mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-26 03:39:00 +00:00
More preparations on backend to sync jumping.
This commit is contained in:
parent
7985a242fd
commit
5c06cfdbac
@ -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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@ -265,9 +265,14 @@ func Serve(c *gin.Context) {
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WorldToVirtualGridRatio: pRoom.WorldToVirtualGridRatio,
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VirtualGridToWorldRatio: pRoom.VirtualGridToWorldRatio,
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SpAtkLookupFrames: pRoom.SpAtkLookupFrames,
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RenderCacheSize: pRoom.RenderCacheSize,
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MeleeSkillConfig: pRoom.MeleeSkillConfig,
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SpAtkLookupFrames: pRoom.SpAtkLookupFrames,
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RenderCacheSize: pRoom.RenderCacheSize,
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MeleeSkillConfig: pRoom.MeleeSkillConfig,
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SnapIntoPlatformOverlap: pRoom.SnapIntoPlatformOverlap,
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SnapIntoPlatformThreshold: pRoom.SnapIntoPlatformThreshold,
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JumpingInitVelY: pRoom.JumpingInitVelY,
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GravityX: pRoom.GravityX,
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GravityY: pRoom.GravityY,
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}
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resp := &pb.WsResp{
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@ -1,18 +1,18 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<map version="1.2" tiledversion="1.2.3" orientation="orthogonal" renderorder="right-down" width="128" height="128" tilewidth="16" tileheight="16" infinite="0" nextlayerid="3" nextobjectid="73">
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<map version="1.2" tiledversion="1.2.3" orientation="orthogonal" renderorder="right-down" width="128" height="128" tilewidth="16" tileheight="16" infinite="0" nextlayerid="3" nextobjectid="79">
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<tileset firstgid="1" source="tiles0.tsx"/>
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<tileset firstgid="65" source="tiles1.tsx"/>
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<tileset firstgid="129" source="tiles2.tsx"/>
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<layer id="2" name="Ground" width="128" height="128">
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<data encoding="base64" compression="zlib">
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eJzt3D9v00AYwGErFUuHigqB1J0Bic+BhDqgTnRj6gdBYmdkZILviSNiFKwkTlz73rPfZ3gUKcmQ3O/sXP5crpqmuQIAAAAAAAAAAAAAAAAAgBGud6IfB+U87en6PyUU3SGy/2an6/+ldX/EZoX0/7//Mfqvz37/+4H+1xW00n++/ofov27b5/5659DY9M8J0a30L9s/A/31j+4Q2f/FCNHN9Ndff/31j+lfA/31119//fXXf1n9v595v9sd/dfV/1fr55Hbtt8//2590j+8/9gx7T5T/PZM+uuvv/7bx3LXo//6+9/1+jv+9dc/vv/LAVP236d/bP+h7of6/2h9vlDX3/qvnv7ntn9orP+X4tz+57bf6L8oQ/0PNX7fujnSvt+/7+FC+sf1P9T+Zk+/+xz937Te6l9N/1Pn/f3+U9O/3v5j1oiX0r98/3PmQH8sp+w7ZMr+mwpa1Nh/qjE+ZUx7/dfTP5r+ueeA/vrrr390i6j+0eMfLfv7v+jxj6Z/bvrnpn9u+uemf27656Z/bvrnpn9u+uemf27656Z/bvrnpn9u+o/3qie6pf7L7n87YI7fqOlfT3/Hf939+731XzbrP/1Lj/ex1/bI/psKWtTc/3HnY9N8/fD38t91j4Ht9C/Tv+ve182D6Ib6z9f/1N6gofdrkef1S/pHd6i1f9f53TPUvodM/3nVvo8we/+593zWvpc0e/9Sx3+nts+J9C/bv5sDl9K/XP8p1/Nj/ttH/3Uf/yX/30n/ZfYvNQ/0zy17f+I7AAAAAAAAAAAAAAAAAOX9ARz6kGc=
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eJzt3DFv00AYgGErFUuHigqBVGYGJP4ECxLqgDrRjak/BImdkZGJ/k8cNUbBSmLnavu75HuGR5WaDum9Z+fi5HzRNM0FAAAAAAAAAAAAAAAAAAAUuNyIfh4s52FL1/8hoegOkf1XG13/b63bPVZnSP//+++j//nZ7n870P+yglb6z9d/F/3P2/p/f72xa2z654ToVvov2z8D/fWP7hDZ/0WB6Gb666+//vrH9K+B/vrrr7/++ut/Wv1/jvy76w39z6v/n9bvPY+tP39+bH3RP7x/6Zh21xR/PJP++uuv//q53PTof/79b3r9Hf/66x/f/+WAKftv0z+2/1D3Xf1/tb4eqetv/VdP/7Ht7xrr/1Mxtv/Y9iv9T8pQ/12NP7Su9rTv9++7O5L+cf13tb/a0u8+R/83rXf6V9P/0Hl/u//U9K+3f8ka8Vj6L99/zBzoj+WUfYdM2X9VQYsa+081xoeUtNf/fPpH0z/3HNBff/31j24R1T96/KNlf/8XPf7R9M9N/9z0z03/3PTPTf/c9M9N/9z0z03/3PTPTf/c9M9N/9z0z03/cq96olvqf9r9rwfM8R01/evp7/ivu3+/t/6nzfpP/6XHe99re2T/VQUtau5/v/G5ab5/evr573f3ge30X6Z/172vmwfRDfWfr/+hvUFD79ciz+vH9I/uUGv/rvP7Z6h9D5n+86p9H2H2/nPv+ax9L2n2/ksd/53arhPpv2z/bg4cS//l+k+5ni+5t4/+9Rz/z50Hpfd3Wup1Qv9xSufB28L+j83T9SX96+hfqu3/sbR/Z855kL0/8R0AAAAAAAAAAAAAAACA5f0FyTyU0g==
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</data>
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</layer>
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<objectgroup id="1" name="PlayerStartingPos">
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<object id="135" x="980" y="1588.67">
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<object id="135" x="1170" y="1539.67">
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<point/>
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</object>
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<object id="137" x="1349" y="1580.5">
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<object id="137" x="1254" y="1332">
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<point/>
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</object>
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</objectgroup>
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@ -175,12 +175,12 @@
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<property name="boundary_type" value="barrier"/>
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</properties>
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</object>
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<object id="54" x="656" y="1502.5" width="80.5" height="16.5">
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<object id="54" x="656" y="1503.5" width="80.5" height="15.5">
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<properties>
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<property name="boundary_type" value="barrier"/>
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</properties>
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</object>
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<object id="55" x="735" y="1550" width="113.5" height="17.5">
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<object id="55" x="735" y="1552" width="113.5" height="15.5">
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<properties>
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<property name="boundary_type" value="barrier"/>
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</properties>
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@ -195,7 +195,7 @@
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<property name="boundary_type" value="barrier"/>
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</properties>
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</object>
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<object id="59" x="1039.75" y="1568" width="224.25" height="15.5">
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<object id="59" x="1039.75" y="1568" width="224.25" height="47.75">
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<properties>
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<property name="boundary_type" value="barrier"/>
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</properties>
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@ -205,11 +205,6 @@
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<property name="boundary_type" value="barrier"/>
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</properties>
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</object>
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<object id="61" x="1040" y="1583" width="256.5" height="15">
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<properties>
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<property name="boundary_type" value="barrier"/>
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</properties>
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</object>
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<object id="62" x="1040.13" y="1552.5" width="208" height="15.5">
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<properties>
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<property name="boundary_type" value="barrier"/>
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@ -269,5 +264,37 @@
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</properties>
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<polyline points="0,0 -0.333333,16.9105 15,17.3334"/>
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</object>
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<object id="73" x="783.75" y="1567.5" width="96.25" height="15.5">
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<properties>
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<property name="boundary_type" value="barrier"/>
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</properties>
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</object>
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<object id="74" x="815.75" y="1583.75" width="96.25" height="15.5">
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<properties>
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<property name="boundary_type" value="barrier"/>
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</properties>
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</object>
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<object id="75" x="1264.25" y="1599" width="47.75" height="17.25">
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<properties>
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<property name="boundary_type" value="barrier"/>
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</properties>
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</object>
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<object id="76" x="1264.63" y="1583.63" width="15.5" height="15.25">
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<properties>
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<property name="boundary_type" value="barrier"/>
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</properties>
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</object>
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<object id="77" x="1280.5" y="1583.75">
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<properties>
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<property name="boundary_type" value="barrier"/>
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</properties>
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<polyline points="0,0 0,15.25 15.75,15.25"/>
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</object>
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<object id="78" x="1312" y="1599.25">
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<properties>
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<property name="boundary_type" value="barrier"/>
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</properties>
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<polyline points="0,0 0,17 15.75,17"/>
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</object>
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</objectgroup>
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</map>
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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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20,
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40,
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0,
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0,
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0,
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@ -440,7 +440,7 @@
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"array": [
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0,
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0,
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209.73151519075364,
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215.64032554232523,
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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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209.73151519075364,
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215.64032554232523,
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0,
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0,
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0,
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@ -402,6 +402,7 @@ cc.Class({
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console.log(`Received parsedBattleColliderInfo via ws`);
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// 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".
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Object.assign(self, parsedBattleColliderInfo);
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self.gravityX = parsedBattleColliderInfo.gravityX; // to avoid integer default value 0 accidentally becoming null in "Object.assign(...)"
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self.tooFastDtIntervalMillis = 0.5 * self.rollbackEstimatedDtMillis;
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const tiledMapIns = self.node.getComponent(cc.TiledMap);
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@ -834,6 +835,7 @@ 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.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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@ -978,6 +980,73 @@ cc.Class({
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}
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},
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showDebugBoundaries() {
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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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g.clear();
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for (let k in self.collisionSys._bvh._bodies) {
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const body = self.collisionSys._bvh._bodies[k];
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if (!body._polygon) continue;
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if (null != body.data && null != body.data.joinIndex) {
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// character
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if (1 == body.data.joinIndex) {
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g.strokeColor = cc.Color.BLUE;
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} else {
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g.strokeColor = cc.Color.RED;
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}
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} else {
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// barrier
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g.strokeColor = cc.Color.WHITE;
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}
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g.moveTo(body.x, body.y);
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const cnt = body._coords.length;
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for (let j = 0; j < cnt; j += 2) {
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const x = body._coords[j],
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y = body._coords[j + 1];
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g.lineTo(x, y);
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}
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g.lineTo(body.x, body.y);
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g.stroke();
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}
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// For convenience of recovery upon reconnection, active bullets are always created & immediately removed from "collisionSys" within "applyInputFrameDownsyncDynamicsOnSingleRenderFrame"
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for (let k in rdf.meleeBullets) {
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const meleeBullet = rdf.meleeBullets[k];
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if (
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meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames <= rdf.id
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&&
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meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames + meleeBullet.activeFrames > rdf.id
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) {
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const offender = rdf.players[meleeBullet.offenderPlayerId];
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if (1 == offender.joinIndex) {
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g.strokeColor = cc.Color.BLUE;
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} else {
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g.strokeColor = cc.Color.RED;
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}
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let xfac = 1; // By now, straight Punch offset doesn't respect "y-axis"
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if (0 > offender.dirX) {
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xfac = -1;
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}
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const [offenderWx, offenderWy] = self.virtualGridToWorldPos(offender.virtualGridX, offender.virtualGridY);
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const bulletWx = offenderWx + xfac * meleeBullet.hitboxOffset;
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const bulletWy = offenderWy + 0.5 * meleeBullet.hitboxSize.y;
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const [bulletCx, bulletCy] = self.worldToPolygonColliderAnchorPos(bulletWx, bulletWy, meleeBullet.hitboxSize.x * 0.5, meleeBullet.hitboxSize.y * 0.5),
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pts = [[0, 0], [meleeBullet.hitboxSize.x, 0], [meleeBullet.hitboxSize.x, meleeBullet.hitboxSize.y], [0, meleeBullet.hitboxSize.y]];
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g.moveTo(bulletCx, bulletCy);
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for (let j = 0; j < pts.length; j += 1) {
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g.lineTo(pts[j][0] + bulletCx, pts[j][1] + bulletCy);
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}
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g.lineTo(bulletCx, bulletCy);
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g.stroke();
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}
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}
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}
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},
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getCachedInputFrameDownsyncWithPrediction(inputFrameId) {
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const self = this;
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const inputFrameDownsync = self.recentInputCache.getByFrameId(inputFrameId);
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@ -1004,7 +1073,10 @@ cc.Class({
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virtualGridY: currPlayerDownsync.virtualGridY,
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dirX: currPlayerDownsync.dirX,
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dirY: currPlayerDownsync.dirY,
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velX: currPlayerDownsync.velX,
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velY: currPlayerDownsync.velY,
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characterState: currPlayerDownsync.characterState,
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inAir: true, // will be updated if collided with a barrier with "0 > pushbackY"
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speed: currPlayerDownsync.speed,
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battleState: currPlayerDownsync.battleState,
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score: currPlayerDownsync.score,
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@ -1018,12 +1090,17 @@ cc.Class({
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const nextRenderFrameMeleeBullets = [];
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const bulletPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order
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const effPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order
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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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// Reset playerCollider position from the "virtual grid position"
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for (let j in self.playerRichInfoArr) {
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const joinIndex = parseInt(j) + 1;
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jumpTriggered[joinIndex - 1] = false;
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movements[joinIndex - 1] = [0.0, 0.0];
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bulletPushbacks[joinIndex - 1] = [0.0, 0.0];
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effPushbacks[joinIndex - 1] = [0.0, 0.0];
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const playerRichInfo = self.playerRichInfoArr[j];
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@ -1031,10 +1108,20 @@ cc.Class({
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const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
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const playerCollider = collisionSysMap.get(collisionPlayerIndex);
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const currPlayerDownsync = currRenderFrame.players[playerId];
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const thatPlayerInNextFrame = nextRenderFramePlayers[playerId];
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const newVx = currPlayerDownsync.virtualGridX;
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const newVy = currPlayerDownsync.virtualGridY;
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[playerCollider.x, playerCollider.y] = self.virtualGridToPolygonColliderAnchorPos(newVx, newVy, self.playerRichInfoArr[joinIndex - 1].colliderRadius, self.playerRichInfoArr[joinIndex - 1].colliderRadius);
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// 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
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[movements[joinIndex - 1][0], movements[joinIndex - 1][1]] = self.virtualGridToWorldPos(currPlayerDownsync.velX, currPlayerDownsync.velY);
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playerCollider.x += movements[joinIndex - 1][0];
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playerCollider.y += movements[joinIndex - 1][1];
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if (currPlayerDownsync.inAir) {
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thatPlayerInNextFrame.velX += self.gravityX;
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thatPlayerInNextFrame.velY += self.gravityY;
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}
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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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@ -1087,8 +1174,12 @@ cc.Class({
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}
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bulletPushbacks[joinIndex - 1][0] += xfac * bulletCollider.data.pushback; // Only for straight punch, there's no y-pushback
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bulletPushbacks[joinIndex - 1][1] += 0;
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const thatAckedPlayerInCurFrame = currRenderFrame.players[potential.data.id];
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const thatAckedPlayerInNextFrame = nextRenderFramePlayers[potential.data.id];
|
||||
thatAckedPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atked1[0];
|
||||
if (thatAckedPlayerInCurFrame.inAir) {
|
||||
thatAckedPlayerInNextFrame.characterState = window.toInAirConjugate(thatAckedPlayerInNextFrame.characterState);
|
||||
}
|
||||
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
|
||||
}
|
||||
@ -1136,9 +1227,25 @@ cc.Class({
|
||||
}
|
||||
|
||||
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}`);
|
||||
@ -1155,52 +1262,91 @@ cc.Class({
|
||||
// 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 movement inputs
|
||||
// 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;
|
||||
}
|
||||
const [movementX, movementY] = self.virtualGridToWorldPos(decodedInput.dx + currPlayerDownsync.speed * decodedInput.dx, decodedInput.dy + currPlayerDownsync.speed * decodedInput.dy);
|
||||
playerCollider.x += movementX;
|
||||
playerCollider.y += movementY;
|
||||
}
|
||||
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?
|
||||
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();
|
||||
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
|
||||
effPushbacks[joinIndex - 1][0] += result2.overlap * result2.overlap_x;
|
||||
effPushbacks[joinIndex - 1][1] += result2.overlap * result2.overlap_y;
|
||||
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;
|
||||
}
|
||||
|
||||
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 thatPlayerInNextFrame = nextRenderFramePlayers[playerId];
|
||||
[thatPlayerInNextFrame.virtualGridX, thatPlayerInNextFrame.virtualGridY] = self.polygonColliderAnchorToVirtualGridPos(playerCollider.x - effPushbacks[joinIndex - 1][0], playerCollider.y - effPushbacks[joinIndex - 1][1], self.playerRichInfoArr[j].colliderRadius, self.playerRichInfoArr[j].colliderRadius);
|
||||
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
|
||||
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 thatPlayerInNextFrame = nextRenderFramePlayers[playerId];
|
||||
[thatPlayerInNextFrame.virtualGridX, thatPlayerInNextFrame.virtualGridY] = self.polygonColliderAnchorToVirtualGridPos(playerCollider.x - effPushbacks[joinIndex - 1][0], playerCollider.y - effPushbacks[joinIndex - 1][1], self.playerRichInfoArr[j].colliderRadius, self.playerRichInfoArr[j].colliderRadius);
|
||||
}
|
||||
|
||||
return window.pb.protos.RoomDownsyncFrame.create({
|
||||
|
@ -39,6 +39,7 @@ cc.Class({
|
||||
self.rollbackEstimatedDt = 0.016667;
|
||||
self.rollbackEstimatedDtMillis = 16.667;
|
||||
self.rollbackEstimatedDtNanos = 16666666;
|
||||
self.tooFastDtIntervalMillis = 0.5 * self.rollbackEstimatedDtMillis;
|
||||
|
||||
self.worldToVirtualGridRatio = 1000;
|
||||
self.virtualGridToWorldRatio = 1.0 / self.worldToVirtualGridRatio;
|
||||
@ -206,7 +207,8 @@ cc.Class({
|
||||
const self = this;
|
||||
if (ALL_BATTLE_STATES.IN_BATTLE == self.battleState) {
|
||||
const elapsedMillisSinceLastFrameIdTriggered = performance.now() - self.lastRenderFrameIdTriggeredAt;
|
||||
if (elapsedMillisSinceLastFrameIdTriggered < (self.rollbackEstimatedDtMillis)) {
|
||||
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;
|
||||
}
|
||||
@ -223,373 +225,12 @@ cc.Class({
|
||||
|
||||
const [prevRdf, rdf] = self.rollbackAndChase(self.renderFrameId, self.renderFrameId + 1, self.collisionSys, self.collisionSysMap, false);
|
||||
self.applyRoomDownsyncFrameDynamics(rdf, prevRdf);
|
||||
self.showDebugBoundaries();
|
||||
++self.renderFrameId;
|
||||
self.lastRenderFrameIdTriggeredAt = performance.now();
|
||||
let t3 = performance.now();
|
||||
} catch (err) {
|
||||
console.error("Error during Map.update", err);
|
||||
} finally {
|
||||
++self.renderFrameId; // [WARNING] It's important to increment the renderFrameId AFTER all the operations above!!!
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, currRenderFrame, collisionSys, collisionSysMap) {
|
||||
const self = this;
|
||||
const nextRenderFramePlayers = {};
|
||||
for (let playerId in currRenderFrame.players) {
|
||||
const currPlayerDownsync = currRenderFrame.players[playerId];
|
||||
nextRenderFramePlayers[playerId] = {
|
||||
id: playerId,
|
||||
virtualGridX: currPlayerDownsync.virtualGridX,
|
||||
virtualGridY: currPlayerDownsync.virtualGridY,
|
||||
dirX: currPlayerDownsync.dirX,
|
||||
dirY: currPlayerDownsync.dirY,
|
||||
velX: currPlayerDownsync.velX,
|
||||
velY: currPlayerDownsync.velY,
|
||||
characterState: currPlayerDownsync.characterState,
|
||||
inAir: true, // will be updated if collided with a barrier with "0 > pushbackY"
|
||||
speed: currPlayerDownsync.speed,
|
||||
battleState: currPlayerDownsync.battleState,
|
||||
score: currPlayerDownsync.score,
|
||||
removed: currPlayerDownsync.removed,
|
||||
joinIndex: currPlayerDownsync.joinIndex,
|
||||
framesToRecover: (0 < currPlayerDownsync.framesToRecover ? currPlayerDownsync.framesToRecover - 1 : 0),
|
||||
hp: currPlayerDownsync.hp,
|
||||
maxHp: currPlayerDownsync.maxHp,
|
||||
};
|
||||
}
|
||||
|
||||
const nextRenderFrameMeleeBullets = [];
|
||||
|
||||
// Guaranteed determinism regardless of traversal order
|
||||
const jumpTriggered = new Array(self.playerRichInfoArr.length);
|
||||
const movements = new Array(self.playerRichInfoArr.length);
|
||||
const bulletPushbacks = new Array(self.playerRichInfoArr.length);
|
||||
const effPushbacks = new Array(self.playerRichInfoArr.length);
|
||||
|
||||
// Reset playerCollider position from the "virtual grid position"
|
||||
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 newVx = currPlayerDownsync.virtualGridX;
|
||||
const newVy = currPlayerDownsync.virtualGridY;
|
||||
[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
|
||||
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) {
|
||||
const meleeBullet = currRenderFrame.meleeBullets[k];
|
||||
if (
|
||||
meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames <= currRenderFrame.id
|
||||
&&
|
||||
meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames + meleeBullet.activeFrames > currRenderFrame.id
|
||||
) {
|
||||
const collisionBulletIndex = self.collisionBulletIndexPrefix + meleeBullet.battleLocalId;
|
||||
const collisionOffenderIndex = self.collisionPlayerIndexPrefix + meleeBullet.offenderJoinIndex;
|
||||
const offenderCollider = collisionSysMap.get(collisionOffenderIndex);
|
||||
const offender = currRenderFrame.players[meleeBullet.offenderPlayerId];
|
||||
|
||||
let xfac = 1; // By now, straight Punch offset doesn't respect "y-axis"
|
||||
if (0 > offender.dirX) {
|
||||
xfac = -1;
|
||||
}
|
||||
const [offenderWx, offenderWy] = self.virtualGridToWorldPos(offender.virtualGridX, offender.virtualGridY);
|
||||
const bulletWx = offenderWx + xfac * meleeBullet.hitboxOffset;
|
||||
const bulletWy = offenderWy + 0.5 * meleeBullet.hitboxSize.y;
|
||||
const [bulletCx, bulletCy] = self.worldToPolygonColliderAnchorPos(bulletWx, bulletWy, meleeBullet.hitboxSize.x * 0.5, meleeBullet.hitboxSize.y * 0.5),
|
||||
pts = [[0, 0], [meleeBullet.hitboxSize.x, 0], [meleeBullet.hitboxSize.x, meleeBullet.hitboxSize.y], [0, meleeBullet.hitboxSize.y]];
|
||||
const newBulletCollider = collisionSys.createPolygon(bulletCx, bulletCy, pts);
|
||||
newBulletCollider.data = meleeBullet;
|
||||
collisionSysMap.set(collisionBulletIndex, newBulletCollider);
|
||||
bulletColliders.set(collisionBulletIndex, newBulletCollider);
|
||||
// console.log(`A meleeBullet is added to collisionSys at currRenderFrame.id=${currRenderFrame.id} as start-up frames ended and active frame is not yet ended: ${JSON.stringify(meleeBullet)}`);
|
||||
}
|
||||
}
|
||||
|
||||
collisionSys.update();
|
||||
const result1 = collisionSys.createResult(); // Can I reuse a "self.collisionSysResult" object throughout the whole battle?
|
||||
|
||||
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) {
|
||||
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);
|
||||
}
|
||||
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
|
||||
}
|
||||
shouldRemove = true;
|
||||
}
|
||||
if (shouldRemove) {
|
||||
removedBulletsAtCurrFrame.add(collisionBulletIndex);
|
||||
}
|
||||
});
|
||||
|
||||
// [WARNING] Remove bullets from collisionSys ANYWAY for the convenience of rollback
|
||||
for (let k in currRenderFrame.meleeBullets) {
|
||||
const meleeBullet = currRenderFrame.meleeBullets[k];
|
||||
const collisionBulletIndex = self.collisionBulletIndexPrefix + meleeBullet.battleLocalId;
|
||||
if (collisionSysMap.has(collisionBulletIndex)) {
|
||||
const bulletCollider = collisionSysMap.get(collisionBulletIndex);
|
||||
bulletCollider.remove();
|
||||
collisionSysMap.delete(collisionBulletIndex);
|
||||
}
|
||||
if (removedBulletsAtCurrFrame.has(collisionBulletIndex)) continue;
|
||||
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
|
||||
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 thatPlayerInNextFrame = nextRenderFramePlayers[playerId];
|
||||
[thatPlayerInNextFrame.virtualGridX, thatPlayerInNextFrame.virtualGridY] = self.polygonColliderAnchorToVirtualGridPos(playerCollider.x - effPushbacks[joinIndex - 1][0], playerCollider.y - effPushbacks[joinIndex - 1][1], self.playerRichInfoArr[j].colliderRadius, self.playerRichInfoArr[j].colliderRadius);
|
||||
}
|
||||
|
||||
return window.pb.protos.RoomDownsyncFrame.create({
|
||||
id: currRenderFrame.id + 1,
|
||||
players: nextRenderFramePlayers,
|
||||
meleeBullets: nextRenderFrameMeleeBullets,
|
||||
});
|
||||
},
|
||||
|
||||
applyRoomDownsyncFrameDynamics(rdf, prevRdf) {
|
||||
const self = this;
|
||||
OnlineMap.prototype.applyRoomDownsyncFrameDynamics.call(self, rdf, prevRdf);
|
||||
if (self.showCriticalCoordinateLabels) {
|
||||
let g = self.g;
|
||||
g.clear();
|
||||
|
||||
for (let k in self.collisionSys._bvh._bodies) {
|
||||
const body = self.collisionSys._bvh._bodies[k];
|
||||
if (!body._polygon) continue;
|
||||
if (null != body.data && null != body.data.joinIndex) {
|
||||
// character
|
||||
if (1 == body.data.joinIndex) {
|
||||
g.strokeColor = cc.Color.BLUE;
|
||||
} else {
|
||||
g.strokeColor = cc.Color.RED;
|
||||
}
|
||||
} else {
|
||||
// barrier
|
||||
g.strokeColor = cc.Color.WHITE;
|
||||
}
|
||||
g.moveTo(body.x, body.y);
|
||||
const cnt = body._coords.length;
|
||||
for (let j = 0; j < cnt; j += 2) {
|
||||
const x = body._coords[j],
|
||||
y = body._coords[j + 1];
|
||||
g.lineTo(x, y);
|
||||
}
|
||||
g.lineTo(body.x, body.y);
|
||||
g.stroke();
|
||||
}
|
||||
// For convenience of recovery upon reconnection, active bullets are always created & immediately removed from "collisionSys" within "applyInputFrameDownsyncDynamicsOnSingleRenderFrame"
|
||||
|
||||
for (let k in rdf.meleeBullets) {
|
||||
const meleeBullet = rdf.meleeBullets[k];
|
||||
if (
|
||||
meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames <= rdf.id
|
||||
&&
|
||||
meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames + meleeBullet.activeFrames > rdf.id
|
||||
) {
|
||||
const offender = rdf.players[meleeBullet.offenderPlayerId];
|
||||
if (1 == offender.joinIndex) {
|
||||
g.strokeColor = cc.Color.BLUE;
|
||||
} else {
|
||||
g.strokeColor = cc.Color.RED;
|
||||
}
|
||||
|
||||
let xfac = 1; // By now, straight Punch offset doesn't respect "y-axis"
|
||||
if (0 > offender.dirX) {
|
||||
xfac = -1;
|
||||
}
|
||||
const [offenderWx, offenderWy] = self.virtualGridToWorldPos(offender.virtualGridX, offender.virtualGridY);
|
||||
const bulletWx = offenderWx + xfac * meleeBullet.hitboxOffset;
|
||||
const bulletWy = offenderWy + 0.5 * meleeBullet.hitboxSize.y;
|
||||
const [bulletCx, bulletCy] = self.worldToPolygonColliderAnchorPos(bulletWx, bulletWy, meleeBullet.hitboxSize.x * 0.5, meleeBullet.hitboxSize.y * 0.5),
|
||||
pts = [[0, 0], [meleeBullet.hitboxSize.x, 0], [meleeBullet.hitboxSize.x, meleeBullet.hitboxSize.y], [0, meleeBullet.hitboxSize.y]];
|
||||
|
||||
g.moveTo(bulletCx, bulletCy);
|
||||
for (let j = 0; j < pts.length; j += 1) {
|
||||
g.lineTo(pts[j][0] + bulletCx, pts[j][1] + bulletCy);
|
||||
}
|
||||
g.lineTo(bulletCx, bulletCy);
|
||||
g.stroke();
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
|
Loading…
Reference in New Issue
Block a user