mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-25 11:18:55 +00:00
Temp broken commit, but it's working for OfflineMap.
This commit is contained in:
parent
5c06cfdbac
commit
5a463239bb
@ -61,10 +61,13 @@ const (
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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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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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ATK_CHARACTER_STATE_INAIR_IDLE1 = 4
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ATK_CHARACTER_STATE_INAIR_ATK1 = 5
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ATK_CHARACTER_STATE_INAIR_ATKED1 = 6
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)
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const (
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@ -1305,20 +1308,37 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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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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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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// Guaranteed determinism regardless of traversal order
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jumpTriggered := make([]bool, pR.Capacity)
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movements := make([]Vec2D, pR.Capacity)
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bulletPushbacks := make([]Vec2D, pR.Capacity)
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effPushbacks := make([]Vec2D, pR.Capacity)
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// Reset playerCollider position from the "virtual grid position"
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for _, player := range pR.PlayersArr {
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playerId := player.Id
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joinIndex := player.JoinIndex
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jumpTriggered[joinIndex-1] = false
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movements[joinIndex-1].X, movements[joinIndex-1].Y = float64(0), float64(0)
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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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thatPlayerInNextFrame := nextRenderFramePlayers[playerId]
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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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movements[joinIndex-1].X, movements[joinIndex-1].Y = VirtualGridToWorldPos(currPlayerDownsync.VelX, currPlayerDownsync.VelY, pR.VirtualGridToWorldRatio)
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playerCollider.X += movements[joinIndex-1].X
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playerCollider.Y += movements[joinIndex-1].Y
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if currPlayerDownsync.InAir {
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thatPlayerInNextFrame.VelX += pR.GravityX
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thatPlayerInNextFrame.VelY += pR.GravityY
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}
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// Update in the collision system
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playerCollider.Update()
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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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@ -1366,7 +1386,12 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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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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thatAckedPlayerInCurFrame := currRenderFrame.Players[t.Id]
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thatAckedPlayerInNextFrame := nextRenderFramePlayers[t.Id]
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thatAckedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATKED1
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if thatAckedPlayerInCurFrame.InAir {
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thatAckedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_ATKED1
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}
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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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@ -1425,10 +1450,27 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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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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prevBtnALevel, prevBtnBLevel := int32(0), 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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prevBtnBLevel = prevDecodedInput.BtnBLevel
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}
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if decodedInput.BtnBLevel > prevBtnBLevel {
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characStateAlreadyInAir := false
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if ATK_CHARACTER_STATE_INAIR_IDLE1 == thatPlayerInNextFrame.CharacterState || ATK_CHARACTER_STATE_INAIR_ATK1 == thatPlayerInNextFrame.CharacterState || ATK_CHARACTER_STATE_INAIR_ATKED1 == thatPlayerInNextFrame.CharacterState {
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characStateAlreadyInAir = true
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}
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characStateIsInterruptWaivable := false
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if ATK_CHARACTER_STATE_IDLE1 == thatPlayerInNextFrame.CharacterState || ATK_CHARACTER_STATE_WALKING == thatPlayerInNextFrame.CharacterState || ATK_CHARACTER_STATE_INAIR_IDLE1 == thatPlayerInNextFrame.CharacterState {
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characStateIsInterruptWaivable = true
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}
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if !characStateAlreadyInAir && characStateIsInterruptWaivable {
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thatPlayerInNextFrame.VelY = pR.JumpingInitVelY
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jumpTriggered[joinIndex-1] = true
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Logger.Info(fmt.Sprintf("playerId=%v, joinIndex=%v triggered a rising-edge of btnB at renderFrame.id=%v, delayedInputFrame.id=%v, nextVelY=%v, characStateAlreadyInAir=%v, characStateIsInterruptWaivable=%v", playerId, joinIndex, currRenderFrame.Id, delayedInputFrame.InputFrameId, thatPlayerInNextFrame.VelY, characStateAlreadyInAir, characStateIsInterruptWaivable))
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}
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}
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if decodedInput.BtnALevel > prevBtnALevel {
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@ -1443,6 +1485,9 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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toRet.MeleeBullets = append(toRet.MeleeBullets, &newMeleeBullet)
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thatPlayerInNextFrame.FramesToRecover = newMeleeBullet.RecoveryFrames
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thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATK1
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if false == currPlayerDownsync.InAir {
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thatPlayerInNextFrame.VelX = 0
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}
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Logger.Debug(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))
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} else if decodedInput.BtnALevel < prevBtnALevel {
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@ -1454,17 +1499,24 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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thatPlayerInNextFrame.DirX = decodedInput.Dx
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thatPlayerInNextFrame.DirY = decodedInput.Dy
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thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_WALKING
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thatPlayerInNextFrame.VelX = decodedInput.Dx * currPlayerDownsync.Speed
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} else {
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thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
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thatPlayerInNextFrame.VelX = 0
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}
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}
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if currPlayerDownsync.InAir {
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switch thatPlayerInNextFrame.CharacterState {
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case ATK_CHARACTER_STATE_IDLE1:
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case ATK_CHARACTER_STATE_WALKING:
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thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_IDLE1
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case ATK_CHARACTER_STATE_ATK1:
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thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_ATK1
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case ATK_CHARACTER_STATE_ATKED1:
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thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_ATKED1
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default:
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}
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}
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movementX, movementY := VirtualGridToWorldPos(decodedInput.Dx+decodedInput.Dx*currPlayerDownsync.Speed, decodedInput.Dy+decodedInput.Dy*currPlayerDownsync.Speed, pR.VirtualGridToWorldRatio)
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playerCollider.X += movementX
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playerCollider.Y += movementY
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// Update in the collision system
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playerCollider.Update()
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}
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// handle pushbacks upon collision after all movements treated as simultaneous
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@ -1472,11 +1524,30 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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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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currPlayerDownsync := currRenderFrame.Players[playerId]
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thatPlayerInNextFrame := nextRenderFramePlayers[playerId]
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fallStopping := false
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snappedIntoPlatformEx, snappedIntoPlatformEy := float64(0), float64(0)
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if collision := playerCollider.Check(0, 0); collision != nil {
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playerShape := playerCollider.Shape.(*resolv.ConvexPolygon)
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for _, obj := range collision.Objects {
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barrierShape := obj.Shape.(*resolv.ConvexPolygon)
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if overlapped, pushbackX, pushbackY, overlapResult := CalcPushbacks(0, 0, playerShape, barrierShape); overlapped {
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if nil == obj.Data {
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// "nil == obj.Data" implies a barrier
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const flatEnough = (self.snapIntoPlatformThreshold < normAlignmentWithGravity); // prevents false snapping on the lateral sides
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const remainsNotInAir = (!currPlayerDownsync.inAir && flatEnough);
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const localFallStopping = (currPlayerDownsync.inAir && flatEnough);
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if (remainsNotInAir || localFallStopping) {
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fallStopping |= localFallStopping;
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[pushbackX, pushbackY] = [(result2.overlap - self.snapIntoPlatformOverlap) * result2.overlap_x, (result2.overlap - self.snapIntoPlatformOverlap) * result2.overlap_y]
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snappedIntoPlatformEx = -result2.overlap_y;
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snappedIntoPlatformEy = result2.overlap_x;
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if (snappedIntoPlatformEx * currPlayerDownsync.dirX + snappedIntoPlatformEy * currPlayerDownsync.dirY) {
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[snappedIntoPlatformEx, snappedIntoPlatformEy] = [-snappedIntoPlatformEx, -snappedIntoPlatformEy];
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}
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}
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}
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Logger.Debug(fmt.Sprintf("Overlapped: a=%v, b=%v, pushbackX=%v, pushbackY=%v", ConvexPolygonStr(playerShape), ConvexPolygonStr(barrierShape), pushbackX, pushbackY))
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effPushbacks[joinIndex-1].X += pushbackX
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effPushbacks[joinIndex-1].Y += pushbackY
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@ -60,6 +60,43 @@ func GenerateConvexPolygonCollider(unalignedSrc *Polygon2D, spaceOffsetX, spaceO
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return collider
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}
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func CalcPushbacksWithGravitySnapping(oldDx, oldDy float64, playerShape, barrierShape *resolv.ConvexPolygon, currentInAir bool, snapIntoPlatformOverlap, snapIntoPlatformThreshold float64) (bool, float64, float64, *SatResult, float64, float64, bool) {
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origX, origY := playerShape.Position()
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snappedIntoPlatformEx, snappedIntoPlatformEy := float64(0), float64(0)
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localFallStopping := false
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defer func() {
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playerShape.SetPosition(origX, origY)
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}()
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playerShape.SetPosition(origX+oldDx, origY+oldDy)
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overlapResult := &SatResult{
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Overlap: 0,
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OverlapX: 0,
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OverlapY: 0,
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AContainedInB: true,
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BContainedInA: true,
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Axis: vector.Vector{0, 0},
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}
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if overlapped := IsPolygonPairOverlapped(playerShape, barrierShape, overlapResult); overlapped {
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pushbackX, pushbackY := overlapResult.Overlap*overlapResult.OverlapX, overlapResult.Overlap*overlapResult.OverlapY
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normAlignmentWithGravity := (overlapResult.OverlapX * 0 + overlapResult.OverlapX * (-1.0))
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flatEnough := (snapIntoPlatformThreshold < normAlignmentWithGravity) // prevents false snapping on the lateral sides
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remainsNotInAir := (!currentInAir && flatEnough)
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localFallStopping = (currentInAir && flatEnough)
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if remainsNotInAir || localFallStopping {
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// [OverlayX, OverlapY] is the unit vector that points into the platform; FIXME: Should only assign to [snappedIntoPlatformEx, snappedIntoPlatformEy] at most once!
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snappedIntoPlatformEx, snappedIntoPlatformEy = -overlapResult.OverlapY, overlapResult.OverlapX
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pushbackX, pushbackY = (overlapResult.Overlap - snapIntoPlatformOverlap) * overlapResult.OverlapX, (overlapResult.Overlap - snapIntoPlatformOverlap) * overlapResult.OverlapY
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if (snappedIntoPlatformEx * currPlayerDownsync.dirX + snappedIntoPlatformEy * currPlayerDownsync.dirY < 0) {
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// snapped dir should have a positive projection from player facing dir
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snappedIntoPlatformEx, snappedIntoPlatformEy = -snappedIntoPlatformEx, -snappedIntoPlatformEy
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}
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}
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return true, pushbackX, pushbackY, overlapResult, snappedIntoPlatformEx, snappedIntoPlatformEy, localFallStopping
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} else {
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return false, 0, 0, overlapResult, 0, 0, false
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}
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}
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func CalcPushbacks(oldDx, oldDy float64, playerShape, barrierShape *resolv.ConvexPolygon) (bool, float64, float64, *SatResult) {
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origX, origY := playerShape.Position()
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defer func() {
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@ -277,7 +277,7 @@
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"__uuid__": "472df5d3-35e7-4184-9e6c-7f41bee65ee3"
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},
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"_texture": null,
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"_stopped": false,
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"_stopped": true,
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"playOnLoad": true,
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"autoRemoveOnFinish": false,
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"totalParticles": 200,
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@ -408,7 +408,7 @@
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"ctor": "Float64Array",
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"array": [
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3,
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40,
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60,
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0,
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0,
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0,
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@ -454,7 +454,7 @@
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"array": [
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0,
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0,
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215.64032554232523,
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209.57814771583418,
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0,
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0,
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0,
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@ -451,6 +451,9 @@ cc.Class({
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const newBarrierCollider = self.collisionSys.createPolygon(x0, y0, Array.from(boundaryObj, p => {
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return [p.x, p.y];
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}));
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newBarrierCollider.data = {
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hardPushback: true
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};
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if (self.showCriticalCoordinateLabels) {
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for (let i = 0; i < boundaryObj.length; ++i) {
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@ -835,7 +838,7 @@ cc.Class({
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*/
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// [WARNING] Don't try to get "prevRdf(i.e. renderFrameId == latest-1)" by "self.recentRenderCache.getByFrameId(...)" here, as the cache might have been updated by asynchronous "onRoomDownsyncFrame(...)" calls!
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self.applyRoomDownsyncFrameDynamics(rdf, prevRdf);
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self.showDebugBoundaries();
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self.showDebugBoundaries(rdf);
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++self.renderFrameId; // [WARNING] It's important to increment the renderFrameId AFTER all the operations above!!!
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self.lastRenderFrameIdTriggeredAt = performance.now();
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let t3 = performance.now();
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@ -980,7 +983,7 @@ cc.Class({
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}
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},
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showDebugBoundaries() {
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showDebugBoundaries(rdf) {
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const self = this;
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if (self.showCriticalCoordinateLabels) {
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let g = self.g;
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@ -1089,42 +1092,102 @@ cc.Class({
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}
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const nextRenderFrameMeleeBullets = [];
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// Guaranteed determinism regardless of traversal order
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const jumpTriggered = new Array(self.playerRichInfoArr.length);
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const movements = new Array(self.playerRichInfoArr.length);
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const bulletPushbacks = new Array(self.playerRichInfoArr.length);
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const effPushbacks = new Array(self.playerRichInfoArr.length);
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const hardPushbackNorms = new Array(self.playerRichInfoArr.length);
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// Reset playerCollider position from the "virtual grid position"
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// 1. Process player inputs
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/*
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[WARNING] Player input alone WOULD NOT take "characterState" into any "ATK_CHARACTER_STATE_IN_AIR_SET", only after the calculation of "effPushbacks" do we know exactly whether or not a player is "inAir", the finalize the transition of "thatPlayerInNextFrame.characterState".
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*/
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if (null != delayedInputFrame) {
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const delayedInputFrameForPrevRenderFrame = self.getCachedInputFrameDownsyncWithPrediction(self._convertToInputFrameId(currRenderFrame.id - 1, self.inputDelayFrames));
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const inputList = delayedInputFrame.inputList;
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for (let j in self.playerRichInfoArr) {
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const joinIndex = parseInt(j) + 1;
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const playerRichInfo = self.playerRichInfoArr[j];
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const playerId = playerRichInfo.id;
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const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
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const [currPlayerDownsync, thatPlayerInNextFrame] = [currRenderFrame.players[playerId], 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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continue;
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}
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const decodedInput = self.ctrl.decodeInput(inputList[joinIndex - 1]);
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const prevDecodedInput = (null == delayedInputFrameForPrevRenderFrame ? null : self.ctrl.decodeInput(delayedInputFrameForPrevRenderFrame.inputList[joinIndex - 1]));
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const prevBtnALevel = (null == prevDecodedInput ? 0 : prevDecodedInput.btnALevel);
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const prevBtnBLevel = (null == prevDecodedInput ? 0 : prevDecodedInput.btnBLevel);
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if (1 == decodedInput.btnBLevel && 0 == prevBtnBLevel) {
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const characStateAlreadyInAir = window.ATK_CHARACTER_STATE_IN_AIR_SET.has(thatPlayerInNextFrame.characterState);
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const characStateIsInterruptWaivable = window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(thatPlayerInNextFrame.characterState);
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if (
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!characStateAlreadyInAir
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&&
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characStateIsInterruptWaivable
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) {
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thatPlayerInNextFrame.velY = self.jumpingInitVelY;
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console.log(`playerId=${playerId}, joinIndex=${joinIndex} triggered a rising-edge of btnB at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}, nextVelY=${thatPlayerInNextFrame.velY}, characStateAlreadyInAir=${characStateAlreadyInAir}, characStateIsInterruptWaivable=${characStateIsInterruptWaivable}`);
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}
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}
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if (1 == decodedInput.btnALevel && 0 == prevBtnALevel) {
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// console.log(`playerId=${playerId} triggered a rising-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
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if (self.bulletTriggerEnabled) {
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const punchSkillId = 1;
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const punch = window.pb.protos.MeleeBullet.create(self.meleeSkillConfig[punchSkillId]);
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thatPlayerInNextFrame.framesToRecover = punch.recoveryFrames;
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punch.battleLocalId = self.bulletBattleLocalIdCounter++;
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punch.offenderJoinIndex = joinIndex;
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punch.offenderPlayerId = playerId;
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punch.originatedRenderFrameId = currRenderFrame.id;
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nextRenderFrameMeleeBullets.push(punch);
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// console.log(`A rising-edge of meleeBullet is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}: ${self._stringifyRecentInputCache(true)}`);
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console.log(`A rising-edge of meleeBullet is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
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thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atk1[0];
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if (false == currPlayerDownsync.inAir) {
|
||||
thatPlayerInNextFrame.velX = 0; // prohibits simultaneous movement with Atk1 on the ground
|
||||
}
|
||||
}
|
||||
} else if (0 == decodedInput.btnALevel && 1 == prevBtnALevel) {
|
||||
// console.log(`playerId=${playerId} triggered a falling-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
|
||||
} else {
|
||||
// No bullet trigger, process joystick 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.velX = decodedInput.dx * currPlayerDownsync.speed;
|
||||
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Walking[0];
|
||||
} else {
|
||||
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Idle1[0];
|
||||
thatPlayerInNextFrame.velX = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 2. Process player movement
|
||||
for (let j in self.playerRichInfoArr) {
|
||||
const joinIndex = parseInt(j) + 1;
|
||||
jumpTriggered[joinIndex - 1] = false;
|
||||
movements[joinIndex - 1] = [0.0, 0.0];
|
||||
bulletPushbacks[joinIndex - 1] = [0.0, 0.0];
|
||||
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];
|
||||
const [currPlayerDownsync, thatPlayerInNextFrame] = [currRenderFrame.players[playerId], nextRenderFramePlayers[playerId]];
|
||||
|
||||
const newVx = currPlayerDownsync.virtualGridX;
|
||||
const newVy = currPlayerDownsync.virtualGridY;
|
||||
// Reset playerCollider position from the "virtual grid position"
|
||||
const [newVx, newVy] = [currPlayerDownsync.virtualGridX + currPlayerDownsync.velX, currPlayerDownsync.virtualGridY + currPlayerDownsync.velY];
|
||||
[playerCollider.x, playerCollider.y] = self.virtualGridToPolygonColliderAnchorPos(newVx, newVy, self.playerRichInfoArr[joinIndex - 1].colliderRadius, self.playerRichInfoArr[joinIndex - 1].colliderRadius);
|
||||
|
||||
// Process gravity before anyother interaction, by now "currPlayerDownsync.velX & velY" are properly snapped to be parallel to the edge of its standing platform if necessary
|
||||
[movements[joinIndex - 1][0], movements[joinIndex - 1][1]] = self.virtualGridToWorldPos(currPlayerDownsync.velX, currPlayerDownsync.velY);
|
||||
playerCollider.x += movements[joinIndex - 1][0];
|
||||
playerCollider.y += movements[joinIndex - 1][1];
|
||||
if (currPlayerDownsync.inAir) {
|
||||
thatPlayerInNextFrame.velX += self.gravityX;
|
||||
thatPlayerInNextFrame.velY += self.gravityY;
|
||||
}
|
||||
}
|
||||
|
||||
// Check bullet-anything collisions first, because the pushbacks caused by bullets might later be reverted by player-barrier collision
|
||||
// 3. Add bullet colliders into collision system
|
||||
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) {
|
||||
@ -1156,32 +1219,91 @@ cc.Class({
|
||||
}
|
||||
}
|
||||
|
||||
// 4. Invoke collision system stepping
|
||||
collisionSys.update();
|
||||
const result1 = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle?
|
||||
const result = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle?
|
||||
|
||||
// 5. Calc pushbacks for each player (after its movement) w/o bullets
|
||||
for (let j in self.playerRichInfoArr) {
|
||||
const joinIndex = parseInt(j) + 1;
|
||||
const playerRichInfo = self.playerRichInfoArr[j];
|
||||
const playerId = playerRichInfo.id;
|
||||
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
|
||||
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
|
||||
const potentials = playerCollider.potentials();
|
||||
hardPushbackNorms[joinIndex - 1] = self.calcHardPushbacksNorms(playerCollider, potentials, result, self.snapIntoPlatformThreshold, self.snapIntoPlatformOverlap, joinIndex, effPushbacks);
|
||||
|
||||
const [currPlayerDownsync, thatPlayerInNextFrame] = [currRenderFrame.players[playerId], nextRenderFramePlayers[playerId]];
|
||||
let fallStopping = false;
|
||||
for (const potential of potentials) {
|
||||
// ignore bullets for this step
|
||||
if (null != potential.data && null != potential.data.offenderJoinIndex) continue;
|
||||
// Test if the player collides with the wall/another player
|
||||
if (!playerCollider.collides(potential, result)) continue;
|
||||
|
||||
const normAlignmentWithGravity = (result.overlap_x * 0 + result.overlap_y * (-1.0));
|
||||
const landedOnGravityPushback = (self.snapIntoPlatformThreshold < normAlignmentWithGravity); // prevents false snapping on the lateral sides
|
||||
// Push the player out of the wall/another player
|
||||
let [pushbackX, pushbackY] = [result.overlap * result.overlap_x, result.overlap * result.overlap_y];
|
||||
if (landedOnGravityPushback) {
|
||||
// kindly note that one player might land on top of another player, and snapping is also required in such case
|
||||
[pushbackX, pushbackY] = [(result.overlap - self.snapIntoPlatformOverlap) * result.overlap_x, (result.overlap - self.snapIntoPlatformOverlap) * result.overlap_y];
|
||||
}
|
||||
for (let hardPushbackNorm of hardPushbackNorms[joinIndex - 1]) {
|
||||
// remove pushback component on the directions of "hardPushbackNorms[joinIndex-1]" (by now those hardPushbacks are already accounted in "effPushbacks[joinIndex-1]")
|
||||
const projectedMagnitude = pushbackX * hardPushbackNorm[0] + pushbackY * hardPushbackNorm[1];
|
||||
pushbackX -= projectedMagnitude * hardPushbackNorm[0];
|
||||
pushbackY -= projectedMagnitude * hardPushbackNorm[1];
|
||||
}
|
||||
thatPlayerInNextFrame.inAir &= !landedOnGravityPushback;
|
||||
fallStopping |= (currPlayerDownsync.inAir && landedOnGravityPushback);
|
||||
|
||||
effPushbacks[joinIndex - 1][0] += pushbackX;
|
||||
effPushbacks[joinIndex - 1][1] += pushbackY;
|
||||
}
|
||||
|
||||
if (fallStopping) {
|
||||
thatPlayerInNextFrame.velX = 0;
|
||||
thatPlayerInNextFrame.velY = 0;
|
||||
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Idle1[0];
|
||||
thatPlayerInNextFrame.framesToRecover = 0;
|
||||
}
|
||||
if (currPlayerDownsync.inAir) {
|
||||
thatPlayerInNextFrame.characterState = window.toInAirConjugate(thatPlayerInNextFrame.characterState);
|
||||
}
|
||||
}
|
||||
|
||||
// 6. Check bullet-anything collisions
|
||||
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) {
|
||||
if (!bulletCollider.collides(potential, result)) 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 thatAckedPlayerInCurFrame = currRenderFrame.players[potential.data.id];
|
||||
const thatAckedPlayerInNextFrame = nextRenderFramePlayers[potential.data.id];
|
||||
thatAckedPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atked1[0];
|
||||
if (thatAckedPlayerInCurFrame.inAir) {
|
||||
thatAckedPlayerInNextFrame.characterState = window.toInAirConjugate(thatAckedPlayerInNextFrame.characterState);
|
||||
let [pushbackX, pushbackY] = [-xfac * bulletCollider.data.pushback, 0]; // Only for straight punch, there's no y-pushback
|
||||
for (let hardPushbackNorm of hardPushbackNorms[joinIndex - 1]) {
|
||||
// remove pushback component on the directions of "hardPushbackNorms[joinIndex-1]" (by now those hardPushbacks are already accounted in "effPushbacks[joinIndex-1]")
|
||||
const projectedMagnitude = pushbackX * hardPushbackNorm[0] + pushbackY * hardPushbackNorm[1];
|
||||
pushbackX -= projectedMagnitude * hardPushbackNorm[0];
|
||||
pushbackY -= projectedMagnitude * hardPushbackNorm[1];
|
||||
// TODO: What if a bullet knocks down the attacked player into ground?
|
||||
}
|
||||
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
|
||||
effPushbacks[joinIndex - 1][0] += pushbackX;
|
||||
effPushbacks[joinIndex - 1][1] += pushbackY;
|
||||
const [atkedPlayerInCurFrame, atkedPlayerInNextFrame] = [currRenderFrame.players[potential.data.id], nextRenderFramePlayers[potential.data.id]];
|
||||
atkedPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atked1[0];
|
||||
if (atkedPlayerInCurFrame.inAir) {
|
||||
atkedPlayerInNextFrame.characterState = window.toInAirConjugate(atkedPlayerInNextFrame.characterState);
|
||||
}
|
||||
const oldFramesToRecover = atkedPlayerInNextFrame.framesToRecover;
|
||||
atkedPlayerInNextFrame.framesToRecover = (oldFramesToRecover > bulletCollider.data.hitStunFrames ? oldFramesToRecover : bulletCollider.data.hitStunFrames); // In case the hit player is already stun, we extend it
|
||||
}
|
||||
shouldRemove = true;
|
||||
}
|
||||
@ -1203,143 +1325,7 @@ cc.Class({
|
||||
nextRenderFrameMeleeBullets.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 ${thatPlayerInNextFrame.framesToRecover}`);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
const decodedInput = self.ctrl.decodeInput(inputList[joinIndex - 1]);
|
||||
const prevDecodedInput = (null == delayedInputFrameForPrevRenderFrame ? null : self.ctrl.decodeInput(delayedInputFrameForPrevRenderFrame.inputList[joinIndex - 1]));
|
||||
const prevBtnALevel = (null == prevDecodedInput ? 0 : prevDecodedInput.btnALevel);
|
||||
const prevBtnBLevel = (null == prevDecodedInput ? 0 : prevDecodedInput.btnBLevel);
|
||||
/*
|
||||
[WARNING] Player input alone WOULD NOT take "characterState" into any "ATK_CHARACTER_STATE_IN_AIR_SET", only after the calculation of "effPushbacks" do we know exactly whether or not a player is "inAir", the finalize the transition of "thatPlayerInNextFrame.characterState".
|
||||
*/
|
||||
if (1 == decodedInput.btnBLevel && 0 == prevBtnBLevel) {
|
||||
const characStateAlreadyInAir = window.ATK_CHARACTER_STATE_IN_AIR_SET.has(thatPlayerInNextFrame.characterState);
|
||||
const characStateIsInterruptWaivable = window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(thatPlayerInNextFrame.characterState);
|
||||
if (
|
||||
!characStateAlreadyInAir
|
||||
&&
|
||||
characStateIsInterruptWaivable
|
||||
) {
|
||||
thatPlayerInNextFrame.velY = self.jumpingInitVelY;
|
||||
jumpTriggered[joinIndex - 1] = true;
|
||||
console.log(`playerId=${playerId}, joinIndex=${joinIndex} triggered a rising-edge of btnB at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}, nextVelY=${thatPlayerInNextFrame.velY}, characStateAlreadyInAir=${characStateAlreadyInAir}, characStateIsInterruptWaivable=${characStateIsInterruptWaivable}`);
|
||||
}
|
||||
}
|
||||
|
||||
if (1 == decodedInput.btnALevel && 0 == prevBtnALevel) {
|
||||
// console.log(`playerId=${playerId} triggered a rising-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
|
||||
if (self.bulletTriggerEnabled) {
|
||||
const punchSkillId = 1;
|
||||
const punch = window.pb.protos.MeleeBullet.create(self.meleeSkillConfig[punchSkillId]);
|
||||
thatPlayerInNextFrame.framesToRecover = punch.recoveryFrames;
|
||||
punch.battleLocalId = self.bulletBattleLocalIdCounter++;
|
||||
punch.offenderJoinIndex = joinIndex;
|
||||
punch.offenderPlayerId = playerId;
|
||||
punch.originatedRenderFrameId = currRenderFrame.id;
|
||||
nextRenderFrameMeleeBullets.push(punch);
|
||||
// console.log(`A rising-edge of meleeBullet is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}: ${self._stringifyRecentInputCache(true)}`);
|
||||
// console.log(`A rising-edge of meleeBullet is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
|
||||
|
||||
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atk1[0];
|
||||
if (false == currPlayerDownsync.inAir) {
|
||||
thatPlayerInNextFrame.velX = 0; // prohibits simultaneous movement with Atk1 on the ground
|
||||
}
|
||||
}
|
||||
} else if (0 == decodedInput.btnALevel && 1 == prevBtnALevel) {
|
||||
// console.log(`playerId=${playerId} triggered a falling-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
|
||||
} else {
|
||||
// No bullet trigger, process joystick movement inputs (except for jumping).
|
||||
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.velX = decodedInput.dx * currPlayerDownsync.speed;
|
||||
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Walking[0];
|
||||
} else {
|
||||
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Idle1[0];
|
||||
thatPlayerInNextFrame.velX = 0;
|
||||
}
|
||||
}
|
||||
if (currPlayerDownsync.inAir) {
|
||||
thatPlayerInNextFrame.characterState = window.toInAirConjugate(thatPlayerInNextFrame.characterState);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
const playerId = self.playerRichInfoArr[j].id;
|
||||
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
|
||||
const playerCollider = collisionSysMap.get(collisionPlayerIndex);
|
||||
const potentials = playerCollider.potentials();
|
||||
const currPlayerDownsync = currRenderFrame.players[playerId];
|
||||
const thatPlayerInNextFrame = nextRenderFramePlayers[playerId];
|
||||
let fallStopping = false;
|
||||
let [snappedIntoPlatformEx, snappedIntoPlatformEy] = [null, null];
|
||||
for (const potential of potentials) {
|
||||
// Test if the player collides with the wall
|
||||
if (!playerCollider.collides(potential, result2)) continue;
|
||||
// Push the player out of the wall
|
||||
let [pushbackX, pushbackY] = [result2.overlap * result2.overlap_x, result2.overlap * result2.overlap_y];
|
||||
if (null == potential.data) {
|
||||
// "null == potential.data" implies a barrier
|
||||
const normAlignmentWithGravity = (result2.overlap_x * 0 + result2.overlap_y * (-1.0));
|
||||
const flatEnough = (self.snapIntoPlatformThreshold < normAlignmentWithGravity); // prevents false snapping on the lateral sides
|
||||
const remainsNotInAir = (!currPlayerDownsync.inAir && flatEnough);
|
||||
const localFallStopping = (currPlayerDownsync.inAir && flatEnough);
|
||||
if (remainsNotInAir || localFallStopping) {
|
||||
fallStopping |= localFallStopping;
|
||||
[pushbackX, pushbackY] = [(result2.overlap - self.snapIntoPlatformOverlap) * result2.overlap_x, (result2.overlap - self.snapIntoPlatformOverlap) * result2.overlap_y]
|
||||
// [overlay_x, overlap_y] is the unit vector that points into the platform; FIXME: Should only assign to [snappedIntoPlatformEx, snappedIntoPlatformEy] at most once!
|
||||
snappedIntoPlatformEx = -result2.overlap_y;
|
||||
snappedIntoPlatformEy = result2.overlap_x;
|
||||
if (snappedIntoPlatformEx * currPlayerDownsync.dirX + snappedIntoPlatformEy * currPlayerDownsync.dirY) {
|
||||
[snappedIntoPlatformEx, snappedIntoPlatformEy] = [-snappedIntoPlatformEx, -snappedIntoPlatformEy];
|
||||
}
|
||||
}
|
||||
}
|
||||
// What if we're on the edge of 2 barriers? Would adding up make an unexpected bounce?
|
||||
effPushbacks[joinIndex - 1][0] += pushbackX;
|
||||
effPushbacks[joinIndex - 1][1] += pushbackY;
|
||||
}
|
||||
if (false == jumpTriggered[joinIndex - 1] && null != snappedIntoPlatformEx && null != snappedIntoPlatformEy) {
|
||||
thatPlayerInNextFrame.inAir = false;
|
||||
if (fallStopping) {
|
||||
thatPlayerInNextFrame.velY = 0;
|
||||
thatPlayerInNextFrame.velX = 0;
|
||||
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Idle1[0];
|
||||
thatPlayerInNextFrame.framesToRecover = 0;
|
||||
}
|
||||
const dotProd = thatPlayerInNextFrame.velX * snappedIntoPlatformEx + thatPlayerInNextFrame.velY * snappedIntoPlatformEy;
|
||||
[thatPlayerInNextFrame.velX, thatPlayerInNextFrame.velY] = [dotProd * snappedIntoPlatformEx, dotProd * snappedIntoPlatformEy];
|
||||
}
|
||||
}
|
||||
|
||||
// Get players out of stuck barriers if there's any
|
||||
// 7. Get players out of stuck barriers if there's any
|
||||
for (let j in self.playerRichInfoArr) {
|
||||
const joinIndex = parseInt(j) + 1;
|
||||
const playerId = self.playerRichInfoArr[j].id;
|
||||
@ -1491,4 +1477,22 @@ cc.Class({
|
||||
const [wx, wy] = self.virtualGridToWorldPos(vx, vy);
|
||||
return self.worldToPolygonColliderAnchorPos(wx, wy, halfBoundingW, halfBoundingH)
|
||||
},
|
||||
|
||||
calcHardPushbacksNorms(collider, potentials, result, snapIntoPlatformThreshold, snapIntoPlatformOverlap, joinIndex, effPushbacks) {
|
||||
let hardPushbackNorms = [];
|
||||
let fallStopping = false;
|
||||
for (const potential of potentials) {
|
||||
if (null == potential.data || !(true == potential.data.hardPushback)) continue;
|
||||
if (!collider.collides(potential, result)) continue;
|
||||
// allow snapping into all colliders with {hardPushback: true}
|
||||
const [pushbackX, pushbackY] = [(result.overlap - snapIntoPlatformOverlap) * result.overlap_x, (result.overlap - snapIntoPlatformOverlap) * result.overlap_y];
|
||||
|
||||
// [overlay_x, overlap_y] is the unit vector that points into the platform; FIXME: Should only assign to [snappedIntoPlatformEx, snappedIntoPlatformEy] at most once!
|
||||
hardPushbackNorms.push([result.overlap_x, result.overlap_y]);
|
||||
effPushbacks[joinIndex - 1][0] += pushbackX;
|
||||
effPushbacks[joinIndex - 1][1] += pushbackY;
|
||||
}
|
||||
|
||||
return hardPushbackNorms;
|
||||
},
|
||||
});
|
||||
|
@ -13,7 +13,7 @@ cc.Class({
|
||||
onLoad() {
|
||||
const self = this;
|
||||
window.mapIns = self;
|
||||
self.showCriticalCoordinateLabels = false;
|
||||
self.showCriticalCoordinateLabels = true;
|
||||
|
||||
cc.director.getCollisionManager().enabled = false;
|
||||
|
||||
@ -73,7 +73,7 @@ cc.Class({
|
||||
/*
|
||||
[WARNING] As when a character is standing on a barrier, if not carefully curated there MIGHT BE a bouncing sequence of "[(inAir -> dropIntoBarrier ->), (notInAir -> pushedOutOfBarrier ->)], [(inAir -> ..."
|
||||
|
||||
Moreover, "snapIntoPlatformOverlap" should be small enough such that the jumping initial "velY" can escape from it by 1 renderFrame (when jumping is triggered, the character is waived from snappig for 1 renderFrame).
|
||||
Moreover, "snapIntoPlatformOverlap" should be small enough such that the walking "velX" or jumping initial "velY" can escape from it by 1 renderFrame (when jumping is triggered, the character is waived from snappig for 1 renderFrame).
|
||||
*/
|
||||
self.snapIntoPlatformOverlap = 0.1;
|
||||
self.snapIntoPlatformThreshold = 0.5; // a platform must be "horizontal enough" for a character to "stand on"
|
||||
@ -119,6 +119,9 @@ cc.Class({
|
||||
const newBarrier = self.collisionSys.createPolygon(x0, y0, Array.from(boundaryObj, p => {
|
||||
return [p.x, p.y];
|
||||
}));
|
||||
newBarrier.data = {
|
||||
hardPushback: true
|
||||
};
|
||||
|
||||
if (false && self.showCriticalCoordinateLabels) {
|
||||
for (let i = 0; i < boundaryObj.length; ++i) {
|
||||
@ -225,7 +228,7 @@ cc.Class({
|
||||
|
||||
const [prevRdf, rdf] = self.rollbackAndChase(self.renderFrameId, self.renderFrameId + 1, self.collisionSys, self.collisionSysMap, false);
|
||||
self.applyRoomDownsyncFrameDynamics(rdf, prevRdf);
|
||||
self.showDebugBoundaries();
|
||||
self.showDebugBoundaries(rdf);
|
||||
++self.renderFrameId;
|
||||
self.lastRenderFrameIdTriggeredAt = performance.now();
|
||||
let t3 = performance.now();
|
||||
|
Loading…
Reference in New Issue
Block a user