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https://github.com/genxium/DelayNoMore
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Optimized jsexport by tailored resolv lib.
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@@ -49,22 +49,17 @@ cc.Class({
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recoveryFrames: 34, // usually but not always "startupFrames+activeFrames", I hereby set it to be 1 frame more than the actual animation to avoid critical transition, i.e. when the animation is 1 frame from ending but "rdfPlayer.framesToRecover" is already counted 0 and the player triggers an other same attack, making an effective bullet trigger but no animation is played due to same animName is still playing
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recoveryFramesOnBlock: 34,
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recoveryFramesOnHit: 34,
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moveforward: {
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x: 0,
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y: 0,
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},
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hitboxOffset: 12.0, // should be about the radius of the PlayerCollider
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hitboxSize: {
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x: 23.0,
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y: 32.0,
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},
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// for defender
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hitStunFrames: 18,
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blockStunFrames: 9,
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pushback: 8.0,
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releaseTriggerType: 1, // 1: rising-edge, 2: falling-edge
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damage: 5
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damage: 5,
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hitboxSizeX: 24.0,
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hitboxSizeY: 32.0,
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selfMoveforwardX: 0,
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selfMoveforwardY: 0,
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}
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};
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@@ -255,7 +250,7 @@ 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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self._initPlayerRichInfoDict(gopkgs.GetPlayersArrJs(rdf));
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self._initPlayerRichInfoDict(rdf.PlayersArr);
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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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@@ -340,10 +335,10 @@ cc.Class({
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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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const playersArr = rdf.PlayersArr;
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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 prevRdfPlayer = (null == prevRdf ? null : prevRdf.PlayersArr[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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