mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-09 08:36:52 +00:00
Temp broken commit, but it's working for OfflineMap.
This commit is contained in:
@@ -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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