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https://github.com/genxium/DelayNoMore
synced 2025-10-09 08:36:52 +00:00
More preparations on backend to sync jumping.
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@@ -754,7 +754,7 @@ func (pR *Room) OnDismissed() {
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pR.InputFrameUpsyncDelayTolerance = 2
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pR.MaxChasingRenderFramesPerUpdate = 8
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pR.BackendDynamicsEnabled = true // [WARNING] When "false", recovery upon reconnection wouldn't work!
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pR.BackendDynamicsEnabled = false // [WARNING] When "false", recovery upon reconnection wouldn't work!
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punchSkillId := int32(1)
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pR.MeleeSkillConfig = make(map[int32]*MeleeBullet, 0)
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pR.MeleeSkillConfig[punchSkillId] = &MeleeBullet{
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@@ -782,6 +782,12 @@ func (pR *Room) OnDismissed() {
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Damage: int32(5),
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}
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pR.SnapIntoPlatformOverlap = float64(0.1)
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pR.SnapIntoPlatformThreshold = float64(0.5)
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pR.JumpingInitVelY = int32(float64(6) * pR.WorldToVirtualGridRatio)
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pR.GravityX = 0
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pR.GravityY = -(4*pR.JumpingInitVelY + (pR.ServerFps - 1)) / pR.ServerFps // i.e. -Math.ceil(4*jumpingInitVelY / serverFps)
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pR.ChooseStage()
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pR.EffectivePlayerCount = 0
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@@ -1502,10 +1508,12 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
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func (pR *Room) decodeInput(encodedInput uint64) *InputFrameDecoded {
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encodedDirection := (encodedInput & uint64(15))
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btnALevel := int32((encodedInput >> 4) & 1)
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btnBLevel := int32((encodedInput >> 5) & 1)
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return &InputFrameDecoded{
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Dx: DIRECTION_DECODER[encodedDirection][0],
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Dy: DIRECTION_DECODER[encodedDirection][1],
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BtnALevel: btnALevel,
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BtnBLevel: btnBLevel,
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}
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}
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