From 62e50f8b6cb953eae6d98d989e21858b934c0bac Mon Sep 17 00:00:00 2001 From: genxium Date: Fri, 9 Dec 2022 17:22:04 +0800 Subject: [PATCH] Drafted use of gravity. --- battle_srv/protos/room_downsync_frame.pb.go | 593 +++++++++--------- frontend/assets/resources/map/dungeon/map.tmx | 68 +- .../pbfiles/room_downsync_frame.proto | 33 +- frontend/assets/scenes/offline_map_1.fire | 2 +- frontend/assets/scripts/AttackingCharacter.js | 5 + frontend/assets/scripts/Map.js | 2 + frontend/assets/scripts/OfflineMap.js | 285 ++++++++- ...om_downsync_frame_proto_bundle.forcemsg.js | 100 ++- 8 files changed, 744 insertions(+), 344 deletions(-) diff --git a/battle_srv/protos/room_downsync_frame.pb.go b/battle_srv/protos/room_downsync_frame.pb.go index 6514a19..137479f 100644 --- a/battle_srv/protos/room_downsync_frame.pb.go +++ b/battle_srv/protos/room_downsync_frame.pb.go @@ -30,21 +30,23 @@ type PlayerDownsync struct { VirtualGridX int32 `protobuf:"varint,2,opt,name=virtualGridX,proto3" json:"virtualGridX,omitempty"` VirtualGridY int32 `protobuf:"varint,3,opt,name=virtualGridY,proto3" json:"virtualGridY,omitempty"` DirX int32 `protobuf:"varint,4,opt,name=dirX,proto3" json:"dirX,omitempty"` - DirY int32 `protobuf:"varint,5,opt,name=dirY,proto3" json:"dirY,omitempty"` - Speed int32 `protobuf:"varint,6,opt,name=speed,proto3" json:"speed,omitempty"` // in terms of virtual grid units - BattleState int32 `protobuf:"varint,7,opt,name=battleState,proto3" json:"battleState,omitempty"` - JoinIndex int32 `protobuf:"varint,8,opt,name=joinIndex,proto3" json:"joinIndex,omitempty"` - ColliderRadius float64 `protobuf:"fixed64,9,opt,name=colliderRadius,proto3" json:"colliderRadius,omitempty"` - Removed bool `protobuf:"varint,10,opt,name=removed,proto3" json:"removed,omitempty"` - Score int32 `protobuf:"varint,11,opt,name=score,proto3" json:"score,omitempty"` - LastMoveGmtMillis int32 `protobuf:"varint,12,opt,name=lastMoveGmtMillis,proto3" json:"lastMoveGmtMillis,omitempty"` - FramesToRecover int32 `protobuf:"varint,13,opt,name=framesToRecover,proto3" json:"framesToRecover,omitempty"` - Hp int32 `protobuf:"varint,14,opt,name=hp,proto3" json:"hp,omitempty"` - MaxHp int32 `protobuf:"varint,15,opt,name=maxHp,proto3" json:"maxHp,omitempty"` - CharacterState int32 `protobuf:"varint,16,opt,name=characterState,proto3" json:"characterState,omitempty"` - Name string `protobuf:"bytes,17,opt,name=name,proto3" json:"name,omitempty"` - DisplayName string `protobuf:"bytes,18,opt,name=displayName,proto3" json:"displayName,omitempty"` - Avatar string `protobuf:"bytes,19,opt,name=avatar,proto3" json:"avatar,omitempty"` + DirY int32 `protobuf:"varint,5,opt,name=dirY,proto3" json:"dirY,omitempty"` // "dirX" and "dirY" determines character facing + VelX int32 `protobuf:"varint,6,opt,name=velX,proto3" json:"velX,omitempty"` + VelY int32 `protobuf:"varint,7,opt,name=velY,proto3" json:"velY,omitempty"` // "velX" and "velY" is used to record the accumulated effect by accelerations (including gravity) + Speed int32 `protobuf:"varint,8,opt,name=speed,proto3" json:"speed,omitempty"` // this is the instantaneous scalar attribute of a character, different from but will be accounted in "velX" and "velY" + BattleState int32 `protobuf:"varint,9,opt,name=battleState,proto3" json:"battleState,omitempty"` + JoinIndex int32 `protobuf:"varint,10,opt,name=joinIndex,proto3" json:"joinIndex,omitempty"` + ColliderRadius float64 `protobuf:"fixed64,11,opt,name=colliderRadius,proto3" json:"colliderRadius,omitempty"` + Removed bool `protobuf:"varint,12,opt,name=removed,proto3" json:"removed,omitempty"` + Score int32 `protobuf:"varint,13,opt,name=score,proto3" json:"score,omitempty"` + LastMoveGmtMillis int32 `protobuf:"varint,14,opt,name=lastMoveGmtMillis,proto3" json:"lastMoveGmtMillis,omitempty"` + FramesToRecover int32 `protobuf:"varint,15,opt,name=framesToRecover,proto3" json:"framesToRecover,omitempty"` + Hp int32 `protobuf:"varint,16,opt,name=hp,proto3" json:"hp,omitempty"` + MaxHp int32 `protobuf:"varint,17,opt,name=maxHp,proto3" json:"maxHp,omitempty"` + CharacterState int32 `protobuf:"varint,18,opt,name=characterState,proto3" json:"characterState,omitempty"` + Name string `protobuf:"bytes,19,opt,name=name,proto3" json:"name,omitempty"` + DisplayName string `protobuf:"bytes,20,opt,name=displayName,proto3" json:"displayName,omitempty"` + Avatar string `protobuf:"bytes,21,opt,name=avatar,proto3" json:"avatar,omitempty"` } func (x *PlayerDownsync) Reset() { @@ -114,6 +116,20 @@ func (x *PlayerDownsync) GetDirY() int32 { return 0 } +func (x *PlayerDownsync) GetVelX() int32 { + if x != nil { + return x.VelX + } + return 0 +} + +func (x *PlayerDownsync) GetVelY() int32 { + if x != nil { + return x.VelY + } + return 0 +} + func (x *PlayerDownsync) GetSpeed() int32 { if x != nil { return x.Speed @@ -1202,7 +1218,7 @@ var file_room_downsync_frame_proto_rawDesc = []byte{ 0x0a, 0x19, 0x72, 0x6f, 0x6f, 0x6d, 0x5f, 0x64, 0x6f, 0x77, 0x6e, 0x73, 0x79, 0x6e, 0x63, 0x5f, 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eJzt2q1u22AYhuEo1UhBtYFWKh/bmRRMRYNFPZPxwcKi7jznSInkWk7teG5ex88FLhQD570d5/PP1WazuQIAAAAAAAAAAAAAAAAAgAmu96r3g/N5bjn0fw5U3aGy/3bv0P+p8XDEdoX0f9//GP3Xp93/YaD/9QJa6f95/fvov26773671zeb7jmhupX+5+2fQH/9qztU9v8yQXUz/fXXX3/9a/ovgf7666+//vrrf1n9/4zc7tue/uvq/9Z4PfLZ7vnz38ZP/cv7T53p4Z7i7/+kv/7667/bl/sO/dff/77T3+9ff/3r+38dMGf/Nv1r+w917+v/0vh1okN/67/l9B/b/nFj/X8pxvYf236r/0UZ6t/X+Efj5kj7bv+uxxPpX9e/r/1NS7f7Z/S/a3zXfzH9Pzrvt/vPTf/l9p+yRjyV/ufvP+YY6M5yzr5D5uy/XUCLJfafa8YfmdJe//X0r6Z/9jGgv/7661/doqp/9fyrpV//Vc+/mv7Z9M+mfzb9s+mfTf9s+mfTP5v+2fTPpn82/bPpn03/bPpn0z+b/tn0z6Z/Nv2z6Z/N+9/Z9M+mfzb//9n0z6Z/Nv2z6Z9N/2z6Z9M/m/7Z0vtT3wEAAAAAAAAAAAAAAAA4v39IY4NC + eJzt2qFu21AUgOEo1UhBtYJOKh/bmxRMRYNFfZPxwcGi7j3nSInkXTmx47k+1/d84EOJIuf+PtZ14pvdbncDAAAAAAAAAAAAAAAAAAAz3B5FHwfree059X9NKLpDZP/90an/S+fpjH2D9P+3/zn6t6ff/2mk/20FrfT/uP5D9G/b4bs/HA2tTXlNiG6l/7r9M9Bf/+gOkf0/zRDdTH/99ddf/5j+NdBff/31119//bfV/9fE990f6d9W//fO25nXDv8//+l81z+8/9w1Pf2m+PM/6a+//vofjuWxoH/7/R+L/uZff/3j+38esWT/Pv1j+491H+r/u/PjSqf+9n/19J/a/nln/78VU/tPbb/Xf1PG+g81/ta5O9O+7F96vpL+cf2H2t/1lN0/ov+Xzlf9q+l/6brf7780/evtP2ePeC391+8/5Rwo13LJvmOW7L+voEWN/Zda40vmtNe/nf7R9M99Duivv/76R7eI6h+9/tGy3/9Fr380/XPTPzf9c9M/N/1z0z83/XPTPzf9c9M/N/1z0z83/XPTPzf9c9N/vvtCdEv9t9e//IxL9G+vfzT9l5vV6Jb6rzv/LdB/XbVdOzz/Pb1V9Kzqv/35r43+80Xdsy3dP7rDVvu3QP/tzaz+5l//bfSvfU+g//r959B/vf5b3s/rX9f8107/3PTPLXt/4jsAAAAAAAAAAAAAAAAA6/sLjbyILg== - + - + @@ -164,5 +164,65 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/frontend/assets/resources/pbfiles/room_downsync_frame.proto b/frontend/assets/resources/pbfiles/room_downsync_frame.proto index 5799fec..26126b3 100644 --- a/frontend/assets/resources/pbfiles/room_downsync_frame.proto +++ b/frontend/assets/resources/pbfiles/room_downsync_frame.proto @@ -9,22 +9,25 @@ message PlayerDownsync { int32 virtualGridX = 2; int32 virtualGridY = 3; int32 dirX = 4; - int32 dirY = 5; - int32 speed = 6; // in terms of virtual grid units - int32 battleState = 7; - int32 joinIndex = 8; - double colliderRadius = 9; - bool removed = 10; - int32 score = 11; - int32 lastMoveGmtMillis = 12; - int32 framesToRecover = 13; - int32 hp = 14; - int32 maxHp = 15; - int32 characterState = 16; + int32 dirY = 5; // "dirX" and "dirY" determines character facing + int32 velX = 6; + int32 velY = 7; // "velX" and "velY" is used to record the accumulated effect by accelerations (including gravity) + int32 speed = 8; // this is the instantaneous scalar attribute of a character, different from but will be accounted in "velX" and "velY" + int32 battleState = 9; + int32 joinIndex = 10; + double colliderRadius = 11; + bool removed = 12; + int32 score = 13; + int32 lastMoveGmtMillis = 14; + int32 framesToRecover = 15; + int32 hp = 16; + int32 maxHp = 17; + int32 characterState = 18; + bool inAir = 19; // by design a standalone field only inferred by the collision result of "applyInputFrameDownsyncDynamicsOnSingleRenderFrame" instead of "characterState", because we need check the transition for "characterState" from this field, i.e. "inAir (prev -> curr)" - string name = 17; - string displayName = 18; - string avatar = 19; + string name = 20; + string displayName = 21; + string avatar = 22; } message InputFrameDecoded { diff --git a/frontend/assets/scenes/offline_map_1.fire b/frontend/assets/scenes/offline_map_1.fire index 4acd2a3..8a5db51 100644 --- a/frontend/assets/scenes/offline_map_1.fire +++ b/frontend/assets/scenes/offline_map_1.fire @@ -454,7 +454,7 @@ "array": [ 0, 0, - 216.50635094610968, + 210.14647688706773, 0, 0, 0, diff --git a/frontend/assets/scripts/AttackingCharacter.js b/frontend/assets/scripts/AttackingCharacter.js index ce05c8b..4aee251 100644 --- a/frontend/assets/scripts/AttackingCharacter.js +++ b/frontend/assets/scripts/AttackingCharacter.js @@ -5,6 +5,9 @@ window.ATK_CHARACTER_STATE = { Walking: [1, "Walking"], Atk1: [2, "Atk1"], Atked1: [3, "Atked1"], + InAirIdle1: [4, "Idle1"], + InAirAtk1: [5, "Atk1"], + InAirAtked1: [6, "Atked1"], }; window.ATK_CHARACTER_STATE_ARR = []; @@ -15,6 +18,7 @@ for (let k in window.ATK_CHARACTER_STATE) { window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET = new Set(); window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.Idle1[0]); window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.Walking[0]); +window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.InAirIdle1[0]); /* Kindly note that the use of dragonBones anim is an informed choice for the feasibility of "gotoAndPlayByFrame", which is a required feature by "Map.rollbackAndChase". You might find that "cc.Animation" -- the traditional frame anim -- can also suffice this requirement, yet if we want to develop 3D frontend in the future, working with skeletal anim will make a smoother transition. @@ -37,6 +41,7 @@ cc.Class({ this.hp = 100; this.maxHp = 100; this.framesToRecover = 0; + this.inAir = true; }, setSpecies(speciesName) { diff --git a/frontend/assets/scripts/Map.js b/frontend/assets/scripts/Map.js index 93d049c..c543061 100644 --- a/frontend/assets/scripts/Map.js +++ b/frontend/assets/scripts/Map.js @@ -274,6 +274,8 @@ cc.Class({ const mapNode = self.node; const canvasNode = mapNode.parent; + [self.gravityX, self.gravityY] = self.worldToVirtualGridPos(0/self.serverFps, -9.8/self.serverFps); + // Clearing previous info of all players. [BEGINS] self.collisionPlayerIndexPrefix = (1 << 17); // For tracking the movements of players if (null != self.playerRichInfoDict) { diff --git a/frontend/assets/scripts/OfflineMap.js b/frontend/assets/scripts/OfflineMap.js index 4780d2f..cf9c4a9 100644 --- a/frontend/assets/scripts/OfflineMap.js +++ b/frontend/assets/scripts/OfflineMap.js @@ -34,6 +34,7 @@ cc.Class({ self.inputFrameUpsyncDelayTolerance = 2; self.renderCacheSize = 1024; + self.serverFps = 60; self.rollbackEstimatedDt = 0.016667; self.rollbackEstimatedDtMillis = 16.667; self.rollbackEstimatedDtNanos = 16666666; @@ -136,30 +137,36 @@ cc.Class({ const startRdf = window.pb.protos.RoomDownsyncFrame.create({ id: window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START, players: { - 10: { + 10: window.pb.protos.PlayerDownsync.create({ id: 10, joinIndex: 1, - virtualGridX: 0, - virtualGridY: 0, + virtualGridX: -50 * self.worldToVirtualGridRatio, + virtualGridY: -400 * self.worldToVirtualGridRatio, speed: 1 * self.worldToVirtualGridRatio, colliderRadius: 12, - characterState: window.ATK_CHARACTER_STATE.Idle1[0], + characterState: window.ATK_CHARACTER_STATE.InAirIdle1[0], framesToRecover: 0, dirX: 0, dirY: 0, - }, - 11: { + velX: 0, + velY: 0, + inAir: true, + }), + 11: window.pb.protos.PlayerDownsync.create({ id: 11, joinIndex: 2, - virtualGridX: 80 * self.worldToVirtualGridRatio, - virtualGridY: 0 * self.worldToVirtualGridRatio, + virtualGridX: 100 * self.worldToVirtualGridRatio, + virtualGridY: -350 * self.worldToVirtualGridRatio, speed: 1 * self.worldToVirtualGridRatio, colliderRadius: 12, - characterState: window.ATK_CHARACTER_STATE.Idle1[0], + characterState: window.ATK_CHARACTER_STATE.InAirIdle1[0], framesToRecover: 0, dirX: 0, dirY: 0, - }, + velX: 0, + velY: 0, + inAir: true, + }), } }); self.selfPlayerInfo = { @@ -202,4 +209,262 @@ cc.Class({ } } }, + + 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 = []; + + const movements = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order + const bulletPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order + const effPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order + + // Reset playerCollider position from the "virtual grid position" + for (let j in self.playerRichInfoArr) { + const joinIndex = parseInt(j) + 1; + 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 + [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; + 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 thatAckedPlayerInNextFrame = nextRenderFramePlayers[potential.data.id]; + thatAckedPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atked1[0]; + 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 ${thatPlayerInNextFrame.framesToRecover}`); + } + continue; + } + + const decodedInput = self.ctrl.decodeInput(inputList[joinIndex - 1]); + + const prevDecodedInput = (null == delayedInputFrameForPrevRenderFrame ? null : self.ctrl.decodeInput(delayedInputFrameForPrevRenderFrame.inputList[joinIndex - 1])); + const prevBtnALevel = (null == prevDecodedInput ? 0 : prevDecodedInput.btnALevel); + + if (1 == decodedInput.btnALevel && 0 == prevBtnALevel) { + // console.log(`playerId=${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=${delayedInputFrame.inputFrameId}`); + + thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atk1[0]; + } + } else if (0 == decodedInput.btnALevel && 1 == prevBtnALevel) { + // console.log(`playerId=${playerId} triggered a falling-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`); + } else { + // No bullet trigger, process movement inputs + 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.characterState = window.ATK_CHARACTER_STATE.Walking[0]; + thatPlayerInNextFrame.velX = currPlayerDownsync.speed * decodedInput.dx; + } else { + thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Idle1[0]; + thatPlayerInNextFrame.velX = 0; // I believe that while jumping, velX shouldn't be snapped to 0 but let's put it this way for now + } + } + } + } + + 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 remainsNotInAir = false; + 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 + fallStopping = (currPlayerDownsync.inAir && 0 > pushbackY); // prevents false fall-stopping on the lateral sides + remainsNotInAir = (!currPlayerDownsync.inAir); + + // [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 -> ..." + if (fallStopping) { + pushbackY = 0.95 * pushbackY; + } + if (remainsNotInAir) { + pushbackY = 0; + } + } + // 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 (fallStopping || remainsNotInAir) { + thatPlayerInNextFrame.velY = 0; + thatPlayerInNextFrame.inAir = false; + } + if (false == currPlayerDownsync.inAir && true == thatPlayerInNextFrame.inAir) { + console.warn(`curRenderFrameId=${currRenderFrame.id}, playerId=${playerId}, joinIndex=${joinIndex} jumping into air: playerllider._coords=${playerCollider._coords}, playerColliderPotential=${0 >= potentials.length ? null : potentials[0]._coords} +movement=${movements[joinIndex - 1]}, effPushback=${effPushbacks[joinIndex - 1]}`); + } + } + + // 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, + }); + }, }); diff --git a/frontend/assets/scripts/modules/room_downsync_frame_proto_bundle.forcemsg.js b/frontend/assets/scripts/modules/room_downsync_frame_proto_bundle.forcemsg.js index d880c6d..a475c83 100644 --- a/frontend/assets/scripts/modules/room_downsync_frame_proto_bundle.forcemsg.js +++ b/frontend/assets/scripts/modules/room_downsync_frame_proto_bundle.forcemsg.js @@ -1196,6 +1196,8 @@ $root.protos = (function() { * @property {number|null} [virtualGridY] PlayerDownsync virtualGridY * @property {number|null} [dirX] PlayerDownsync dirX * @property {number|null} [dirY] PlayerDownsync dirY + * @property {number|null} [velX] PlayerDownsync velX + * @property {number|null} [velY] PlayerDownsync velY * @property {number|null} [speed] PlayerDownsync speed * @property {number|null} [battleState] PlayerDownsync battleState * @property {number|null} [joinIndex] PlayerDownsync joinIndex @@ -1267,6 +1269,22 @@ $root.protos = (function() { */ PlayerDownsync.prototype.dirY = 0; + /** + * PlayerDownsync velX. + * @member {number} velX + * @memberof protos.PlayerDownsync + * @instance + */ + PlayerDownsync.prototype.velX = 0; + + /** + * PlayerDownsync velY. + * @member {number} velY + * @memberof protos.PlayerDownsync + * @instance + */ + PlayerDownsync.prototype.velY = 0; + /** * PlayerDownsync speed. * @member {number} speed @@ -1413,34 +1431,38 @@ $root.protos = (function() { writer.uint32(/* id 4, wireType 0 =*/32).int32(message.dirX); if (message.dirY != null && Object.hasOwnProperty.call(message, "dirY")) writer.uint32(/* id 5, wireType 0 =*/40).int32(message.dirY); + if (message.velX != null && Object.hasOwnProperty.call(message, "velX")) + writer.uint32(/* id 6, wireType 0 =*/48).int32(message.velX); + if (message.velY != null && Object.hasOwnProperty.call(message, "velY")) + writer.uint32(/* id 7, wireType 0 =*/56).int32(message.velY); if (message.speed != null && Object.hasOwnProperty.call(message, "speed")) - writer.uint32(/* id 6, wireType 0 =*/48).int32(message.speed); + writer.uint32(/* id 8, wireType 0 =*/64).int32(message.speed); if (message.battleState != null && Object.hasOwnProperty.call(message, "battleState")) - writer.uint32(/* id 7, wireType 0 =*/56).int32(message.battleState); + writer.uint32(/* id 9, wireType 0 =*/72).int32(message.battleState); if (message.joinIndex != null && Object.hasOwnProperty.call(message, "joinIndex")) - writer.uint32(/* id 8, wireType 0 =*/64).int32(message.joinIndex); + writer.uint32(/* id 10, wireType 0 =*/80).int32(message.joinIndex); if (message.colliderRadius != null && Object.hasOwnProperty.call(message, "colliderRadius")) - writer.uint32(/* id 9, wireType 1 =*/73).double(message.colliderRadius); + writer.uint32(/* id 11, wireType 1 =*/89).double(message.colliderRadius); if (message.removed != null && Object.hasOwnProperty.call(message, "removed")) - writer.uint32(/* id 10, wireType 0 =*/80).bool(message.removed); + writer.uint32(/* id 12, wireType 0 =*/96).bool(message.removed); if (message.score != null && Object.hasOwnProperty.call(message, "score")) - writer.uint32(/* id 11, wireType 0 =*/88).int32(message.score); + writer.uint32(/* id 13, wireType 0 =*/104).int32(message.score); if (message.lastMoveGmtMillis != null && Object.hasOwnProperty.call(message, "lastMoveGmtMillis")) - writer.uint32(/* id 12, wireType 0 =*/96).int32(message.lastMoveGmtMillis); + writer.uint32(/* id 14, wireType 0 =*/112).int32(message.lastMoveGmtMillis); if (message.framesToRecover != null && Object.hasOwnProperty.call(message, "framesToRecover")) - writer.uint32(/* id 13, wireType 0 =*/104).int32(message.framesToRecover); + writer.uint32(/* id 15, wireType 0 =*/120).int32(message.framesToRecover); if (message.hp != null && Object.hasOwnProperty.call(message, "hp")) - writer.uint32(/* id 14, wireType 0 =*/112).int32(message.hp); + writer.uint32(/* id 16, wireType 0 =*/128).int32(message.hp); if (message.maxHp != null && Object.hasOwnProperty.call(message, "maxHp")) - writer.uint32(/* id 15, wireType 0 =*/120).int32(message.maxHp); + writer.uint32(/* id 17, wireType 0 =*/136).int32(message.maxHp); if (message.characterState != null && Object.hasOwnProperty.call(message, "characterState")) - writer.uint32(/* id 16, wireType 0 =*/128).int32(message.characterState); + writer.uint32(/* id 18, wireType 0 =*/144).int32(message.characterState); if (message.name != null && Object.hasOwnProperty.call(message, "name")) - writer.uint32(/* id 17, wireType 2 =*/138).string(message.name); + writer.uint32(/* id 19, wireType 2 =*/154).string(message.name); if (message.displayName != null && Object.hasOwnProperty.call(message, "displayName")) - writer.uint32(/* id 18, wireType 2 =*/146).string(message.displayName); + writer.uint32(/* id 20, wireType 2 =*/162).string(message.displayName); if (message.avatar != null && Object.hasOwnProperty.call(message, "avatar")) - writer.uint32(/* id 19, wireType 2 =*/154).string(message.avatar); + writer.uint32(/* id 21, wireType 2 =*/170).string(message.avatar); return writer; }; @@ -1496,58 +1518,66 @@ $root.protos = (function() { break; } case 6: { - message.speed = reader.int32(); + message.velX = reader.int32(); break; } case 7: { - message.battleState = reader.int32(); + message.velY = reader.int32(); break; } case 8: { - message.joinIndex = reader.int32(); + message.speed = reader.int32(); break; } case 9: { - message.colliderRadius = reader.double(); + message.battleState = reader.int32(); break; } case 10: { - message.removed = reader.bool(); + message.joinIndex = reader.int32(); break; } case 11: { - message.score = reader.int32(); + message.colliderRadius = reader.double(); break; } case 12: { - message.lastMoveGmtMillis = reader.int32(); + message.removed = reader.bool(); break; } case 13: { - message.framesToRecover = reader.int32(); + message.score = reader.int32(); break; } case 14: { - message.hp = reader.int32(); + message.lastMoveGmtMillis = reader.int32(); break; } case 15: { - message.maxHp = reader.int32(); + message.framesToRecover = reader.int32(); break; } case 16: { - message.characterState = reader.int32(); + message.hp = reader.int32(); break; } case 17: { - message.name = reader.string(); + message.maxHp = reader.int32(); break; } case 18: { - message.displayName = reader.string(); + message.characterState = reader.int32(); break; } case 19: { + message.name = reader.string(); + break; + } + case 20: { + message.displayName = reader.string(); + break; + } + case 21: { message.avatar = reader.string(); break; } @@ -1601,6 +1631,12 @@ $root.protos = (function() { if (message.dirY != null && message.hasOwnProperty("dirY")) if (!$util.isInteger(message.dirY)) return "dirY: integer expected"; + if (message.velX != null && message.hasOwnProperty("velX")) + if (!$util.isInteger(message.velX)) + return "velX: integer expected"; + if (message.velY != null && message.hasOwnProperty("velY")) + if (!$util.isInteger(message.velY)) + return "velY: integer expected"; if (message.speed != null && message.hasOwnProperty("speed")) if (!$util.isInteger(message.speed)) return "speed: integer expected"; @@ -1668,6 +1704,10 @@ $root.protos = (function() { message.dirX = object.dirX | 0; if (object.dirY != null) message.dirY = object.dirY | 0; + if (object.velX != null) + message.velX = object.velX | 0; + if (object.velY != null) + message.velY = object.velY | 0; if (object.speed != null) message.speed = object.speed | 0; if (object.battleState != null) @@ -1718,6 +1758,8 @@ $root.protos = (function() { object.virtualGridY = 0; object.dirX = 0; object.dirY = 0; + object.velX = 0; + object.velY = 0; object.speed = 0; object.battleState = 0; object.joinIndex = 0; @@ -1743,6 +1785,10 @@ $root.protos = (function() { object.dirX = message.dirX; if (message.dirY != null && message.hasOwnProperty("dirY")) object.dirY = message.dirY; + if (message.velX != null && message.hasOwnProperty("velX")) + object.velX = message.velX; + if (message.velY != null && message.hasOwnProperty("velY")) + object.velY = message.velY; if (message.speed != null && message.hasOwnProperty("speed")) object.speed = message.speed; if (message.battleState != null && message.hasOwnProperty("battleState"))