()
|
||||
if 0 != decodedInput.Dx || 0 != decodedInput.Dy {
|
||||
nextRenderFramePlayers[playerId].Dir.Dx = decodedInput.Dx
|
||||
nextRenderFramePlayers[playerId].Dir.Dy = decodedInput.Dy
|
||||
}
|
||||
}
|
||||
|
||||
// handle pushbacks upon collision after all movements treated as simultaneous
|
||||
@ -1235,8 +1406,8 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
|
||||
|
||||
// Update "virtual grid position"
|
||||
newVx, newVy := PolygonColliderAnchorToVirtualGridPos(playerCollider.X-effPushbacks[joinIndex-1].X, playerCollider.Y-effPushbacks[joinIndex-1].Y, player.ColliderRadius, player.ColliderRadius, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.WorldToVirtualGridRatio)
|
||||
nextRenderFramePlayers[playerId].VirtualGridX = newVx
|
||||
nextRenderFramePlayers[playerId].VirtualGridY = newVy
|
||||
thatPlayerInNextFrame := nextRenderFramePlayers[playerId]
|
||||
thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY = newVx, newVy
|
||||
}
|
||||
|
||||
Logger.Debug(fmt.Sprintf("After applyInputFrameDownsyncDynamicsOnSingleRenderFrame: currRenderFrame.Id=%v, inputList=%v, currRenderFrame.Players=%v, nextRenderFramePlayers=%v", currRenderFrame.Id, inputList, currRenderFrame.Players, nextRenderFramePlayers))
|
||||
@ -1267,6 +1438,7 @@ func (pR *Room) refreshColliders(spaceW, spaceH int32) {
|
||||
for _, player := range pR.Players {
|
||||
wx, wy := VirtualGridToWorldPos(player.VirtualGridX, player.VirtualGridY, pR.VirtualGridToWorldRatio)
|
||||
playerCollider := GenerateRectCollider(wx, wy, player.ColliderRadius*2, player.ColliderRadius*2, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "Player")
|
||||
playerCollider.Data = player
|
||||
space.Add(playerCollider)
|
||||
// Keep track of the collider in "pR.CollisionSysMap"
|
||||
joinIndex := player.JoinIndex
|
||||
|
File diff suppressed because it is too large
Load Diff
@ -271,6 +271,7 @@ func Serve(c *gin.Context) {
|
||||
VirtualGridToWorldRatio: pRoom.VirtualGridToWorldRatio,
|
||||
|
||||
SpAtkLookupFrames: pRoom.SpAtkLookupFrames,
|
||||
RenderCacheSize: pRoom.RenderCacheSize,
|
||||
}
|
||||
|
||||
resp := &pb.WsResp{
|
||||
|
@ -20,6 +20,10 @@ func ConvexPolygonStr(body *resolv.ConvexPolygon) string {
|
||||
|
||||
func GenerateRectCollider(origX, origY, w, h, spaceOffsetX, spaceOffsetY float64, tag string) *resolv.Object {
|
||||
cx, cy := WorldToPolygonColliderAnchorPos(origX, origY, w*0.5, h*0.5, spaceOffsetX, spaceOffsetY)
|
||||
return GenerateRectColliderInCollisionSpace(cx, cy, w, h, tag)
|
||||
}
|
||||
|
||||
func GenerateRectColliderInCollisionSpace(cx, cy, w, h float64, tag string) *resolv.Object {
|
||||
collider := resolv.NewObject(cx, cy, w, h, tag)
|
||||
shape := resolv.NewRectangle(0, 0, w, h)
|
||||
collider.SetShape(shape)
|
||||
|
BIN
dragonBonesAnimProjects/SoldierWaterGhost.dbproj
Normal file
BIN
dragonBonesAnimProjects/SoldierWaterGhost.dbproj
Normal file
Binary file not shown.
1
dragonBonesAnimProjects/library/SoldierWaterGhost.json
Normal file
1
dragonBonesAnimProjects/library/SoldierWaterGhost.json
Normal file
@ -0,0 +1 @@
|
||||
{"SubTexture":[{"width":23,"y":44,"height":22,"name":"biu","x":53},{"width":9,"y":68,"height":14,"name":"rightArm","x":76},{"y":35,"frameX":-1,"frameY":0,"width":27,"frameWidth":29,"height":32,"name":"yinmoqe00","frameHeight":32,"x":89},{"width":34,"y":1,"height":41,"name":"body","x":53},{"width":9,"y":44,"height":13,"name":"rightShoulder","x":78},{"y":50,"frameX":0,"frameY":0,"width":19,"frameWidth":19,"height":18,"name":"rightFrontArm","frameHeight":18,"x":23},{"width":14,"y":70,"height":14,"name":"rightHand","x":23},{"y":68,"frameX":0,"frameY":0,"width":12,"frameWidth":12,"height":12,"name":"leftArm","frameHeight":12,"x":62},{"width":13,"y":73,"height":12,"name":"leftShoulder","x":1},{"width":20,"y":50,"height":21,"name":"leftFrontArm","x":1},{"width":33,"y":1,"height":32,"name":"head","x":89},{"width":50,"y":1,"height":47,"name":"head2","x":1},{"width":16,"y":68,"height":14,"name":"leftHand","x":44},{"y":59,"frameX":-1,"frameY":-2,"width":4,"frameWidth":8,"height":4,"name":"huomiao01","frameHeight":8,"x":78}],"width":128,"height":128,"name":"SoldierWaterGhost","imagePath":"SoldierWaterGhost_tex.png"}
|
BIN
dragonBonesAnimProjects/library/SoldierWaterGhost.png
Normal file
BIN
dragonBonesAnimProjects/library/SoldierWaterGhost.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 11 KiB |
@ -0,0 +1,7 @@
|
||||
{
|
||||
"ver": "1.0.1",
|
||||
"uuid": "8f2f76c7-649c-414a-80be-b2daef4ed580",
|
||||
"isSubpackage": false,
|
||||
"subpackageName": "",
|
||||
"subMetas": {}
|
||||
}
|
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
@ -0,0 +1 @@
|
||||
{"SubTexture":[{"y":50,"frameX":-2,"frameY":-2,"width":19,"frameWidth":23,"height":19,"name":"biu","frameHeight":22,"x":1},{"width":9,"y":50,"height":14,"name":"rightArm","x":42},{"y":34,"frameX":-6,"frameY":0,"width":20,"frameWidth":29,"height":32,"name":"yinmoqe00","frameHeight":32,"x":88},{"y":1,"frameX":0,"frameY":0,"width":33,"frameWidth":34,"height":39,"name":"body","frameHeight":41,"x":53},{"width":9,"y":56,"height":13,"name":"rightShoulder","x":74},{"y":50,"frameX":0,"frameY":0,"width":18,"frameWidth":19,"height":17,"name":"rightFrontArm","frameHeight":18,"x":22},{"width":14,"y":50,"height":14,"name":"rightHand","x":110},{"width":12,"y":42,"height":12,"name":"leftArm","x":74},{"width":13,"y":66,"height":12,"name":"leftShoulder","x":110},{"y":42,"frameX":-1,"frameY":0,"width":19,"frameWidth":20,"height":21,"name":"leftFrontArm","frameHeight":21,"x":53},{"width":50,"y":1,"height":47,"name":"head2","x":1},{"y":1,"frameX":-1,"frameY":0,"width":32,"frameWidth":33,"height":31,"name":"head","frameHeight":32,"x":88},{"width":16,"y":34,"height":14,"name":"leftHand","x":110},{"y":1,"frameX":-2,"frameY":-3,"width":2,"frameWidth":8,"height":2,"name":"huomiao01","frameHeight":8,"x":122}],"width":128,"height":128,"name":"SoldierWaterGhost","imagePath":"SoldierWaterGhost_tex.png"}
|
@ -0,0 +1,7 @@
|
||||
{
|
||||
"ver": "1.0.0",
|
||||
"uuid": "2f5ba371-9006-4e2d-8dd4-df91fcea1df2",
|
||||
"atlasJson": "{\"SubTexture\":[{\"y\":50,\"frameX\":-2,\"frameY\":-2,\"width\":19,\"frameWidth\":23,\"height\":19,\"name\":\"biu\",\"frameHeight\":22,\"x\":1},{\"width\":9,\"y\":50,\"height\":14,\"name\":\"rightArm\",\"x\":42},{\"y\":34,\"frameX\":-6,\"frameY\":0,\"width\":20,\"frameWidth\":29,\"height\":32,\"name\":\"yinmoqe00\",\"frameHeight\":32,\"x\":88},{\"y\":1,\"frameX\":0,\"frameY\":0,\"width\":33,\"frameWidth\":34,\"height\":39,\"name\":\"body\",\"frameHeight\":41,\"x\":53},{\"width\":9,\"y\":56,\"height\":13,\"name\":\"rightShoulder\",\"x\":74},{\"y\":50,\"frameX\":0,\"frameY\":0,\"width\":18,\"frameWidth\":19,\"height\":17,\"name\":\"rightFrontArm\",\"frameHeight\":18,\"x\":22},{\"width\":14,\"y\":50,\"height\":14,\"name\":\"rightHand\",\"x\":110},{\"width\":12,\"y\":42,\"height\":12,\"name\":\"leftArm\",\"x\":74},{\"width\":13,\"y\":66,\"height\":12,\"name\":\"leftShoulder\",\"x\":110},{\"y\":42,\"frameX\":-1,\"frameY\":0,\"width\":19,\"frameWidth\":20,\"height\":21,\"name\":\"leftFrontArm\",\"frameHeight\":21,\"x\":53},{\"width\":50,\"y\":1,\"height\":47,\"name\":\"head2\",\"x\":1},{\"y\":1,\"frameX\":-1,\"frameY\":0,\"width\":32,\"frameWidth\":33,\"height\":31,\"name\":\"head\",\"frameHeight\":32,\"x\":88},{\"width\":16,\"y\":34,\"height\":14,\"name\":\"leftHand\",\"x\":110},{\"y\":1,\"frameX\":-2,\"frameY\":-3,\"width\":2,\"frameWidth\":8,\"height\":2,\"name\":\"huomiao01\",\"frameHeight\":8,\"x\":122}],\"width\":128,\"height\":128,\"name\":\"SoldierWaterGhost\",\"imagePath\":\"SoldierWaterGhost_tex.png\"}",
|
||||
"texture": "62ea1a78-b096-4b8c-afb4-8edd4be142f7",
|
||||
"subMetas": {}
|
||||
}
|
Binary file not shown.
After Width: | Height: | Size: 6.8 KiB |
@ -0,0 +1,34 @@
|
||||
{
|
||||
"ver": "2.3.3",
|
||||
"uuid": "62ea1a78-b096-4b8c-afb4-8edd4be142f7",
|
||||
"type": "sprite",
|
||||
"wrapMode": "clamp",
|
||||
"filterMode": "bilinear",
|
||||
"premultiplyAlpha": false,
|
||||
"genMipmaps": false,
|
||||
"packable": true,
|
||||
"platformSettings": {},
|
||||
"subMetas": {
|
||||
"SoldierWaterGhost_tex": {
|
||||
"ver": "1.0.4",
|
||||
"uuid": "e7b96c0e-a9b8-40eb-8568-73bd2803cd31",
|
||||
"rawTextureUuid": "62ea1a78-b096-4b8c-afb4-8edd4be142f7",
|
||||
"trimType": "auto",
|
||||
"trimThreshold": 1,
|
||||
"rotated": false,
|
||||
"offsetX": -0.5,
|
||||
"offsetY": 24.5,
|
||||
"trimX": 1,
|
||||
"trimY": 1,
|
||||
"width": 125,
|
||||
"height": 77,
|
||||
"rawWidth": 128,
|
||||
"rawHeight": 128,
|
||||
"borderTop": 0,
|
||||
"borderBottom": 0,
|
||||
"borderLeft": 0,
|
||||
"borderRight": 0,
|
||||
"subMetas": {}
|
||||
}
|
||||
}
|
||||
}
|
@ -1,17 +1,18 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.2" tiledversion="1.2.3" orientation="orthogonal" renderorder="right-down" width="64" height="64" tilewidth="16" tileheight="16" infinite="0" nextlayerid="2" nextobjectid="12">
|
||||
<map version="1.2" tiledversion="1.2.3" orientation="orthogonal" renderorder="right-down" width="128" height="128" tilewidth="16" tileheight="16" infinite="0" nextlayerid="3" nextobjectid="39">
|
||||
<tileset firstgid="1" source="tiles0.tsx"/>
|
||||
<tileset firstgid="65" source="tiles1.tsx"/>
|
||||
<layer id="1" name="Ground" width="64" height="64">
|
||||
<tileset firstgid="129" source="tiles2.tsx"/>
|
||||
<layer id="2" name="Ground" width="128" height="128">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eJzt0jEOwjAUREGLkiLmALRU3In7HwMKkFCUCCwiNrKnmCbVvh8fSikHAAAA/qruYEOr84Zd+vM9re0v+vXr1z9S/7f0l3KZ9dXZ91r67QeAXxyf0jv0Z/tvO9iS7F+T3ucG+Xuk96RvkN4CMJLaIL0VttLy7r19euHdA+zX6YP0vlR3z/3ax2tfarw+TAO0L/VPb3ruXvv3o7z7lv70zuQN0vtgz+6DDSsZ
|
||||
eJzt2q1u22AYhuEo1UhBtYFWKh/bmRRMRYNFPZPxwcKi7jznSInkWk7teG5ex88FLhQD570d5/PP1WazuQIAAAAAAAAAAAAAAAAAgAmu96r3g/N5bjn0fw5U3aGy/3bv0P+p8XDEdoX0f9//GP3Xp93/YaD/9QJa6f95/fvov26773671zeb7jmhupX+5+2fQH/9qztU9v8yQXUz/fXXX3/9a/ovgf7666+//vrrf1n9/4zc7tue/uvq/9Z4PfLZ7vnz38ZP/cv7T53p4Z7i7/+kv/7667/bl/sO/dff/77T3+9ff/3r+38dMGf/Nv1r+w917+v/0vh1okN/67/l9B/b/nFj/X8pxvYf236r/0UZ6t/X+Efj5kj7bv+uxxPpX9e/r/1NS7f7Z/S/a3zXfzH9Pzrvt/vPTf/l9p+yRjyV/ufvP+YY6M5yzr5D5uy/XUCLJfafa8YfmdJe//X0r6Z/9jGgv/7661/doqp/9fyrpV//Vc+/mv7Z9M+mfzb9s+mfTf9s+mfTP5v+2fTPpn82/bPpn03/bPpn0z+b/tn0z6Z/Nv2z6Z/N+9/Z9M+mfzb//9n0z6Z/Nv2z6Z9N/2z6Z9M/m/7Z0vtT3wEAAAAAAAAAAAAAAAA4v39IY4NC
|
||||
</data>
|
||||
</layer>
|
||||
<objectgroup id="1" name="PlayerStartingPos">
|
||||
<object id="135" x="512" y="512">
|
||||
<object id="135" x="1090" y="833.667">
|
||||
<point/>
|
||||
</object>
|
||||
<object id="137" x="640" y="640">
|
||||
<object id="137" x="1215" y="830.5">
|
||||
<point/>
|
||||
</object>
|
||||
</objectgroup>
|
||||
@ -19,71 +20,149 @@
|
||||
<properties>
|
||||
<property name="type" value="barrier_and_shelter"/>
|
||||
</properties>
|
||||
<object id="1" x="400" y="224.5">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 0,141.5 17,141.5 17,-1"/>
|
||||
</object>
|
||||
<object id="2" x="559.5" y="207.5">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 1,158.5 17,158.5 17,0"/>
|
||||
</object>
|
||||
<object id="3" x="448.5" y="353">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 0,14.5 -49,14.5 -49,-1.5"/>
|
||||
</object>
|
||||
<object id="4" x="577.5" y="351.5">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 -98,1 -98,16 -1,15.5"/>
|
||||
</object>
|
||||
<object id="5" x="449.333" y="654.667">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 -178.667,0.666667 -178.667,17.3333 -0.666667,17.3333"/>
|
||||
</object>
|
||||
<object id="6" x="432.5" y="703.5">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 -191.667,0.666667 -191.667,17.3333 -0.715174,17.3333"/>
|
||||
</object>
|
||||
<object id="7" x="400" y="751">
|
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<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
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|
||||
<polyline points="0,0 -191.667,0.666667 -191.667,17.3333 -0.715174,17.3333"/>
|
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</object>
|
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<object id="8" x="-9.33333" y="-13.3333">
|
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<object id="8" x="648.242" y="480.606">
|
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<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
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<polyline points="0,0 0,18.6667 1041.33,21.3333 1041.33,-1.33333"/>
|
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</object>
|
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<object id="9" x="-9.33333" y="1014.67">
|
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<object id="9" x="650.667" y="1604.67">
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<properties>
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<property name="boundary_type" value="barrier"/>
|
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</properties>
|
||||
<polyline points="0,0 0,18.6667 1041.33,21.3333 1041.33,-1.33333"/>
|
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</object>
|
||||
<object id="10" x="-14" y="-40">
|
||||
<object id="10" x="634.485" y="505.455">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 4,1110 24,1110 24,-8"/>
|
||||
</object>
|
||||
<object id="11" x="1014" y="-42">
|
||||
<object id="11" x="1677.64" y="501.333">
|
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<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
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<polyline points="0,0 4,1110 24,1110 24,-8"/>
|
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</object>
|
||||
<object id="14" x="688.667" y="464">
|
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<properties>
|
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<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 -0.666667,78 33.3333,78 32,-0.666667"/>
|
||||
</object>
|
||||
<object id="15" x="833.333" y="495.333">
|
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<properties>
|
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<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 -112,1.33333 -111.333,44.6667 -1.33333,44.6667"/>
|
||||
</object>
|
||||
<object id="17" x="832" y="574">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 -67.3333,0 -67.3333,-76.6667 0.666667,-76"/>
|
||||
</object>
|
||||
<object id="18" x="865.333" y="606.667">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="0,0 -210,-0.666667 -210,143.333 0,142.667"/>
|
||||
</object>
|
||||
<object id="19" x="754.667" y="1055.33">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
<polyline points="-2,1.33333 -100,0.666667 -97.3333,-454 -9.33333,-451.333"/>
|
||||
</object>
|
||||
<object id="20" x="769.333" y="747.333">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
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<polyline points="0,0 -115.333,0.666667 -114.667,160.667 -2,162"/>
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</object>
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<object id="21" x="768" y="960.667">
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<properties>
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<property name="boundary_type" value="barrier"/>
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</properties>
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<polyline points="0,0 -18,0.666667 -18.6667,95.3333 0,95.3333"/>
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</object>
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<object id="23" x="786" y="1058.67">
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<properties>
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<property name="boundary_type" value="barrier"/>
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</properties>
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<polyline points="0,0 0,-52.6667 -20,-52 -19.3333,-1.33333"/>
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</object>
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<object id="24" x="1118.67" y="749.333">
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<properties>
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<property name="boundary_type" value="barrier"/>
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</properties>
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<polyline points="0,0 -0.666667,-94 -254,-93.3333 -256.667,1.33333"/>
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</object>
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<object id="25" x="1168" y="975.333">
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<properties>
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<property name="boundary_type" value="barrier"/>
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</properties>
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<polyline points="0,0 0,16.6667 224.667,17.3333 225.333,-2"/>
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</object>
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<object id="28" x="1394.67" y="958">
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<properties>
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<property name="boundary_type" value="barrier"/>
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</properties>
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<polyline points="0,0 -210.667,1.33333 -210.667,17.3333 -2,18"/>
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</object>
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<object id="29" x="1119" y="654.5">
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<properties>
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<property name="boundary_type" value="barrier"/>
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</properties>
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<polyline points="0,0 0,63.5 272.5,65 273,-1"/>
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</object>
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<object id="30" x="1136.5" y="717.5">
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<properties>
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<property name="boundary_type" value="barrier"/>
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</properties>
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<polyline points="0,0 -0.5,17 255,17.5 255,1.5"/>
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</object>
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<object id="31" x="1152" y="735.667">
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<properties>
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<property name="boundary_type" value="barrier"/>
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</properties>
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<polyline points="0,0 0,15 80.3333,15.3333 80.3333,-2"/>
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</object>
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<object id="32" x="1280.67" y="734.667">
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<properties>
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<property name="boundary_type" value="barrier"/>
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</properties>
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<polyline points="0,0 -0.666667,64.3333 48,65 48,0"/>
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</object>
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<object id="34" x="1329" y="783">
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<properties>
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<property name="boundary_type" value="barrier"/>
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</properties>
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<polyline points="0,0 63.3333,0.333333 63,-48.3333 -0.666667,-48.3333"/>
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</object>
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<object id="35" x="1296.67" y="799">
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<properties>
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<property name="boundary_type" value="barrier"/>
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</properties>
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<polyline points="0,0 -0.666667,31.3333 31.3333,31.6667 31.3333,-0.333333"/>
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</object>
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<object id="36" x="1280" y="848">
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<properties>
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<property name="boundary_type" value="barrier"/>
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</properties>
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<polyline points="0,0 0.333333,62 112,63 111.667,-1.33333"/>
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</object>
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<object id="37" x="1392.33" y="911.333">
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<properties>
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<property name="boundary_type" value="barrier"/>
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</properties>
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<polyline points="0,0 -81.3333,-0.666667 -81,45 -0.666667,46.3333"/>
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</object>
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<object id="38" x="1344.33" y="800.667">
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<properties>
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<property name="boundary_type" value="barrier"/>
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</properties>
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<polyline points="0,0 0,46.3333 47,46.3333 47,-1"/>
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</object>
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</objectgroup>
|
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</map>
|
||||
|
4
frontend/assets/resources/map/dungeon/tiles2.tsx
Normal file
4
frontend/assets/resources/map/dungeon/tiles2.tsx
Normal file
@ -0,0 +1,4 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<tileset version="1.2" tiledversion="1.2.3" name="tiles2" tilewidth="16" tileheight="16" tilecount="64" columns="16">
|
||||
<image source="watabou_pixel_dungeon_orig_files/tiles2.png" width="256" height="64"/>
|
||||
</tileset>
|
5
frontend/assets/resources/map/dungeon/tiles2.tsx.meta
Normal file
5
frontend/assets/resources/map/dungeon/tiles2.tsx.meta
Normal file
@ -0,0 +1,5 @@
|
||||
{
|
||||
"ver": "2.0.0",
|
||||
"uuid": "2e53500f-f9c8-4b5b-b74c-f2adbc2ec34d",
|
||||
"subMetas": {}
|
||||
}
|
@ -4,6 +4,98 @@ option go_package = "battle_srv/protos"; // here "./" corresponds to the "--go_o
|
||||
package protos;
|
||||
import "geometry.proto"; // The import path here is only w.r.t. the proto file, not the Go package.
|
||||
|
||||
message PlayerDownsync {
|
||||
int32 id = 1;
|
||||
int32 virtualGridX = 2;
|
||||
int32 virtualGridY = 3;
|
||||
int32 dirX = 4;
|
||||
int32 dirY = 5;
|
||||
int32 speed = 6; // in terms of virtual grid units
|
||||
int32 battleState = 7;
|
||||
int32 joinIndex = 8;
|
||||
double colliderRadius = 9;
|
||||
bool removed = 10;
|
||||
int32 score = 11;
|
||||
int32 lastMoveGmtMillis = 12;
|
||||
int32 framesToRecover = 13;
|
||||
int32 hp = 14;
|
||||
int32 maxHp = 15;
|
||||
int32 characterState = 16;
|
||||
|
||||
string name = 17;
|
||||
string displayName = 18;
|
||||
string avatar = 19;
|
||||
}
|
||||
|
||||
message InputFrameDecoded {
|
||||
int32 dx = 1;
|
||||
int32 dy = 2;
|
||||
int32 btnALevel = 3;
|
||||
}
|
||||
|
||||
message InputFrameUpsync {
|
||||
int32 inputFrameId = 1;
|
||||
uint64 encoded = 2;
|
||||
}
|
||||
|
||||
message InputFrameDownsync {
|
||||
int32 inputFrameId = 1;
|
||||
repeated uint64 inputList = 2; // Indexed by "joinIndex", we try to compress the "single player input" into 1 word (64-bit for 64-bit Golang runtime) because atomic compare-and-swap only works on 1 word. Although CAS on custom struct is possible in Golang 1.19 https://pkg.go.dev/sync/atomic@go1.19.1#Value.CompareAndSwap, using a single word is still faster whenever possible.
|
||||
uint64 confirmedList = 3; // Indexed by "joinIndex", same compression concern as above
|
||||
}
|
||||
|
||||
message HeartbeatUpsync {
|
||||
int64 clientTimestamp = 1;
|
||||
}
|
||||
|
||||
message WsReq {
|
||||
int32 msgId = 1;
|
||||
int32 playerId = 2;
|
||||
int32 act = 3;
|
||||
int32 joinIndex = 4;
|
||||
int32 ackingFrameId = 5;
|
||||
int32 ackingInputFrameId = 6;
|
||||
repeated InputFrameUpsync inputFrameUpsyncBatch = 7;
|
||||
HeartbeatUpsync hb = 8;
|
||||
}
|
||||
|
||||
message WsResp {
|
||||
int32 ret = 1;
|
||||
int32 echoedMsgId = 2;
|
||||
int32 act = 3;
|
||||
RoomDownsyncFrame rdf = 4;
|
||||
repeated InputFrameDownsync inputFrameDownsyncBatch = 5;
|
||||
BattleColliderInfo bciFrame = 6;
|
||||
}
|
||||
|
||||
message MeleeBullet {
|
||||
// Jargon reference https://www.thegamer.com/fighting-games-frame-data-explained/
|
||||
// ALL lengths are in world coordinate
|
||||
|
||||
// for offender
|
||||
int32 battleLocalId = 1;
|
||||
int32 startupFrames = 2;
|
||||
int32 activeFrames = 3;
|
||||
int32 recoveryFrames = 4;
|
||||
int32 recoveryFramesOnBlock = 5;
|
||||
int32 recoveryFramesOnHit = 6;
|
||||
sharedprotos.Vec2D moveforward = 7;
|
||||
double hitboxOffset = 8;
|
||||
sharedprotos.Vec2D hitboxSize = 9;
|
||||
int32 originatedRenderFrameId = 10;
|
||||
|
||||
// for defender
|
||||
int32 hitStunFrames = 11;
|
||||
int32 blockStunFrames = 12;
|
||||
double pushback = 13;
|
||||
|
||||
int32 releaseTriggerType = 14; // 1: rising-edge, 2: falling-edge
|
||||
int32 damage = 15;
|
||||
|
||||
int32 offenderJoinIndex = 16;
|
||||
int32 offenderPlayerId = 17;
|
||||
}
|
||||
|
||||
message BattleColliderInfo {
|
||||
string stageName = 1;
|
||||
map<string, sharedprotos.Vec2DList> strToVec2DListMap = 2;
|
||||
@ -31,69 +123,14 @@ message BattleColliderInfo {
|
||||
double virtualGridToWorldRatio = 22;
|
||||
|
||||
int32 spAtkLookupFrames = 23;
|
||||
}
|
||||
int32 renderCacheSize = 24;
|
||||
|
||||
message PlayerDownsync {
|
||||
int32 id = 1;
|
||||
int32 virtualGridX = 2;
|
||||
int32 virtualGridY = 3;
|
||||
sharedprotos.Direction dir = 4;
|
||||
int32 speed = 5; // in terms of virtual grid units
|
||||
int32 battleState = 6;
|
||||
int32 joinIndex = 7;
|
||||
double colliderRadius = 8;
|
||||
bool removed = 9;
|
||||
int32 score = 10;
|
||||
int32 lastMoveGmtMillis = 11;
|
||||
|
||||
string name = 12;
|
||||
string displayName = 13;
|
||||
string avatar = 14;
|
||||
}
|
||||
|
||||
message InputFrameDecoded {
|
||||
int32 dx = 1;
|
||||
int32 dy = 2;
|
||||
int32 btnALevel = 3;
|
||||
}
|
||||
|
||||
message InputFrameUpsync {
|
||||
int32 inputFrameId = 1;
|
||||
uint64 encoded = 2;
|
||||
}
|
||||
|
||||
message InputFrameDownsync {
|
||||
int32 inputFrameId = 1;
|
||||
repeated uint64 inputList = 2; // Indexed by "joinIndex", we try to compress the "single player input" into 1 word (64-bit for 64-bit Golang runtime) because atomic compare-and-swap only works on 1 word. Although CAS on custom struct is possible in Golang 1.19 https://pkg.go.dev/sync/atomic@go1.19.1#Value.CompareAndSwap, using a single word is still faster whenever possible.
|
||||
uint64 confirmedList = 3; // Indexed by "joinIndex", same compression concern as above
|
||||
}
|
||||
|
||||
message HeartbeatUpsync {
|
||||
int64 clientTimestamp = 1;
|
||||
map<int32, MeleeBullet> meleeSkillConfig = 25; // skillId -> skill
|
||||
}
|
||||
|
||||
message RoomDownsyncFrame {
|
||||
int32 id = 1;
|
||||
map<int32, PlayerDownsync> players = 2;
|
||||
int64 countdownNanos = 3;
|
||||
}
|
||||
|
||||
message WsReq {
|
||||
int32 msgId = 1;
|
||||
int32 playerId = 2;
|
||||
int32 act = 3;
|
||||
int32 joinIndex = 4;
|
||||
int32 ackingFrameId = 5;
|
||||
int32 ackingInputFrameId = 6;
|
||||
repeated InputFrameUpsync inputFrameUpsyncBatch = 7;
|
||||
HeartbeatUpsync hb = 8;
|
||||
}
|
||||
|
||||
message WsResp {
|
||||
int32 ret = 1;
|
||||
int32 echoedMsgId = 2;
|
||||
int32 act = 3;
|
||||
RoomDownsyncFrame rdf = 4;
|
||||
repeated InputFrameDownsync inputFrameDownsyncBatch = 5;
|
||||
BattleColliderInfo bciFrame = 6;
|
||||
repeated MeleeBullet meleeBullets = 4; // I don't know how to mimic inheritance/composition in protobuf by far, thus using an array for each type of bullet as a compromise
|
||||
}
|
||||
|
@ -33,14 +33,14 @@
|
||||
"_active": true,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 19
|
||||
"__id__": 22
|
||||
},
|
||||
{
|
||||
"__id__": 20
|
||||
"__id__": 23
|
||||
}
|
||||
],
|
||||
"_prefab": {
|
||||
"__id__": 21
|
||||
"__id__": 24
|
||||
},
|
||||
"_opacity": 255,
|
||||
"_color": {
|
||||
@ -490,12 +490,15 @@
|
||||
},
|
||||
{
|
||||
"__id__": 15
|
||||
},
|
||||
{
|
||||
"__id__": 18
|
||||
}
|
||||
],
|
||||
"_active": true,
|
||||
"_components": [],
|
||||
"_prefab": {
|
||||
"__id__": 18
|
||||
"__id__": 21
|
||||
},
|
||||
"_opacity": 255,
|
||||
"_color": {
|
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@ -774,6 +777,121 @@
|
||||
"fileId": "a8ZUEyoP1Ec5azSkL7Z/9h",
|
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"sync": false
|
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},
|
||||
{
|
||||
"__type__": "cc.Node",
|
||||
"_name": "SoldierWaterGhost",
|
||||
"_objFlags": 0,
|
||||
"_parent": {
|
||||
"__id__": 11
|
||||
},
|
||||
"_children": [],
|
||||
"_active": false,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 19
|
||||
}
|
||||
],
|
||||
"_prefab": {
|
||||
"__id__": 20
|
||||
},
|
||||
"_opacity": 255,
|
||||
"_color": {
|
||||
"__type__": "cc.Color",
|
||||
"r": 255,
|
||||
"g": 255,
|
||||
"b": 255,
|
||||
"a": 255
|
||||
},
|
||||
"_contentSize": {
|
||||
"__type__": "cc.Size",
|
||||
"width": 0,
|
||||
"height": 0
|
||||
},
|
||||
"_anchorPoint": {
|
||||
"__type__": "cc.Vec2",
|
||||
"x": 0.5,
|
||||
"y": 0.5
|
||||
},
|
||||
"_trs": {
|
||||
"__type__": "TypedArray",
|
||||
"ctor": "Float64Array",
|
||||
"array": [
|
||||
0,
|
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0,
|
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0,
|
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0,
|
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0,
|
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0,
|
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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__": "dragonBones.ArmatureDisplay",
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 18
|
||||
},
|
||||
"_enabled": true,
|
||||
"_materials": [
|
||||
{
|
||||
"__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
|
||||
}
|
||||
],
|
||||
"_armatureName": "SoldierWaterGhost",
|
||||
"_animationName": "Idle1",
|
||||
"_preCacheMode": 0,
|
||||
"_cacheMode": 0,
|
||||
"playTimes": -1,
|
||||
"premultipliedAlpha": false,
|
||||
"_armatureKey": "73b7e7d4-6ad0-41ea-9d17-1104c463aad2#2f5ba371-9006-4e2d-8dd4-df91fcea1df2",
|
||||
"_accTime": 0,
|
||||
"_playCount": 0,
|
||||
"_frameCache": null,
|
||||
"_curFrame": null,
|
||||
"_playing": false,
|
||||
"_armatureCache": null,
|
||||
"_N$dragonAsset": {
|
||||
"__uuid__": "73b7e7d4-6ad0-41ea-9d17-1104c463aad2"
|
||||
},
|
||||
"_N$dragonAtlasAsset": {
|
||||
"__uuid__": "2f5ba371-9006-4e2d-8dd4-df91fcea1df2"
|
||||
},
|
||||
"_N$_defaultArmatureIndex": 0,
|
||||
"_N$_animationIndex": 8,
|
||||
"_N$_defaultCacheMode": 0,
|
||||
"_N$timeScale": 1,
|
||||
"_N$debugBones": false,
|
||||
"_N$enableBatch": false,
|
||||
"_id": ""
|
||||
},
|
||||
{
|
||||
"__type__": "cc.PrefabInfo",
|
||||
"root": {
|
||||
"__id__": 1
|
||||
},
|
||||
"asset": {
|
||||
"__uuid__": "59bff7a2-23e1-4d69-bce7-afb37eae196a"
|
||||
},
|
||||
"fileId": "42Rmp/YOdMOYWzJwr3ET1h",
|
||||
"sync": false
|
||||
},
|
||||
{
|
||||
"__type__": "cc.PrefabInfo",
|
||||
"root": {
|
||||
|
@ -343,6 +343,7 @@
|
||||
"forceBigEndianFloatingNumDecoding": false,
|
||||
"renderFrameIdLagTolerance": 4,
|
||||
"jigglingEps1D": 0.001,
|
||||
"bulletTriggerEnabled": true,
|
||||
"_id": "d12gkAmppNlIzqcRDELa91"
|
||||
},
|
||||
{
|
||||
@ -522,7 +523,7 @@
|
||||
"array": [
|
||||
0,
|
||||
0,
|
||||
239.32248305180272,
|
||||
210.23252687912068,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
@ -1482,7 +1483,6 @@
|
||||
"zoomingListenerNode": {
|
||||
"__id__": 5
|
||||
},
|
||||
"actionBtnListenerNode": null,
|
||||
"stickhead": {
|
||||
"__id__": 25
|
||||
},
|
||||
|
@ -440,7 +440,7 @@
|
||||
"array": [
|
||||
0,
|
||||
0,
|
||||
210.4441731196186,
|
||||
210.23252687912068,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
|
@ -277,6 +277,7 @@
|
||||
"forceBigEndianFloatingNumDecoding": false,
|
||||
"renderFrameIdLagTolerance": 4,
|
||||
"jigglingEps1D": 0.001,
|
||||
"bulletTriggerEnabled": true,
|
||||
"_id": "4b+kZ46VhC0LCBixXEK2dk"
|
||||
},
|
||||
{
|
||||
@ -453,7 +454,7 @@
|
||||
"array": [
|
||||
0,
|
||||
0,
|
||||
216.50635094610968,
|
||||
210.23252687912068,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
|
@ -4,6 +4,7 @@ window.ATK_CHARACTER_STATE = {
|
||||
Idle1: [0, "Idle1"],
|
||||
Walking: [1, "Walking"],
|
||||
Atk1: [2, "Atk1"],
|
||||
Atked1: [3, "Atked1"],
|
||||
};
|
||||
|
||||
window.ATK_CHARACTER_STATE_ARR = [];
|
||||
@ -22,6 +23,9 @@ cc.Class({
|
||||
|
||||
ctor() {
|
||||
this.speciesName = null;
|
||||
this.hp = 100;
|
||||
this.maxHp = 100;
|
||||
this.framesToRecover = 0;
|
||||
},
|
||||
|
||||
setSpecies(speciesName) {
|
||||
@ -34,28 +38,29 @@ cc.Class({
|
||||
|
||||
onLoad() {
|
||||
BaseCharacter.prototype.onLoad.call(this);
|
||||
this.characterState = ATK_CHARACTER_STATE.Idle1[0];
|
||||
},
|
||||
|
||||
scheduleNewDirection(newScheduledDirection, forceAnimSwitch) {
|
||||
const oldDx = this.activeDirection.dx, oldDy = this.activeDirection.dy;
|
||||
BaseCharacter.prototype.scheduleNewDirection.call(this, newScheduledDirection, forceAnimSwitch);
|
||||
if (ATK_CHARACTER_STATE.Atk1[0] == this.characterState) {
|
||||
return;
|
||||
updateCharacterAnim(newScheduledDirection, rdfPlayer, forceAnimSwitch) {
|
||||
if (0 == rdfPlayer.framesToRecover) {
|
||||
// Update directions
|
||||
if (forceAnimSwitch || null == this.activeDirection || (null != newScheduledDirection && (newScheduledDirection.dx != this.activeDirection.dx || newScheduledDirection.dy != this.activeDirection.dy))) {
|
||||
this.activeDirection = newScheduledDirection;
|
||||
if (this.animComp && this.animComp.node) {
|
||||
if (0 > newScheduledDirection.dx) {
|
||||
this.animComp.node.scaleX = (-1.0);
|
||||
} else if (0 < newScheduledDirection.dx) {
|
||||
this.animComp.node.scaleX = (1.0);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
let newCharacterState = ATK_CHARACTER_STATE.Idle1[0];
|
||||
if (0 != newScheduledDirection.dx || 0 != newScheduledDirection.dy) {
|
||||
newCharacterState = ATK_CHARACTER_STATE.Walking[0];
|
||||
}
|
||||
|
||||
if (newCharacterState != this.characterState) {
|
||||
this.characterState = newCharacterState;
|
||||
// Update per character state
|
||||
let newCharacterState = rdfPlayer.characterState;
|
||||
const newAnimName = window.ATK_CHARACTER_STATE_ARR[newCharacterState][1];
|
||||
if (newAnimName != this.animComp.animationName) {
|
||||
this.animComp.playAnimation(newAnimName);
|
||||
// console.log(`JoinIndex=${this.joinIndex}, Resetting anim to ${newAnimName}, dir changed: (${oldDx}, ${oldDy}) -> (${newScheduledDirection.dx}, ${newScheduledDirection.dy})`);
|
||||
}
|
||||
}
|
||||
},
|
||||
});
|
||||
|
@ -23,23 +23,6 @@ module.export = cc.Class({
|
||||
self.ctrl = joystickInputControllerScriptIns;
|
||||
},
|
||||
|
||||
scheduleNewDirection(newScheduledDirection, forceAnimSwitch) {
|
||||
if (!newScheduledDirection) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (forceAnimSwitch || null == this.activeDirection || (newScheduledDirection.dx != this.activeDirection.dx || newScheduledDirection.dy != this.activeDirection.dy)) {
|
||||
this.activeDirection = newScheduledDirection;
|
||||
if (this.animComp && this.animComp.node) {
|
||||
if (0 > newScheduledDirection.dx) {
|
||||
this.animComp.node.scaleX = (-1.0);
|
||||
} else if (0 < newScheduledDirection.dx) {
|
||||
this.animComp.node.scaleX = (1.0);
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
update(dt) {},
|
||||
|
||||
lateUpdate(dt) {},
|
||||
|
@ -95,6 +95,9 @@ cc.Class({
|
||||
type: cc.Float,
|
||||
default: 1e-3
|
||||
},
|
||||
bulletTriggerEnabled: {
|
||||
default: false
|
||||
},
|
||||
},
|
||||
|
||||
_inputFrameIdDebuggable(inputFrameId) {
|
||||
@ -300,29 +303,31 @@ cc.Class({
|
||||
// Clearing previous info of all players. [ENDS]
|
||||
|
||||
self.renderFrameId = 0; // After battle started
|
||||
self.bulletBattleLocalIdCounter = 0;
|
||||
self.lastAllConfirmedRenderFrameId = -1;
|
||||
self.lastAllConfirmedInputFrameId = -1;
|
||||
self.lastUpsyncInputFrameId = -1;
|
||||
self.chaserRenderFrameId = -1; // at any moment, "lastAllConfirmedRenderFrameId <= chaserRenderFrameId <= renderFrameId", but "chaserRenderFrameId" would fluctuate according to "onInputFrameDownsyncBatch"
|
||||
|
||||
self.recentRenderCache = new RingBuffer(1024);
|
||||
self.recentRenderCache = new RingBuffer(self.renderCacheSize);
|
||||
|
||||
self.selfPlayerInfo = null; // This field is kept for distinguishing "self" and "others".
|
||||
self.recentInputCache = new RingBuffer(1024);
|
||||
self.recentInputCache = new RingBuffer((self.renderCacheSize >> 2) + 1);
|
||||
|
||||
self.collisionSys = new collisions.Collisions();
|
||||
|
||||
self.collisionBarrierIndexPrefix = (1 << 16); // For tracking the movements of barriers, though not yet actually used
|
||||
self.collisionBulletIndexPrefix = (1 << 15); // For tracking the movements of bullets
|
||||
self.collisionSysMap = new Map();
|
||||
|
||||
self.transitToState(ALL_MAP_STATES.VISUAL);
|
||||
|
||||
self.battleState = ALL_BATTLE_STATES.WAITING;
|
||||
|
||||
self.countdownNanos = null;
|
||||
if (self.countdownLabel) {
|
||||
self.countdownLabel.string = "";
|
||||
}
|
||||
self.countdownNanos = null;
|
||||
if (self.findingPlayerNode) {
|
||||
const findingPlayerScriptIns = self.findingPlayerNode.getComponent("FindingPlayer");
|
||||
findingPlayerScriptIns.init();
|
||||
@ -408,19 +413,7 @@ cc.Class({
|
||||
/** Init required prefab ended. */
|
||||
|
||||
window.handleBattleColliderInfo = function(parsedBattleColliderInfo) {
|
||||
self.inputDelayFrames = parsedBattleColliderInfo.inputDelayFrames;
|
||||
self.inputScaleFrames = parsedBattleColliderInfo.inputScaleFrames;
|
||||
self.inputFrameUpsyncDelayTolerance = parsedBattleColliderInfo.inputFrameUpsyncDelayTolerance;
|
||||
|
||||
self.battleDurationNanos = parsedBattleColliderInfo.battleDurationNanos;
|
||||
self.rollbackEstimatedDt = parsedBattleColliderInfo.rollbackEstimatedDt;
|
||||
self.rollbackEstimatedDtMillis = parsedBattleColliderInfo.rollbackEstimatedDtMillis;
|
||||
self.rollbackEstimatedDtNanos = parsedBattleColliderInfo.rollbackEstimatedDtNanos;
|
||||
self.maxChasingRenderFramesPerUpdate = parsedBattleColliderInfo.maxChasingRenderFramesPerUpdate;
|
||||
self.spAtkLookupFrames = parsedBattleColliderInfo.spAtkLookupFrames;
|
||||
|
||||
self.worldToVirtualGridRatio = parsedBattleColliderInfo.worldToVirtualGridRatio;
|
||||
self.virtualGridToWorldRatio = parsedBattleColliderInfo.virtualGridToWorldRatio;
|
||||
Object.assign(self, parsedBattleColliderInfo);
|
||||
|
||||
const tiledMapIns = self.node.getComponent(cc.TiledMap);
|
||||
|
||||
@ -751,17 +744,15 @@ cc.Class({
|
||||
self.playersInfoNode.getComponent("PlayersInfo").clearInfo();
|
||||
},
|
||||
|
||||
spawnPlayerNode(joinIndex, vx, vy, playerRichInfo) {
|
||||
spawnPlayerNode(joinIndex, vx, vy, playerDownsyncInfo) {
|
||||
const self = this;
|
||||
const newPlayerNode = cc.instantiate(self.controlledCharacterPrefab)
|
||||
const playerScriptIns = newPlayerNode.getComponent("ControlledCharacter");
|
||||
playerScriptIns.joinIndex = joinIndex;
|
||||
|
||||
if (1 == joinIndex) {
|
||||
playerScriptIns.setSpecies("SoldierElf");
|
||||
playerScriptIns.setSpecies("SoldierWaterGhost");
|
||||
} else if (2 == joinIndex) {
|
||||
playerScriptIns.setSpecies("SoldierFireGhost");
|
||||
if (0 == playerRichInfo.dir.dx && 0 == playerRichInfo.dir.dy) {
|
||||
if (0 == playerDownsyncInfo.dirX && 0 == playerDownsyncInfo.dirY) {
|
||||
playerScriptIns.animComp.node.scaleX = (-1.0);
|
||||
}
|
||||
}
|
||||
@ -770,24 +761,25 @@ cc.Class({
|
||||
|
||||
newPlayerNode.setPosition(cc.v2(wpos[0], wpos[1]));
|
||||
playerScriptIns.mapNode = self.node;
|
||||
const cpos = self.virtualGridToPlayerColliderPos(vx, vy, playerRichInfo);
|
||||
const d = playerRichInfo.colliderRadius * 2,
|
||||
const cpos = self.virtualGridToPlayerColliderPos(vx, vy, playerDownsyncInfo);
|
||||
const d = playerDownsyncInfo.colliderRadius * 2,
|
||||
x0 = cpos[0],
|
||||
y0 = cpos[1];
|
||||
let pts = [[0, 0], [d, 0], [d, d], [0, d]];
|
||||
|
||||
const newPlayerCollider = self.collisionSys.createPolygon(x0, y0, pts);
|
||||
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
|
||||
newPlayerCollider.data = playerDownsyncInfo;
|
||||
self.collisionSysMap.set(collisionPlayerIndex, newPlayerCollider);
|
||||
|
||||
safelyAddChild(self.node, newPlayerNode);
|
||||
setLocalZOrder(newPlayerNode, 5);
|
||||
|
||||
newPlayerNode.active = true;
|
||||
playerScriptIns.scheduleNewDirection({
|
||||
dx: playerRichInfo.dir.dx,
|
||||
dy: playerRichInfo.dir.dy
|
||||
}, true);
|
||||
playerScriptIns.updateCharacterAnim({
|
||||
dx: playerDownsyncInfo.dirX,
|
||||
dy: playerDownsyncInfo.dirY,
|
||||
}, playerDownsyncInfo, true);
|
||||
|
||||
return [newPlayerNode, playerScriptIns];
|
||||
},
|
||||
@ -981,11 +973,12 @@ cc.Class({
|
||||
const dy = (wpos[1] - playerRichInfo.node.y);
|
||||
//const justJiggling = (self.jigglingEps1D >= Math.abs(dx) && self.jigglingEps1D >= Math.abs(dy));
|
||||
playerRichInfo.node.setPosition(wpos[0], wpos[1]);
|
||||
playerRichInfo.virtualGridX = immediatePlayerInfo.virtualGridX;
|
||||
playerRichInfo.virtualGridY = immediatePlayerInfo.virtualGridY;
|
||||
// TODO: check "rdf.players[playerId].characterState" instead, might have to play Atk/Atked anim!
|
||||
if (null != delayedInputFrameForPrevRenderFrame) {
|
||||
const decodedInput = self.ctrl.decodeInput(delayedInputFrameForPrevRenderFrame.inputList[playerRichInfo.joinIndex - 1]);
|
||||
playerRichInfo.scriptIns.scheduleNewDirection(decodedInput, false);
|
||||
playerRichInfo.scriptIns.updateCharacterAnim(decodedInput, immediatePlayerInfo, false);
|
||||
} else {
|
||||
playerRichInfo.scriptIns.updateCharacterAnim(null, immediatePlayerInfo, false);
|
||||
}
|
||||
playerRichInfo.scriptIns.updateSpeed(immediatePlayerInfo.speed);
|
||||
});
|
||||
@ -1008,61 +1001,190 @@ cc.Class({
|
||||
// TODO: Write unit-test for this function to compare with its backend counter part
|
||||
applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, currRenderFrame, collisionSys, collisionSysMap) {
|
||||
const self = this;
|
||||
const nextRenderFramePlayers = {}
|
||||
const nextRenderFramePlayers = {};
|
||||
for (let playerId in currRenderFrame.players) {
|
||||
const currPlayerDownsync = currRenderFrame.players[playerId];
|
||||
nextRenderFramePlayers[playerId] = {
|
||||
id: playerId,
|
||||
virtualGridX: currPlayerDownsync.virtualGridX,
|
||||
virtualGridY: currPlayerDownsync.virtualGridY,
|
||||
dir: {
|
||||
dx: currPlayerDownsync.dir.dx,
|
||||
dy: currPlayerDownsync.dir.dy,
|
||||
},
|
||||
dirX: currPlayerDownsync.dirX,
|
||||
dirY: currPlayerDownsync.dirY,
|
||||
characterState: currPlayerDownsync.characterState,
|
||||
speed: currPlayerDownsync.speed,
|
||||
battleState: currPlayerDownsync.battleState,
|
||||
score: currPlayerDownsync.score,
|
||||
removed: currPlayerDownsync.removed,
|
||||
joinIndex: currPlayerDownsync.joinIndex,
|
||||
framesToRecover: (0 < currPlayerDownsync.framesToRecover ? currPlayerDownsync.framesToRecover - 1 : 0),
|
||||
hp: currPlayerDownsync.hp,
|
||||
maxHp: currPlayerDownsync.maxHp,
|
||||
};
|
||||
}
|
||||
|
||||
const toRet = {
|
||||
id: currRenderFrame.id + 1,
|
||||
players: nextRenderFramePlayers,
|
||||
meleeBullets: []
|
||||
};
|
||||
|
||||
if (null != delayedInputFrame) {
|
||||
const inputList = delayedInputFrame.inputList;
|
||||
const bulletPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order
|
||||
const effPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order
|
||||
|
||||
// Reset playerCollider position from the "virtual grid position"
|
||||
for (let j in self.playerRichInfoArr) {
|
||||
const joinIndex = parseInt(j) + 1;
|
||||
bulletPushbacks[joinIndex - 1] = [0.0, 0.0];
|
||||
effPushbacks[joinIndex - 1] = [0.0, 0.0];
|
||||
const playerId = self.playerRichInfoArr[j].id;
|
||||
const playerRichInfo = self.playerRichInfoArr[j];
|
||||
const playerId = playerRichInfo.id;
|
||||
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
|
||||
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
|
||||
const player = currRenderFrame.players[playerId];
|
||||
const currPlayerDownsync = currRenderFrame.players[playerId];
|
||||
|
||||
const decodedInput = self.ctrl.decodeInput(inputList[joinIndex - 1]);
|
||||
|
||||
// console.log(`Got non-zero inputs for playerId=${playerId}, decodedInput=${JSON.stringify(decodedInput)} @currRenderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.id}`);
|
||||
/*
|
||||
Reset "position" of players in "collisionSys" according to "virtual grid position". The easy part is that we don't have path-dependent-integrals to worry about like that of thermal dynamics.
|
||||
*/
|
||||
const newVx = player.virtualGridX + (decodedInput.dx + player.speed * decodedInput.dx);
|
||||
const newVy = player.virtualGridY + (decodedInput.dy + player.speed * decodedInput.dy);
|
||||
const newVx = currPlayerDownsync.virtualGridX;
|
||||
const newVy = currPlayerDownsync.virtualGridY;
|
||||
const newCpos = self.virtualGridToPlayerColliderPos(newVx, newVy, self.playerRichInfoArr[joinIndex - 1]);
|
||||
playerCollider.x = newCpos[0];
|
||||
playerCollider.y = newCpos[1];
|
||||
if (0 != decodedInput.dx || 0 != decodedInput.dy) {
|
||||
// Update directions and thus would eventually update moving animation accordingly
|
||||
nextRenderFramePlayers[playerId].dir.dx = decodedInput.dx;
|
||||
nextRenderFramePlayers[playerId].dir.dy = decodedInput.dy;
|
||||
}
|
||||
|
||||
// Check bullet-anything collisions first, because the pushbacks caused by bullets might later be reverted by player-barrier collision
|
||||
const bulletColliders = new Map(); // Will all be removed at the end of `applyInputFrameDownsyncDynamicsOnSingleRenderFrame` due to the need for being rollback-compatible
|
||||
const removedBulletsAtCurrFrame = new Set();
|
||||
for (let k in currRenderFrame.meleeBullets) {
|
||||
const meleeBullet = currRenderFrame.meleeBullets[k];
|
||||
if (
|
||||
meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames <= currRenderFrame.id
|
||||
&&
|
||||
meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames + meleeBullet.activeFrames > currRenderFrame.id
|
||||
) {
|
||||
const collisionBulletIndex = self.collisionBulletIndexPrefix + meleeBullet.battleLocalId;
|
||||
const collisionOffenderIndex = self.collisionPlayerIndexPrefix + meleeBullet.offenderJoinIndex;
|
||||
const offenderCollider = collisionSysMap.get(collisionOffenderIndex);
|
||||
const offender = currRenderFrame.players[meleeBullet.offenderPlayerId];
|
||||
|
||||
let xfac = 1,
|
||||
yfac = 0; // By now, straight Punch offset doesn't respect "y-axis"
|
||||
if (0 > offender.dirX) {
|
||||
xfac = -1;
|
||||
}
|
||||
const x0 = offenderCollider.x + xfac * meleeBullet.hitboxOffset,
|
||||
y0 = offenderCollider.y + yfac * meleeBullet.hitboxOffset;
|
||||
const pts = [[0, 0], [xfac * meleeBullet.hitboxSize.x, 0], [xfac * meleeBullet.hitboxSize.x, meleeBullet.hitboxSize.y], [0, meleeBullet.hitboxSize.y]];
|
||||
const newBulletCollider = collisionSys.createPolygon(x0, y0, pts);
|
||||
newBulletCollider.data = meleeBullet;
|
||||
collisionSysMap.set(collisionBulletIndex, newBulletCollider);
|
||||
bulletColliders.set(collisionBulletIndex, newBulletCollider);
|
||||
// console.log(`A meleeBullet is added to collisionSys at renderFrame.id=${currRenderFrame.id} as start-up frames ended and active frame is not yet ended: ${JSON.stringify(meleeBullet)}`);
|
||||
}
|
||||
}
|
||||
|
||||
collisionSys.update();
|
||||
const result = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle?
|
||||
const result1 = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle?
|
||||
|
||||
bulletColliders.forEach((bulletCollider, collisionBulletIndex) => {
|
||||
const potentials = bulletCollider.potentials();
|
||||
const offender = currRenderFrame.players[bulletCollider.data.offenderPlayerId];
|
||||
let shouldRemove = false;
|
||||
for (const potential of potentials) {
|
||||
if (null != potential.data && potential.data.joinIndex == bulletCollider.data.offenderJoinIndex) continue;
|
||||
if (!bulletCollider.collides(potential, result1)) continue;
|
||||
if (null != potential.data && null !== potential.data.joinIndex) {
|
||||
const joinIndex = potential.data.joinIndex;
|
||||
let xfac = 1;
|
||||
if (0 > offender.dirX) {
|
||||
xfac = -1;
|
||||
}
|
||||
bulletPushbacks[joinIndex - 1][0] += xfac * bulletCollider.data.pushback; // Only for straight punch, there's no y-pushback
|
||||
bulletPushbacks[joinIndex - 1][1] += 0;
|
||||
const thatAckedPlayerInNextFrame = nextRenderFramePlayers[potential.data.id];
|
||||
thatAckedPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atked1[0];
|
||||
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
|
||||
}
|
||||
shouldRemove = true;
|
||||
}
|
||||
if (shouldRemove) {
|
||||
removedBulletsAtCurrFrame.add(collisionBulletIndex);
|
||||
}
|
||||
});
|
||||
|
||||
// [WARNING] Remove bullets from collisionSys ANYWAY for the convenience of rollback
|
||||
for (let k in currRenderFrame.meleeBullets) {
|
||||
const meleeBullet = currRenderFrame.meleeBullets[k];
|
||||
const collisionBulletIndex = self.collisionBulletIndexPrefix + meleeBullet.battleLocalId;
|
||||
if (collisionSysMap.has(collisionBulletIndex)) {
|
||||
const bulletCollider = collisionSysMap.get(collisionBulletIndex);
|
||||
bulletCollider.remove();
|
||||
collisionSysMap.delete(collisionBulletIndex);
|
||||
}
|
||||
if (removedBulletsAtCurrFrame.has(collisionBulletIndex)) continue;
|
||||
toRet.meleeBullets.push(meleeBullet);
|
||||
}
|
||||
|
||||
// Process player inputs
|
||||
if (null != delayedInputFrame) {
|
||||
const delayedInputFrameForPrevRenderFrame = self.getCachedInputFrameDownsyncWithPrediction(self._convertToInputFrameId(currRenderFrame.id - 1, self.inputDelayFrames));
|
||||
const inputList = delayedInputFrame.inputList;
|
||||
for (let j in self.playerRichInfoArr) {
|
||||
const joinIndex = parseInt(j) + 1;
|
||||
effPushbacks[joinIndex - 1] = [0.0, 0.0];
|
||||
const playerRichInfo = self.playerRichInfoArr[j];
|
||||
const playerId = playerRichInfo.id;
|
||||
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
|
||||
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
|
||||
const currPlayerDownsync = currRenderFrame.players[playerId];
|
||||
const thatPlayerInNextFrame = nextRenderFramePlayers[playerId];
|
||||
if (0 < thatPlayerInNextFrame.framesToRecover) {
|
||||
// No need to process inputs for this player, but there might be bullet pushbacks on this player
|
||||
playerCollider.x += bulletPushbacks[joinIndex - 1][0];
|
||||
playerCollider.y += bulletPushbacks[joinIndex - 1][1];
|
||||
if (0 != bulletPushbacks[joinIndex - 1][0] || 0 != bulletPushbacks[joinIndex - 1][1]) {
|
||||
console.log(`playerId=${playerId}, joinIndex=${joinIndex} is pushbacked back by ${bulletPushbacks[joinIndex - 1]} by bullet impacts, now its framesToRecover is ${currPlayerDownsync.framesToRecover}`);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
const decodedInput = self.ctrl.decodeInput(inputList[joinIndex - 1]);
|
||||
|
||||
const prevDecodedInput = (null == delayedInputFrameForPrevRenderFrame ? null : self.ctrl.decodeInput(delayedInputFrameForPrevRenderFrame.inputList[joinIndex - 1]));
|
||||
const prevBtnALevel = (null == prevDecodedInput ? 0 : prevDecodedInput.btnALevel);
|
||||
|
||||
if (1 == decodedInput.btnALevel && 0 == prevBtnALevel) {
|
||||
// console.log(`playerId=${playerId} triggered a rising-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
|
||||
if (self.bulletTriggerEnabled) {
|
||||
thatPlayerInNextFrame.framesToRecover = window.PunchAtkConfig.recoveryFrames;
|
||||
const punch = window.pb.protos.MeleeBullet.create(window.PunchAtkConfig);
|
||||
punch.battleLocalId = self.bulletBattleLocalIdCounter++;
|
||||
punch.offenderJoinIndex = joinIndex;
|
||||
punch.offenderPlayerId = playerId;
|
||||
punch.originatedRenderFrameId = currRenderFrame.id;
|
||||
toRet.meleeBullets.push(punch);
|
||||
console.log(`A rising-edge of meleeBullet is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}: ${self._stringifyRecentInputCache(true)}`);
|
||||
|
||||
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atk1[0];
|
||||
}
|
||||
} else if (0 == decodedInput.btnALevel && 1 == prevBtnALevel) {
|
||||
// console.log(`playerId=${playerId} triggered a falling-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
|
||||
} else {
|
||||
// No bullet trigger, process movement inputs
|
||||
if (0 != decodedInput.dx || 0 != decodedInput.dy) {
|
||||
// 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];
|
||||
} else {
|
||||
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Idle1[0];
|
||||
}
|
||||
const movement = self.virtualGridToWorldPos(decodedInput.dx + currPlayerDownsync.speed * decodedInput.dx, decodedInput.dy + currPlayerDownsync.speed * decodedInput.dy);
|
||||
playerCollider.x += movement[0];
|
||||
playerCollider.y += movement[1];
|
||||
}
|
||||
}
|
||||
|
||||
collisionSys.update(); // by now all "bulletCollider"s are removed
|
||||
const result2 = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle?
|
||||
|
||||
for (let j in self.playerRichInfoArr) {
|
||||
const joinIndex = parseInt(j) + 1;
|
||||
@ -1072,10 +1194,10 @@ cc.Class({
|
||||
const potentials = playerCollider.potentials();
|
||||
for (const potential of potentials) {
|
||||
// Test if the player collides with the wall
|
||||
if (!playerCollider.collides(potential, result)) continue;
|
||||
if (!playerCollider.collides(potential, result2)) continue;
|
||||
// Push the player out of the wall
|
||||
effPushbacks[joinIndex - 1][0] += result.overlap * result.overlap_x;
|
||||
effPushbacks[joinIndex - 1][1] += result.overlap * result.overlap_y;
|
||||
effPushbacks[joinIndex - 1][0] += result2.overlap * result2.overlap_x;
|
||||
effPushbacks[joinIndex - 1][1] += result2.overlap * result2.overlap_y;
|
||||
}
|
||||
}
|
||||
|
||||
@ -1085,9 +1207,11 @@ cc.Class({
|
||||
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
|
||||
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
|
||||
const newVpos = self.playerColliderAnchorToVirtualGridPos(playerCollider.x - effPushbacks[joinIndex - 1][0], playerCollider.y - effPushbacks[joinIndex - 1][1], self.playerRichInfoArr[j]);
|
||||
nextRenderFramePlayers[playerId].virtualGridX = newVpos[0];
|
||||
nextRenderFramePlayers[playerId].virtualGridY = newVpos[1];
|
||||
const thatPlayerInNextFrame = nextRenderFramePlayers[playerId];
|
||||
thatPlayerInNextFrame.virtualGridX = newVpos[0];
|
||||
thatPlayerInNextFrame.virtualGridY = newVpos[1];
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return toRet;
|
||||
|
@ -3,6 +3,31 @@ i18n.init(window.language); // languageID should be equal to the one we input in
|
||||
|
||||
const OnlineMap = require('./Map');
|
||||
|
||||
window.PunchAtkConfig = {
|
||||
// for offender
|
||||
startupFrames: 18,
|
||||
activeFrames: 42,
|
||||
recoveryFrames: 61, // usually but not always "startupFrames+activeFrames", I hereby set it to be 1 frame more than the actual animation to avoid critical transition, i.e. when the animation is 1 frame from ending but "rdfPlayer.framesToRecover" is already counted 0 and the player triggers an other same attack, making an effective bullet trigger but no animation is played due to same animName is still playing
|
||||
recoveryFramesOnBlock: 61,
|
||||
recoveryFramesOnHit: 61,
|
||||
moveforward: {
|
||||
x: 0,
|
||||
y: 0,
|
||||
},
|
||||
hitboxOffset: 12.0, // should be about the radius of the PlayerCollider
|
||||
hitboxSize: {
|
||||
x: 45.0,
|
||||
y: 32.0,
|
||||
},
|
||||
|
||||
// for defender
|
||||
hitStunFrames: 18,
|
||||
blockStunFrames: 9,
|
||||
pushback: 22.0,
|
||||
releaseTriggerType: 1, // 1: rising-edge, 2: falling-edge
|
||||
damage: 5
|
||||
};
|
||||
|
||||
cc.Class({
|
||||
extends: OnlineMap,
|
||||
|
||||
@ -10,43 +35,6 @@ cc.Class({
|
||||
console.warn("+++++++ Map onDestroy()");
|
||||
},
|
||||
|
||||
spawnPlayerNode(joinIndex, vx, vy, playerRichInfo) {
|
||||
const self = this;
|
||||
const newPlayerNode = cc.instantiate(self.controlledCharacterPrefab)
|
||||
const playerScriptIns = newPlayerNode.getComponent("ControlledCharacter");
|
||||
if (1 == joinIndex) {
|
||||
playerScriptIns.setSpecies("SoldierElf");
|
||||
} else if (2 == joinIndex) {
|
||||
playerScriptIns.setSpecies("SoldierFireGhost");
|
||||
playerScriptIns.animComp.node.scaleX = (-1.0);
|
||||
}
|
||||
const wpos = self.virtualGridToWorldPos(vx, vy);
|
||||
|
||||
newPlayerNode.setPosition(cc.v2(wpos[0], wpos[1]));
|
||||
|
||||
playerScriptIns.mapNode = self.node;
|
||||
const cpos = self.virtualGridToPlayerColliderPos(vx, vy, playerRichInfo);
|
||||
const d = playerRichInfo.colliderRadius * 2,
|
||||
x0 = cpos[0],
|
||||
y0 = cpos[1];
|
||||
let pts = [[0, 0], [d, 0], [d, d], [0, d]];
|
||||
|
||||
const newPlayerCollider = self.collisionSys.createPolygon(x0, y0, pts);
|
||||
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
|
||||
self.collisionSysMap.set(collisionPlayerIndex, newPlayerCollider);
|
||||
|
||||
safelyAddChild(self.node, newPlayerNode);
|
||||
setLocalZOrder(newPlayerNode, 5);
|
||||
|
||||
newPlayerNode.active = true;
|
||||
playerScriptIns.scheduleNewDirection({
|
||||
dx: playerRichInfo.dir.dx,
|
||||
dy: playerRichInfo.dir.dy
|
||||
}, true);
|
||||
|
||||
return [newPlayerNode, playerScriptIns];
|
||||
},
|
||||
|
||||
onLoad() {
|
||||
const self = this;
|
||||
window.mapIns = self;
|
||||
@ -73,7 +61,6 @@ cc.Class({
|
||||
self.rollbackEstimatedDt = 0.016667;
|
||||
self.rollbackEstimatedDtMillis = 16.667;
|
||||
self.rollbackEstimatedDtNanos = 16666666;
|
||||
self.maxChasingRenderFramesPerUpdate = 5;
|
||||
|
||||
self.worldToVirtualGridRatio = 1000;
|
||||
self.virtualGridToWorldRatio = 1.0 / self.worldToVirtualGridRatio;
|
||||
@ -153,22 +140,30 @@ cc.Class({
|
||||
virtualGridX: 0,
|
||||
virtualGridY: 0,
|
||||
speed: 2 * self.worldToVirtualGridRatio,
|
||||
dir: {
|
||||
dx: 0,
|
||||
dy: 0
|
||||
}
|
||||
},
|
||||
},
|
||||
playerMetas: {
|
||||
10: {
|
||||
colliderRadius: 12,
|
||||
characterState: window.ATK_CHARACTER_STATE.Idle1[0],
|
||||
framesToRecover: 0,
|
||||
dirX: 0,
|
||||
dirY: 0,
|
||||
},
|
||||
11: {
|
||||
id: 11,
|
||||
joinIndex: 2,
|
||||
virtualGridX: 80 * self.worldToVirtualGridRatio,
|
||||
virtualGridY: 40 * self.worldToVirtualGridRatio,
|
||||
speed: 2 * self.worldToVirtualGridRatio,
|
||||
colliderRadius: 12,
|
||||
characterState: window.ATK_CHARACTER_STATE.Idle1[0],
|
||||
framesToRecover: 0,
|
||||
dirX: 0,
|
||||
dirY: 0,
|
||||
},
|
||||
}
|
||||
};
|
||||
self.selfPlayerInfo = {
|
||||
id: 10
|
||||
};
|
||||
self._initPlayerRichInfoDict(startRdf.players, startRdf.playerMetas);
|
||||
self._initPlayerRichInfoDict(startRdf.players);
|
||||
self.onRoomDownsyncFrame(startRdf);
|
||||
|
||||
self.battleState = ALL_BATTLE_STATES.IN_BATTLE;
|
||||
|
File diff suppressed because it is too large
Load Diff
Loading…
Reference in New Issue
Block a user