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https://github.com/genxium/DelayNoMore
synced 2024-12-25 11:18:55 +00:00
Updated OfflineMap position loading.
This commit is contained in:
parent
bef1df48aa
commit
7985a242fd
@ -440,7 +440,7 @@
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"array": [
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0,
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0,
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216.50635094610968,
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209.73151519075364,
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0,
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0,
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0,
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@ -172,8 +172,8 @@
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},
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"_contentSize": {
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"__type__": "cc.Size",
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"width": 3200,
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"height": 3200
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"width": 2048,
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"height": 2048
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},
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"_anchorPoint": {
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"__type__": "cc.Vec2",
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@ -191,8 +191,8 @@
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0,
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0,
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1,
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2,
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2,
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1.5,
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1.5,
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1
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]
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},
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@ -454,7 +454,7 @@
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"array": [
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0,
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0,
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217.71545143883017,
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209.73151519075364,
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0,
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0,
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0,
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@ -76,8 +76,8 @@ cc.Class({
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*/
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self.snapIntoPlatformOverlap = 0.1;
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self.snapIntoPlatformThreshold = 0.5; // a platform must be "horizontal enough" for a character to "stand on"
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self.jumpingInitVelY = 5 * self.worldToVirtualGridRatio; // unit: (virtual grid length/renderFrame)
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[self.gravityX, self.gravityY] = [0, -Math.ceil(4*self.jumpingInitVelY/self.serverFps)]; // unit: (virtual grid length/renderFrame^2)
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self.jumpingInitVelY = 6 * self.worldToVirtualGridRatio; // unit: (virtual grid length/renderFrame)
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[self.gravityX, self.gravityY] = [0, -Math.ceil(4 * self.jumpingInitVelY / self.serverFps)]; // unit: (virtual grid length/renderFrame^2)
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const tiledMapIns = self.node.getComponent(cc.TiledMap);
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@ -162,8 +162,8 @@ cc.Class({
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10: window.pb.protos.PlayerDownsync.create({
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id: 10,
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joinIndex: 1,
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virtualGridX: -50 * self.worldToVirtualGridRatio,
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virtualGridY: -400 * self.worldToVirtualGridRatio,
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virtualGridX: self.worldToVirtualGridPos(boundaryObjs.playerStartingPositions[0].x, boundaryObjs.playerStartingPositions[0].y)[0],
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virtualGridY: self.worldToVirtualGridPos(boundaryObjs.playerStartingPositions[0].x, boundaryObjs.playerStartingPositions[0].y)[1],
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speed: 1 * self.worldToVirtualGridRatio,
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colliderRadius: 12,
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characterState: window.ATK_CHARACTER_STATE.InAirIdle1[0],
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@ -177,8 +177,8 @@ cc.Class({
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11: window.pb.protos.PlayerDownsync.create({
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id: 11,
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joinIndex: 2,
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virtualGridX: 100 * self.worldToVirtualGridRatio,
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virtualGridY: -350 * self.worldToVirtualGridRatio,
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virtualGridX: self.worldToVirtualGridPos(boundaryObjs.playerStartingPositions[1].x, boundaryObjs.playerStartingPositions[1].y)[0],
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virtualGridY: self.worldToVirtualGridPos(boundaryObjs.playerStartingPositions[1].x, boundaryObjs.playerStartingPositions[1].y)[1],
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speed: 1 * self.worldToVirtualGridRatio,
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colliderRadius: 12,
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characterState: window.ATK_CHARACTER_STATE.InAirIdle1[0],
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@ -432,7 +432,9 @@ cc.Class({
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// console.log(`A rising-edge of meleeBullet is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
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thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atk1[0];
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thatPlayerInNextFrame.velX = 0; // prohibits simultaneous movement with Atk1 (including inAir)
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if (false == currPlayerDownsync.inAir) {
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thatPlayerInNextFrame.velX = 0; // prohibits simultaneous movement with Atk1 on the ground
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}
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}
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} else if (0 == decodedInput.btnALevel && 1 == prevBtnALevel) {
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// console.log(`playerId=${playerId} triggered a falling-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
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@ -108,6 +108,7 @@ TileCollisionManager.prototype.continuousMapNodePosToContinuousObjLayerOffset =
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window.battleEntityTypeNameToGlobalGid = {};
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TileCollisionManager.prototype.extractBoundaryObjects = function(withTiledMapNode) {
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let toRet = {
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playerStartingPositions: [],
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barriers: [],
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};
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const tiledMapIns = withTiledMapNode.getComponent(cc.TiledMap); // This is a magic name.
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@ -115,6 +116,18 @@ TileCollisionManager.prototype.extractBoundaryObjects = function(withTiledMapNod
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const allObjectGroups = tiledMapIns.getObjectGroups();
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for (let i = 0; i < allObjectGroups.length; ++i) {
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var objectGroup = allObjectGroups[i];
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if ("PlayerStartingPos" == objectGroup.getGroupName()) {
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var allObjects = objectGroup.getObjects();
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for (let j = 0; j < allObjects.length; ++j) {
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const cccMaskedX = allObjects[j].x,
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cccMaskedY = allObjects[j].y;
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const origX = cccMaskedX,
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origY = withTiledMapNode.getContentSize().height - cccMaskedY; // FIXME: I don't know why CocosCreator did this, it's stupid and MIGHT NOT WORK IN ISOMETRIC orientation!
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let wpos = this.continuousObjLayerOffsetToContinuousMapNodePos(withTiledMapNode, cc.v2(origX, origY));
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toRet.playerStartingPositions.push(wpos);
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}
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continue;
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}
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if ("barrier_and_shelter" != objectGroup.getProperty("type")) continue;
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var allObjects = objectGroup.getObjects();
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for (let j = 0; j < allObjects.length; ++j) {
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