Drafted hp handling.

This commit is contained in:
genxium 2023-02-08 16:15:05 +08:00
parent a762c563d9
commit 38149279bd
18 changed files with 943 additions and 562 deletions

View File

@ -47,6 +47,8 @@ func toPbRoomDownsyncFrame(rdf *battle.RoomDownsyncFrame) *pb.RoomDownsyncFrame
ChCollisionTeamId: last.ChCollisionTeamId,
Hp: last.Hp,
MaxHp: last.MaxHp,
RevivalVirtualGridX: last.RevivalVirtualGridX,
RevivalVirtualGridY: last.RevivalVirtualGridY,
ColliderRadius: last.ColliderRadius,
Score: last.Score,
Removed: last.Removed,
@ -170,6 +172,10 @@ func toPbPlayers(modelInstances map[int32]*Player, withMetaInfo bool) []*pb.Play
JoinIndex: last.JoinIndex,
BulletTeamId: last.BulletTeamId,
ChCollisionTeamId: last.ChCollisionTeamId,
Hp: last.Hp,
MaxHp: last.MaxHp,
RevivalVirtualGridX: last.RevivalVirtualGridX,
RevivalVirtualGridY: last.RevivalVirtualGridY,
ColliderRadius: last.ColliderRadius,
Score: last.Score,
Removed: last.Removed,
@ -213,6 +219,8 @@ func toJsPlayers(modelInstances map[int32]*Player) []*battle.PlayerDownsync {
ChCollisionTeamId: last.ChCollisionTeamId,
Hp: last.Hp,
MaxHp: last.MaxHp,
RevivalVirtualGridX: last.RevivalVirtualGridX,
RevivalVirtualGridY: last.RevivalVirtualGridY,
ColliderRadius: last.ColliderRadius,
InAir: last.InAir,
OnWall: last.OnWall,

View File

@ -980,7 +980,10 @@ func (pR *Room) onPlayerAdded(playerId int32) {
if nil == playerPos {
panic(fmt.Sprintf("onPlayerAdded error, nil == playerPos, roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount))
}
pR.Players[playerId].VirtualGridX, pR.Players[playerId].VirtualGridY = battle.WorldToVirtualGridPos(playerPos.X, playerPos.Y)
pR.Players[playerId].RevivalVirtualGridX, pR.Players[playerId].RevivalVirtualGridY = battle.WorldToVirtualGridPos(playerPos.X, playerPos.Y)
pR.Players[playerId].VirtualGridX, pR.Players[playerId].VirtualGridY = pR.Players[playerId].RevivalVirtualGridX, pR.Players[playerId].RevivalVirtualGridY
pR.Players[playerId].MaxHp = 100 // Hardcoded for now
pR.Players[playerId].Hp = pR.Players[playerId].MaxHp
// Hardcoded initial character orientation/facing
if 0 == (pR.Players[playerId].JoinIndex % 2) {
pR.Players[playerId].DirX = -2

View File

@ -55,6 +55,8 @@ type PlayerDownsync struct {
OnWallNormX int32 `protobuf:"varint,27,opt,name=onWallNormX,proto3" json:"onWallNormX,omitempty"`
OnWallNormY int32 `protobuf:"varint,28,opt,name=onWallNormY,proto3" json:"onWallNormY,omitempty"`
CapturedByInertia bool `protobuf:"varint,29,opt,name=capturedByInertia,proto3" json:"capturedByInertia,omitempty"` // like "inAir", its by design a standalone field only inferred by the calc result of "applyInputFrameDownsyncDynamicsOnSingleRenderFrame" instead of "characterState"
RevivalVirtualGridX int32 `protobuf:"varint,30,opt,name=revivalVirtualGridX,proto3" json:"revivalVirtualGridX,omitempty"`
RevivalVirtualGridY int32 `protobuf:"varint,31,opt,name=revivalVirtualGridY,proto3" json:"revivalVirtualGridY,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"`
@ -295,6 +297,20 @@ func (x *PlayerDownsync) GetCapturedByInertia() bool {
return false
}
func (x *PlayerDownsync) GetRevivalVirtualGridX() int32 {
if x != nil {
return x.RevivalVirtualGridX
}
return 0
}
func (x *PlayerDownsync) GetRevivalVirtualGridY() int32 {
if x != nil {
return x.RevivalVirtualGridY
}
return 0
}
func (x *PlayerDownsync) GetName() string {
if x != nil {
return x.Name
@ -1782,7 +1798,7 @@ var file_room_downsync_frame_proto_rawDesc = []byte{
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}
var (

View File

@ -3,7 +3,7 @@
"_name": "Fireball1Explosion",
"_objFlags": 0,
"_native": "",
"_duration": 0.5166666666666667,
"_duration": 0.5,
"sample": 60,
"speed": 1,
"wrapMode": 1,
@ -18,31 +18,31 @@
}
},
{
"frame": 0.11666666666666667,
"frame": 0.05,
"value": {
"__uuid__": "c6a5994f-251d-4191-a550-dfef979bab59"
}
},
{
"frame": 0.23333333333333334,
"frame": 0.11666666666666667,
"value": {
"__uuid__": "417e58d9-e364-47f7-9364-f31ad3452adc"
}
},
{
"frame": 0.38333333333333336,
"frame": 0.16666666666666666,
"value": {
"__uuid__": "8b566f26-b34d-4da6-bdaa-078358a5b685"
}
},
{
"frame": 0.45,
"frame": 0.31666666666666665,
"value": {
"__uuid__": "6ec5f75d-307e-4292-b667-cbbb5a52c2f6"
}
},
{
"frame": 0.5,
"frame": 0.48333333333333334,
"value": {
"__uuid__": "d89977f1-d927-4a08-9591-9feb1daf68c8"
}

View File

@ -3,7 +3,7 @@
"_name": "Fireball3Explosion",
"_objFlags": 0,
"_native": "",
"_duration": 0.48333333333333334,
"_duration": 0.5,
"sample": 60,
"speed": 1,
"wrapMode": 1,
@ -30,43 +30,43 @@
}
},
{
"frame": 0.16666666666666666,
"frame": 0.2,
"value": {
"__uuid__": "0735a7ff-0e50-472a-b0f9-8e2cc97be7e7"
}
},
{
"frame": 0.23333333333333334,
"frame": 0.2833333333333333,
"value": {
"__uuid__": "993199a8-54a9-40d1-8d2f-12bf16af934c"
}
},
{
"frame": 0.2833333333333333,
"frame": 0.35,
"value": {
"__uuid__": "5d8d9ffc-b4d6-4518-9946-953929ec055c"
}
},
{
"frame": 0.3333333333333333,
"frame": 0.38333333333333336,
"value": {
"__uuid__": "6501ae08-b0ff-43ad-b5c5-cb6dc67f989d"
}
},
{
"frame": 0.38333333333333336,
"frame": 0.4166666666666667,
"value": {
"__uuid__": "616cfa00-1dba-4a71-8141-36774933b6a9"
}
},
{
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"frame": 0.45,
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"__uuid__": "4b296e86-2e96-4276-b6de-6a6b22530344"
}
},
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"frame": 0.48333333333333334,
"value": {
"__uuid__": "f9cc8e37-c9c2-4f20-9d7e-4533c4e859fe"
}

View File

@ -37,6 +37,8 @@ message PlayerDownsync {
int32 onWallNormY = 28;
bool capturedByInertia = 29; // like "inAir", its by design a standalone field only inferred by the calc result of "applyInputFrameDownsyncDynamicsOnSingleRenderFrame" instead of "characterState"
int32 revivalVirtualGridX = 30;
int32 revivalVirtualGridY = 31;
string name = 997;
string displayName = 998;

View File

@ -25,16 +25,19 @@
},
{
"__id__": 8
},
{
"__id__": 22
}
],
"_active": true,
"_components": [
{
"__id__": 22
"__id__": 29
}
],
"_prefab": {
"__id__": 23
"__id__": 30
},
"_opacity": 255,
"_color": {
@ -554,7 +557,7 @@
"__id__": 8
},
"_children": [],
"_active": true,
"_active": false,
"_components": [
{
"__id__": 14
@ -911,6 +914,244 @@
"fileId": "7aN7Gcc/tBw5EGlTJVBj2+",
"sync": false
},
{
"__type__": "cc.Node",
"_name": "HpBar",
"_objFlags": 0,
"_parent": {
"__id__": 1
},
"_children": [
{
"__id__": 23
}
],
"_active": true,
"_components": [
{
"__id__": 26
},
{
"__id__": 27
}
],
"_prefab": {
"__id__": 28
},
"_opacity": 255,
"_color": {
"__type__": "cc.Color",
"r": 255,
"g": 255,
"b": 255,
"a": 255
},
"_contentSize": {
"__type__": "cc.Size",
"width": 50,
"height": 8
},
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0.5,
"y": 0.5
},
"_trs": {
"__type__": "TypedArray",
"ctor": "Float64Array",
"array": [
0,
42.256,
0,
0,
0,
0,
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__": "cc.Node",
"_name": "bar",
"_objFlags": 0,
"_parent": {
"__id__": 22
},
"_children": [],
"_active": true,
"_components": [
{
"__id__": 24
}
],
"_prefab": {
"__id__": 25
},
"_opacity": 255,
"_color": {
"__type__": "cc.Color",
"r": 10,
"g": 252,
"b": 0,
"a": 255
},
"_contentSize": {
"__type__": "cc.Size",
"width": 50,
"height": 8
},
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0,
"y": 0.5
},
"_trs": {
"__type__": "TypedArray",
"ctor": "Float64Array",
"array": [
-25,
0,
0,
0,
0,
0,
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__": "cc.Sprite",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 23
},
"_enabled": true,
"_materials": [
{
"__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
}
],
"_srcBlendFactor": 770,
"_dstBlendFactor": 771,
"_spriteFrame": {
"__uuid__": "67e68bc9-dad5-4ad9-a2d8-7e03d458e32f"
},
"_type": 1,
"_sizeMode": 0,
"_fillType": 0,
"_fillCenter": {
"__type__": "cc.Vec2",
"x": 0,
"y": 0
},
"_fillStart": 0,
"_fillRange": 0,
"_isTrimmedMode": true,
"_atlas": null,
"_id": ""
},
{
"__type__": "cc.PrefabInfo",
"root": {
"__id__": 1
},
"asset": {
"__uuid__": "59bff7a2-23e1-4d69-bce7-afb37eae196a"
},
"fileId": "1b5Rz5KABPK5Nv1wogghs6",
"sync": false
},
{
"__type__": "cc.Sprite",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 22
},
"_enabled": true,
"_materials": [
{
"__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
}
],
"_srcBlendFactor": 770,
"_dstBlendFactor": 771,
"_spriteFrame": {
"__uuid__": "88e79fd5-96b4-4a77-a1f4-312467171014"
},
"_type": 1,
"_sizeMode": 0,
"_fillType": 0,
"_fillCenter": {
"__type__": "cc.Vec2",
"x": 0,
"y": 0
},
"_fillStart": 0,
"_fillRange": 0,
"_isTrimmedMode": true,
"_atlas": null,
"_id": ""
},
{
"__type__": "cc.ProgressBar",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 22
},
"_enabled": true,
"_N$totalLength": 50,
"_N$barSprite": {
"__id__": 24
},
"_N$mode": 0,
"_N$progress": 1,
"_N$reverse": false,
"_id": ""
},
{
"__type__": "cc.PrefabInfo",
"root": {
"__id__": 1
},
"asset": {
"__uuid__": "59bff7a2-23e1-4d69-bce7-afb37eae196a"
},
"fileId": "1cDdFO9Z5KYIcRR52ZmtqO",
"sync": false
},
{
"__type__": "b74b05YDqZFRo4OkZRFZX8k",
"_name": "",
@ -929,6 +1170,9 @@
"coordLabel": {
"__id__": 3
},
"hpBar": {
"__id__": 27
},
"_id": ""
},
{

View File

@ -461,7 +461,7 @@
"array": [
0,
0,
210.4441731196186,
216.50635094610968,
0,
0,
0,

View File

@ -547,7 +547,7 @@
"array": [
0,
0,
210.4441731196186,
216.50635094610968,
0,
0,
0,

View File

@ -10,7 +10,11 @@ cc.Class({
coordLabel: {
type: cc.Label,
default: null
}
},
hpBar: {
type: cc.ProgressBar,
default: null
},
},
onLoad() {

View File

@ -658,7 +658,7 @@ 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.onWallNormX, pbPlayer.onWallNormY, pbPlayer.capturedByInertia, 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.capturedByInertia, pbPlayer.bulletTeamId, pbPlayer.chCollisionTeamId, pbPlayer.revivalVirtualGridX, pbPlayer.revivalVirtualGridY);
jsPlayersArr[k] = jsPlayer;
}
const jsMeleeBulletsArr = new Array(pbRdf.meleeBullets.length).fill(null);
@ -1292,6 +1292,7 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
playerRichInfo.node.setPosition(wx, wy);
playerRichInfo.scriptIns.updateSpeed(currPlayerDownsync.Speed);
playerRichInfo.scriptIns.updateCharacterAnim(currPlayerDownsync, prevRdfPlayer, false, chConfig);
playerRichInfo.scriptIns.hpBar.progress = (currPlayerDownsync.Hp * 1.0) / currPlayerDownsync.MaxHp;
}
// Move all to infinitely far away first

View File

@ -109,6 +109,8 @@ cc.Class({
joinIndex: 1,
virtualGridX: p1Vpos[0],
virtualGridY: p1Vpos[1],
revivalVirtualGridX: p1Vpos[0],
revivalVirtualGridY: p1Vpos[1],
speed: chConfigsOrderedByJoinIndex[0].Speed,
colliderRadius: colliderRadiusV[0],
characterState: window.ATK_CHARACTER_STATE.InAirIdle1NoJump[0],
@ -119,12 +121,16 @@ cc.Class({
velY: 0,
inAir: true,
onWall: false,
hp: 100,
maxHp: 100,
}),
window.pb.protos.PlayerDownsync.create({
id: 11,
joinIndex: 2,
virtualGridX: p2Vpos[0],
virtualGridY: p2Vpos[1],
revivalVirtualGridX: p2Vpos[0],
revivalVirtualGridY: p2Vpos[1],
speed: chConfigsOrderedByJoinIndex[1].Speed,
colliderRadius: colliderRadiusV[0],
characterState: window.ATK_CHARACTER_STATE.InAirIdle1NoJump[0],
@ -135,6 +141,8 @@ cc.Class({
velY: 0,
inAir: true,
onWall: false,
hp: 100,
maxHp: 100,
}),
],
speciesIdList: speciesIdList,

File diff suppressed because one or more lines are too long

View File

@ -1220,6 +1220,8 @@ $root.protos = (function() {
* @property {number|null} [onWallNormX] PlayerDownsync onWallNormX
* @property {number|null} [onWallNormY] PlayerDownsync onWallNormY
* @property {boolean|null} [capturedByInertia] PlayerDownsync capturedByInertia
* @property {number|null} [revivalVirtualGridX] PlayerDownsync revivalVirtualGridX
* @property {number|null} [revivalVirtualGridY] PlayerDownsync revivalVirtualGridY
* @property {string|null} [name] PlayerDownsync name
* @property {string|null} [displayName] PlayerDownsync displayName
* @property {string|null} [avatar] PlayerDownsync avatar
@ -1472,6 +1474,22 @@ $root.protos = (function() {
*/
PlayerDownsync.prototype.capturedByInertia = false;
/**
* PlayerDownsync revivalVirtualGridX.
* @member {number} revivalVirtualGridX
* @memberof protos.PlayerDownsync
* @instance
*/
PlayerDownsync.prototype.revivalVirtualGridX = 0;
/**
* PlayerDownsync revivalVirtualGridY.
* @member {number} revivalVirtualGridY
* @memberof protos.PlayerDownsync
* @instance
*/
PlayerDownsync.prototype.revivalVirtualGridY = 0;
/**
* PlayerDownsync name.
* @member {string} name
@ -1578,6 +1596,10 @@ $root.protos = (function() {
writer.uint32(/* id 28, wireType 0 =*/224).int32(message.onWallNormY);
if (message.capturedByInertia != null && Object.hasOwnProperty.call(message, "capturedByInertia"))
writer.uint32(/* id 29, wireType 0 =*/232).bool(message.capturedByInertia);
if (message.revivalVirtualGridX != null && Object.hasOwnProperty.call(message, "revivalVirtualGridX"))
writer.uint32(/* id 30, wireType 0 =*/240).int32(message.revivalVirtualGridX);
if (message.revivalVirtualGridY != null && Object.hasOwnProperty.call(message, "revivalVirtualGridY"))
writer.uint32(/* id 31, wireType 0 =*/248).int32(message.revivalVirtualGridY);
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"))
@ -1734,6 +1756,14 @@ $root.protos = (function() {
message.capturedByInertia = reader.bool();
break;
}
case 30: {
message.revivalVirtualGridX = reader.int32();
break;
}
case 31: {
message.revivalVirtualGridY = reader.int32();
break;
}
case 997: {
message.name = reader.string();
break;
@ -1868,6 +1898,12 @@ $root.protos = (function() {
if (message.capturedByInertia != null && message.hasOwnProperty("capturedByInertia"))
if (typeof message.capturedByInertia !== "boolean")
return "capturedByInertia: boolean expected";
if (message.revivalVirtualGridX != null && message.hasOwnProperty("revivalVirtualGridX"))
if (!$util.isInteger(message.revivalVirtualGridX))
return "revivalVirtualGridX: integer expected";
if (message.revivalVirtualGridY != null && message.hasOwnProperty("revivalVirtualGridY"))
if (!$util.isInteger(message.revivalVirtualGridY))
return "revivalVirtualGridY: integer expected";
if (message.name != null && message.hasOwnProperty("name"))
if (!$util.isString(message.name))
return "name: string expected";
@ -1950,6 +1986,10 @@ $root.protos = (function() {
message.onWallNormY = object.onWallNormY | 0;
if (object.capturedByInertia != null)
message.capturedByInertia = Boolean(object.capturedByInertia);
if (object.revivalVirtualGridX != null)
message.revivalVirtualGridX = object.revivalVirtualGridX | 0;
if (object.revivalVirtualGridY != null)
message.revivalVirtualGridY = object.revivalVirtualGridY | 0;
if (object.name != null)
message.name = String(object.name);
if (object.displayName != null)
@ -2002,6 +2042,8 @@ $root.protos = (function() {
object.onWallNormX = 0;
object.onWallNormY = 0;
object.capturedByInertia = false;
object.revivalVirtualGridX = 0;
object.revivalVirtualGridY = 0;
object.name = "";
object.displayName = "";
object.avatar = "";
@ -2064,6 +2106,10 @@ $root.protos = (function() {
object.onWallNormY = message.onWallNormY;
if (message.capturedByInertia != null && message.hasOwnProperty("capturedByInertia"))
object.capturedByInertia = message.capturedByInertia;
if (message.revivalVirtualGridX != null && message.hasOwnProperty("revivalVirtualGridX"))
object.revivalVirtualGridX = message.revivalVirtualGridX;
if (message.revivalVirtualGridY != null && message.hasOwnProperty("revivalVirtualGridY"))
object.revivalVirtualGridY = message.revivalVirtualGridY;
if (message.name != null && message.hasOwnProperty("name"))
object.name = message.name;
if (message.displayName != null && message.hasOwnProperty("displayName"))

View File

@ -37,6 +37,8 @@ const (
VERTICAL_PLATFORM_THRESHOLD = float64(0.9)
MAGIC_FRAMES_TO_BE_ONWALL = int32(12)
DYING_FRAMES_TO_RECOVER = int32(60) // MUST BE SAME FOR EVERY CHARACTER FOR FAIRNESS!
NO_SKILL = -1
NO_SKILL_HIT = -1
@ -101,13 +103,15 @@ var noOpSet = map[int32]bool{
ATK_CHARACTER_STATE_INAIR_ATKED1: true,
ATK_CHARACTER_STATE_BLOWN_UP1: true,
ATK_CHARACTER_STATE_LAY_DOWN1: true,
// During the invinsible frames of GET_UP1, the player is allowed to take any action
// [WARNING] During the invinsible frames of GET_UP1, the player is allowed to take any action
ATK_CHARACTER_STATE_DYING: true,
}
var invinsibleSet = map[int32]bool{
ATK_CHARACTER_STATE_BLOWN_UP1: true,
ATK_CHARACTER_STATE_LAY_DOWN1: true,
ATK_CHARACTER_STATE_GET_UP1: true,
ATK_CHARACTER_STATE_DYING: true,
}
var nonAttackingSet = map[int32]bool{
@ -120,6 +124,7 @@ var nonAttackingSet = map[int32]bool{
ATK_CHARACTER_STATE_BLOWN_UP1: true,
ATK_CHARACTER_STATE_LAY_DOWN1: true,
ATK_CHARACTER_STATE_GET_UP1: true,
ATK_CHARACTER_STATE_DYING: true,
}
func intAbs(x int32) int32 {
@ -493,7 +498,7 @@ func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync,
canJumpWithinInertia := currPlayerDownsync.CapturedByInertia && ((chConfig.InertiaFramesToRecover >> 1) > currPlayerDownsync.FramesToRecover)
if 0 == currPlayerDownsync.FramesToRecover || canJumpWithinInertia {
if decodedInput.BtnBLevel > prevBtnBLevel {
if chConfig.DashingEnabled && 0 > decodedInput.Dy {
if chConfig.DashingEnabled && 0 > decodedInput.Dy && ATK_CHARACTER_STATE_DASHING != currPlayerDownsync.CharacterState {
// Checking "DashingEnabled" here to allow jumping when dashing-disabled players pressed "DOWN + BtnB"
patternId = 5
} else if _, existent := inAirSet[currPlayerDownsync.CharacterState]; !existent {
@ -577,6 +582,10 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
ActiveSkillId: currPlayerDownsync.ActiveSkillId,
ActiveSkillHit: currPlayerDownsync.ActiveSkillHit,
FramesInvinsible: currPlayerDownsync.FramesInvinsible - 1,
BulletTeamId: currPlayerDownsync.BulletTeamId,
ChCollisionTeamId: currPlayerDownsync.ChCollisionTeamId,
RevivalVirtualGridX: currPlayerDownsync.RevivalVirtualGridX,
RevivalVirtualGridY: currPlayerDownsync.RevivalVirtualGridY,
ColliderRadius: currPlayerDownsync.ColliderRadius,
OnWallNormX: currPlayerDownsync.OnWallNormX,
OnWallNormY: currPlayerDownsync.OnWallNormY,
@ -745,6 +754,12 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
chConfig := chConfigsOrderedByJoinIndex[i]
// Reset playerCollider position from the "virtual grid position"
newVx, newVy := currPlayerDownsync.VirtualGridX+currPlayerDownsync.VelX, currPlayerDownsync.VirtualGridY+currPlayerDownsync.VelY
if 0 >= thatPlayerInNextFrame.Hp && 0 == thatPlayerInNextFrame.FramesToRecover {
// Revive
newVx, newVy = currPlayerDownsync.RevivalVirtualGridX, currPlayerDownsync.RevivalVirtualGridY
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
thatPlayerInNextFrame.Hp = currPlayerDownsync.MaxHp
}
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 {
@ -798,38 +813,8 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
}
// 3. Add bullet colliders into collision system
// [WARNING] For rollback compatibility, static data of "BulletConfig" & "BattleAttr(static since instantiated)" can just be copies of the pointers in "RenderFrameBuffer", however, FireballBullets movement data as well as bullet animation data must be copies of instances for each RenderFrame!
bulletColliders := make([]*resolv.Object, 0, len(currRenderFrame.MeleeBullets)) // Will all be removed at the end of this function due to the need for being rollback-compatible
for _, prevMelee := range currRenderFrame.MeleeBullets {
meleeBullet := &MeleeBullet{
Bullet: prevMelee.Bullet,
BattleAttr: prevMelee.BattleAttr,
FramesInBlState: prevMelee.FramesInBlState + 1,
BlState: prevMelee.BlState,
}
if IsMeleeBulletAlive(meleeBullet, currRenderFrame) {
if IsMeleeBulletActive(meleeBullet, currRenderFrame) {
offender := currRenderFrame.PlayersArr[meleeBullet.BattleAttr.OffenderJoinIndex-1]
xfac := int32(1) // By now, straight Punch offset doesn't respect "y-axis"
if 0 > offender.DirX {
xfac = -xfac
}
bulletWx, bulletWy := VirtualGridToWorldPos(offender.VirtualGridX+xfac*meleeBullet.Bullet.HitboxOffsetX, offender.VirtualGridY)
hitboxSizeWx, hitboxSizeWy := VirtualGridToWorldPos(meleeBullet.Bullet.HitboxSizeX, meleeBullet.Bullet.HitboxSizeY)
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, hitboxSizeWx, hitboxSizeWy, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, collisionSpaceOffsetX, collisionSpaceOffsetY, meleeBullet, "MeleeBullet")
collisionSys.Add(newBulletCollider)
bulletColliders = append(bulletColliders, newBulletCollider)
meleeBullet.BlState = BULLET_ACTIVE
if meleeBullet.BlState != prevMelee.BlState {
meleeBullet.FramesInBlState = 0
}
}
nextRenderFrameMeleeBullets = append(nextRenderFrameMeleeBullets, meleeBullet)
}
}
bulletColliders := make([]*resolv.Object, 0, ((len(currRenderFrame.MeleeBullets) + len(currRenderFrame.FireballBullets)) << 1)) // Will all be removed at the end of this function due to the need for being rollback-compatible
for _, prevFireball := range currRenderFrame.FireballBullets {
fireballBullet := &FireballBullet{
VirtualGridX: prevFireball.VirtualGridX,
@ -858,12 +843,49 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
fireballBullet.VirtualGridX, fireballBullet.VirtualGridY = fireballBullet.VirtualGridX+fireballBullet.VelX, fireballBullet.VirtualGridY+fireballBullet.VelY
//fmt.Printf("Pushing active fireball to next frame @currRenderFrame.Id=%d, bulletLocalId=%d, virtualGridX=%d, virtualGridY=%d, blState=%d\n", currRenderFrame.Id, fireballBullet.BattleAttr.BulletLocalId, fireballBullet.VirtualGridX, fireballBullet.VirtualGridY, fireballBullet.BlState)
} else {
offender := currRenderFrame.PlayersArr[fireballBullet.BattleAttr.OffenderJoinIndex-1]
if _, existent := noOpSet[offender.CharacterState]; existent {
// If a fireball is not yet active but the offender got attacked, remove it
continue
}
//fmt.Printf("Pushing non-active fireball to next frame @currRenderFrame.Id=%d, bulletLocalId=%d, virtualGridX=%d, virtualGridY=%d, blState=%d\n", currRenderFrame.Id, fireballBullet.BattleAttr.BulletLocalId, fireballBullet.VirtualGridX, fireballBullet.VirtualGridY, fireballBullet.BlState)
}
nextRenderFrameFireballBullets = append(nextRenderFrameFireballBullets, fireballBullet)
}
}
for _, prevMelee := range currRenderFrame.MeleeBullets {
meleeBullet := &MeleeBullet{
Bullet: prevMelee.Bullet,
BattleAttr: prevMelee.BattleAttr,
FramesInBlState: prevMelee.FramesInBlState + 1,
BlState: prevMelee.BlState,
}
if IsMeleeBulletAlive(meleeBullet, currRenderFrame) {
offender := currRenderFrame.PlayersArr[meleeBullet.BattleAttr.OffenderJoinIndex-1]
if _, existent := noOpSet[offender.CharacterState]; existent {
// If a melee is alive but the offender got attacked, remove it even if it's active
continue
}
if IsMeleeBulletActive(meleeBullet, currRenderFrame) {
xfac := int32(1) // By now, straight Punch offset doesn't respect "y-axis"
if 0 > offender.DirX {
xfac = -xfac
}
bulletWx, bulletWy := VirtualGridToWorldPos(offender.VirtualGridX+xfac*meleeBullet.Bullet.HitboxOffsetX, offender.VirtualGridY)
hitboxSizeWx, hitboxSizeWy := VirtualGridToWorldPos(meleeBullet.Bullet.HitboxSizeX, meleeBullet.Bullet.HitboxSizeY)
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, hitboxSizeWx, hitboxSizeWy, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, collisionSpaceOffsetX, collisionSpaceOffsetY, meleeBullet, "MeleeBullet")
collisionSys.Add(newBulletCollider)
bulletColliders = append(bulletColliders, newBulletCollider)
meleeBullet.BlState = BULLET_ACTIVE
if meleeBullet.BlState != prevMelee.BlState {
meleeBullet.FramesInBlState = 0
}
}
nextRenderFrameMeleeBullets = append(nextRenderFrameMeleeBullets, meleeBullet)
}
}
// 4. Calc pushbacks for each player (after its movement) w/o bullets
for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
joinIndex := currPlayerDownsync.JoinIndex
@ -1015,8 +1037,15 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
if 0 > offender.DirX {
xfac = -xfac
}
pushbackVelX, pushbackVelY := xfac*v.Bullet.PushbackVelX, v.Bullet.PushbackVelY
atkedPlayerInNextFrame := nextRenderFramePlayers[t.JoinIndex-1]
atkedPlayerInNextFrame.Hp -= v.Bullet.Damage
if 0 >= atkedPlayerInNextFrame.Hp {
// [WARNING] We don't have "dying in air" animation for now, and for better graphical recognition, play the same dying animation even in air
atkedPlayerInNextFrame.Hp = 0
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_DYING
atkedPlayerInNextFrame.FramesToRecover = DYING_FRAMES_TO_RECOVER
} else {
pushbackVelX, pushbackVelY := xfac*v.Bullet.PushbackVelX, v.Bullet.PushbackVelY
atkedPlayerInNextFrame.VelX = pushbackVelX
atkedPlayerInNextFrame.VelY = pushbackVelY
if v.Bullet.BlowUp {
@ -1030,6 +1059,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
}
}
}
}
case *FireballBullet:
bulletShape := bulletCollider.Shape.(*resolv.ConvexPolygon)
offender := currRenderFrame.PlayersArr[v.BattleAttr.OffenderJoinIndex-1]
@ -1055,8 +1085,15 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
if 0 > offender.DirX {
xfac = -xfac
}
pushbackVelX, pushbackVelY := xfac*v.Bullet.PushbackVelX, v.Bullet.PushbackVelY
atkedPlayerInNextFrame := nextRenderFramePlayers[t.JoinIndex-1]
atkedPlayerInNextFrame.Hp -= v.Bullet.Damage
if 0 >= atkedPlayerInNextFrame.Hp {
// [WARNING] We don't have "dying in air" animation for now, and for better graphical recognition, play the same dying animation even in air
atkedPlayerInNextFrame.Hp = 0
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_DYING
atkedPlayerInNextFrame.FramesToRecover = DYING_FRAMES_TO_RECOVER
} else {
pushbackVelX, pushbackVelY := xfac*v.Bullet.PushbackVelX, v.Bullet.PushbackVelY
atkedPlayerInNextFrame.VelX = pushbackVelX
atkedPlayerInNextFrame.VelY = pushbackVelY
if v.Bullet.BlowUp {
@ -1068,6 +1105,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
if v.Bullet.HitStunFrames > oldFramesToRecover {
atkedPlayerInNextFrame.FramesToRecover = v.Bullet.HitStunFrames
}
}
default:
exploded = true
}

View File

@ -587,7 +587,7 @@ var skills = map[int]*Skill{
HitStunFrames: int32(0),
BlockStunFrames: int32(0),
Damage: int32(0),
SelfLockVelX: int32(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO),
SelfLockVelX: int32(float64(6) * WORLD_TO_VIRTUAL_GRID_RATIO),
SelfLockVelY: int32(0),
PushbackVelX: NO_LOCK_VEL,
PushbackVelY: NO_LOCK_VEL,
@ -614,7 +614,7 @@ var skills = map[int]*Skill{
HitStunFrames: int32(0),
BlockStunFrames: int32(0),
Damage: int32(0),
SelfLockVelX: int32(float64(9) * WORLD_TO_VIRTUAL_GRID_RATIO),
SelfLockVelX: int32(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO),
SelfLockVelY: int32(0),
PushbackVelX: NO_LOCK_VEL,
PushbackVelY: NO_LOCK_VEL,
@ -628,20 +628,20 @@ var skills = map[int]*Skill{
},
},
14: &Skill{
RecoveryFrames: int32(10),
RecoveryFramesOnBlock: int32(10),
RecoveryFramesOnHit: int32(10),
RecoveryFrames: int32(8),
RecoveryFramesOnBlock: int32(8),
RecoveryFramesOnHit: int32(8),
ReleaseTriggerType: int32(1),
BoundChState: ATK_CHARACTER_STATE_DASHING,
Hits: []interface{}{
&MeleeBullet{
Bullet: &BulletConfig{
StartupFrames: int32(3),
StartupFrames: int32(4),
ActiveFrames: int32(0),
HitStunFrames: MAX_INT32,
BlockStunFrames: int32(0),
Damage: int32(0),
SelfLockVelX: int32(float64(7) * WORLD_TO_VIRTUAL_GRID_RATIO),
SelfLockVelX: int32(float64(5) * WORLD_TO_VIRTUAL_GRID_RATIO),
SelfLockVelY: int32(0),
PushbackVelX: NO_LOCK_VEL,
PushbackVelY: NO_LOCK_VEL,

View File

@ -46,6 +46,9 @@ type PlayerDownsync struct {
BulletTeamId int32
ChCollisionTeamId int32 // not the same as "BulletTeamId", because even in the same team, we should allow inter-character collisions
RevivalVirtualGridX int32
RevivalVirtualGridY 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, onWallNormX, onWallNormY int32, capturedByInertia 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 int32, capturedByInertia bool, bulletTeamId, chCollisionTeamId int32, revivalVirtualGridX, revivalVirtualGridY int32) *js.Object {
return js.MakeWrapper(&PlayerDownsync{
Id: id,
VirtualGridX: virtualGridX,
@ -70,6 +70,8 @@ func NewPlayerDownsyncJs(id, virtualGridX, virtualGridY, dirX, dirY, velX, velY,
CapturedByInertia: capturedByInertia,
BulletTeamId: bulletTeamId,
ChCollisionTeamId: chCollisionTeamId,
RevivalVirtualGridX: revivalVirtualGridX,
RevivalVirtualGridY: revivalVirtualGridY,
})
}