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

@ -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{
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0x61, 0x6c, 0x75, 0x65, 0x3a, 0x02, 0x38, 0x01, 0x42, 0x13, 0x5a, 0x11, 0x62, 0x61, 0x74, 0x74,
0x6c, 0x65, 0x5f, 0x73, 0x72, 0x76, 0x2f, 0x70, 0x72, 0x6f, 0x74, 0x6f, 0x73, 0x62, 0x06, 0x70,
0x72, 0x6f, 0x74, 0x6f, 0x33,
}
var (

View File

@ -1,18 +1,18 @@
<?xml version="1.0" encoding="UTF-8"?>
<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="65" source="tiles1.tsx"/>
<tileset firstgid="129" source="tiles2.tsx"/>
<layer id="2" name="Ground" width="128" height="128">
<data encoding="base64" compression="zlib">
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==
</data>
</layer>
<objectgroup id="1" name="PlayerStartingPos">
<object id="135" x="1090" y="833.667">
<object id="135" x="980" y="1588.67">
<point/>
</object>
<object id="137" x="1215" y="830.5">
<object id="137" x="1349" y="1580.5">
<point/>
</object>
</objectgroup>
@ -164,5 +164,65 @@
</properties>
<polyline points="0,0 0,46.3333 47,46.3333 47,-1"/>
</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"/>
</object>
<object id="48" x="1116" y="1536.67">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
<polyline points="0,0 -4.66667,12.6667 213.333,14.6667 212.667,-2"/>
</object>
</objectgroup>
</map>

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 {

View File

@ -454,7 +454,7 @@
"array": [
0,
0,
216.50635094610968,
210.14647688706773,
0,
0,
0,

View File

@ -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) {

View File

@ -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) {

View File

@ -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,
});
},
});

View File

@ -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"))