mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-26 11:48:56 +00:00
Drafted use of gravity.
This commit is contained in:
parent
dc66be1599
commit
62e50f8b6c
@ -30,21 +30,23 @@ type PlayerDownsync struct {
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VirtualGridX int32 `protobuf:"varint,2,opt,name=virtualGridX,proto3" json:"virtualGridX,omitempty"`
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VirtualGridX int32 `protobuf:"varint,2,opt,name=virtualGridX,proto3" json:"virtualGridX,omitempty"`
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VirtualGridY int32 `protobuf:"varint,3,opt,name=virtualGridY,proto3" json:"virtualGridY,omitempty"`
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VirtualGridY int32 `protobuf:"varint,3,opt,name=virtualGridY,proto3" json:"virtualGridY,omitempty"`
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DirX int32 `protobuf:"varint,4,opt,name=dirX,proto3" json:"dirX,omitempty"`
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DirX int32 `protobuf:"varint,4,opt,name=dirX,proto3" json:"dirX,omitempty"`
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DirY int32 `protobuf:"varint,5,opt,name=dirY,proto3" json:"dirY,omitempty"`
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DirY int32 `protobuf:"varint,5,opt,name=dirY,proto3" json:"dirY,omitempty"` // "dirX" and "dirY" determines character facing
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Speed int32 `protobuf:"varint,6,opt,name=speed,proto3" json:"speed,omitempty"` // in terms of virtual grid units
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VelX int32 `protobuf:"varint,6,opt,name=velX,proto3" json:"velX,omitempty"`
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BattleState int32 `protobuf:"varint,7,opt,name=battleState,proto3" json:"battleState,omitempty"`
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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)
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JoinIndex int32 `protobuf:"varint,8,opt,name=joinIndex,proto3" json:"joinIndex,omitempty"`
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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"
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ColliderRadius float64 `protobuf:"fixed64,9,opt,name=colliderRadius,proto3" json:"colliderRadius,omitempty"`
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BattleState int32 `protobuf:"varint,9,opt,name=battleState,proto3" json:"battleState,omitempty"`
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Removed bool `protobuf:"varint,10,opt,name=removed,proto3" json:"removed,omitempty"`
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JoinIndex int32 `protobuf:"varint,10,opt,name=joinIndex,proto3" json:"joinIndex,omitempty"`
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Score int32 `protobuf:"varint,11,opt,name=score,proto3" json:"score,omitempty"`
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ColliderRadius float64 `protobuf:"fixed64,11,opt,name=colliderRadius,proto3" json:"colliderRadius,omitempty"`
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LastMoveGmtMillis int32 `protobuf:"varint,12,opt,name=lastMoveGmtMillis,proto3" json:"lastMoveGmtMillis,omitempty"`
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Removed bool `protobuf:"varint,12,opt,name=removed,proto3" json:"removed,omitempty"`
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FramesToRecover int32 `protobuf:"varint,13,opt,name=framesToRecover,proto3" json:"framesToRecover,omitempty"`
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Score int32 `protobuf:"varint,13,opt,name=score,proto3" json:"score,omitempty"`
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Hp int32 `protobuf:"varint,14,opt,name=hp,proto3" json:"hp,omitempty"`
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LastMoveGmtMillis int32 `protobuf:"varint,14,opt,name=lastMoveGmtMillis,proto3" json:"lastMoveGmtMillis,omitempty"`
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MaxHp int32 `protobuf:"varint,15,opt,name=maxHp,proto3" json:"maxHp,omitempty"`
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FramesToRecover int32 `protobuf:"varint,15,opt,name=framesToRecover,proto3" json:"framesToRecover,omitempty"`
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CharacterState int32 `protobuf:"varint,16,opt,name=characterState,proto3" json:"characterState,omitempty"`
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Hp int32 `protobuf:"varint,16,opt,name=hp,proto3" json:"hp,omitempty"`
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Name string `protobuf:"bytes,17,opt,name=name,proto3" json:"name,omitempty"`
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MaxHp int32 `protobuf:"varint,17,opt,name=maxHp,proto3" json:"maxHp,omitempty"`
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DisplayName string `protobuf:"bytes,18,opt,name=displayName,proto3" json:"displayName,omitempty"`
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CharacterState int32 `protobuf:"varint,18,opt,name=characterState,proto3" json:"characterState,omitempty"`
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Avatar string `protobuf:"bytes,19,opt,name=avatar,proto3" json:"avatar,omitempty"`
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Name string `protobuf:"bytes,19,opt,name=name,proto3" json:"name,omitempty"`
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DisplayName string `protobuf:"bytes,20,opt,name=displayName,proto3" json:"displayName,omitempty"`
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Avatar string `protobuf:"bytes,21,opt,name=avatar,proto3" json:"avatar,omitempty"`
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}
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}
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func (x *PlayerDownsync) Reset() {
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func (x *PlayerDownsync) Reset() {
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@ -114,6 +116,20 @@ func (x *PlayerDownsync) GetDirY() int32 {
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return 0
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return 0
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}
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}
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func (x *PlayerDownsync) GetVelX() int32 {
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if x != nil {
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return x.VelX
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}
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return 0
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}
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func (x *PlayerDownsync) GetVelY() int32 {
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if x != nil {
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return x.VelY
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}
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return 0
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}
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func (x *PlayerDownsync) GetSpeed() int32 {
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func (x *PlayerDownsync) GetSpeed() int32 {
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if x != nil {
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if x != nil {
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return x.Speed
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return x.Speed
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@ -1202,7 +1218,7 @@ var file_room_downsync_frame_proto_rawDesc = []byte{
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@ -1211,279 +1227,282 @@ var file_room_downsync_frame_proto_rawDesc = []byte{
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}
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}
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||||||
|
|
||||||
var (
|
var (
|
||||||
|
@ -1,18 +1,18 @@
|
|||||||
<?xml version="1.0" encoding="UTF-8"?>
|
<?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="39">
|
<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="49">
|
||||||
<tileset firstgid="1" source="tiles0.tsx"/>
|
<tileset firstgid="1" source="tiles0.tsx"/>
|
||||||
<tileset firstgid="65" source="tiles1.tsx"/>
|
<tileset firstgid="65" source="tiles1.tsx"/>
|
||||||
<tileset firstgid="129" source="tiles2.tsx"/>
|
<tileset firstgid="129" source="tiles2.tsx"/>
|
||||||
<layer id="2" name="Ground" width="128" height="128">
|
<layer id="2" name="Ground" width="128" height="128">
|
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<data encoding="base64" compression="zlib">
|
<data encoding="base64" compression="zlib">
|
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|
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|
||||||
</data>
|
</data>
|
||||||
</layer>
|
</layer>
|
||||||
<objectgroup id="1" name="PlayerStartingPos">
|
<objectgroup id="1" name="PlayerStartingPos">
|
||||||
<object id="135" x="1090" y="833.667">
|
<object id="135" x="980" y="1588.67">
|
||||||
<point/>
|
<point/>
|
||||||
</object>
|
</object>
|
||||||
<object id="137" x="1215" y="830.5">
|
<object id="137" x="1349" y="1580.5">
|
||||||
<point/>
|
<point/>
|
||||||
</object>
|
</object>
|
||||||
</objectgroup>
|
</objectgroup>
|
||||||
@ -164,5 +164,65 @@
|
|||||||
</properties>
|
</properties>
|
||||||
<polyline points="0,0 0,46.3333 47,46.3333 47,-1"/>
|
<polyline points="0,0 0,46.3333 47,46.3333 47,-1"/>
|
||||||
</object>
|
</object>
|
||||||
|
<object id="39" x="960" y="1327">
|
||||||
|
<properties>
|
||||||
|
<property name="boundary_type" value="barrier"/>
|
||||||
|
</properties>
|
||||||
|
<polyline points="0,0 -65,0 -64,58 -2,61"/>
|
||||||
|
</object>
|
||||||
|
<object id="40" x="735" y="1486">
|
||||||
|
<properties>
|
||||||
|
<property name="boundary_type" value="barrier"/>
|
||||||
|
</properties>
|
||||||
|
<polyline points="0,0 -63,1 -62,14 0,16 1,16 0,14"/>
|
||||||
|
</object>
|
||||||
|
<object id="41" x="832" y="1375.33">
|
||||||
|
<properties>
|
||||||
|
<property name="boundary_type" value="barrier"/>
|
||||||
|
</properties>
|
||||||
|
<polyline points="0,0 -0.666667,15.3333 128.667,15.3333 130,0"/>
|
||||||
|
</object>
|
||||||
|
<object id="42" x="832.667" y="1424">
|
||||||
|
<properties>
|
||||||
|
<property name="boundary_type" value="barrier"/>
|
||||||
|
</properties>
|
||||||
|
<polyline points="0,0 -66,0 -65.3333,15.3333 2,16"/>
|
||||||
|
</object>
|
||||||
|
<object id="43" x="850" y="1552.67">
|
||||||
|
<properties>
|
||||||
|
<property name="boundary_type" value="barrier"/>
|
||||||
|
</properties>
|
||||||
|
<polyline points="0,0 -115.333,0 -116,14 -0.666667,14.6667"/>
|
||||||
|
</object>
|
||||||
|
<object id="44" x="1042" y="1454.67">
|
||||||
|
<properties>
|
||||||
|
<property name="boundary_type" value="barrier"/>
|
||||||
|
</properties>
|
||||||
|
<polyline points="0,0 -148.667,0.666667 -148.667,15.3333 0,16.6667"/>
|
||||||
|
</object>
|
||||||
|
<object id="45" x="1345.33" y="1343.33">
|
||||||
|
<properties>
|
||||||
|
<property name="boundary_type" value="barrier"/>
|
||||||
|
</properties>
|
||||||
|
<polyline points="0,0 -178,0 -178,14 -0.666667,15.3333"/>
|
||||||
|
</object>
|
||||||
|
<object id="46" x="1200" y="1406.67">
|
||||||
|
<properties>
|
||||||
|
<property name="boundary_type" value="barrier"/>
|
||||||
|
</properties>
|
||||||
|
<polyline points="0,0 -96.6667,0 -96.6667,15.3333 0,16.6667"/>
|
||||||
|
</object>
|
||||||
|
<object id="47" x="1120" y="1520.67">
|
||||||
|
<properties>
|
||||||
|
<property name="boundary_type" value="barrier"/>
|
||||||
|
</properties>
|
||||||
|
<polyline points="0,0 -80,-0.666667 -80,30 0,31.3333"/>
|
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|
</object>
|
||||||
|
<object id="48" x="1116" y="1536.67">
|
||||||
|
<properties>
|
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|
<property name="boundary_type" value="barrier"/>
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|
</properties>
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|
<polyline points="0,0 -4.66667,12.6667 213.333,14.6667 212.667,-2"/>
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|
</object>
|
||||||
</objectgroup>
|
</objectgroup>
|
||||||
</map>
|
</map>
|
||||||
|
@ -9,22 +9,25 @@ message PlayerDownsync {
|
|||||||
int32 virtualGridX = 2;
|
int32 virtualGridX = 2;
|
||||||
int32 virtualGridY = 3;
|
int32 virtualGridY = 3;
|
||||||
int32 dirX = 4;
|
int32 dirX = 4;
|
||||||
int32 dirY = 5;
|
int32 dirY = 5; // "dirX" and "dirY" determines character facing
|
||||||
int32 speed = 6; // in terms of virtual grid units
|
int32 velX = 6;
|
||||||
int32 battleState = 7;
|
int32 velY = 7; // "velX" and "velY" is used to record the accumulated effect by accelerations (including gravity)
|
||||||
int32 joinIndex = 8;
|
int32 speed = 8; // this is the instantaneous scalar attribute of a character, different from but will be accounted in "velX" and "velY"
|
||||||
double colliderRadius = 9;
|
int32 battleState = 9;
|
||||||
bool removed = 10;
|
int32 joinIndex = 10;
|
||||||
int32 score = 11;
|
double colliderRadius = 11;
|
||||||
int32 lastMoveGmtMillis = 12;
|
bool removed = 12;
|
||||||
int32 framesToRecover = 13;
|
int32 score = 13;
|
||||||
int32 hp = 14;
|
int32 lastMoveGmtMillis = 14;
|
||||||
int32 maxHp = 15;
|
int32 framesToRecover = 15;
|
||||||
int32 characterState = 16;
|
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 name = 20;
|
||||||
string displayName = 18;
|
string displayName = 21;
|
||||||
string avatar = 19;
|
string avatar = 22;
|
||||||
}
|
}
|
||||||
|
|
||||||
message InputFrameDecoded {
|
message InputFrameDecoded {
|
||||||
|
@ -454,7 +454,7 @@
|
|||||||
"array": [
|
"array": [
|
||||||
0,
|
0,
|
||||||
0,
|
0,
|
||||||
216.50635094610968,
|
210.14647688706773,
|
||||||
0,
|
0,
|
||||||
0,
|
0,
|
||||||
0,
|
0,
|
||||||
|
@ -5,6 +5,9 @@ window.ATK_CHARACTER_STATE = {
|
|||||||
Walking: [1, "Walking"],
|
Walking: [1, "Walking"],
|
||||||
Atk1: [2, "Atk1"],
|
Atk1: [2, "Atk1"],
|
||||||
Atked1: [3, "Atked1"],
|
Atked1: [3, "Atked1"],
|
||||||
|
InAirIdle1: [4, "Idle1"],
|
||||||
|
InAirAtk1: [5, "Atk1"],
|
||||||
|
InAirAtked1: [6, "Atked1"],
|
||||||
};
|
};
|
||||||
|
|
||||||
window.ATK_CHARACTER_STATE_ARR = [];
|
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 = 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.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.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.
|
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.hp = 100;
|
||||||
this.maxHp = 100;
|
this.maxHp = 100;
|
||||||
this.framesToRecover = 0;
|
this.framesToRecover = 0;
|
||||||
|
this.inAir = true;
|
||||||
},
|
},
|
||||||
|
|
||||||
setSpecies(speciesName) {
|
setSpecies(speciesName) {
|
||||||
|
@ -274,6 +274,8 @@ cc.Class({
|
|||||||
const mapNode = self.node;
|
const mapNode = self.node;
|
||||||
const canvasNode = mapNode.parent;
|
const canvasNode = mapNode.parent;
|
||||||
|
|
||||||
|
[self.gravityX, self.gravityY] = self.worldToVirtualGridPos(0/self.serverFps, -9.8/self.serverFps);
|
||||||
|
|
||||||
// Clearing previous info of all players. [BEGINS]
|
// Clearing previous info of all players. [BEGINS]
|
||||||
self.collisionPlayerIndexPrefix = (1 << 17); // For tracking the movements of players
|
self.collisionPlayerIndexPrefix = (1 << 17); // For tracking the movements of players
|
||||||
if (null != self.playerRichInfoDict) {
|
if (null != self.playerRichInfoDict) {
|
||||||
|
@ -34,6 +34,7 @@ cc.Class({
|
|||||||
self.inputFrameUpsyncDelayTolerance = 2;
|
self.inputFrameUpsyncDelayTolerance = 2;
|
||||||
|
|
||||||
self.renderCacheSize = 1024;
|
self.renderCacheSize = 1024;
|
||||||
|
self.serverFps = 60;
|
||||||
self.rollbackEstimatedDt = 0.016667;
|
self.rollbackEstimatedDt = 0.016667;
|
||||||
self.rollbackEstimatedDtMillis = 16.667;
|
self.rollbackEstimatedDtMillis = 16.667;
|
||||||
self.rollbackEstimatedDtNanos = 16666666;
|
self.rollbackEstimatedDtNanos = 16666666;
|
||||||
@ -136,30 +137,36 @@ cc.Class({
|
|||||||
const startRdf = window.pb.protos.RoomDownsyncFrame.create({
|
const startRdf = window.pb.protos.RoomDownsyncFrame.create({
|
||||||
id: window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START,
|
id: window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START,
|
||||||
players: {
|
players: {
|
||||||
10: {
|
10: window.pb.protos.PlayerDownsync.create({
|
||||||
id: 10,
|
id: 10,
|
||||||
joinIndex: 1,
|
joinIndex: 1,
|
||||||
virtualGridX: 0,
|
virtualGridX: -50 * self.worldToVirtualGridRatio,
|
||||||
virtualGridY: 0,
|
virtualGridY: -400 * self.worldToVirtualGridRatio,
|
||||||
speed: 1 * self.worldToVirtualGridRatio,
|
speed: 1 * self.worldToVirtualGridRatio,
|
||||||
colliderRadius: 12,
|
colliderRadius: 12,
|
||||||
characterState: window.ATK_CHARACTER_STATE.Idle1[0],
|
characterState: window.ATK_CHARACTER_STATE.InAirIdle1[0],
|
||||||
framesToRecover: 0,
|
framesToRecover: 0,
|
||||||
dirX: 0,
|
dirX: 0,
|
||||||
dirY: 0,
|
dirY: 0,
|
||||||
},
|
velX: 0,
|
||||||
11: {
|
velY: 0,
|
||||||
|
inAir: true,
|
||||||
|
}),
|
||||||
|
11: window.pb.protos.PlayerDownsync.create({
|
||||||
id: 11,
|
id: 11,
|
||||||
joinIndex: 2,
|
joinIndex: 2,
|
||||||
virtualGridX: 80 * self.worldToVirtualGridRatio,
|
virtualGridX: 100 * self.worldToVirtualGridRatio,
|
||||||
virtualGridY: 0 * self.worldToVirtualGridRatio,
|
virtualGridY: -350 * self.worldToVirtualGridRatio,
|
||||||
speed: 1 * self.worldToVirtualGridRatio,
|
speed: 1 * self.worldToVirtualGridRatio,
|
||||||
colliderRadius: 12,
|
colliderRadius: 12,
|
||||||
characterState: window.ATK_CHARACTER_STATE.Idle1[0],
|
characterState: window.ATK_CHARACTER_STATE.InAirIdle1[0],
|
||||||
framesToRecover: 0,
|
framesToRecover: 0,
|
||||||
dirX: 0,
|
dirX: 0,
|
||||||
dirY: 0,
|
dirY: 0,
|
||||||
},
|
velX: 0,
|
||||||
|
velY: 0,
|
||||||
|
inAir: true,
|
||||||
|
}),
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
self.selfPlayerInfo = {
|
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,
|
||||||
|
});
|
||||||
|
},
|
||||||
});
|
});
|
||||||
|
@ -1196,6 +1196,8 @@ $root.protos = (function() {
|
|||||||
* @property {number|null} [virtualGridY] PlayerDownsync virtualGridY
|
* @property {number|null} [virtualGridY] PlayerDownsync virtualGridY
|
||||||
* @property {number|null} [dirX] PlayerDownsync dirX
|
* @property {number|null} [dirX] PlayerDownsync dirX
|
||||||
* @property {number|null} [dirY] PlayerDownsync dirY
|
* @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} [speed] PlayerDownsync speed
|
||||||
* @property {number|null} [battleState] PlayerDownsync battleState
|
* @property {number|null} [battleState] PlayerDownsync battleState
|
||||||
* @property {number|null} [joinIndex] PlayerDownsync joinIndex
|
* @property {number|null} [joinIndex] PlayerDownsync joinIndex
|
||||||
@ -1267,6 +1269,22 @@ $root.protos = (function() {
|
|||||||
*/
|
*/
|
||||||
PlayerDownsync.prototype.dirY = 0;
|
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.
|
* PlayerDownsync speed.
|
||||||
* @member {number} speed
|
* @member {number} speed
|
||||||
@ -1413,34 +1431,38 @@ $root.protos = (function() {
|
|||||||
writer.uint32(/* id 4, wireType 0 =*/32).int32(message.dirX);
|
writer.uint32(/* id 4, wireType 0 =*/32).int32(message.dirX);
|
||||||
if (message.dirY != null && Object.hasOwnProperty.call(message, "dirY"))
|
if (message.dirY != null && Object.hasOwnProperty.call(message, "dirY"))
|
||||||
writer.uint32(/* id 5, wireType 0 =*/40).int32(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"))
|
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"))
|
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"))
|
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"))
|
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"))
|
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"))
|
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"))
|
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"))
|
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"))
|
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"))
|
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"))
|
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"))
|
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"))
|
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"))
|
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;
|
return writer;
|
||||||
};
|
};
|
||||||
|
|
||||||
@ -1496,58 +1518,66 @@ $root.protos = (function() {
|
|||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case 6: {
|
case 6: {
|
||||||
message.speed = reader.int32();
|
message.velX = reader.int32();
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case 7: {
|
case 7: {
|
||||||
message.battleState = reader.int32();
|
message.velY = reader.int32();
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case 8: {
|
case 8: {
|
||||||
message.joinIndex = reader.int32();
|
message.speed = reader.int32();
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case 9: {
|
case 9: {
|
||||||
message.colliderRadius = reader.double();
|
message.battleState = reader.int32();
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case 10: {
|
case 10: {
|
||||||
message.removed = reader.bool();
|
message.joinIndex = reader.int32();
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case 11: {
|
case 11: {
|
||||||
message.score = reader.int32();
|
message.colliderRadius = reader.double();
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case 12: {
|
case 12: {
|
||||||
message.lastMoveGmtMillis = reader.int32();
|
message.removed = reader.bool();
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case 13: {
|
case 13: {
|
||||||
message.framesToRecover = reader.int32();
|
message.score = reader.int32();
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case 14: {
|
case 14: {
|
||||||
message.hp = reader.int32();
|
message.lastMoveGmtMillis = reader.int32();
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case 15: {
|
case 15: {
|
||||||
message.maxHp = reader.int32();
|
message.framesToRecover = reader.int32();
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case 16: {
|
case 16: {
|
||||||
message.characterState = reader.int32();
|
message.hp = reader.int32();
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case 17: {
|
case 17: {
|
||||||
message.name = reader.string();
|
message.maxHp = reader.int32();
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case 18: {
|
case 18: {
|
||||||
message.displayName = reader.string();
|
message.characterState = reader.int32();
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case 19: {
|
case 19: {
|
||||||
|
message.name = reader.string();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case 20: {
|
||||||
|
message.displayName = reader.string();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case 21: {
|
||||||
message.avatar = reader.string();
|
message.avatar = reader.string();
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
@ -1601,6 +1631,12 @@ $root.protos = (function() {
|
|||||||
if (message.dirY != null && message.hasOwnProperty("dirY"))
|
if (message.dirY != null && message.hasOwnProperty("dirY"))
|
||||||
if (!$util.isInteger(message.dirY))
|
if (!$util.isInteger(message.dirY))
|
||||||
return "dirY: integer expected";
|
return "dirY: integer expected";
|
||||||
|
if (message.velX != null && message.hasOwnProperty("velX"))
|
||||||
|
if (!$util.isInteger(message.velX))
|
||||||
|
return "velX: integer expected";
|
||||||
|
if (message.velY != null && message.hasOwnProperty("velY"))
|
||||||
|
if (!$util.isInteger(message.velY))
|
||||||
|
return "velY: integer expected";
|
||||||
if (message.speed != null && message.hasOwnProperty("speed"))
|
if (message.speed != null && message.hasOwnProperty("speed"))
|
||||||
if (!$util.isInteger(message.speed))
|
if (!$util.isInteger(message.speed))
|
||||||
return "speed: integer expected";
|
return "speed: integer expected";
|
||||||
@ -1668,6 +1704,10 @@ $root.protos = (function() {
|
|||||||
message.dirX = object.dirX | 0;
|
message.dirX = object.dirX | 0;
|
||||||
if (object.dirY != null)
|
if (object.dirY != null)
|
||||||
message.dirY = object.dirY | 0;
|
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)
|
if (object.speed != null)
|
||||||
message.speed = object.speed | 0;
|
message.speed = object.speed | 0;
|
||||||
if (object.battleState != null)
|
if (object.battleState != null)
|
||||||
@ -1718,6 +1758,8 @@ $root.protos = (function() {
|
|||||||
object.virtualGridY = 0;
|
object.virtualGridY = 0;
|
||||||
object.dirX = 0;
|
object.dirX = 0;
|
||||||
object.dirY = 0;
|
object.dirY = 0;
|
||||||
|
object.velX = 0;
|
||||||
|
object.velY = 0;
|
||||||
object.speed = 0;
|
object.speed = 0;
|
||||||
object.battleState = 0;
|
object.battleState = 0;
|
||||||
object.joinIndex = 0;
|
object.joinIndex = 0;
|
||||||
@ -1743,6 +1785,10 @@ $root.protos = (function() {
|
|||||||
object.dirX = message.dirX;
|
object.dirX = message.dirX;
|
||||||
if (message.dirY != null && message.hasOwnProperty("dirY"))
|
if (message.dirY != null && message.hasOwnProperty("dirY"))
|
||||||
object.dirY = message.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"))
|
if (message.speed != null && message.hasOwnProperty("speed"))
|
||||||
object.speed = message.speed;
|
object.speed = message.speed;
|
||||||
if (message.battleState != null && message.hasOwnProperty("battleState"))
|
if (message.battleState != null && message.hasOwnProperty("battleState"))
|
||||||
|
Loading…
Reference in New Issue
Block a user