mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-09 00:26:39 +00:00
Added debug drawing for OfflineMap.
This commit is contained in:
@@ -81,8 +81,8 @@ cc.Class({
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this.animComp = this.effAnimNode.getComponent(dragonBones.ArmatureDisplay);
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if (!this.animComp) {
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this.animComp = this.effAnimNode.getComponent(cc.Animation);
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this.effAnimNode.anchorY = 0.0; // Otherwise the frame anim will show with an incorrect y-offset even if the collider boundaries are all correct!
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}
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this.effAnimNode.anchorY = 0.0; // Otherwise the anim will show with an incorrect y-offset even if the collider boundaries are all correct!
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}
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this.effAnimNode.active = true;
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},
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@@ -273,8 +273,7 @@ cc.Class({
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const self = this;
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const mapNode = self.node;
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const canvasNode = mapNode.parent;
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[self.gravityX, self.gravityY] = self.worldToVirtualGridPos(0/self.serverFps, -9.8/self.serverFps);
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[self.gravityX, self.gravityY] = self.worldToVirtualGridPos(0 / self.serverFps, -9.8 / self.serverFps);
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// Clearing previous info of all players. [BEGINS]
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self.collisionPlayerIndexPrefix = (1 << 17); // For tracking the movements of players
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@@ -775,6 +774,7 @@ cc.Class({
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const [x0, y0] = self.virtualGridToPolygonColliderAnchorPos(vx, vy, colliderWidth, colliderHeight),
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pts = [[0, 0], [colliderWidth, 0], [colliderWidth, colliderHeight], [0, colliderHeight]];
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// [WARNING] The animNode "anchor & offset" are tuned to fit in this collider by "ControlledCharacter prefab & AttackingCharacter.js"!
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const newPlayerCollider = self.collisionSys.createPolygon(x0, y0, pts);
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const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
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newPlayerCollider.data = playerDownsyncInfo;
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@@ -1059,7 +1059,7 @@ cc.Class({
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}
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const [offenderWx, offenderWy] = self.virtualGridToWorldPos(offender.virtualGridX, offender.virtualGridY);
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const bulletWx = offenderWx + xfac * meleeBullet.hitboxOffset;
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const bulletWy = offenderWy;
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const bulletWy = offenderWy + 0.5 * meleeBullet.hitboxSize.y;
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const [bulletCx, bulletCy] = self.worldToPolygonColliderAnchorPos(bulletWx, bulletWy, meleeBullet.hitboxSize.x * 0.5, meleeBullet.hitboxSize.y * 0.5),
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pts = [[0, 0], [meleeBullet.hitboxSize.x, 0], [meleeBullet.hitboxSize.x, meleeBullet.hitboxSize.y], [0, meleeBullet.hitboxSize.y]];
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const newBulletCollider = collisionSys.createPolygon(bulletCx, bulletCy, pts);
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@@ -19,6 +19,7 @@ cc.Class({
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onLoad() {
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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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cc.director.getCollisionManager().enabled = false;
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@@ -87,6 +88,17 @@ cc.Class({
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mapNode.removeAllChildren();
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self._resetCurrentMatch();
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if (self.showCriticalCoordinateLabels) {
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const drawer = new cc.Node();
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drawer.setPosition(cc.v2(0, 0))
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safelyAddChild(self.node, drawer);
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setLocalZOrder(drawer, 999);
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const g = drawer.addComponent(cc.Graphics);
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g.lineWidth = 2;
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self.g = g;
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}
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tiledMapIns.tmxAsset = tmxAsset;
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const newMapSize = tiledMapIns.getMapSize();
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const newTileSize = tiledMapIns.getTileSize();
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@@ -186,40 +198,6 @@ cc.Class({
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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("SoldierFireGhost");
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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 colliderWidth = playerDownsyncInfo.colliderRadius * 2,
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colliderHeight = playerDownsyncInfo.colliderRadius * 2.5;
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const [x0, y0] = self.virtualGridToPolygonColliderAnchorPos(vx, vy, colliderWidth, colliderHeight),
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pts = [[0, 0], [colliderWidth, 0], [colliderWidth, colliderHeight], [0, colliderHeight]];
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const newPlayerCollider = self.collisionSys.createPolygon(x0, y0, pts);
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const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
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newPlayerCollider.data = playerDownsyncInfo;
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self.collisionSysMap.set(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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playerScriptIns.updateCharacterAnim(playerDownsyncInfo, null, true);
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return [newPlayerNode, playerScriptIns];
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},
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update(dt) {
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const self = this;
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if (ALL_BATTLE_STATES.IN_BATTLE == self.battleState) {
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@@ -333,7 +311,7 @@ cc.Class({
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}
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const [offenderWx, offenderWy] = self.virtualGridToWorldPos(offender.virtualGridX, offender.virtualGridY);
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const bulletWx = offenderWx + xfac * meleeBullet.hitboxOffset;
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const bulletWy = offenderWy;
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const bulletWy = offenderWy + 0.5 * meleeBullet.hitboxSize.y;
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const [bulletCx, bulletCy] = self.worldToPolygonColliderAnchorPos(bulletWx, bulletWy, meleeBullet.hitboxSize.x * 0.5, meleeBullet.hitboxSize.y * 0.5),
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pts = [[0, 0], [meleeBullet.hitboxSize.x, 0], [meleeBullet.hitboxSize.x, meleeBullet.hitboxSize.y], [0, meleeBullet.hitboxSize.y]];
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const newBulletCollider = collisionSys.createPolygon(bulletCx, bulletCy, pts);
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@@ -539,4 +517,106 @@ cc.Class({
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meleeBullets: nextRenderFrameMeleeBullets,
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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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OnlineMap.prototype.applyRoomDownsyncFrameDynamics.call(self, rdf, prevRdf);
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if (self.showCriticalCoordinateLabels) {
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let g = self.g;
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g.clear();
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for (let k in self.collisionSys._bvh._bodies) {
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const body = self.collisionSys._bvh._bodies[k];
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if (!body._polygon) continue;
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if (null != body.data && null != body.data.joinIndex) {
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// character
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if (1 == body.data.joinIndex) {
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g.strokeColor = cc.Color.BLUE;
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} else {
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g.strokeColor = cc.Color.RED;
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}
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} else {
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// barrier
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g.strokeColor = cc.Color.WHITE;
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}
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g.moveTo(body.x, body.y);
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const cnt = body._coords.length;
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for (let j = 0; j < cnt; j += 2) {
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const x = body._coords[j],
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y = body._coords[j + 1];
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g.lineTo(x, y);
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}
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g.lineTo(body.x, body.y);
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g.stroke();
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}
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// For convenience of recovery upon reconnection, active bullets are always created & immediately removed from "collisionSys" within "applyInputFrameDownsyncDynamicsOnSingleRenderFrame"
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for (let k in rdf.meleeBullets) {
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const meleeBullet = rdf.meleeBullets[k];
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if (
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meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames <= rdf.id
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&&
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meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames + meleeBullet.activeFrames > rdf.id
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) {
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const offender = rdf.players[meleeBullet.offenderPlayerId];
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if (1 == offender.joinIndex) {
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g.strokeColor = cc.Color.BLUE;
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} else {
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g.strokeColor = cc.Color.RED;
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}
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let xfac = 1; // By now, straight Punch offset doesn't respect "y-axis"
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if (0 > offender.dirX) {
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xfac = -1;
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}
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const [offenderWx, offenderWy] = self.virtualGridToWorldPos(offender.virtualGridX, offender.virtualGridY);
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const bulletWx = offenderWx + xfac * meleeBullet.hitboxOffset;
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const bulletWy = offenderWy + 0.5 * meleeBullet.hitboxSize.y;
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const [bulletCx, bulletCy] = self.worldToPolygonColliderAnchorPos(bulletWx, bulletWy, meleeBullet.hitboxSize.x * 0.5, meleeBullet.hitboxSize.y * 0.5),
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pts = [[0, 0], [meleeBullet.hitboxSize.x, 0], [meleeBullet.hitboxSize.x, meleeBullet.hitboxSize.y], [0, meleeBullet.hitboxSize.y]];
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g.moveTo(bulletCx, bulletCy);
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for (let j = 0; j < pts.length; j += 1) {
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g.lineTo(pts[j][0] + bulletCx, pts[j][1] + bulletCy);
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}
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g.lineTo(bulletCx, bulletCy);
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g.stroke();
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}
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}
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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("SoldierFireGhost");
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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 colliderWidth = playerDownsyncInfo.colliderRadius * 2,
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colliderHeight = playerDownsyncInfo.colliderRadius * 4;
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const [x0, y0] = self.virtualGridToPolygonColliderAnchorPos(vx, vy, colliderWidth, colliderHeight),
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pts = [[0, 0], [colliderWidth, 0], [colliderWidth, colliderHeight], [0, colliderHeight]];
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const newPlayerCollider = self.collisionSys.createPolygon(x0, y0, pts);
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const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
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newPlayerCollider.data = playerDownsyncInfo;
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self.collisionSysMap.set(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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playerScriptIns.updateCharacterAnim(playerDownsyncInfo, null, true);
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return [newPlayerNode, playerScriptIns];
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},
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});
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