mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-26 03:39:00 +00:00
Fixes for platform snapping.
This commit is contained in:
parent
9917a62526
commit
66dfcaa0f5
@ -1,11 +1,11 @@
|
|||||||
<?xml version="1.0" encoding="UTF-8"?>
|
<?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="49">
|
<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="53">
|
||||||
<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">
|
||||||
<data encoding="base64" compression="zlib">
|
<data encoding="base64" compression="zlib">
|
||||||
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==
|
eJzt2zFv2kAYgGFElCVD1AytlL1b/0mGKlPHTvkn3Tt27NT+zxoJJHqysXGMv/N9z/BMRsjc6zsOMHe73e4OAAAAAAAAAAAAAAAAAABmeDiKPg/W83bm1P8toegOkf33R6f+3zsvA/YN0v///kP0b895/5eR/g8VtNL/dv376N+2w2v/eNQ3NuWaEN1K/3X7Z6C//tEdIvvfzxDdTH/99ddf/5j+NdBff/31119//bfV/+fExz0d6d9W/z+d3wPHDr8//+181T+8/9wxPX2n+OOd9Ndff/0P5/Jc0L/9/s9Ff/Nff/3j+38YsWT/c/rH9h/r3tf/V+fblU797f/q6T+1/evO/n8rpvaf2n6v/6aM9e9r/KXzONC+7F96vZL+cf372j+eKbvfov+nzmf9q+l/ad0/7780/evtP2ePeC391+8/5Roox3LJvmOW7L+voEWN/Zca40vmtNe/nf7R9M99Deivv/76R7eI6h89/tGyf/6LHv9o+uemf27656Z/bvrnpn9u+uemf27656Z/bvrnpn9u+uemf27656b/fE+F6Jb6b7t/+XylW9yjpn89/c3/uvuPzc/olvqvO/9boP+6als73P89ruX/BOifm/7jc3/o2Nh+cAt7Qu//l9u3tt7rf938b132/hn/86n/evO/9j2B/uv3n0P/9fpveT+vf13zv3b656Z/btn7E98BAAAAAAAAAAAAAAAAWN8/Hh2Hvw==
|
||||||
</data>
|
</data>
|
||||||
</layer>
|
</layer>
|
||||||
<objectgroup id="1" name="PlayerStartingPos">
|
<objectgroup id="1" name="PlayerStartingPos">
|
||||||
@ -170,23 +170,23 @@
|
|||||||
</properties>
|
</properties>
|
||||||
<polyline points="0,0 -65,0 -64,58 -2,61"/>
|
<polyline points="0,0 -65,0 -64,58 -2,61"/>
|
||||||
</object>
|
</object>
|
||||||
<object id="40" x="735" y="1486">
|
<object id="40" x="735" y="1503">
|
||||||
<properties>
|
<properties>
|
||||||
<property name="boundary_type" value="barrier"/>
|
<property name="boundary_type" value="barrier"/>
|
||||||
</properties>
|
</properties>
|
||||||
<polyline points="0,0 -63,1 -62,14 0,16 1,16 0,14"/>
|
<polyline points="0.333333,0.666667 -79,0.333333 -79.6667,18.6667 1.66667,16.3333"/>
|
||||||
</object>
|
</object>
|
||||||
<object id="41" x="832" y="1375.33">
|
<object id="41" x="832" y="1375.33">
|
||||||
<properties>
|
<properties>
|
||||||
<property name="boundary_type" value="barrier"/>
|
<property name="boundary_type" value="barrier"/>
|
||||||
</properties>
|
</properties>
|
||||||
<polyline points="0,0 -0.666667,15.3333 128.667,15.3333 130,0"/>
|
<polyline points="0,0 -0.666667,15.3333 128.667,15.3333 129.333,0"/>
|
||||||
</object>
|
</object>
|
||||||
<object id="42" x="832.667" y="1424">
|
<object id="42" x="865.667" y="1424">
|
||||||
<properties>
|
<properties>
|
||||||
<property name="boundary_type" value="barrier"/>
|
<property name="boundary_type" value="barrier"/>
|
||||||
</properties>
|
</properties>
|
||||||
<polyline points="0,0 -66,0 -65.3333,15.3333 2,16"/>
|
<polyline points="-2.33333,-0.333333 -66,0 -65.3333,15.3333 -1.33333,16.3333"/>
|
||||||
</object>
|
</object>
|
||||||
<object id="43" x="850" y="1552.67">
|
<object id="43" x="850" y="1552.67">
|
||||||
<properties>
|
<properties>
|
||||||
@ -198,19 +198,19 @@
|
|||||||
<properties>
|
<properties>
|
||||||
<property name="boundary_type" value="barrier"/>
|
<property name="boundary_type" value="barrier"/>
|
||||||
</properties>
|
</properties>
|
||||||
<polyline points="0,0 -148.667,0.666667 -148.667,15.3333 0,16.6667"/>
|
<polyline points="0,0 -146.334,0.666667 -146,16.6666 0,16.6667"/>
|
||||||
</object>
|
</object>
|
||||||
<object id="45" x="1345.33" y="1343.33">
|
<object id="45" x="1442" y="1343.33">
|
||||||
<properties>
|
<properties>
|
||||||
<property name="boundary_type" value="barrier"/>
|
<property name="boundary_type" value="barrier"/>
|
||||||
</properties>
|
</properties>
|
||||||
<polyline points="0,0 -178,0 -178,14 -0.666667,15.3333"/>
|
<polyline points="0,0 -226.667,0 -226.667,14 -0.848939,15.3333"/>
|
||||||
</object>
|
</object>
|
||||||
<object id="46" x="1200" y="1406.67">
|
<object id="46" x="1200" y="1406.67">
|
||||||
<properties>
|
<properties>
|
||||||
<property name="boundary_type" value="barrier"/>
|
<property name="boundary_type" value="barrier"/>
|
||||||
</properties>
|
</properties>
|
||||||
<polyline points="0,0 -96.6667,0 -96.6667,15.3333 0,16.6667"/>
|
<polyline points="0,0 -97.3334,0 -97,17.3333 0,16.6667"/>
|
||||||
</object>
|
</object>
|
||||||
<object id="47" x="1120" y="1520.67">
|
<object id="47" x="1120" y="1520.67">
|
||||||
<properties>
|
<properties>
|
||||||
@ -222,7 +222,19 @@
|
|||||||
<properties>
|
<properties>
|
||||||
<property name="boundary_type" value="barrier"/>
|
<property name="boundary_type" value="barrier"/>
|
||||||
</properties>
|
</properties>
|
||||||
<polyline points="77,-0.333333 9.10906,14.6667 299.775,14.6667 298.84,-2"/>
|
<polyline points="90.3333,-4.66667 9.10906,14.6667 299.775,14.6667 300.173,1.33333"/>
|
||||||
|
</object>
|
||||||
|
<object id="51" x="783.333" y="1455">
|
||||||
|
<properties>
|
||||||
|
<property name="boundary_type" value="barrier"/>
|
||||||
|
</properties>
|
||||||
|
<polyline points="0,0 -0.333333,31.6667 15.3333,32 15.3333,0"/>
|
||||||
|
</object>
|
||||||
|
<object id="52" x="768.333" y="1471.67">
|
||||||
|
<properties>
|
||||||
|
<property name="boundary_type" value="barrier"/>
|
||||||
|
</properties>
|
||||||
|
<polyline points="0,0 0,15.3333 31,15.3333 31.6667,-0.333333"/>
|
||||||
</object>
|
</object>
|
||||||
</objectgroup>
|
</objectgroup>
|
||||||
</map>
|
</map>
|
||||||
|
@ -10,6 +10,28 @@ window.ATK_CHARACTER_STATE = {
|
|||||||
InAirAtked1: [6, "Atked1"],
|
InAirAtked1: [6, "Atked1"],
|
||||||
};
|
};
|
||||||
|
|
||||||
|
window.toInAirConjugate = function(foo) {
|
||||||
|
switch (foo) {
|
||||||
|
case window.ATK_CHARACTER_STATE.Idle1[0]:
|
||||||
|
case window.ATK_CHARACTER_STATE.Walking[0]:
|
||||||
|
return window.ATK_CHARACTER_STATE.InAirIdle1[0];
|
||||||
|
case window.ATK_CHARACTER_STATE.Atk1[0]:
|
||||||
|
return window.ATK_CHARACTER_STATE.InAirAtk1[0];
|
||||||
|
case window.ATK_CHARACTER_STATE.Atked1[0]:
|
||||||
|
return window.ATK_CHARACTER_STATE.InAirAtked1[0];
|
||||||
|
|
||||||
|
case window.ATK_CHARACTER_STATE.InAirIdle1[0]:
|
||||||
|
return window.ATK_CHARACTER_STATE.Idle1[0];
|
||||||
|
case window.ATK_CHARACTER_STATE.InAirAtk1[0]:
|
||||||
|
return window.ATK_CHARACTER_STATE.Atk1[0];
|
||||||
|
case window.ATK_CHARACTER_STATE.InAirAtked1[0]:
|
||||||
|
return window.ATK_CHARACTER_STATE.Atked1[0];
|
||||||
|
default:
|
||||||
|
console.warn(`Invalid characterState ${foo} received, no in air conjugate is available!`);
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
window.ATK_CHARACTER_STATE_ARR = [];
|
window.ATK_CHARACTER_STATE_ARR = [];
|
||||||
for (let k in window.ATK_CHARACTER_STATE) {
|
for (let k in window.ATK_CHARACTER_STATE) {
|
||||||
window.ATK_CHARACTER_STATE_ARR.push(window.ATK_CHARACTER_STATE[k]);
|
window.ATK_CHARACTER_STATE_ARR.push(window.ATK_CHARACTER_STATE[k]);
|
||||||
|
@ -2,6 +2,12 @@ const i18n = require('LanguageData');
|
|||||||
i18n.init(window.language); // languageID should be equal to the one we input in New Language ID input field
|
i18n.init(window.language); // languageID should be equal to the one we input in New Language ID input field
|
||||||
|
|
||||||
const OnlineMap = require('./Map');
|
const OnlineMap = require('./Map');
|
||||||
|
/*
|
||||||
|
[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 -> ..."
|
||||||
|
|
||||||
|
Moreover, this "snapIntoPlatformOverlap" should be small enough such that the jumping initial "velY" can escape from it by 1 renderFrame (when jumping is triggered, the character is waived from snappig for 1 renderFrame).
|
||||||
|
*/
|
||||||
|
const snapIntoPlatformOverlap = 0.1;
|
||||||
|
|
||||||
cc.Class({
|
cc.Class({
|
||||||
extends: OnlineMap,
|
extends: OnlineMap,
|
||||||
@ -238,13 +244,16 @@ cc.Class({
|
|||||||
|
|
||||||
const nextRenderFrameMeleeBullets = [];
|
const nextRenderFrameMeleeBullets = [];
|
||||||
|
|
||||||
const movements = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order
|
// Guaranteed determinism regardless of traversal order
|
||||||
const bulletPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order
|
const jumpTriggered = new Array(self.playerRichInfoArr.length);
|
||||||
const effPushbacks = new Array(self.playerRichInfoArr.length); // Guaranteed determinism regardless of traversal order
|
const movements = new Array(self.playerRichInfoArr.length);
|
||||||
|
const bulletPushbacks = new Array(self.playerRichInfoArr.length);
|
||||||
|
const effPushbacks = new Array(self.playerRichInfoArr.length);
|
||||||
|
|
||||||
// Reset playerCollider position from the "virtual grid position"
|
// Reset playerCollider position from the "virtual grid position"
|
||||||
for (let j in self.playerRichInfoArr) {
|
for (let j in self.playerRichInfoArr) {
|
||||||
const joinIndex = parseInt(j) + 1;
|
const joinIndex = parseInt(j) + 1;
|
||||||
|
jumpTriggered[joinIndex - 1] = false;
|
||||||
movements[joinIndex - 1] = [0.0, 0.0];
|
movements[joinIndex - 1] = [0.0, 0.0];
|
||||||
bulletPushbacks[joinIndex - 1] = [0.0, 0.0];
|
bulletPushbacks[joinIndex - 1] = [0.0, 0.0];
|
||||||
effPushbacks[joinIndex - 1] = [0.0, 0.0];
|
effPushbacks[joinIndex - 1] = [0.0, 0.0];
|
||||||
@ -259,7 +268,7 @@ cc.Class({
|
|||||||
const newVy = currPlayerDownsync.virtualGridY;
|
const newVy = currPlayerDownsync.virtualGridY;
|
||||||
[playerCollider.x, playerCollider.y] = self.virtualGridToPolygonColliderAnchorPos(newVx, newVy, self.playerRichInfoArr[joinIndex - 1].colliderRadius, self.playerRichInfoArr[joinIndex - 1].colliderRadius);
|
[playerCollider.x, playerCollider.y] = self.virtualGridToPolygonColliderAnchorPos(newVx, newVy, self.playerRichInfoArr[joinIndex - 1].colliderRadius, self.playerRichInfoArr[joinIndex - 1].colliderRadius);
|
||||||
|
|
||||||
// Process gravity before anyother interaction
|
// Process gravity before anyother interaction, by now "currPlayerDownsync.velX & velY" are properly snapped to be parallel to the edge of its standing platform if necessary
|
||||||
[movements[joinIndex - 1][0], movements[joinIndex - 1][1]] = self.virtualGridToWorldPos(currPlayerDownsync.velX, currPlayerDownsync.velY);
|
[movements[joinIndex - 1][0], movements[joinIndex - 1][1]] = self.virtualGridToWorldPos(currPlayerDownsync.velX, currPlayerDownsync.velY);
|
||||||
playerCollider.x += movements[joinIndex - 1][0];
|
playerCollider.x += movements[joinIndex - 1][0];
|
||||||
playerCollider.y += movements[joinIndex - 1][1];
|
playerCollider.y += movements[joinIndex - 1][1];
|
||||||
@ -375,6 +384,22 @@ cc.Class({
|
|||||||
const prevDecodedInput = (null == delayedInputFrameForPrevRenderFrame ? null : self.ctrl.decodeInput(delayedInputFrameForPrevRenderFrame.inputList[joinIndex - 1]));
|
const prevDecodedInput = (null == delayedInputFrameForPrevRenderFrame ? null : self.ctrl.decodeInput(delayedInputFrameForPrevRenderFrame.inputList[joinIndex - 1]));
|
||||||
const prevBtnALevel = (null == prevDecodedInput ? 0 : prevDecodedInput.btnALevel);
|
const prevBtnALevel = (null == prevDecodedInput ? 0 : prevDecodedInput.btnALevel);
|
||||||
const prevBtnBLevel = (null == prevDecodedInput ? 0 : prevDecodedInput.btnBLevel);
|
const prevBtnBLevel = (null == prevDecodedInput ? 0 : prevDecodedInput.btnBLevel);
|
||||||
|
/*
|
||||||
|
[WARNING] Player input alone WOULD NOT take "characterState" into any "ATK_CHARACTER_STATE_IN_AIR_SET", only after the calculation of "effPushbacks" do we know exactly whether or not a player is "inAir", the finalize the transition of "thatPlayerInNextFrame.characterState".
|
||||||
|
*/
|
||||||
|
if (1 == decodedInput.btnBLevel && 0 == prevBtnBLevel) {
|
||||||
|
const characStateAlreadyInAir = window.ATK_CHARACTER_STATE_IN_AIR_SET.has(thatPlayerInNextFrame.characterState);
|
||||||
|
const characStateIsInterruptWaivable = window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(thatPlayerInNextFrame.characterState);
|
||||||
|
if (
|
||||||
|
!characStateAlreadyInAir
|
||||||
|
&&
|
||||||
|
characStateIsInterruptWaivable
|
||||||
|
) {
|
||||||
|
thatPlayerInNextFrame.velY = currPlayerDownsync.speed * 4.5;
|
||||||
|
jumpTriggered[joinIndex - 1] = true;
|
||||||
|
console.log(`playerId=${playerId}, joinIndex=${joinIndex} triggered a rising-edge of btnB at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}, nextVelY=${thatPlayerInNextFrame.velY}, characStateAlreadyInAir=${characStateAlreadyInAir}, characStateIsInterruptWaivable=${characStateIsInterruptWaivable}`);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
if (1 == decodedInput.btnALevel && 0 == prevBtnALevel) {
|
if (1 == decodedInput.btnALevel && 0 == prevBtnALevel) {
|
||||||
// console.log(`playerId=${playerId} triggered a rising-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
|
// console.log(`playerId=${playerId} triggered a rising-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
|
||||||
@ -390,61 +415,21 @@ cc.Class({
|
|||||||
// 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}: ${self._stringifyRecentInputCache(true)}`);
|
||||||
// console.log(`A rising-edge of meleeBullet is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
|
// console.log(`A rising-edge of meleeBullet is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
|
||||||
|
|
||||||
if (!window.ATK_CHARACTER_STATE_IN_AIR_SET.has(currPlayerDownsync.characterState)) {
|
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atk1[0];
|
||||||
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atk1[0];
|
|
||||||
} else {
|
|
||||||
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.InAirAtk1[0];
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
} else if (0 == decodedInput.btnALevel && 1 == prevBtnALevel) {
|
} else if (0 == decodedInput.btnALevel && 1 == prevBtnALevel) {
|
||||||
// console.log(`playerId=${playerId} triggered a falling-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
|
// console.log(`playerId=${playerId} triggered a falling-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
|
||||||
} else {
|
} else {
|
||||||
// No bullet trigger, process movement inputs
|
// No bullet trigger, process joystick movement inputs (except for jumping).
|
||||||
if (1 == decodedInput.btnBLevel && 0 == prevBtnBLevel) {
|
if (0 != decodedInput.dx || 0 != decodedInput.dy) {
|
||||||
const characStateAlreadyInAir = window.ATK_CHARACTER_STATE_IN_AIR_SET.has(thatPlayerInNextFrame.characterState);
|
// Update directions and thus would eventually update moving animation accordingly
|
||||||
const characStateIsInterruptWaivable = window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(thatPlayerInNextFrame.characterState);
|
thatPlayerInNextFrame.dirX = decodedInput.dx;
|
||||||
console.log(`playerId=${playerId} triggered a rising-edge of btnB at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}, characStateAlreadyInAir=${characStateAlreadyInAir}, characStateIsInterruptWaivable=${characStateIsInterruptWaivable}`);
|
thatPlayerInNextFrame.dirY = decodedInput.dy;
|
||||||
if (
|
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Walking[0];
|
||||||
!characStateAlreadyInAir
|
thatPlayerInNextFrame.velX = decodedInput.dx * currPlayerDownsync.speed;
|
||||||
&&
|
|
||||||
characStateIsInterruptWaivable
|
|
||||||
) {
|
|
||||||
thatPlayerInNextFrame.velY = currPlayerDownsync.speed * 4;
|
|
||||||
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.InAirIdle1[0];
|
|
||||||
if (window.ATK_CHARACTER_STATE.Walking[0] == currPlayerDownsync.characterState) {
|
|
||||||
console.warn(`curRenderFrameId=${currRenderFrame.id}, playerId=${playerId}, joinIndex=${joinIndex} characterState set to AirIdle1 by jumping`);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
} else {
|
} else {
|
||||||
if (0 != decodedInput.dx || 0 != decodedInput.dy) {
|
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Idle1[0];
|
||||||
// Update directions and thus would eventually update moving animation accordingly
|
thatPlayerInNextFrame.velX = 0;
|
||||||
thatPlayerInNextFrame.dirX = decodedInput.dx;
|
|
||||||
thatPlayerInNextFrame.dirY = decodedInput.dy;
|
|
||||||
if (!window.ATK_CHARACTER_STATE_IN_AIR_SET.has(thatPlayerInNextFrame.characterState)) {
|
|
||||||
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Walking[0];
|
|
||||||
thatPlayerInNextFrame.velX = currPlayerDownsync.speed * decodedInput.dx;
|
|
||||||
if (window.ATK_CHARACTER_STATE.Idle1[0] == currPlayerDownsync.characterState || window.ATK_CHARACTER_STATE.InAirIdle1[0] == currPlayerDownsync.characterState) {
|
|
||||||
console.warn(`curRenderFrameId=${currRenderFrame.id}, playerId=${playerId}, joinIndex=${joinIndex} characterState set to Walking by dir input`);
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
// There's no characterState of "InAirWalking" :)
|
|
||||||
thatPlayerInNextFrame.velX = currPlayerDownsync.speed * decodedInput.dx;
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
if (!window.ATK_CHARACTER_STATE_IN_AIR_SET.has(thatPlayerInNextFrame.characterState)) {
|
|
||||||
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Idle1[0];
|
|
||||||
thatPlayerInNextFrame.velX = 0;
|
|
||||||
if (window.ATK_CHARACTER_STATE.Walking[0] == currPlayerDownsync.characterState) {
|
|
||||||
console.warn(`curRenderFrameId=${currRenderFrame.id}, playerId=${playerId}, joinIndex=${joinIndex} characterState set to Idle1 by no dir input`);
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.InAirIdle1[0];
|
|
||||||
if (window.ATK_CHARACTER_STATE.Walking[0] == currPlayerDownsync.characterState) {
|
|
||||||
console.warn(`curRenderFrameId=${currRenderFrame.id}, playerId=${playerId}, joinIndex=${joinIndex} characterState set to AirIdle1 by no dir input but already in air`);
|
|
||||||
}
|
|
||||||
// let inertia carry "velX" when in air
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -462,7 +447,7 @@ cc.Class({
|
|||||||
const currPlayerDownsync = currRenderFrame.players[playerId];
|
const currPlayerDownsync = currRenderFrame.players[playerId];
|
||||||
const thatPlayerInNextFrame = nextRenderFramePlayers[playerId];
|
const thatPlayerInNextFrame = nextRenderFramePlayers[playerId];
|
||||||
let fallStopping = false;
|
let fallStopping = false;
|
||||||
let remainsNotInAir = false;
|
let [snappedIntoPlatformEx, snappedIntoPlatformEy] = [null, null];
|
||||||
for (const potential of potentials) {
|
for (const potential of potentials) {
|
||||||
// Test if the player collides with the wall
|
// Test if the player collides with the wall
|
||||||
if (!playerCollider.collides(potential, result2)) continue;
|
if (!playerCollider.collides(potential, result2)) continue;
|
||||||
@ -470,33 +455,33 @@ cc.Class({
|
|||||||
let [pushbackX, pushbackY] = [result2.overlap * result2.overlap_x, result2.overlap * result2.overlap_y];
|
let [pushbackX, pushbackY] = [result2.overlap * result2.overlap_x, result2.overlap * result2.overlap_y];
|
||||||
if (null == potential.data) {
|
if (null == potential.data) {
|
||||||
// "null == potential.data" implies a barrier
|
// "null == potential.data" implies a barrier
|
||||||
|
const remainsNotInAir = (!currPlayerDownsync.inAir);
|
||||||
const localFallStopping = (currPlayerDownsync.inAir && 0 > pushbackY); // prevents false fall-stopping on the lateral sides
|
const localFallStopping = (currPlayerDownsync.inAir && 0 > pushbackY); // prevents false fall-stopping on the lateral sides
|
||||||
const localRemainsNotInAir = (!currPlayerDownsync.inAir);
|
if (remainsNotInAir || localFallStopping) {
|
||||||
// [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 -> ..."
|
fallStopping |= localFallStopping;
|
||||||
if (localFallStopping) {
|
[pushbackX, pushbackY] = [(result2.overlap - snapIntoPlatformOverlap) * result2.overlap_x, (result2.overlap - snapIntoPlatformOverlap) * result2.overlap_y]
|
||||||
pushbackY = 0.95 * pushbackY;
|
// [overlay_x, overlap_y] is the unit vector that points into the platform; FIXME: Should only assign to [snappedIntoPlatformEx, snappedIntoPlatformEy] at most once!
|
||||||
fallStopping = true;
|
snappedIntoPlatformEx = -result2.overlap_y;
|
||||||
}
|
snappedIntoPlatformEy = result2.overlap_x;
|
||||||
if (localRemainsNotInAir) {
|
if (snappedIntoPlatformEx * currPlayerDownsync.dirX + snappedIntoPlatformEy * currPlayerDownsync.dirY) {
|
||||||
pushbackY = 0;
|
[snappedIntoPlatformEx, snappedIntoPlatformEy] = [-snappedIntoPlatformEx, -snappedIntoPlatformEy];
|
||||||
remainsNotInAir = true;
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
// What if we're on the edge of 2 barriers? Would adding up make an unexpected bounce?
|
// 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][0] += pushbackX;
|
||||||
effPushbacks[joinIndex - 1][1] += pushbackY;
|
effPushbacks[joinIndex - 1][1] += pushbackY;
|
||||||
}
|
}
|
||||||
if (fallStopping) {
|
if (false == jumpTriggered[joinIndex-1] && null != snappedIntoPlatformEx && null != snappedIntoPlatformEy) {
|
||||||
thatPlayerInNextFrame.velX = 0;
|
|
||||||
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Idle1[0];
|
|
||||||
thatPlayerInNextFrame.velY = 0;
|
|
||||||
thatPlayerInNextFrame.inAir = false;
|
thatPlayerInNextFrame.inAir = false;
|
||||||
if (window.ATK_CHARACTER_STATE.Walking[0] == currPlayerDownsync.characterState) {
|
if (fallStopping) {
|
||||||
console.warn(`curRenderFrameId=${currRenderFrame.id}, playerId=${playerId}, joinIndex=${joinIndex} characterState set to Idle1 by fallStopping`);
|
thatPlayerInNextFrame.velY = 0; // shuts off the velocity component introduced by gravity, otherwise the character will slip down along a slope
|
||||||
}
|
}
|
||||||
|
const dotProd = thatPlayerInNextFrame.velX * snappedIntoPlatformEx + thatPlayerInNextFrame.velY * snappedIntoPlatformEy;
|
||||||
|
[thatPlayerInNextFrame.velX, thatPlayerInNextFrame.velY] = [dotProd * snappedIntoPlatformEx, dotProd * snappedIntoPlatformEy];
|
||||||
}
|
}
|
||||||
if (remainsNotInAir) {
|
if (currPlayerDownsync.inAir != thatPlayerInNextFrame.inAir) {
|
||||||
thatPlayerInNextFrame.inAir = false;
|
thatPlayerInNextFrame.characterState = window.toInAirConjugate(thatPlayerInNextFrame.characterState);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user