Added debug drawing for OfflineMap.

This commit is contained in:
genxium 2022-12-11 12:20:42 +08:00
parent 195a400dc2
commit 849ce34fe5
4 changed files with 255 additions and 58 deletions

View File

@ -33,14 +33,14 @@
"_active": true,
"_components": [
{
"__id__": 20
"__id__": 23
},
{
"__id__": 21
"__id__": 24
}
],
"_prefab": {
"__id__": 22
"__id__": 25
},
"_opacity": 255,
"_color": {
@ -128,8 +128,8 @@
"__type__": "TypedArray",
"ctor": "Float64Array",
"array": [
-5,
50,
0,
0,
0,
0,
0,
@ -490,12 +490,15 @@
},
{
"__id__": 15
},
{
"__id__": 18
}
],
"_active": true,
"_components": [],
"_prefab": {
"__id__": 19
"__id__": 22
},
"_opacity": 255,
"_color": {
@ -584,7 +587,7 @@
"ctor": "Float64Array",
"array": [
0,
0,
-10,
0,
0,
0,
@ -671,13 +674,128 @@
"_components": [
{
"__id__": 16
},
{
"__id__": 17
}
],
"_prefab": {
"__id__": 18
"__id__": 17
},
"_opacity": 255,
"_color": {
"__type__": "cc.Color",
"r": 255,
"g": 255,
"b": 255,
"a": 255
},
"_contentSize": {
"__type__": "cc.Size",
"width": 0,
"height": 0
},
"_anchorPoint": {
"__type__": "cc.Vec2",
"x": 0.5,
"y": 0.5
},
"_trs": {
"__type__": "TypedArray",
"ctor": "Float64Array",
"array": [
0,
-10,
0,
0,
0,
0,
1,
1,
1,
1
]
},
"_eulerAngles": {
"__type__": "cc.Vec3",
"x": 0,
"y": 0,
"z": 0
},
"_skewX": 0,
"_skewY": 0,
"_is3DNode": false,
"_groupIndex": 0,
"groupIndex": 0,
"_id": ""
},
{
"__type__": "dragonBones.ArmatureDisplay",
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 15
},
"_enabled": true,
"_materials": [
{
"__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
}
],
"_armatureName": "SoldierFireGhost",
"_animationName": "Idle1",
"_preCacheMode": 0,
"_cacheMode": 0,
"playTimes": -1,
"premultipliedAlpha": false,
"_armatureKey": "36230012-8df3-4e85-afad-76ec47d0e4d7#4a9187d5-a9ad-4464-a03c-d2f3cc277051",
"_accTime": 0,
"_playCount": 0,
"_frameCache": null,
"_curFrame": null,
"_playing": false,
"_armatureCache": null,
"_N$dragonAsset": {
"__uuid__": "36230012-8df3-4e85-afad-76ec47d0e4d7"
},
"_N$dragonAtlasAsset": {
"__uuid__": "4a9187d5-a9ad-4464-a03c-d2f3cc277051"
},
"_N$_defaultArmatureIndex": 0,
"_N$_animationIndex": 8,
"_N$_defaultCacheMode": 0,
"_N$timeScale": 1,
"_N$debugBones": false,
"_N$enableBatch": false,
"_id": ""
},
{
"__type__": "cc.PrefabInfo",
"root": {
"__id__": 1
},
"asset": {
"__uuid__": "59bff7a2-23e1-4d69-bce7-afb37eae196a"
},
"fileId": "3b2LJFABVL7ozO2U81FC4U",
"sync": false
},
{
"__type__": "cc.Node",
"_name": "SoldierFireGhostFrameAnim",
"_objFlags": 0,
"_parent": {
"__id__": 11
},
"_children": [],
"_active": false,
"_components": [
{
"__id__": 19
},
{
"__id__": 20
}
],
"_prefab": {
"__id__": 21
},
"_opacity": 255,
"_color": {
@ -702,7 +820,7 @@
"ctor": "Float64Array",
"array": [
0,
0,
-12,
0,
0,
0,
@ -731,7 +849,7 @@
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 15
"__id__": 18
},
"_enabled": true,
"_defaultClip": null,
@ -748,15 +866,14 @@
{
"__uuid__": "c69bcceb-d7d1-4e33-9623-e2a374a0a6b6"
},
null,
{
"__uuid__": "43dbf141-be76-48c3-bdef-29233ccbe30d"
},
{
"__uuid__": "c738236a-0702-45f8-aa38-99457b051997"
},
{
"__uuid__": "c69bcceb-d7d1-4e33-9623-e2a374a0a6b6"
},
{
"__uuid__": "43dbf141-be76-48c3-bdef-29233ccbe30d"
}
],
"playOnLoad": false,
@ -767,7 +884,7 @@
"_name": "",
"_objFlags": 0,
"node": {
"__id__": 15
"__id__": 18
},
"_enabled": true,
"_materials": [

View File

@ -81,8 +81,8 @@ cc.Class({
this.animComp = this.effAnimNode.getComponent(dragonBones.ArmatureDisplay);
if (!this.animComp) {
this.animComp = this.effAnimNode.getComponent(cc.Animation);
this.effAnimNode.anchorY = 0.0; // Otherwise the frame anim will show with an incorrect y-offset even if the collider boundaries are all correct!
}
this.effAnimNode.anchorY = 0.0; // Otherwise the anim will show with an incorrect y-offset even if the collider boundaries are all correct!
}
this.effAnimNode.active = true;
},

View File

@ -273,8 +273,7 @@ cc.Class({
const self = this;
const mapNode = self.node;
const canvasNode = mapNode.parent;
[self.gravityX, self.gravityY] = self.worldToVirtualGridPos(0/self.serverFps, -9.8/self.serverFps);
[self.gravityX, self.gravityY] = self.worldToVirtualGridPos(0 / self.serverFps, -9.8 / self.serverFps);
// Clearing previous info of all players. [BEGINS]
self.collisionPlayerIndexPrefix = (1 << 17); // For tracking the movements of players
@ -775,6 +774,7 @@ cc.Class({
const [x0, y0] = self.virtualGridToPolygonColliderAnchorPos(vx, vy, colliderWidth, colliderHeight),
pts = [[0, 0], [colliderWidth, 0], [colliderWidth, colliderHeight], [0, colliderHeight]];
// [WARNING] The animNode "anchor & offset" are tuned to fit in this collider by "ControlledCharacter prefab & AttackingCharacter.js"!
const newPlayerCollider = self.collisionSys.createPolygon(x0, y0, pts);
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
newPlayerCollider.data = playerDownsyncInfo;
@ -1059,7 +1059,7 @@ cc.Class({
}
const [offenderWx, offenderWy] = self.virtualGridToWorldPos(offender.virtualGridX, offender.virtualGridY);
const bulletWx = offenderWx + xfac * meleeBullet.hitboxOffset;
const bulletWy = offenderWy;
const bulletWy = offenderWy + 0.5 * meleeBullet.hitboxSize.y;
const [bulletCx, bulletCy] = self.worldToPolygonColliderAnchorPos(bulletWx, bulletWy, meleeBullet.hitboxSize.x * 0.5, meleeBullet.hitboxSize.y * 0.5),
pts = [[0, 0], [meleeBullet.hitboxSize.x, 0], [meleeBullet.hitboxSize.x, meleeBullet.hitboxSize.y], [0, meleeBullet.hitboxSize.y]];
const newBulletCollider = collisionSys.createPolygon(bulletCx, bulletCy, pts);

View File

@ -19,6 +19,7 @@ cc.Class({
onLoad() {
const self = this;
window.mapIns = self;
self.showCriticalCoordinateLabels = true;
cc.director.getCollisionManager().enabled = false;
@ -87,6 +88,17 @@ cc.Class({
mapNode.removeAllChildren();
self._resetCurrentMatch();
if (self.showCriticalCoordinateLabels) {
const drawer = new cc.Node();
drawer.setPosition(cc.v2(0, 0))
safelyAddChild(self.node, drawer);
setLocalZOrder(drawer, 999);
const g = drawer.addComponent(cc.Graphics);
g.lineWidth = 2;
self.g = g;
}
tiledMapIns.tmxAsset = tmxAsset;
const newMapSize = tiledMapIns.getMapSize();
const newTileSize = tiledMapIns.getTileSize();
@ -186,40 +198,6 @@ cc.Class({
},
spawnPlayerNode(joinIndex, vx, vy, playerDownsyncInfo) {
const self = this;
const newPlayerNode = cc.instantiate(self.controlledCharacterPrefab)
const playerScriptIns = newPlayerNode.getComponent("ControlledCharacter");
if (1 == joinIndex) {
playerScriptIns.setSpecies("SoldierWaterGhost");
} else if (2 == joinIndex) {
playerScriptIns.setSpecies("SoldierFireGhost");
}
const [wx, wy] = self.virtualGridToWorldPos(vx, vy);
newPlayerNode.setPosition(wx, wy);
playerScriptIns.mapNode = self.node;
const colliderWidth = playerDownsyncInfo.colliderRadius * 2,
colliderHeight = playerDownsyncInfo.colliderRadius * 2.5;
const [x0, y0] = self.virtualGridToPolygonColliderAnchorPos(vx, vy, colliderWidth, colliderHeight),
pts = [[0, 0], [colliderWidth, 0], [colliderWidth, colliderHeight], [0, colliderHeight]];
const newPlayerCollider = self.collisionSys.createPolygon(x0, y0, pts);
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
newPlayerCollider.data = playerDownsyncInfo;
self.collisionSysMap.set(collisionPlayerIndex, newPlayerCollider);
console.log(`Created new player collider: joinIndex=${joinIndex}, colliderRadius=${playerDownsyncInfo.colliderRadius}`);
safelyAddChild(self.node, newPlayerNode);
setLocalZOrder(newPlayerNode, 5);
newPlayerNode.active = true;
playerScriptIns.updateCharacterAnim(playerDownsyncInfo, null, true);
return [newPlayerNode, playerScriptIns];
},
update(dt) {
const self = this;
if (ALL_BATTLE_STATES.IN_BATTLE == self.battleState) {
@ -333,7 +311,7 @@ cc.Class({
}
const [offenderWx, offenderWy] = self.virtualGridToWorldPos(offender.virtualGridX, offender.virtualGridY);
const bulletWx = offenderWx + xfac * meleeBullet.hitboxOffset;
const bulletWy = offenderWy;
const bulletWy = offenderWy + 0.5 * meleeBullet.hitboxSize.y;
const [bulletCx, bulletCy] = self.worldToPolygonColliderAnchorPos(bulletWx, bulletWy, meleeBullet.hitboxSize.x * 0.5, meleeBullet.hitboxSize.y * 0.5),
pts = [[0, 0], [meleeBullet.hitboxSize.x, 0], [meleeBullet.hitboxSize.x, meleeBullet.hitboxSize.y], [0, meleeBullet.hitboxSize.y]];
const newBulletCollider = collisionSys.createPolygon(bulletCx, bulletCy, pts);
@ -539,4 +517,106 @@ cc.Class({
meleeBullets: nextRenderFrameMeleeBullets,
});
},
applyRoomDownsyncFrameDynamics(rdf, prevRdf) {
const self = this;
OnlineMap.prototype.applyRoomDownsyncFrameDynamics.call(self, rdf, prevRdf);
if (self.showCriticalCoordinateLabels) {
let g = self.g;
g.clear();
for (let k in self.collisionSys._bvh._bodies) {
const body = self.collisionSys._bvh._bodies[k];
if (!body._polygon) continue;
if (null != body.data && null != body.data.joinIndex) {
// character
if (1 == body.data.joinIndex) {
g.strokeColor = cc.Color.BLUE;
} else {
g.strokeColor = cc.Color.RED;
}
} else {
// barrier
g.strokeColor = cc.Color.WHITE;
}
g.moveTo(body.x, body.y);
const cnt = body._coords.length;
for (let j = 0; j < cnt; j += 2) {
const x = body._coords[j],
y = body._coords[j + 1];
g.lineTo(x, y);
}
g.lineTo(body.x, body.y);
g.stroke();
}
// For convenience of recovery upon reconnection, active bullets are always created & immediately removed from "collisionSys" within "applyInputFrameDownsyncDynamicsOnSingleRenderFrame"
for (let k in rdf.meleeBullets) {
const meleeBullet = rdf.meleeBullets[k];
if (
meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames <= rdf.id
&&
meleeBullet.originatedRenderFrameId + meleeBullet.startupFrames + meleeBullet.activeFrames > rdf.id
) {
const offender = rdf.players[meleeBullet.offenderPlayerId];
if (1 == offender.joinIndex) {
g.strokeColor = cc.Color.BLUE;
} else {
g.strokeColor = cc.Color.RED;
}
let xfac = 1; // By now, straight Punch offset doesn't respect "y-axis"
if (0 > offender.dirX) {
xfac = -1;
}
const [offenderWx, offenderWy] = self.virtualGridToWorldPos(offender.virtualGridX, offender.virtualGridY);
const bulletWx = offenderWx + xfac * meleeBullet.hitboxOffset;
const bulletWy = offenderWy + 0.5 * meleeBullet.hitboxSize.y;
const [bulletCx, bulletCy] = self.worldToPolygonColliderAnchorPos(bulletWx, bulletWy, meleeBullet.hitboxSize.x * 0.5, meleeBullet.hitboxSize.y * 0.5),
pts = [[0, 0], [meleeBullet.hitboxSize.x, 0], [meleeBullet.hitboxSize.x, meleeBullet.hitboxSize.y], [0, meleeBullet.hitboxSize.y]];
g.moveTo(bulletCx, bulletCy);
for (let j = 0; j < pts.length; j += 1) {
g.lineTo(pts[j][0] + bulletCx, pts[j][1] + bulletCy);
}
g.lineTo(bulletCx, bulletCy);
g.stroke();
}
}
}
},
spawnPlayerNode(joinIndex, vx, vy, playerDownsyncInfo) {
const self = this;
const newPlayerNode = cc.instantiate(self.controlledCharacterPrefab)
const playerScriptIns = newPlayerNode.getComponent("ControlledCharacter");
if (1 == joinIndex) {
playerScriptIns.setSpecies("SoldierWaterGhost");
} else if (2 == joinIndex) {
playerScriptIns.setSpecies("SoldierFireGhost");
}
const [wx, wy] = self.virtualGridToWorldPos(vx, vy);
newPlayerNode.setPosition(wx, wy);
playerScriptIns.mapNode = self.node;
const colliderWidth = playerDownsyncInfo.colliderRadius * 2,
colliderHeight = playerDownsyncInfo.colliderRadius * 4;
const [x0, y0] = self.virtualGridToPolygonColliderAnchorPos(vx, vy, colliderWidth, colliderHeight),
pts = [[0, 0], [colliderWidth, 0], [colliderWidth, colliderHeight], [0, colliderHeight]];
const newPlayerCollider = self.collisionSys.createPolygon(x0, y0, pts);
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
newPlayerCollider.data = playerDownsyncInfo;
self.collisionSysMap.set(collisionPlayerIndex, newPlayerCollider);
console.log(`Created new player collider: joinIndex=${joinIndex}, colliderRadius=${playerDownsyncInfo.colliderRadius}`);
safelyAddChild(self.node, newPlayerNode);
setLocalZOrder(newPlayerNode, 5);
newPlayerNode.active = true;
playerScriptIns.updateCharacterAnim(playerDownsyncInfo, null, true);
return [newPlayerNode, playerScriptIns];
},
});