mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-26 03:39:00 +00:00
First successful run in OfflineMap using gopkgs dynamics.
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@ -1,6 +1,6 @@
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{
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"ver": "1.0.5",
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"uuid": "565a29f2-d75b-45a2-8596-b27e6415960d",
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"uuid": "c402c9d1-1d32-4dbb-993a-6bfa0099fa2b",
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"isPlugin": true,
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"loadPluginInWeb": true,
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"loadPluginInNative": true,
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@ -461,7 +461,7 @@
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"array": [
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0,
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0,
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216.05530045313827,
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216.50635094610968,
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0,
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0,
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0,
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@ -109,10 +109,11 @@ cc.Class({
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self._resetCurrentMatch();
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const spaceW = newMapSize.width * newTileSize.width;
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const spaceH = newMapSize.height * newTileSize.height;
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const spaceOffsetX = (spaceW >> 1);
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const spaceOffsetY = (spaceH >> 1);
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self.spaceOffsetX = (spaceW >> 1);
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self.spaceOffsetY = (spaceH >> 1);
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const minStep = 8;
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self.gopkgsCollisionSys = gopkgs.NewCollisionSpaceJs(spaceW, spaceH, minStep, minStep);
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self.gopkgsCollisionSysMap = {}; // [WARNING] Don't use "JavaScript Map" which could cause loss of type information when passing through Golang transpiled functions!
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let barrierIdCounter = 0;
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const boundaryObjs = tileCollisionManager.extractBoundaryObjects(self.node);
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@ -124,7 +125,7 @@ cc.Class({
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const gopkgsBoundary = gopkgs.NewPolygon2DJs(gopkgsBoundaryAnchor, gopkgsBoundaryPts);
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const gopkgsBarrier = gopkgs.NewBarrierJs(gopkgsBoundary);
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const newBarrierCollider = gopkgs.GenerateConvexPolygonColliderJs(gopkgsBoundary, spaceOffsetX, spaceOffsetY, gopkgsBarrier, "Barrier");
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const newBarrierCollider = gopkgs.GenerateConvexPolygonColliderJs(gopkgsBoundary, self.spaceOffsetX, self.spaceOffsetY, gopkgsBarrier, "Barrier");
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self.gopkgsCollisionSys.Add(newBarrierCollider);
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if (false && self.showCriticalCoordinateLabels) {
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@ -161,7 +162,7 @@ cc.Class({
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// console.log("Created barrier: ", newBarrierCollider);
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++barrierIdCounter;
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const collisionBarrierIndex = (self.collisionBarrierIndexPrefix + barrierIdCounter);
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self.collisionSysMap.set(collisionBarrierIndex, newBarrierCollider);
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self.gopkgsCollisionSysMap[collisionBarrierIndex] = newBarrierCollider;
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}
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const startPlayer1 = gopkgs.NewPlayerDownsyncJs(10, self.worldToVirtualGridPos(boundaryObjs.playerStartingPositions[0].x, boundaryObjs.playerStartingPositions[0].y)[0], self.worldToVirtualGridPos(boundaryObjs.playerStartingPositions[0].x, boundaryObjs.playerStartingPositions[0].y)[1], 0, 0, 0, 0, 1 * self.worldToVirtualGridRatio, 0, window.ATK_CHARACTER_STATE.InAirIdle1[0], 1, 100, 100, true, 12);
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@ -171,7 +172,11 @@ cc.Class({
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const startRdf = gopkgs.NewRoomDownsyncFrameJs(window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START, [startPlayer1, startPlayer2], []);
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self.selfPlayerInfo = {
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id: 11
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Id: 11,
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JoinIndex: 2,
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// For compatibility
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id: 11,
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joinIndex: 2,
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};
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self.onRoomDownsyncFrame(startRdf);
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@ -200,7 +205,7 @@ cc.Class({
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currSelfInput = prevAndCurrInputs[1];
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}
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const [prevRdf, rdf] = self.rollbackAndChase(self.renderFrameId, self.renderFrameId + 1, self.collisionSys, self.collisionSysMap, false);
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const [prevRdf, rdf] = self.rollbackAndChase(self.renderFrameId, self.renderFrameId + 1, self.gopkgsCollisionSys, self.gopkgsCollisionSysMap, false);
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self.applyRoomDownsyncFrameDynamics(rdf, prevRdf);
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self.showDebugBoundaries(rdf);
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++self.renderFrameId;
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@ -229,7 +234,7 @@ cc.Class({
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if (notSelfUnconfirmed) {
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shouldForceDumping2 = false;
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shouldForceResync = false;
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self.othersForcedDownsyncRenderFrameDict.set(rdf.id, rdf);
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self.othersForcedDownsyncRenderFrameDict.set(rdf.Id, rdf);
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}
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/*
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TODO
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@ -250,8 +255,7 @@ cc.Class({
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}
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// The logic below applies to (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START == rdf.id || window.RING_BUFF_NON_CONSECUTIVE_SET == dumpRenderCacheRet)
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const players = rdf.Players;
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self._initPlayerRichInfoDict(players);
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self._initPlayerRichInfoDict(gopkgs.GetPlayersArrJs(rdf));
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if (shouldForceDumping1 || shouldForceDumping2 || shouldForceResync) {
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// In fact, not having "window.RING_BUFF_CONSECUTIVE_SET == dumpRenderCacheRet" should already imply that "self.renderFrameId <= rdf.id", but here we double check and log the anomaly
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@ -273,4 +277,121 @@ cc.Class({
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// [WARNING] Leave all graphical updates in "update(dt)" by "applyRoomDownsyncFrameDynamics"
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return dumpRenderCacheRet;
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},
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rollbackAndChase(renderFrameIdSt, renderFrameIdEd, collisionSys, collisionSysMap, isChasing) {
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const self = this;
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let prevLatestRdf = null,
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latestRdf = null;
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for (let i = renderFrameIdSt; i < renderFrameIdEd; i++) {
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const currRdf = self.recentRenderCache.getByFrameId(i); // typed "RoomDownsyncFrame"; [WARNING] When "true == isChasing" and using Firefox, this function could be interruptted by "onRoomDownsyncFrame(rdf)" asynchronously anytime, making this line return "null"!
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if (null == currRdf) {
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throw `Couldn't find renderFrame for i=${i} to rollback (are you using Firefox?), self.renderFrameId=${self.renderFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}, might've been interruptted by onRoomDownsyncFrame`;
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}
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const j = self._convertToInputFrameId(i, self.inputDelayFrames);
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const delayedInputFrame = self.recentInputCache.getByFrameId(j); // Don't make prediction here, the inputFrameDownsyncs in recentInputCache was already predicted while prefabbing
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if (null == delayedInputFrame) {
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// Shouldn't happen!
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throw `Failed to get cached delayedInputFrame for i=${i}, j=${j}, renderFrameId=${self.renderFrameId}, lastUpsyncInputFrameId=${self.lastUpsyncInputFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}, chaserRenderFrameId=${self.chaserRenderFrameId}; recentRenderCache=${self._stringifyRecentRenderCache(false)}, recentInputCache=${self._stringifyRecentInputCache(false)}`;
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}
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const delayedInputFrameJs = gopkgs.NewInputFrameDownsyncJs(j, delayedInputFrame.inputList, delayedInputFrame.confirmedList);
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const jPrev = self._convertToInputFrameId(i - 1, self.inputDelayFrames);
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const delayedInputFrameForPrevRenderFrame = self.recentInputCache.getByFrameId(jPrev);
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const delayedInputFrameForPrevRenderFrameJs = gopkgs.NewInputFrameDownsyncJs(jPrev, delayedInputFrameForPrevRenderFrame.inputList, delayedInputFrameForPrevRenderFrame.confirmedList);
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const nextRdf = gopkgs.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs(delayedInputFrameJs, delayedInputFrameForPrevRenderFrameJs, currRdf, collisionSys, collisionSysMap, self.gravityX, self.gravityY, self.jumpingInitVelY, self.inputDelayFrames, self.inputScaleFrames, self.spaceOffsetX, self.spaceOffsetY, self.snapIntoPlatformOverlap, self.snapIntoPlatformThreshold, self.worldToVirtualGridRatio, self.virtualGridToWorldRatio);
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if (true == isChasing) {
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// [WARNING] Move the cursor "self.chaserRenderFrameId" when "true == isChasing", keep in mind that "self.chaserRenderFrameId" is not monotonic!
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self.chaserRenderFrameId = nextRdf.id;
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} else if (nextRdf.id == self.chaserRenderFrameId + 1) {
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self.chaserRenderFrameId = nextRdf.id; // To avoid redundant calculation
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}
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self.recentRenderCache.setByFrameId(nextRdf, nextRdf.id);
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prevLatestRdf = currRdf;
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latestRdf = nextRdf;
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}
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return [prevLatestRdf, latestRdf];
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},
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_initPlayerRichInfoDict(playersArr) {
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const self = this;
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for (let k in playersArr) {
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const immediatePlayerInfo = playersArr[k];
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const playerId = immediatePlayerInfo.Id;
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if (self.playerRichInfoDict.has(playerId)) continue; // Skip already put keys
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self.playerRichInfoDict.set(playerId, immediatePlayerInfo);
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const nodeAndScriptIns = self.spawnPlayerNode(immediatePlayerInfo.JoinIndex, immediatePlayerInfo.VirtualGridX, immediatePlayerInfo.VirtualGridY, immediatePlayerInfo);
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Object.assign(self.playerRichInfoDict.get(playerId), {
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node: nodeAndScriptIns[0],
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scriptIns: nodeAndScriptIns[1],
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});
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if (self.selfPlayerInfo.Id == playerId) {
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self.selfPlayerInfo = Object.assign(self.selfPlayerInfo, immediatePlayerInfo);
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nodeAndScriptIns[1].showArrowTipNode();
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}
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}
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self.playerRichInfoArr = new Array(self.playerRichInfoDict.size);
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self.playerRichInfoDict.forEach((playerRichInfo, playerId) => {
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self.playerRichInfoArr[playerRichInfo.JoinIndex - 1] = playerRichInfo;
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});
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},
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applyRoomDownsyncFrameDynamics(rdf, prevRdf) {
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const self = this;
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const playersArr = gopkgs.GetPlayersArrJs(rdf);
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for (let k in playersArr) {
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const currPlayerDownsync = playersArr[k];
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const prevRdfPlayer = (null == prevRdf ? null : gopkgs.GetPlayersArrJs(prevRdf)[k]);
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const [wx, wy] = self.virtualGridToWorldPos(currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY);
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const playerRichInfo = self.playerRichInfoArr[k];
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playerRichInfo.node.setPosition(wx, wy);
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playerRichInfo.scriptIns.updateSpeed(currPlayerDownsync.Speed);
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currPlayerDownsync.characterState = currPlayerDownsync.CharacterState;
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currPlayerDownsync.dirX = currPlayerDownsync.DirX;
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currPlayerDownsync.dirY = currPlayerDownsync.DirY;
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currPlayerDownsync.framesToRecover = currPlayerDownsync.FrameToRecover;
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playerRichInfo.scriptIns.updateCharacterAnim(currPlayerDownsync, prevRdfPlayer, false);
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}
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},
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spawnPlayerNode(joinIndex, vx, vy, playerDownsyncInfo) {
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const self = this;
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const newPlayerNode = cc.instantiate(self.controlledCharacterPrefab)
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const playerScriptIns = newPlayerNode.getComponent("ControlledCharacter");
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if (1 == joinIndex) {
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playerScriptIns.setSpecies("SoldierWaterGhost");
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} else if (2 == joinIndex) {
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playerScriptIns.setSpecies("UltramanTiga");
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}
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const [wx, wy] = self.virtualGridToWorldPos(vx, vy);
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newPlayerNode.setPosition(wx, wy);
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playerScriptIns.mapNode = self.node;
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const halfColliderWidth = playerDownsyncInfo.ColliderRadius,
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halfColliderHeight = playerDownsyncInfo.ColliderRadius + playerDownsyncInfo.ColliderRadius; // avoid multiplying
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const colliderWidth = halfColliderWidth + halfColliderWidth,
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colliderHeight = halfColliderHeight + halfColliderHeight; // avoid multiplying
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const newPlayerCollider = gopkgs.GenerateRectColliderJs(wx, wy, colliderWidth, colliderHeight, self.snapIntoPlatformOverlap, self.snapIntoPlatformOverlap, self.snapIntoPlatformOverlap, self.snapIntoPlatformOverlap, self.spaceOffsetX, self.spaceOffsetY, playerDownsyncInfo, "Player");
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self.gopkgsCollisionSys.Add(newPlayerCollider);
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const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
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self.gopkgsCollisionSysMap[collisionPlayerIndex] = newPlayerCollider;
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console.log(`Created new player collider: joinIndex=${joinIndex}, colliderRadius=${playerDownsyncInfo.ColliderRadius}`);
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safelyAddChild(self.node, newPlayerNode);
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setLocalZOrder(newPlayerNode, 5);
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newPlayerNode.active = true;
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playerDownsyncInfo.characterState = playerDownsyncInfo.CharacterState;
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playerDownsyncInfo.dirX = playerDownsyncInfo.DirX;
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playerDownsyncInfo.dirY = playerDownsyncInfo.DirY;
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playerDownsyncInfo.framesToRecover = playerDownsyncInfo.FrameToRecover;
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playerScriptIns.updateCharacterAnim(playerDownsyncInfo, null, true);
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return [newPlayerNode, playerScriptIns];
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},
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});
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@ -6,6 +6,7 @@ all: help
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GOPROXY=https://goproxy.io
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serve:
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gopherjs clean
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gopherjs serve $(PROJECTNAME)
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build:
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@ -61,6 +61,23 @@ func NewRoomDownsyncFrameJs(id int32, playersArr []*PlayerDownsync, meleeBullets
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})
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}
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func NewInputFrameDownsyncJs(inputFrameId int32, inputList []uint64, confirmedList uint64) *js.Object {
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return js.MakeFullWrapper(&InputFrameDownsync{
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InputFrameId: inputFrameId,
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InputList: inputList,
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ConfirmedList: confirmedList,
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})
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}
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func GetPlayersArrJs(rdf *RoomDownsyncFrame) []*js.Object {
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// We couldn't just use the existing getters or field names to access non-primitive fields in Js
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ret := make([]*js.Object, 0, len(rdf.PlayersArr))
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for _, player := range rdf.PlayersArr {
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ret = append(ret, js.MakeFullWrapper(player))
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}
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return ret
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}
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func GenerateRectColliderJs(wx, wy, w, h, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY float64, data interface{}, tag string) *js.Object {
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/*
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[WARNING] It's important to note that we don't need "js.MakeFullWrapper" for a call sequence as follows.
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@ -70,13 +87,15 @@ func GenerateRectColliderJs(wx, wy, w, h, topPadding, bottomPadding, leftPadding
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space.Add(a);
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```
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The "space" variable doesn't need access to the field of "a" in JavaScript level to run "space.Add(...)" method, which is good.
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However, the full wrapper access here is used for updating "collider.X/collider.Y" at JavaScript runtime.
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*/
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return js.MakeWrapper(GenerateRectCollider(wx, wy, w, h, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, data, tag))
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return js.MakeFullWrapper(GenerateRectCollider(wx, wy, w, h, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, data, tag))
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}
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func GenerateConvexPolygonColliderJs(unalignedSrc *Polygon2D, spaceOffsetX, spaceOffsetY float64, data interface{}, tag string) *js.Object {
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return js.MakeWrapper(GenerateConvexPolygonCollider(unalignedSrc, spaceOffsetX, spaceOffsetY, data, tag))
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return js.MakeFullWrapper(GenerateConvexPolygonCollider(unalignedSrc, spaceOffsetX, spaceOffsetY, data, tag))
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}
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func CheckCollisionJs(obj *resolv.Object, dx, dy float64) *js.Object {
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@ -98,8 +117,11 @@ func main() {
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"NewPlayerDownsyncJs": NewPlayerDownsyncJs,
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"NewRoomDownsyncFrameJs": NewRoomDownsyncFrameJs,
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"NewCollisionSpaceJs": NewCollisionSpaceJs,
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"NewInputFrameDownsyncJs": NewInputFrameDownsyncJs,
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"GenerateRectColliderJs": GenerateRectColliderJs,
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"GenerateConvexPolygonColliderJs": GenerateConvexPolygonColliderJs,
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"GetPlayersArrJs": GetPlayersArrJs,
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"ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs": ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs,
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"CheckCollisionJs": CheckCollisionJs,
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})
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}
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