mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-26 11:48:56 +00:00
Fixes to frontend coordinate conversion.
This commit is contained in:
parent
aa795fcee5
commit
885443c2b1
@ -1251,9 +1251,11 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
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}
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}
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pbPlayers := toPbPlayers(pR.Players)
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newRenderFrame := RoomDownsyncFrame{
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Id: collisionSysRenderFrameId + 1,
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Players: toPbPlayers(pR.Players),
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Players: pbPlayers,
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CountdownNanos: (pR.BattleDurationNanos - int64(collisionSysRenderFrameId)*pR.RollbackEstimatedDtNanos),
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}
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pR.RenderFrameBuffer.Put(&newRenderFrame)
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@ -1292,10 +1294,10 @@ func (pR *Room) printBarrier(barrierCollider *resolv.Object) {
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Logger.Info(fmt.Sprintf("Barrier in roomId=%v: w=%v, h=%v, shape=%v", pR.Id, barrierCollider.W, barrierCollider.H, barrierCollider.Shape))
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}
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func (pR *Room) worldToVirtualGridPos(x, y float64) (int32, int32) {
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func (pR *Room) worldToVirtualGridPos(wx, wy float64) (int32, int32) {
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// In JavaScript floating numbers suffer from seemingly non-deterministic arithmetics, and even if certain libs solved this issue by approaches such as fixed-point-number, they might not be used in other libs -- e.g. the "collision libs" we're interested in -- thus couldn't kill all pains.
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var virtualGridX int32 = int32(x * pR.WorldToVirtualGridRatio)
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var virtualGridY int32 = int32(y * pR.WorldToVirtualGridRatio)
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var virtualGridX int32 = int32(wx * pR.WorldToVirtualGridRatio)
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var virtualGridY int32 = int32(wy * pR.WorldToVirtualGridRatio)
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return virtualGridX, virtualGridY
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}
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@ -440,7 +440,7 @@
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"array": [
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0,
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0,
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377.5870760500153,
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216.67592045656244,
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0,
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0,
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0,
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@ -1,6 +1,8 @@
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const i18n = require('LanguageData');
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i18n.init(window.language); // languageID should be equal to the one we input in New Language ID input field
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window.pb = require("./modules/room_downsync_frame_proto_bundle.forcemsg");
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cc.Class({
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extends: cc.Component,
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@ -96,30 +98,6 @@ cc.Class({
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if (null != qDict && qDict["expectedRoomId"]) {
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window.clearBoundRoomIdInBothVolatileAndPersistentStorage();
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}
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cc.loader.loadRes("pbfiles/room_downsync_frame", function(err, textAsset /* cc.TextAsset */ ) {
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if (err) {
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cc.error(err.message || err);
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return;
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}
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// Otherwise, `window.RoomDownsyncFrame` is already assigned.
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let protoRoot = new protobuf.Root;
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window.protobuf.parse(textAsset.text, protoRoot);
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window.RoomDownsyncFrame = protoRoot.lookupType("treasurehunterx.RoomDownsyncFrame");
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window.BattleColliderInfo = protoRoot.lookupType("treasurehunterx.BattleColliderInfo");
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window.WsReq = protoRoot.lookupType("treasurehunterx.WsReq");
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window.WsResp = protoRoot.lookupType("treasurehunterx.WsResp");
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self.checkIntAuthTokenExpire().then(
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(intAuthToken) => {
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console.log("Successfully found `intAuthToken` in local cache");
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self.useTokenLogin(intAuthToken);
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},
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() => {
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console.warn("Failed to find `intAuthToken` in local cache");
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window.clearBoundRoomIdInBothVolatileAndPersistentStorage();
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}
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);
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});
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},
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getRetCodeList() {
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@ -223,7 +223,7 @@ cc.Class({
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inputFrameUpsyncBatch.push(inputFrameUpsync);
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}
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}
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const reqData = window.WsReq.encode({
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const reqData = window.pb.protos.WsReq.encode({
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msgId: Date.now(),
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playerId: self.selfPlayerInfo.id,
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act: window.UPSYNC_MSG_ACT_PLAYER_CMD,
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@ -502,7 +502,7 @@ cc.Class({
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self.backgroundMapTiledIns.node.setContentSize(newBackgroundMapSize.width * newBackgroundMapTileSize.width, newBackgroundMapSize.height * newBackgroundMapTileSize.height);
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self.backgroundMapTiledIns.node.setPosition(cc.v2(0, 0));
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const reqData = window.WsReq.encode({
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const reqData = window.pb.protos.WsReq.encode({
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msgId: Date.now(),
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act: window.UPSYNC_MSG_ACT_PLAYER_COLLIDER_ACK,
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}).finish();
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@ -598,12 +598,6 @@ cc.Class({
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console.log('On battle resynced! renderFrameId=', rdf.id);
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}
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self.renderFrameId = rdf.id;
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self.lastRenderFrameIdTriggeredAt = performance.now();
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// In this case it must be true that "rdf.id > chaserRenderFrameId >= lastAllConfirmedRenderFrameId".
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self.lastAllConfirmedRenderFrameId = rdf.id;
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self.chaserRenderFrameId = rdf.id;
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const players = rdf.players;
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const playerMetas = rdf.playerMetas;
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self._initPlayerRichInfoDict(players, playerMetas);
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@ -615,6 +609,12 @@ cc.Class({
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playersInfoScriptIns.updateData(playerMeta);
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}
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self.renderFrameId = rdf.id;
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self.lastRenderFrameIdTriggeredAt = performance.now();
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// In this case it must be true that "rdf.id > chaserRenderFrameId >= lastAllConfirmedRenderFrameId".
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self.lastAllConfirmedRenderFrameId = rdf.id;
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self.chaserRenderFrameId = rdf.id;
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if (null != rdf.countdownNanos) {
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self.countdownNanos = rdf.countdownNanos;
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}
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@ -741,17 +741,16 @@ cc.Class({
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self.playersInfoNode.getComponent("PlayersInfo").clearInfo();
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},
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spawnPlayerNode(joinIndex, x, y) {
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spawnPlayerNode(joinIndex, vx, vy, playerRichInfo) {
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const self = this;
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const newPlayerNode = 1 == joinIndex ? cc.instantiate(self.player1Prefab) : cc.instantiate(self.player2Prefab); // hardcoded for now, car color determined solely by joinIndex
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newPlayerNode.setPosition(cc.v2(x, y));
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const wpos = self.virtualGridToWorldPos(vx, vy);
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newPlayerNode.setPosition(cc.v2(wpos[0], wpos[1]));
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newPlayerNode.getComponent("SelfPlayer").mapNode = self.node;
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const currentSelfColliderCircle = newPlayerNode.getComponent(cc.CircleCollider);
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const r = currentSelfColliderCircle.radius,
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d = 2 * r;
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// The collision box of an individual player is a polygon instead of a circle, because the backend collision engine doesn't handle circle alignment well.
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const x0 = x - r,
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y0 = y - r;
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const cpos = self.virtualGridToPlayerColliderPos(vx, vy, playerRichInfo);
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const d = playerRichInfo.colliderRadius*2, x0 = cpos[0],
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y0 = cpos[1];
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let pts = [[0, 0], [d, 0], [d, d], [0, d]];
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const newPlayerColliderLatest = self.latestCollisionSys.createPolygon(x0, y0, pts);
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@ -919,9 +918,19 @@ cc.Class({
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self.findingPlayerNode.parent.removeChild(self.findingPlayerNode);
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},
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onBattleReadyToStart(playerMetas) {
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console.log("Calling `onBattleReadyToStart` with:", playerMetas);
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onBattleReadyToStart(rdf) {
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const self = this;
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const players = rdf.players;
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const playerMetas = rdf.playerMetas;
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self._initPlayerRichInfoDict(players, playerMetas);
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// Show the top status indicators for IN_BATTLE
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const playersInfoScriptIns = self.playersInfoNode.getComponent("PlayersInfo");
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for (let i in playerMetas) {
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const playerMeta = playerMetas[i];
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playersInfoScriptIns.updateData(playerMeta);
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}
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console.log("Calling `onBattleReadyToStart` with:", playerMetas);
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const findingPlayerScriptIns = self.findingPlayerNode.getComponent("FindingPlayer");
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findingPlayerScriptIns.hideExitButton();
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findingPlayerScriptIns.updatePlayersInfo(playerMetas);
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@ -965,9 +974,7 @@ cc.Class({
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const joinIndex = playerRichInfo.joinIndex;
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const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
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const playerCollider = collisionSysMap.get(collisionPlayerIndex);
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const currentSelfColliderCircle = playerRichInfo.node.getComponent(cc.CircleCollider);
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const vpos = self.playerColliderAnchorToVirtualGridPos(playerCollider.x, playerCollider.y, playerRichInfo);
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const r = currentSelfColliderCircle.radius;
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rdf.players[playerRichInfo.id] = {
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id: playerRichInfo.id,
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virtualGridX: vpos[0],
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@ -1044,7 +1051,7 @@ cc.Class({
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const playerCollider = collisionSysMap.get(collisionPlayerIndex);
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const player = latestRdf.players[playerId];
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const cpos = self.worldToVirtualGridPos(player.virtualGridX, player.virtualGridY);
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const cpos = self.virtualGridToPlayerColliderPos(player.virtualGridX, player.virtualGridY, playerRichInfo);
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playerCollider.x = cpos[0];
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playerCollider.y = cpos[1];
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});
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@ -1069,7 +1076,7 @@ cc.Class({
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const player = renderFrame.players[playerId];
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const encodedInput = inputList[joinIndex - 1];
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const decodedInput = self.ctrl.decodeDirection(encodedInput);
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const baseChange = player.speed * decodedInput.speedFactor;
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const baseChange = player.speed * self.virtualGridToWorldRatio * decodedInput.speedFactor;
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playerCollider.x += baseChange * decodedInput.dx;
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playerCollider.y += baseChange * decodedInput.dy;
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}
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@ -1104,16 +1111,16 @@ cc.Class({
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if (self.playerRichInfoDict.has(playerId)) continue; // Skip already put keys
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const immediatePlayerInfo = players[playerId];
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const immediatePlayerMeta = playerMetas[playerId];
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const nodeAndScriptIns = self.spawnPlayerNode(immediatePlayerInfo.joinIndex, immediatePlayerInfo.x, immediatePlayerInfo.y);
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self.playerRichInfoDict.set(playerId, immediatePlayerInfo);
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Object.assign(self.playerRichInfoDict.get(playerId), immediatePlayerMeta);
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const nodeAndScriptIns = self.spawnPlayerNode(immediatePlayerInfo.joinIndex, immediatePlayerInfo.virtualGridX, immediatePlayerInfo.virtualGridY, self.playerRichInfoDict.get(playerId));
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Object.assign(self.playerRichInfoDict.get(playerId), {
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node: nodeAndScriptIns[0],
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scriptIns: nodeAndScriptIns[1]
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});
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Object.assign(self.playerRichInfoDict.get(playerId), immediatePlayerMeta);
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if (self.selfPlayerInfo.id == playerId) {
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self.selfPlayerInfo = Object.assign(self.selfPlayerInfo, immediatePlayerInfo);
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nodeAndScriptIns[1].showArrowTipNode();
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@ -1177,12 +1184,12 @@ cc.Class({
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playerColliderAnchorToVirtualGridPos(cx, cy, playerRichInfo) {
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const self = this;
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const wpos = self.playerColliderAnchorToWorldPos(cx, cy, playerRichInfo);
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return pR.worldToVirtualGridPos(wpos[0], wpos[1])
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return self.worldToVirtualGridPos(wpos[0], wpos[1])
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},
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virtualGridToPlayerColliderPos(vx, vy, playerRichInfo) {
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const self = this;
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const wpos = self.virtualGridToWorldPos(vx, vy);
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return playerWorldToCollisionPos(wpos[0], wpos[1], playerRichInfo)
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return self.playerWorldToCollisionPos(wpos[0], wpos[1], playerRichInfo)
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},
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});
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@ -146,7 +146,7 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
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return;
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}
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try {
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const resp = window.WsResp.decode(new Uint8Array(evt.data));
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const resp = window.pb.protos.WsResp.decode(new Uint8Array(evt.data));
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switch (resp.act) {
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case window.DOWNSYNC_MSG_ACT_HB_REQ:
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window.handleHbRequirements(resp); // 获取boundRoomId并存储到localStorage
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@ -159,7 +159,7 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
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mapIns.hideFindingPlayersGUI();
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break;
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case window.DOWNSYNC_MSG_ACT_BATTLE_READY_TO_START:
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mapIns.onBattleReadyToStart(resp.rdf.playerMetas);
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mapIns.onBattleReadyToStart(resp.rdf);
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break;
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case window.DOWNSYNC_MSG_ACT_BATTLE_START:
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mapIns.onRoomDownsyncFrame(resp.rdf);
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