Misc fixes for UI alignments.

This commit is contained in:
genxium
2023-01-18 10:06:27 +08:00
parent 342efc623c
commit 48074d48af
20 changed files with 3527 additions and 9146 deletions

View File

@@ -14,10 +14,6 @@ cc.Class({
type: cc.Node,
default: null
},
myAvatarNode: {
type: cc.Node,
default: null
},
exitBtnNode: {
type: cc.Node,
default: null
@@ -25,8 +21,7 @@ cc.Class({
},
// LIFE-CYCLE CALLBACKS:
onLoad() {
},
onLoad() {},
init() {
if (null != this.firstPlayerInfoNode) {
@@ -70,29 +65,20 @@ cc.Class({
const playerInfoNode = this.playersInfoNode[playerMeta.joinIndex];
if (null == playerInfoNode) {
cc.error("There's no playerInfoNode for joinIndex == ", joinIndex, ", as `this.playerInfoNode` is currently ", this.playersInfoNode);
}
}
playerInfoNode.active = true;
if (2 == playerMeta.joinIndex) {
if (null != this.findingAnimNode) {
if (null != this.findingAnimNode) {
this.findingAnimNode.active = false;
}
}
}
//显示自己的头像名称以及他人的头像名称
for (let i in playerMetas) {
const playerMeta = playerMetas[i];
console.log("Showing playerMeta:", playerMeta);
const playerInfoNode = this.playersInfoNode[playerMeta.joinIndex];
(() => { //远程加载头像
let remoteUrl = playerMeta.avatar;
if (remoteUrl == null || remoteUrl == '') {
cc.log(`No avatar to show for :`);
cc.log(playerMeta);
}
})();
function isEmptyString(str) {
return str == null || str == ''
}

View File

@@ -68,7 +68,7 @@ cc.Class({
// LIFE-CYCLE CALLBACKS:
onLoad() {
cc.view.setOrientation(cc.macro.ORIENTATION_LANDSCAPE);
cc.view.setOrientation(cc.macro.ORIENTATION_AUTO);
cc.view.enableAutoFullScreen(true);
window.atFirstLocationHref = window.location.href.split('#')[0];

View File

@@ -476,7 +476,6 @@ cc.Class({
console.log(`Received parsedBattleColliderInfo via ws`);
// TODO: Upon reconnection, the backend might have already been sending down data that'd trigger "onRoomDownsyncFrame & onInputFrameDownsyncBatch", but frontend could reject those data due to "battleState != PlayerBattleState.ACTIVE".
Object.assign(self, parsedBattleColliderInfo);
self.tooFastDtIntervalMillis = 0.5 * self.rollbackEstimatedDtMillis;
const tiledMapIns = self.node.getComponent(cc.TiledMap);
@@ -911,12 +910,13 @@ batchInputFrameIdRange=[${batch[0].inputFrameId}, ${batch[batch.length - 1].inpu
update(dt) {
const self = this;
if (ALL_BATTLE_STATES.IN_BATTLE == self.battleState) {
const elapsedMillisSinceLastFrameIdTriggered = performance.now() - self.lastRenderFrameIdTriggeredAt;
if (elapsedMillisSinceLastFrameIdTriggered < self.tooFastDtIntervalMillis) {
// [WARNING] We should avoid a frontend ticking too fast to prevent cheating, as well as ticking too slow to cause a "resync avalanche" that impacts user experience!
// console.debug("Avoiding too fast frame@renderFrameId=", self.renderFrameId, ": elapsedMillisSinceLastFrameIdTriggered=", elapsedMillisSinceLastFrameIdTriggered);
//return;
}
/*
[WARNING] Different devices might differ in the rate of calling "update(dt)", and the game engine is responsible of keeping this rate statistically constant.
Significantly different rates of calling "update(dt)" among players in a same battle would result in frequent [type#1 forceConfirmation], if you have any doubt on troubles caused by this, sample the FPS curve from all players in that battle.
Kindly note that Significantly different network bandwidths or delay fluctuations would result in frequent [type#1 forceConfirmation] too, but CAUSE FROM DIFFERENT LOCAL "update(dt)" RATE SHOULD BE THE FIRST TO INVESTIGATE AND ELIMINATE -- because we have control on it, but no one has control on the internet.
*/
try {
let st = performance.now();
const noDelayInputFrameId = gopkgs.ConvertToNoDelayInputFrameId(self.renderFrameId);

View File

@@ -11,14 +11,6 @@ cc.Class({
type: cc.Object,
default: null
},
myAvatarNode: {
type: cc.Node,
default: null,
},
myNameNode: {
type: cc.Node,
default: null,
},
rankingNodes: {
type: [cc.Node],
default: [],
@@ -46,22 +38,6 @@ cc.Class({
showPlayerInfo(playerRichInfoDict) {
this.showRanking(playerRichInfoDict);
this.showMyAvatar();
this.showMyName();
},
showMyName() {
const selfPlayerInfo = JSON.parse(cc.sys.localStorage.getItem('selfPlayer'));
let name = 'No name';
if (null == selfPlayerInfo.displayName || "" == selfPlayerInfo.displayName) {
name = selfPlayerInfo.name;
} else {
name = selfPlayerInfo.displayName;
}
if (!this.myNameNode) return;
const myNameNodeLabel = this.myNameNode.getComponent(cc.Label);
if (!myNameNodeLabel || null == name) return;
myNameNodeLabel.string = name;
},
showRanking(playerRichInfoDict) {
@@ -115,42 +91,6 @@ cc.Class({
}
},
showMyAvatar() {
const self = this;
const selfPlayerInfo = JSON.parse(cc.sys.localStorage.getItem('selfPlayer'));
let remoteUrl = selfPlayerInfo.avatar;
if (remoteUrl == null || remoteUrl == '') {
cc.log(`No avatar to show for myself, check storage.`);
return;
} else {
cc.loader.load({
url: remoteUrl,
type: 'jpg'
}, function(err, texture) {
if (err != null || texture == null) {
console.log(err);
} else {
const sf = new cc.SpriteFrame();
sf.setTexture(texture);
self.myAvatarNode.getComponent(cc.Sprite).spriteFrame = sf;
}
});
}
},
showRibbon(winnerInfo, ribbonNode) {
const selfPlayerInfo = JSON.parse(cc.sys.localStorage.getItem('selfPlayer'));
const texture = (selfPlayerInfo.playerId == winnerInfo.id) ? "textures/resultPanel/WinRibbon" : "textures/resultPanel/loseRibbon";
cc.loader.loadRes(texture, cc.SpriteFrame, function(err, spriteFrame) {
if (err) {
console.log(err);
return;
}
ribbonNode.getComponent(cc.Sprite).spriteFrame = spriteFrame;
});
},
onClose(evt) {
if (this.node.parent) {
this.node.parent.removeChild(this.node);