mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-09 00:26:39 +00:00
Added necessary js type exposure to jsexport.
This commit is contained in:
109
jsexport/main.go
109
jsexport/main.go
@@ -1,51 +1,100 @@
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package main
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import (
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"github.com/gopherjs/gopherjs/js"
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. "dnmshared"
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. "dnmshared/sharedprotos"
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"github.com/gopherjs/gopherjs/js"
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"github.com/solarlune/resolv"
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. "jsexport/protos"
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"jsexport/models"
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. "dnmshared"
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"jsexport/models"
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. "jsexport/protos"
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)
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func NewRingBufferJs(n int32) *js.Object {
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return js.MakeWrapper(NewRingBuffer(n));
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}
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func NewCollisionSpaceJs(spaceW, spaceH, minStepW, minStepH int) *js.Object {
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return js.MakeWrapper(resolv.NewSpace(spaceW, spaceH, minStepW, minStepH))
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return js.MakeWrapper(resolv.NewSpace(spaceW, spaceH, minStepW, minStepH))
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}
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func GenerateRectColliderJs(wx, wy, w, h, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY float64, tag string) *js.Object {
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/*
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[WARNING] It's important to note that we don't need "js.MakeFullWrapper" for a call sequence as follows.
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```
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var space = gopkgs.NewCollisionSpaceJs(2048, 2048, 8, 8);
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var a = gopkgs.GenerateRectColliderJs(189, 497, 48, 48, snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap, spaceOffsetX, spaceOffsetY, "Player");
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space.Add(a);
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```
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The "space" variable doesn't need access to the field of "a" in JavaScript level to run "space.Add(...)" method, which is good.
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*/
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return js.MakeWrapper(GenerateRectCollider(wx, wy, w, h, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, tag));
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func NewVec2DJs(x, y float64) *js.Object {
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return js.MakeFullWrapper(&Vec2D{
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X: x,
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Y: y,
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})
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}
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func NewPolygon2DJs(anchor *Vec2D, points []*Vec2D) *js.Object {
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return js.MakeFullWrapper(&Polygon2D{
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Anchor: anchor,
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Points: points,
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})
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}
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func NewBarrierJs(boundary *Polygon2D) *js.Object {
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return js.MakeWrapper(&Barrier{
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Boundary: boundary,
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})
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}
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func NewPlayerDownsyncJs(id, virtualGridX, virtualGridY, dirX, dirY, velX, velY, speed, battleState, characterState, joinIndex, hp, maxHp int32, inAir bool, colliderRadius float64) *js.Object {
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return js.MakeWrapper(&PlayerDownsync{
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Id: id,
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VirtualGridX: virtualGridX,
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VirtualGridY: virtualGridY,
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DirX: dirX,
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DirY: dirY,
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VelX: velX,
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VelY: velY,
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Speed: speed,
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BattleState: battleState,
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JoinIndex: joinIndex,
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ColliderRadius: colliderRadius,
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Hp: hp,
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MaxHp: maxHp,
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CharacterState: characterState,
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InAir: inAir,
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})
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}
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func NewRoomDownsyncFrameJs(id int32, playersArr []*PlayerDownsync, meleeBullets []*MeleeBullet) *js.Object {
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return js.MakeFullWrapper(&RoomDownsyncFrame{
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Id: id,
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PlayersArr: playersArr,
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MeleeBullets: meleeBullets,
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})
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}
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func GenerateRectColliderJs(wx, wy, w, h, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY float64, data interface{}, tag string) *js.Object {
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/*
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[WARNING] It's important to note that we don't need "js.MakeFullWrapper" for a call sequence as follows.
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```
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var space = gopkgs.NewCollisionSpaceJs(2048, 2048, 8, 8);
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var a = gopkgs.GenerateRectColliderJs(189, 497, 48, 48, snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap, spaceOffsetX, spaceOffsetY, "Player");
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space.Add(a);
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```
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The "space" variable doesn't need access to the field of "a" in JavaScript level to run "space.Add(...)" method, which is good.
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*/
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return js.MakeWrapper(GenerateRectCollider(wx, wy, w, h, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, data, tag))
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}
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func CheckCollisionJs(obj *resolv.Object, dx, dy float64) *js.Object {
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// TODO: Support multiple tags in the future
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// Unfortunately I couldn't find a way to just call "var a = GenerateRectColliderJs(...); space.Add(a); a.Check(...)" to get the collision result, the unwrapped method will result in stack overflow. Need a better solution later.
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return js.MakeFullWrapper(obj.Check(dx, dy));
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// TODO: Support multiple tags in the future
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// Unfortunately I couldn't find a way to just call "var a = GenerateRectColliderJs(...); space.Add(a); a.Check(...)" to get the collision result, the unwrapped method will result in stack overflow. Need a better solution later.
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return js.MakeFullWrapper(obj.Check(dx, dy))
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}
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func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs(delayedInputFrame *InputFrameDownsync, currRenderFrame *RoomDownsyncFrame, collisionSys *resolv.Space, collisionSysMap map[int32]*resolv.Object, gravityX, gravityY, jumpingInitVelY, inputDelayFrames, inputScaleFrames int32, inputsBuffer *RingBuffer, collisionSpaceOffsetX, collisionSpaceOffsetY, snapIntoPlatformOverlap, snapIntoPlatformThreshold, worldToVirtualGridRatio, virtualGridToWorldRatio float64) *js.Object {
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// We need access to all fields of RoomDownsyncFrame for displaying in frontend
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return js.MakeFullWrapper(models.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, currRenderFrame, collisionSys, collisionSysMap, gravityX, gravityY, jumpingInitVelY, inputDelayFrames, inputScaleFrames, inputsBuffer, collisionSpaceOffsetX, collisionSpaceOffsetY, snapIntoPlatformOverlap, snapIntoPlatformThreshold, worldToVirtualGridRatio, virtualGridToWorldRatio))
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func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs(delayedInputFrame, delayedInputFrameForPrevRenderFrame *InputFrameDownsync, currRenderFrame *RoomDownsyncFrame, collisionSys *resolv.Space, collisionSysMap map[int32]*resolv.Object, gravityX, gravityY, jumpingInitVelY, inputDelayFrames, inputScaleFrames int32, collisionSpaceOffsetX, collisionSpaceOffsetY, snapIntoPlatformOverlap, snapIntoPlatformThreshold, worldToVirtualGridRatio, virtualGridToWorldRatio float64) *js.Object {
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// We need access to all fields of RoomDownsyncFrame for displaying in frontend
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return js.MakeFullWrapper(models.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, delayedInputFrameForPrevRenderFrame, currRenderFrame, collisionSys, collisionSysMap, gravityX, gravityY, jumpingInitVelY, inputDelayFrames, inputScaleFrames, collisionSpaceOffsetX, collisionSpaceOffsetY, snapIntoPlatformOverlap, snapIntoPlatformThreshold, worldToVirtualGridRatio, virtualGridToWorldRatio))
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}
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func main() {
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js.Global.Set("gopkgs", map[string]interface{}{
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"NewRingBufferJs": NewRingBufferJs,
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"NewCollisionSpaceJs": NewCollisionSpaceJs,
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"GenerateRectColliderJs": GenerateRectColliderJs,
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"CheckCollisionJs": CheckCollisionJs,
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"NewVec2DJs": NewVec2DJs,
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"NewPolygon2DJs": NewPolygon2DJs,
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"NewBarrierJs": NewBarrierJs,
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"NewPlayerDownsyncJs": NewPlayerDownsyncJs,
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"NewRoomDownsyncFrameJs": NewRoomDownsyncFrameJs,
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"NewCollisionSpaceJs": NewCollisionSpaceJs,
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"GenerateRectColliderJs": GenerateRectColliderJs,
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"CheckCollisionJs": CheckCollisionJs,
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})
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}
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@@ -1,10 +1,10 @@
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package models
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import (
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. "dnmshared"
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. "dnmshared/sharedprotos"
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"github.com/solarlune/resolv"
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. "dnmshared/sharedprotos"
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. "jsexport/protos"
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. "dnmshared"
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. "jsexport/protos"
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)
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const (
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@@ -81,10 +81,10 @@ func CalcHardPushbacksNorms(playerCollider *resolv.Object, playerShape *resolv.C
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return ret
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}
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func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame *InputFrameDownsync, currRenderFrame *RoomDownsyncFrame, collisionSys *resolv.Space, collisionSysMap map[int32]*resolv.Object, gravityX, gravityY, jumpingInitVelY, inputDelayFrames, inputScaleFrames int32, inputsBuffer *RingBuffer, collisionSpaceOffsetX, collisionSpaceOffsetY, snapIntoPlatformOverlap, snapIntoPlatformThreshold, worldToVirtualGridRatio, virtualGridToWorldRatio float64) *RoomDownsyncFrame {
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func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, delayedInputFrameForPrevRenderFrame *InputFrameDownsync, currRenderFrame *RoomDownsyncFrame, collisionSys *resolv.Space, collisionSysMap map[int32]*resolv.Object, gravityX, gravityY, jumpingInitVelY, inputDelayFrames, inputScaleFrames int32, collisionSpaceOffsetX, collisionSpaceOffsetY, snapIntoPlatformOverlap, snapIntoPlatformThreshold, worldToVirtualGridRatio, virtualGridToWorldRatio float64) *RoomDownsyncFrame {
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topPadding, bottomPadding, leftPadding, rightPadding := snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap
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// [WARNING] This function MUST BE called while "InputsBufferLock" is locked!
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roomCapacity := len(currRenderFrame.PlayersArr)
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roomCapacity := len(currRenderFrame.PlayersArr)
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nextRenderFramePlayers := make([]*PlayerDownsync, roomCapacity)
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// Make a copy first
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for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
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@@ -117,11 +117,6 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame *Input
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// 1. Process player inputs
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if nil != delayedInputFrame {
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var delayedInputFrameForPrevRenderFrame *InputFrameDownsync = nil
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tmp := inputsBuffer.GetByFrameId(ConvertToInputFrameId(currRenderFrame.Id-1, inputDelayFrames, inputScaleFrames))
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if nil != tmp {
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delayedInputFrameForPrevRenderFrame = tmp.(*InputFrameDownsync)
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}
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inputList := delayedInputFrame.InputList
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for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
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joinIndex := currPlayerDownsync.JoinIndex
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@@ -150,16 +145,16 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame *Input
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}
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}
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// Note that by now "0 == thatPlayerInNextFrame.FramesToRecover", we should change "CharacterState" to "WALKING" or "IDLE" depending on player inputs
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if 0 != decodedInput.Dx || 0 != decodedInput.Dy {
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thatPlayerInNextFrame.DirX = decodedInput.Dx
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thatPlayerInNextFrame.DirY = decodedInput.Dy
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thatPlayerInNextFrame.VelX = decodedInput.Dx * currPlayerDownsync.Speed
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thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_WALKING
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} else {
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thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
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thatPlayerInNextFrame.VelX = 0
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}
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// Note that by now "0 == thatPlayerInNextFrame.FramesToRecover", we should change "CharacterState" to "WALKING" or "IDLE" depending on player inputs
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if 0 != decodedInput.Dx || 0 != decodedInput.Dy {
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thatPlayerInNextFrame.DirX = decodedInput.Dx
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thatPlayerInNextFrame.DirY = decodedInput.Dy
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thatPlayerInNextFrame.VelX = decodedInput.Dx * currPlayerDownsync.Speed
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thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_WALKING
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} else {
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thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
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thatPlayerInNextFrame.VelX = 0
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}
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}
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}
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@@ -187,9 +182,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame *Input
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}
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}
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// 3. Invoke collision system stepping (no-op for backend collision lib)
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// 4. Calc pushbacks for each player (after its movement) w/o bullets
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// 3. Calc pushbacks for each player (after its movement) w/o bullets
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for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
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joinIndex := currPlayerDownsync.JoinIndex
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collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
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@@ -201,6 +194,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame *Input
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if collision := playerCollider.Check(0, 0); nil != collision {
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for _, obj := range collision.Objects {
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isBarrier, isAnotherPlayer, isBullet := false, false, false
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// TODO: Make this part work in JavaScript without having to expose all types Barrier/PlayerDownsync/MeleeBullet by js.MakeWrapper.
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switch obj.Data.(type) {
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case *Barrier:
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isBarrier = true
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@@ -226,7 +220,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame *Input
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thatPlayerInNextFrame.InAir = false
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}
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if isAnotherPlayer {
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// [WARNING] The "zero overlap collision" might be randomly detected/missed on either frontend or backend, to have deterministic result we added paddings to all sides of a playerCollider. As each velocity component of (velX, velY) being a multiple of 0.5 at any renderFrame, each position component of (x, y) can only be a multiple of 0.5 too, thus whenever a 1-dimensional collision happens between players from [player#1: i*0.5, player#2: j*0.5, not collided yet] to [player#1: (i+k)*0.5, player#2: j*0.5, collided], the overlap becomes (i+k-j)*0.5+2*s, and after snapping subtraction the effPushback magnitude for each player is (i+k-j)*0.5, resulting in 0.5-multiples-position for the next renderFrame.
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// [WARNING] The "zero overlap collision" might be randomly detected/missed on either frontend or backend, to have deterministic result we added paddings to all sides of a playerCollider. As each velocity component of (velX, velY) being a multiple of 0.5 at any renderFrame, each position component of (x, y) can only be a multiple of 0.5 too, thus whenever a 1-dimensional collision happens between players from [player#1: i*0.5, player#2: j*0.5, not collided yet] to [player#1: (i+k)*0.5, player#2: j*0.5, collided], the overlap becomes (i+k-j)*0.5+2*s, and after snapping subtraction the effPushback magnitude for each player is (i+k-j)*0.5, resulting in 0.5-multiples-position for the next renderFrame.
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pushbackX, pushbackY = (overlapResult.Overlap-snapIntoPlatformOverlap*2)*overlapResult.OverlapX, (overlapResult.Overlap-snapIntoPlatformOverlap*2)*overlapResult.OverlapY
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}
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for _, hardPushbackNorm := range hardPushbackNorms[joinIndex-1] {
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@@ -262,7 +256,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame *Input
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}
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}
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// 7. Get players out of stuck barriers if there's any
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// 4. Get players out of stuck barriers if there's any
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for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
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joinIndex := currPlayerDownsync.JoinIndex
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collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
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@@ -274,7 +268,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame *Input
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}
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return &RoomDownsyncFrame{
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Id: currRenderFrame.Id + 1,
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PlayersArr: nextRenderFramePlayers,
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Id: currRenderFrame.Id + 1,
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PlayersArr: nextRenderFramePlayers,
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}
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}
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