Integrated onwall movements to multiplayer battle.

This commit is contained in:
genxium 2023-01-12 18:09:02 +08:00
parent b1e3d6525c
commit 29e402ea71
15 changed files with 435 additions and 6952 deletions

View File

@ -39,6 +39,8 @@ func toPbRoomDownsyncFrame(rdf *battle.RoomDownsyncFrame) *pb.RoomDownsyncFrame
CharacterState: last.CharacterState,
InAir: last.InAir,
OnWall: last.OnWall,
OnWallNormX: last.OnWallNormX,
OnWallNormY: last.OnWallNormY,
JoinIndex: last.JoinIndex,
BulletTeamId: last.BulletTeamId,
ChCollisionTeamId: last.ChCollisionTeamId,
@ -150,6 +152,8 @@ func toPbPlayers(modelInstances map[int32]*Player, withMetaInfo bool) []*pb.Play
CharacterState: last.CharacterState,
InAir: last.InAir,
OnWall: last.OnWall,
OnWallNormX: last.OnWallNormX,
OnWallNormY: last.OnWallNormY,
JoinIndex: last.JoinIndex,
BulletTeamId: last.BulletTeamId,
ChCollisionTeamId: last.ChCollisionTeamId,
@ -199,6 +203,8 @@ func toJsPlayers(modelInstances map[int32]*Player) []*battle.PlayerDownsync {
ColliderRadius: last.ColliderRadius,
InAir: last.InAir,
OnWall: last.OnWall,
OnWallNormX: last.OnWallNormX,
OnWallNormY: last.OnWallNormY,
Score: last.Score,
Removed: last.Removed,
}

View File

@ -381,7 +381,7 @@ func (pR *Room) StartBattle() {
for _, player := range pR.Players {
speciesId := int(player.JoinIndex - 1) // FIXME: Hardcoded the values for now
if player.JoinIndex == 2 {
if player.JoinIndex == 1 {
speciesId = 4096
}
chosenCh := battle.Characters[speciesId]

View File

@ -52,6 +52,8 @@ type PlayerDownsync struct {
BulletTeamId int32 `protobuf:"varint,24,opt,name=bulletTeamId,proto3" json:"bulletTeamId,omitempty"`
ChCollisionTeamId int32 `protobuf:"varint,25,opt,name=chCollisionTeamId,proto3" json:"chCollisionTeamId,omitempty"`
OnWall bool `protobuf:"varint,26,opt,name=onWall,proto3" json:"onWall,omitempty"` // like "inAir", its by design a standalone field only inferred by the collision result of "applyInputFrameDownsyncDynamicsOnSingleRenderFrame" instead of "characterState", because we need check the transition for "characterState" from this field, i.e. "onWall (prev -> curr)"
OnWallNormX int32 `protobuf:"varint,27,opt,name=onWallNormX,proto3" json:"onWallNormX,omitempty"`
OnWallNormY int32 `protobuf:"varint,28,opt,name=onWallNormY,proto3" json:"onWallNormY,omitempty"`
Name string `protobuf:"bytes,997,opt,name=name,proto3" json:"name,omitempty"`
DisplayName string `protobuf:"bytes,998,opt,name=displayName,proto3" json:"displayName,omitempty"`
Avatar string `protobuf:"bytes,999,opt,name=avatar,proto3" json:"avatar,omitempty"`
@ -271,6 +273,20 @@ func (x *PlayerDownsync) GetOnWall() bool {
return false
}
func (x *PlayerDownsync) GetOnWallNormX() int32 {
if x != nil {
return x.OnWallNormX
}
return 0
}
func (x *PlayerDownsync) GetOnWallNormY() int32 {
if x != nil {
return x.OnWallNormY
}
return 0
}
func (x *PlayerDownsync) GetName() string {
if x != nil {
return x.Name
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}
var (

File diff suppressed because one or more lines are too long

View File

@ -33,6 +33,8 @@ message PlayerDownsync {
int32 chCollisionTeamId = 25;
bool onWall = 26; // like "inAir", its by design a standalone field only inferred by the collision result of "applyInputFrameDownsyncDynamicsOnSingleRenderFrame" instead of "characterState", because we need check the transition for "characterState" from this field, i.e. "onWall (prev -> curr)"
int32 onWallNormX = 27;
int32 onWallNormY = 28;
string name = 997;
string displayName = 998;

View File

@ -191,8 +191,8 @@
0,
0,
1,
1.5,
1.5,
1.2,
1.2,
1
]
},
@ -234,6 +234,9 @@
"controlledCharacterPrefab": {
"__uuid__": "59bff7a2-23e1-4d69-bce7-afb37eae196a"
},
"fireballPrefab": {
"__uuid__": "d92d4831-cd65-4eb5-90bd-b77021aec35b"
},
"joystickInputControllerNode": {
"__id__": 6
},
@ -268,6 +271,7 @@
"renderFrameIdLagTolerance": 4,
"jigglingEps1D": 0.001,
"bulletTriggerEnabled": true,
"closeOnForcedtoResyncNotSelf": true,
"_id": "d12gkAmppNlIzqcRDELa91"
},
{
@ -453,7 +457,7 @@
"array": [
0,
0,
215.81269742929726,
216.50635094610968,
0,
0,
0,

View File

@ -440,7 +440,7 @@
"array": [
0,
0,
209.57814771583418,
216.50635094610968,
0,
0,
0,

View File

@ -91,10 +91,14 @@ cc.Class({
if (0 > rdfPlayer.DirX) {
this.animNode.scaleX = (-1.0);
} else if (0 < rdfPlayer.DirX) {
this.animNode.scaleX = (1.0);
this.animNode.scaleX = (+1.0);
}
if (ATK_CHARACTER_STATE.OnWall[0] == newCharacterState) {
this.animNode.scaleX *= (-1.0);
if (0 < rdfPlayer.OnWallNormX) {
this.animNode.scaleX = (-1.0);
} else {
this.animNode.scaleX = (+1.0);
}
}
}

View File

@ -607,7 +607,7 @@ cc.Class({
const jsPlayersArr = new Array(pbRdf.playersArr.length).fill(null);
for (let k = 0; k < pbRdf.playersArr.length; ++k) {
const pbPlayer = pbRdf.playersArr[k];
const jsPlayer = gopkgs.NewPlayerDownsyncJs(pbPlayer.id, pbPlayer.virtualGridX, pbPlayer.virtualGridY, pbPlayer.dirX, pbPlayer.dirY, pbPlayer.velX, pbPlayer.velY, pbPlayer.framesToRecover, pbPlayer.framesInChState, pbPlayer.activeSkillId, pbPlayer.activeSkillHit, pbPlayer.framesInvinsible, pbPlayer.speed, pbPlayer.battleState, pbPlayer.characterState, pbPlayer.joinIndex, pbPlayer.hp, pbPlayer.maxHp, pbPlayer.colliderRadius, pbPlayer.inAir, pbPlayer.onWall, pbPlayer.bulletTeamId, pbPlayer.chCollisionTeamId);
const jsPlayer = gopkgs.NewPlayerDownsyncJs(pbPlayer.id, pbPlayer.virtualGridX, pbPlayer.virtualGridY, pbPlayer.dirX, pbPlayer.dirY, pbPlayer.velX, pbPlayer.velY, pbPlayer.framesToRecover, pbPlayer.framesInChState, pbPlayer.activeSkillId, pbPlayer.activeSkillHit, pbPlayer.framesInvinsible, pbPlayer.speed, pbPlayer.battleState, pbPlayer.characterState, pbPlayer.joinIndex, pbPlayer.hp, pbPlayer.maxHp, pbPlayer.colliderRadius, pbPlayer.inAir, pbPlayer.onWall, pbPlayer.onWallNormX, pbPlayer.onWallNormY, pbPlayer.bulletTeamId, pbPlayer.chCollisionTeamId);
jsPlayersArr[k] = jsPlayer;
}
const jsMeleeBulletsArr = new Array(pbRdf.meleeBullets.length).fill(null);

View File

@ -29,7 +29,7 @@ cc.Class({
/** Init required prefab ended. */
self.inputFrameUpsyncDelayTolerance = 2;
self.collisionMinStep = 8;
self.collisionMinStep = 2;
self.renderCacheSize = 1024;
self.serverFps = 60;

View File

@ -1217,6 +1217,8 @@ $root.protos = (function() {
* @property {number|null} [bulletTeamId] PlayerDownsync bulletTeamId
* @property {number|null} [chCollisionTeamId] PlayerDownsync chCollisionTeamId
* @property {boolean|null} [onWall] PlayerDownsync onWall
* @property {number|null} [onWallNormX] PlayerDownsync onWallNormX
* @property {number|null} [onWallNormY] PlayerDownsync onWallNormY
* @property {string|null} [name] PlayerDownsync name
* @property {string|null} [displayName] PlayerDownsync displayName
* @property {string|null} [avatar] PlayerDownsync avatar
@ -1445,6 +1447,22 @@ $root.protos = (function() {
*/
PlayerDownsync.prototype.onWall = false;
/**
* PlayerDownsync onWallNormX.
* @member {number} onWallNormX
* @memberof protos.PlayerDownsync
* @instance
*/
PlayerDownsync.prototype.onWallNormX = 0;
/**
* PlayerDownsync onWallNormY.
* @member {number} onWallNormY
* @memberof protos.PlayerDownsync
* @instance
*/
PlayerDownsync.prototype.onWallNormY = 0;
/**
* PlayerDownsync name.
* @member {string} name
@ -1545,6 +1563,10 @@ $root.protos = (function() {
writer.uint32(/* id 25, wireType 0 =*/200).int32(message.chCollisionTeamId);
if (message.onWall != null && Object.hasOwnProperty.call(message, "onWall"))
writer.uint32(/* id 26, wireType 0 =*/208).bool(message.onWall);
if (message.onWallNormX != null && Object.hasOwnProperty.call(message, "onWallNormX"))
writer.uint32(/* id 27, wireType 0 =*/216).int32(message.onWallNormX);
if (message.onWallNormY != null && Object.hasOwnProperty.call(message, "onWallNormY"))
writer.uint32(/* id 28, wireType 0 =*/224).int32(message.onWallNormY);
if (message.name != null && Object.hasOwnProperty.call(message, "name"))
writer.uint32(/* id 997, wireType 2 =*/7978).string(message.name);
if (message.displayName != null && Object.hasOwnProperty.call(message, "displayName"))
@ -1689,6 +1711,14 @@ $root.protos = (function() {
message.onWall = reader.bool();
break;
}
case 27: {
message.onWallNormX = reader.int32();
break;
}
case 28: {
message.onWallNormY = reader.int32();
break;
}
case 997: {
message.name = reader.string();
break;
@ -1814,6 +1844,12 @@ $root.protos = (function() {
if (message.onWall != null && message.hasOwnProperty("onWall"))
if (typeof message.onWall !== "boolean")
return "onWall: boolean expected";
if (message.onWallNormX != null && message.hasOwnProperty("onWallNormX"))
if (!$util.isInteger(message.onWallNormX))
return "onWallNormX: integer expected";
if (message.onWallNormY != null && message.hasOwnProperty("onWallNormY"))
if (!$util.isInteger(message.onWallNormY))
return "onWallNormY: integer expected";
if (message.name != null && message.hasOwnProperty("name"))
if (!$util.isString(message.name))
return "name: string expected";
@ -1890,6 +1926,10 @@ $root.protos = (function() {
message.chCollisionTeamId = object.chCollisionTeamId | 0;
if (object.onWall != null)
message.onWall = Boolean(object.onWall);
if (object.onWallNormX != null)
message.onWallNormX = object.onWallNormX | 0;
if (object.onWallNormY != null)
message.onWallNormY = object.onWallNormY | 0;
if (object.name != null)
message.name = String(object.name);
if (object.displayName != null)
@ -1939,6 +1979,8 @@ $root.protos = (function() {
object.bulletTeamId = 0;
object.chCollisionTeamId = 0;
object.onWall = false;
object.onWallNormX = 0;
object.onWallNormY = 0;
object.name = "";
object.displayName = "";
object.avatar = "";
@ -1995,6 +2037,10 @@ $root.protos = (function() {
object.chCollisionTeamId = message.chCollisionTeamId;
if (message.onWall != null && message.hasOwnProperty("onWall"))
object.onWall = message.onWall;
if (message.onWallNormX != null && message.hasOwnProperty("onWallNormX"))
object.onWallNormX = message.onWallNormX;
if (message.onWallNormY != null && message.hasOwnProperty("onWallNormY"))
object.onWallNormY = message.onWallNormY;
if (message.name != null && message.hasOwnProperty("name"))
object.name = message.name;
if (message.displayName != null && message.hasOwnProperty("displayName"))

View File

@ -21,7 +21,7 @@ const (
GRAVITY_X = int32(0)
GRAVITY_Y = -int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO) // makes all "playerCollider.Y" a multiple of 0.5 in all cases
INPUT_DELAY_FRAMES = int32(4) // in the count of render frames
INPUT_DELAY_FRAMES = int32(8) // in the count of render frames
INPUT_SCALE_FRAMES = uint32(2) // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames)
NST_DELAY_FRAMES = int32(16) // network-single-trip delay in the count of render frames, proposed to be (InputDelayFrames >> 1) because we expect a round-trip delay to be exactly "InputDelayFrames"
@ -167,7 +167,7 @@ type SatResult struct {
Axis resolv.Vector
}
func CalcPushbacks(oldDx, oldDy float64, playerShape, barrierShape *resolv.ConvexPolygon) (bool, float64, float64, *SatResult) {
func calcPushbacks(oldDx, oldDy float64, playerShape, barrierShape *resolv.ConvexPolygon) (bool, float64, float64, *SatResult) {
origX, origY := playerShape.Position()
defer func() {
playerShape.SetPosition(origX, origY)
@ -358,9 +358,25 @@ func VirtualGridToPolygonColliderBLPos(vx, vy int32, halfBoundingW, halfBounding
return WorldToPolygonColliderBLPos(wx, wy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY)
}
func calcHardPushbacksNorms(joinIndex int32, playerCollider *resolv.Object, playerShape *resolv.ConvexPolygon, snapIntoPlatformOverlap float64, pEffPushback *Vec2D) *[]Vec2D {
func calcHardPushbacksNorms(joinIndex int32, currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync, playerCollider *resolv.Object, playerShape *resolv.ConvexPolygon, snapIntoPlatformOverlap float64, pEffPushback *Vec2D) *[]Vec2D {
ret := make([]Vec2D, 0, 10) // no one would simultaneously have more than 5 hardPushbacks
collision := playerCollider.Check(0, 0)
virtualGripToWall := float64(0)
if ATK_CHARACTER_STATE_ONWALL == currPlayerDownsync.CharacterState && 0 == thatPlayerInNextFrame.VelX && currPlayerDownsync.DirX == thatPlayerInNextFrame.DirX {
/*
I'm not sure whether this is a bug of "resolv_tailored" (maybe due to my changes), on the x-axis a playerCollider whose right edge reaches "1680.1" is not deemed collided with a side wall whose left edge is "1680.0", while the same extent of intersection is OK in y-axis.
The workaround here is to grant a "virtualGripToWall" in x-axis to guarantee that if
- "currPlayerDownsync" is on wall, and
- "thatPlayerInNextFrame.VelX" is 0 (i.e. no proactive move against the wall), and
- there's no change in player facing direction
*/
xfac := float64(1)
if 0 > thatPlayerInNextFrame.DirX {
xfac = -xfac
}
virtualGripToWall = xfac*float64(currPlayerDownsync.Speed)*VIRTUAL_GRID_TO_WORLD_RATIO
}
collision := playerCollider.Check(virtualGripToWall, 0)
if nil == collision {
return &ret
}
@ -370,8 +386,7 @@ func calcHardPushbacksNorms(joinIndex int32, playerCollider *resolv.Object, play
for _, obj := range collision.Objects {
isBarrier := false
switch obj.Data.(type) {
case *PlayerDownsync:
case *MeleeBullet, *FireballBullet:
case *PlayerDownsync, *MeleeBullet, *FireballBullet:
default:
// By default it's a regular barrier, even if data is nil, note that Golang syntax of switch-case is kind of confusing, this "default" condition is met only if "!*PlayerDownsync && !*MeleeBullet && !*FireballBullet".
isBarrier = true
@ -381,7 +396,7 @@ func calcHardPushbacksNorms(joinIndex int32, playerCollider *resolv.Object, play
continue
}
barrierShape := obj.Shape.(*resolv.ConvexPolygon)
overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, playerShape, barrierShape)
overlapped, pushbackX, pushbackY, overlapResult := calcPushbacks(0, 0, playerShape, barrierShape)
if !overlapped {
continue
}
@ -483,6 +498,8 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
ActiveSkillHit: currPlayerDownsync.ActiveSkillHit,
FramesInvinsible: currPlayerDownsync.FramesInvinsible - 1,
ColliderRadius: currPlayerDownsync.ColliderRadius,
OnWallNormX: currPlayerDownsync.OnWallNormX,
OnWallNormY: currPlayerDownsync.OnWallNormY,
}
if nextRenderFramePlayers[i].FramesToRecover < 0 {
nextRenderFramePlayers[i].FramesToRecover = 0
@ -599,10 +616,12 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
if jumpedOrNotList[i] {
// We haven't proceeded with "OnWall" calculation for "thatPlayerInNextFrame", thus use "currPlayerDownsync.OnWall" for checking
if ATK_CHARACTER_STATE_ONWALL == currPlayerDownsync.CharacterState {
newVx -= +currPlayerDownsync.VelX // Cancel the alleged horizontal movement against wall first
if 0 < currPlayerDownsync.VelX * currPlayerDownsync.OnWallNormX {
newVx -= currPlayerDownsync.VelX // Cancel the alleged horizontal movement pointing to same direction of wall inward norm first
}
xfac := int32(-1)
// "thatPlayerInNextFrame.DirX" already stores information of player input
if 0 > thatPlayerInNextFrame.DirX {
if 0 > currPlayerDownsync.OnWallNormX {
// Always jump to the opposite direction of wall inward norm
xfac = -xfac
}
newVx += xfac * chConfig.WallJumpingInitVelX
@ -681,8 +700,8 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
joinIndex := currPlayerDownsync.JoinIndex
playerCollider := playerColliders[i]
playerShape := playerCollider.Shape.(*resolv.ConvexPolygon)
hardPushbackNorms[joinIndex-1] = calcHardPushbacksNorms(joinIndex, playerCollider, playerShape, SNAP_INTO_PLATFORM_OVERLAP, &(effPushbacks[joinIndex-1]))
thatPlayerInNextFrame := nextRenderFramePlayers[i]
hardPushbackNorms[joinIndex-1] = calcHardPushbacksNorms(joinIndex, currPlayerDownsync, thatPlayerInNextFrame, playerCollider, playerShape, SNAP_INTO_PLATFORM_OVERLAP, &(effPushbacks[joinIndex-1]))
chConfig := chConfigsOrderedByJoinIndex[i]
landedOnGravityPushback := false
@ -703,7 +722,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
continue
}
bShape := obj.Shape.(*resolv.ConvexPolygon)
overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, playerShape, bShape)
overlapped, pushbackX, pushbackY, overlapResult := calcPushbacks(0, 0, playerShape, bShape)
if !overlapped {
continue
}
@ -767,27 +786,37 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
}
}
if thatPlayerInNextFrame.InAir && chConfig.OnWallEnabled {
// [WARNING] Sticking to wall MUST BE based on "InAir", otherwise we would get gravity reduction from ground up incorrectly!
if _, existent := noOpSet[currPlayerDownsync.CharacterState]; !existent {
// [WARNING] Sticking to wall could only be triggered by proactive player input
for _, hardPushbackNorm := range *hardPushbackNorms[joinIndex-1] {
normAlignmentWithHorizon1 := (hardPushbackNorm.X*float64(1.0) + hardPushbackNorm.Y*float64(0.0))
normAlignmentWithHorizon2 := (hardPushbackNorm.X*float64(-1.0) + hardPushbackNorm.Y*float64(0.0))
if VERTICAL_PLATFORM_THRESHOLD < normAlignmentWithHorizon1 {
thatPlayerInNextFrame.OnWall = true
}
if VERTICAL_PLATFORM_THRESHOLD < normAlignmentWithHorizon2 {
thatPlayerInNextFrame.OnWall = true
}
}
if chConfig.OnWallEnabled {
if thatPlayerInNextFrame.InAir {
// [WARNING] Sticking to wall MUST BE based on "InAir", otherwise we would get gravity reduction from ground up incorrectly!
if _, existent := noOpSet[currPlayerDownsync.CharacterState]; !existent {
// [WARNING] Sticking to wall could only be triggered by proactive player input
for _, hardPushbackNorm := range *hardPushbackNorms[joinIndex-1] {
normAlignmentWithHorizon1 := (hardPushbackNorm.X*float64(1.0) + hardPushbackNorm.Y*float64(0.0))
normAlignmentWithHorizon2 := (hardPushbackNorm.X*float64(-1.0) + hardPushbackNorm.Y*float64(0.0))
if VERTICAL_PLATFORM_THRESHOLD < normAlignmentWithHorizon1 {
thatPlayerInNextFrame.OnWall = true
thatPlayerInNextFrame.OnWallNormX, thatPlayerInNextFrame.OnWallNormY = int32(hardPushbackNorm.X), int32(hardPushbackNorm.Y)
break
}
if VERTICAL_PLATFORM_THRESHOLD < normAlignmentWithHorizon2 {
thatPlayerInNextFrame.OnWall = true
thatPlayerInNextFrame.OnWallNormX, thatPlayerInNextFrame.OnWallNormY = int32(hardPushbackNorm.X), int32(hardPushbackNorm.Y)
break
}
}
if !currPlayerDownsync.OnWall && thatPlayerInNextFrame.OnWall {
// To avoid mysterious climbing up the wall after sticking on it
thatPlayerInNextFrame.VelY = 0
}
}
}
if !thatPlayerInNextFrame.OnWall {
thatPlayerInNextFrame.OnWallNormX, thatPlayerInNextFrame.OnWallNormY = 0, 0
}
}
if !currPlayerDownsync.OnWall && thatPlayerInNextFrame.OnWall {
// To avoid mysterious climbing up the wall after sticking on it
thatPlayerInNextFrame.VelY = 0
}
}
}
}
// 5. Check bullet-anything collisions
@ -807,7 +836,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
if v.OffenderJoinIndex == t.JoinIndex {
continue
}
overlapped, _, _, _ := CalcPushbacks(0, 0, bulletShape, defenderShape)
overlapped, _, _, _ := calcPushbacks(0, 0, bulletShape, defenderShape)
if !overlapped {
continue
}
@ -849,7 +878,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
if v.OffenderJoinIndex == t.JoinIndex {
continue
}
overlapped, _, _, _ := CalcPushbacks(0, 0, bulletShape, defenderShape)
overlapped, _, _, _ := calcPushbacks(0, 0, bulletShape, defenderShape)
if !overlapped {
continue
}
@ -906,13 +935,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
if thatPlayerInNextFrame.InAir {
oldNextCharacterState := thatPlayerInNextFrame.CharacterState
switch oldNextCharacterState {
case ATK_CHARACTER_STATE_IDLE1:
if jumpedOrNotList[i] || ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP == currPlayerDownsync.CharacterState {
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP
} else {
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP
}
case ATK_CHARACTER_STATE_WALKING:
case ATK_CHARACTER_STATE_IDLE1, ATK_CHARACTER_STATE_WALKING:
if thatPlayerInNextFrame.OnWall {
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ONWALL
} else if jumpedOrNotList[i] || ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP == currPlayerDownsync.CharacterState {

View File

@ -93,7 +93,7 @@ var Characters = map[int]*CharacterConfig{
DashingEnabled: true,
OnWallEnabled: true,
WallJumpingFramesToRecover: int32(8),
WallJumpingFramesToRecover: int32(9), // 8 would be the minimum for an avg human
WallJumpingInitVelX: int32(float64(2.5) * WORLD_TO_VIRTUAL_GRID_RATIO), // Default is "appeared facing right", but actually holding ctrl against left
WallJumpingInitVelY: int32(float64(7) * WORLD_TO_VIRTUAL_GRID_RATIO),
WallSlidingVelY: int32(float64(-1) * WORLD_TO_VIRTUAL_GRID_RATIO),

View File

@ -42,6 +42,9 @@ type PlayerDownsync struct {
BulletTeamId int32
ChCollisionTeamId int32 // not the same as "BulletTeamId", because even in the same team, we should allow inter-character collisions
OnWallNormX int32
OnWallNormY int32
}
type InputFrameDecoded struct {

View File

@ -42,7 +42,7 @@ func NewBarrierJs(boundary *Polygon2D) *js.Object {
})
}
func NewPlayerDownsyncJs(id, virtualGridX, virtualGridY, dirX, dirY, velX, velY, framesToRecover, framesInChState, activeSkillId, activeSkillHit, framesInvinsible, speed, battleState, characterState, joinIndex, hp, maxHp, colliderRadius int32, inAir, onWall bool, bulletTeamId, chCollisionTeamId int32) *js.Object {
func NewPlayerDownsyncJs(id, virtualGridX, virtualGridY, dirX, dirY, velX, velY, framesToRecover, framesInChState, activeSkillId, activeSkillHit, framesInvinsible, speed, battleState, characterState, joinIndex, hp, maxHp, colliderRadius int32, inAir, onWall bool, onWallNormX, onWallNormY, bulletTeamId, chCollisionTeamId int32) *js.Object {
return js.MakeWrapper(&PlayerDownsync{
Id: id,
VirtualGridX: virtualGridX,
@ -65,6 +65,8 @@ func NewPlayerDownsyncJs(id, virtualGridX, virtualGridY, dirX, dirY, velX, velY,
ColliderRadius: colliderRadius,
InAir: inAir,
OnWall: onWall,
OnWallNormX: onWallNormX,
OnWallNormY: onWallNormY,
BulletTeamId: bulletTeamId,
ChCollisionTeamId: chCollisionTeamId,
})