Drafted use of gravity.

This commit is contained in:
genxium
2022-12-09 17:22:04 +08:00
parent dc66be1599
commit 62e50f8b6c
8 changed files with 744 additions and 344 deletions

View File

@@ -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 {