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https://github.com/genxium/DelayNoMore
synced 2024-12-25 11:18:55 +00:00
Updated collision constant setup.
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parent
a48e2f3cc0
commit
8345d55e76
@ -778,7 +778,7 @@ func (pR *Room) OnDismissed() {
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// Always instantiates new HeapRAM blocks and let the old blocks die out due to not being retained by any root reference.
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pR.BulletBattleLocalIdCounter = 0
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pR.CollisionMinStep = 8 // the approx minimum distance a player can move per frame in world coordinate
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pR.CollisionMinStep = 16 // the approx minimum distance a player can move per frame in world coordinate
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pR.Players = make(map[int32]*Player)
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pR.PlayersArr = make([]*Player, pR.Capacity)
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pR.SpeciesIdList = make([]int32, pR.Capacity)
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@ -801,7 +801,7 @@ func (pR *Room) OnDismissed() {
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pR.PlayerSignalToCloseDict = make(map[int32]SignalToCloseConnCbType)
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pR.PlayerSecondarySignalToCloseDict = make(map[int32]SignalToCloseConnCbType)
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pR.JoinIndexBooleanArr = make([]bool, pR.Capacity)
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pR.RenderCacheSize = 1024
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pR.RenderCacheSize = 256
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pR.RenderFrameBuffer = resolv.NewRingBuffer(pR.RenderCacheSize)
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pR.InputsBuffer = resolv.NewRingBuffer((pR.RenderCacheSize >> 1) + 1)
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pR.rdfIdToActuallyUsedInput = make(map[int32]*pb.InputFrameDownsync)
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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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210.75657517389567,
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210.4441731196186,
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0,
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0,
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0,
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@ -16,8 +16,8 @@ cc.Class({
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cc.view.enableAutoFullScreen(true);
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const self = this;
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window.mapIns = self;
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self.showCriticalCoordinateLabels = true;
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self.showNetworkDoctorInfo = true;
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self.showCriticalCoordinateLabels = false;
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self.showNetworkDoctorInfo = false;
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const mapNode = self.node;
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const canvasNode = mapNode.parent;
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