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https://github.com/genxium/DelayNoMore
synced 2025-10-09 00:26:39 +00:00
Drafted backend handling of melee attack.
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@@ -1085,18 +1085,23 @@ cc.Class({
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bulletColliders.forEach((bulletCollider, collisionBulletIndex) => {
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const potentials = bulletCollider.potentials();
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const offender = currRenderFrame.players[bulletCollider.data.offenderPlayerId];
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let shouldRemove = false;
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for (const potential of potentials) {
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if (null != potential.data && potential.data.joinIndex == bulletCollider.data.offenderJoinIndex) continue;
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if (!bulletCollider.collides(potential, result1)) continue;
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if (null != potential.data && null !== potential.data.joinIndex) {
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const joinIndex = potential.data.joinIndex;
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bulletPushbacks[joinIndex - 1][0] += bulletCollider.data.pushback; // Only for straight punch, there's no y-pushback
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let xfac = 1;
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if (0 > offender.dirX) {
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xfac = -1;
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}
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bulletPushbacks[joinIndex - 1][0] += xfac * bulletCollider.data.pushback; // Only for straight punch, there's no y-pushback
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bulletPushbacks[joinIndex - 1][1] += 0;
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const thatAckedPlayerInNextFrame = nextRenderFramePlayers[potential.data.id];
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thatAckedPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atked1[0];
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const oldFrameToRecover = thatAckedPlayerInNextFrame.framesToRecover;
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thatAckedPlayerInNextFrame.framesToRecover = (oldFrameToRecover > bulletCollider.data.hitStunFrames ? oldFrameToRecover : bulletCollider.data.hitStunFrames); // In case the hit player is already stun, we extend it
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const oldFramesToRecover = thatAckedPlayerInNextFrame.framesToRecover;
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thatAckedPlayerInNextFrame.framesToRecover = (oldFramesToRecover > bulletCollider.data.hitStunFrames ? oldFramesToRecover : bulletCollider.data.hitStunFrames); // In case the hit player is already stun, we extend it
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}
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shouldRemove = true;
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}
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@@ -1156,14 +1161,14 @@ cc.Class({
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punch.offenderPlayerId = playerId;
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punch.originatedRenderFrameId = currRenderFrame.id;
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toRet.meleeBullets.push(punch);
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console.log(`A rising-edge of meleeBullet is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}: ${JSON.stringify(punch)}`);
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console.log(`A rising-edge of meleeBullet is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}: ${self._stringifyRecentInputCache(true)}`);
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thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atk1[0];
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}
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} else if (0 == decodedInput.btnALevel && 1 == prevBtnALevel) {
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// console.log(`playerId=${playerId} triggered a falling-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
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} else {
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// No trigger, process movement inputs
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// No bullet trigger, process movement inputs
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if (0 != decodedInput.dx || 0 != decodedInput.dy) {
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// Update directions and thus would eventually update moving animation accordingly
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thatPlayerInNextFrame.dirX = decodedInput.dx;
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