Added necessary js type exposure to jsexport.

This commit is contained in:
genxium 2022-12-24 13:57:32 +08:00
parent df5c9fda30
commit 8a9d449d83
11 changed files with 1779 additions and 78 deletions

View File

@ -1401,8 +1401,7 @@ func (pR *Room) applyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputF
} }
offenderWx, offenderWy := VirtualGridToWorldPos(offender.VirtualGridX, offender.VirtualGridY, pR.VirtualGridToWorldRatio) offenderWx, offenderWy := VirtualGridToWorldPos(offender.VirtualGridX, offender.VirtualGridY, pR.VirtualGridToWorldRatio)
bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "MeleeBullet") newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, meleeBullet, "MeleeBullet")
newBulletCollider.Data = meleeBullet
pR.Space.Add(newBulletCollider) pR.Space.Add(newBulletCollider)
collisionSysMap[collisionBulletIndex] = newBulletCollider collisionSysMap[collisionBulletIndex] = newBulletCollider
bulletColliders[collisionBulletIndex] = newBulletCollider bulletColliders[collisionBulletIndex] = newBulletCollider
@ -1625,8 +1624,7 @@ func (pR *Room) refreshColliders(spaceW, spaceH int32) {
for _, player := range pR.Players { for _, player := range pR.Players {
wx, wy := VirtualGridToWorldPos(player.VirtualGridX, player.VirtualGridY, pR.VirtualGridToWorldRatio) wx, wy := VirtualGridToWorldPos(player.VirtualGridX, player.VirtualGridY, pR.VirtualGridToWorldRatio)
colliderWidth, colliderHeight := player.ColliderRadius*2, player.ColliderRadius*4 colliderWidth, colliderHeight := player.ColliderRadius*2, player.ColliderRadius*4
playerCollider := GenerateRectCollider(wx, wy, colliderWidth, colliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "Player") // the coords of all barrier boundaries are multiples of tileWidth(i.e. 16), by adding snapping y-padding when "landedOnGravityPushback" all "playerCollider.Y" would be a multiple of 1.0 playerCollider := GenerateRectCollider(wx, wy, colliderWidth, colliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, player, "Player") // the coords of all barrier boundaries are multiples of tileWidth(i.e. 16), by adding snapping y-padding when "landedOnGravityPushback" all "playerCollider.Y" would be a multiple of 1.0
playerCollider.Data = player
pR.Space.Add(playerCollider) pR.Space.Add(playerCollider)
// Keep track of the collider in "pR.CollisionSysMap" // Keep track of the collider in "pR.CollisionSysMap"
joinIndex := player.JoinIndex joinIndex := player.JoinIndex
@ -1637,8 +1635,7 @@ func (pR *Room) refreshColliders(spaceW, spaceH int32) {
for _, barrier := range pR.Barriers { for _, barrier := range pR.Barriers {
boundaryUnaligned := barrier.Boundary boundaryUnaligned := barrier.Boundary
barrierCollider := GenerateConvexPolygonCollider(boundaryUnaligned, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, "Barrier") barrierCollider := GenerateConvexPolygonCollider(boundaryUnaligned, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, barrier, "Barrier")
barrierCollider.Data = barrier
pR.Space.Add(barrierCollider) pR.Space.Add(barrierCollider)
} }
} }

View File

@ -45,7 +45,7 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
topPadding, bottomPadding, leftPadding, rightPadding := snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap topPadding, bottomPadding, leftPadding, rightPadding := snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap
for i, playerPos := range playerPosList.Eles { for i, playerPos := range playerPosList.Eles {
colliderWidth, colliderHeight := playerColliderRadius*2, playerColliderRadius*4 colliderWidth, colliderHeight := playerColliderRadius*2, playerColliderRadius*4
playerCollider := GenerateRectCollider(playerPos.X, playerPos.Y, colliderWidth, colliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, "Player") // [WARNING] Deliberately not using a circle because "resolv v0.5.1" doesn't yet align circle center with space cell center, regardless of the "specified within-object offset" playerCollider := GenerateRectCollider(playerPos.X, playerPos.Y, colliderWidth, colliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, nil, "Player") // [WARNING] Deliberately not using a circle because "resolv v0.5.1" doesn't yet align circle center with space cell center, regardless of the "specified within-object offset"
Logger.Info(fmt.Sprintf("Player Collider#%d: player world pos=(%.2f, %.2f), shape=%v", i, playerPos.X, playerPos.Y, ConvexPolygonStr(playerCollider.Shape.(*resolv.ConvexPolygon)))) Logger.Info(fmt.Sprintf("Player Collider#%d: player world pos=(%.2f, %.2f), shape=%v", i, playerPos.X, playerPos.Y, ConvexPolygonStr(playerCollider.Shape.(*resolv.ConvexPolygon))))
playerColliders[i] = playerCollider playerColliders[i] = playerCollider
space.Add(playerCollider) space.Add(playerCollider)
@ -53,7 +53,7 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
barrierLocalId := 0 barrierLocalId := 0
for _, barrierUnaligned := range barrierList.Eles { for _, barrierUnaligned := range barrierList.Eles {
barrierCollider := GenerateConvexPolygonCollider(barrierUnaligned, spaceOffsetX, spaceOffsetY, "Barrier") barrierCollider := GenerateConvexPolygonCollider(barrierUnaligned, spaceOffsetX, spaceOffsetY, nil, "Barrier")
Logger.Debug(fmt.Sprintf("Added barrier: shape=%v", ConvexPolygonStr(barrierCollider.Shape.(*resolv.ConvexPolygon)))) Logger.Debug(fmt.Sprintf("Added barrier: shape=%v", ConvexPolygonStr(barrierCollider.Shape.(*resolv.ConvexPolygon))))
space.Add(barrierCollider) space.Add(barrierCollider)
barrierLocalId++ barrierLocalId++
@ -122,7 +122,7 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
xfac := float64(1.0) xfac := float64(1.0)
offenderWx, offenderWy := playerPosList.Eles[0].X, playerPosList.Eles[0].Y offenderWx, offenderWy := playerPosList.Eles[0].X, playerPosList.Eles[0].Y
bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, "MeleeBullet") newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, nil, "MeleeBullet")
space.Add(newBulletCollider) space.Add(newBulletCollider)
bulletShape := newBulletCollider.Shape.(*resolv.ConvexPolygon) bulletShape := newBulletCollider.Shape.(*resolv.ConvexPolygon)
Logger.Warn(fmt.Sprintf("bullet ->: Added bullet collider to space: a=%v", ConvexPolygonStr(bulletShape))) Logger.Warn(fmt.Sprintf("bullet ->: Added bullet collider to space: a=%v", ConvexPolygonStr(bulletShape)))
@ -145,7 +145,7 @@ func NewWorldColliderDisplay(game *Game, stageDiscreteW, stageDiscreteH, stageTi
offenderWx, offenderWy := playerPosList.Eles[1].X, playerPosList.Eles[1].Y offenderWx, offenderWy := playerPosList.Eles[1].X, playerPosList.Eles[1].Y
bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, "MeleeBullet") newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSize.X, meleeBullet.HitboxSize.Y, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, nil, "MeleeBullet")
space.Add(newBulletCollider) space.Add(newBulletCollider)
bulletShape := newBulletCollider.Shape.(*resolv.ConvexPolygon) bulletShape := newBulletCollider.Shape.(*resolv.ConvexPolygon)
Logger.Warn(fmt.Sprintf("bullet <-: Added bullet collider to space: a=%v", ConvexPolygonStr(bulletShape))) Logger.Warn(fmt.Sprintf("bullet <-: Added bullet collider to space: a=%v", ConvexPolygonStr(bulletShape)))

View File

@ -22,19 +22,20 @@ func RectCenterStr(body *resolv.Object, halfBoundingW, halfBoundingH, topPadding
return fmt.Sprintf("{%.2f, %.2f}", body.X+leftPadding+halfBoundingW-spaceOffsetX, body.Y+bottomPadding+halfBoundingH-spaceOffsetY) return fmt.Sprintf("{%.2f, %.2f}", body.X+leftPadding+halfBoundingW-spaceOffsetX, body.Y+bottomPadding+halfBoundingH-spaceOffsetY)
} }
func GenerateRectCollider(wx, wy, w, h, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY float64, tag string) *resolv.Object { func GenerateRectCollider(wx, wy, w, h, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY float64, data interface{}, tag string) *resolv.Object {
blX, blY := WorldToPolygonColliderBLPos(wx, wy, w*0.5, h*0.5, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY) blX, blY := WorldToPolygonColliderBLPos(wx, wy, w*0.5, h*0.5, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY)
return generateRectColliderInCollisionSpace(blX, blY, leftPadding+w+rightPadding, bottomPadding+h+topPadding, tag) return generateRectColliderInCollisionSpace(blX, blY, leftPadding+w+rightPadding, bottomPadding+h+topPadding, data, tag)
} }
func generateRectColliderInCollisionSpace(blX, blY, w, h float64, tag string) *resolv.Object { func generateRectColliderInCollisionSpace(blX, blY, w, h float64, data interface{}, tag string) *resolv.Object {
collider := resolv.NewObject(blX, blY, w, h, tag) // Unlike its frontend counter part, the position of a "resolv.Object" must be specified by "bottom-left point" because "w" and "h" must be positive, see "resolv.Object.BoundsToSpace" for details collider := resolv.NewObject(blX, blY, w, h, tag) // Unlike its frontend counter part, the position of a "resolv.Object" must be specified by "bottom-left point" because "w" and "h" must be positive, see "resolv.Object.BoundsToSpace" for details
shape := resolv.NewRectangle(0, 0, w, h) shape := resolv.NewRectangle(0, 0, w, h)
collider.SetShape(shape) collider.SetShape(shape)
collider.Data = data
return collider return collider
} }
func GenerateConvexPolygonCollider(unalignedSrc *Polygon2D, spaceOffsetX, spaceOffsetY float64, tag string) *resolv.Object { func GenerateConvexPolygonCollider(unalignedSrc *Polygon2D, spaceOffsetX, spaceOffsetY float64, data interface{}, tag string) *resolv.Object {
aligned := AlignPolygon2DToBoundingBox(unalignedSrc) aligned := AlignPolygon2DToBoundingBox(unalignedSrc)
var w, h float64 = 0, 0 var w, h float64 = 0, 0
@ -60,6 +61,7 @@ func GenerateConvexPolygonCollider(unalignedSrc *Polygon2D, spaceOffsetX, spaceO
collider := resolv.NewObject(aligned.Anchor.X+spaceOffsetX, aligned.Anchor.Y+spaceOffsetY, w, h, tag) collider := resolv.NewObject(aligned.Anchor.X+spaceOffsetX, aligned.Anchor.Y+spaceOffsetY, w, h, tag)
collider.SetShape(shape) collider.SetShape(shape)
collider.Data = data
return collider return collider
} }

View File

@ -1,5 +1,11 @@
package dnmshared package dnmshared
const (
RING_BUFF_CONSECUTIVE_SET = int32(0)
RING_BUFF_NON_CONSECUTIVE_SET = int32(1)
RING_BUFF_FAILED_TO_SET = int32(2)
)
type RingBuffer struct { type RingBuffer struct {
Ed int32 // write index, open index Ed int32 // write index, open index
St int32 // read index, closed index St int32 // read index, closed index
@ -48,15 +54,15 @@ func (rb *RingBuffer) Pop() interface{} {
return pItem return pItem
} }
func (rb *RingBuffer) GetByOffset(offsetFromSt int32) interface{} { func (rb *RingBuffer) GetArrIdxByOffset(offsetFromSt int32) int32 {
if 0 == rb.Cnt { if 0 == rb.Cnt || 0 > offsetFromSt {
return nil return -1
} }
arrIdx := rb.St + offsetFromSt arrIdx := rb.St + offsetFromSt
if rb.St < rb.Ed { if rb.St < rb.Ed {
// case#1: 0...st...ed...N-1 // case#1: 0...st...ed...N-1
if rb.St <= arrIdx && arrIdx < rb.Ed { if rb.St <= arrIdx && arrIdx < rb.Ed {
return rb.Eles[arrIdx] return arrIdx
} }
} else { } else {
// if rb.St >= rb.Ed // if rb.St >= rb.Ed
@ -65,12 +71,20 @@ func (rb *RingBuffer) GetByOffset(offsetFromSt int32) interface{} {
arrIdx -= rb.N arrIdx -= rb.N
} }
if arrIdx >= rb.St || arrIdx < rb.Ed { if arrIdx >= rb.St || arrIdx < rb.Ed {
return rb.Eles[arrIdx] return arrIdx
} }
} }
return -1
}
func (rb *RingBuffer) GetByOffset(offsetFromSt int32) interface{} {
arrIdx := rb.GetArrIdxByOffset(offsetFromSt)
if -1 == arrIdx {
return nil return nil
} }
return rb.Eles[arrIdx]
}
func (rb *RingBuffer) GetByFrameId(frameId int32) interface{} { func (rb *RingBuffer) GetByFrameId(frameId int32) interface{} {
if frameId >= rb.EdFrameId || frameId < rb.StFrameId { if frameId >= rb.EdFrameId || frameId < rb.StFrameId {
@ -78,3 +92,33 @@ func (rb *RingBuffer) GetByFrameId(frameId int32) interface{} {
} }
return rb.GetByOffset(frameId - rb.StFrameId) return rb.GetByOffset(frameId - rb.StFrameId)
} }
// [WARNING] During a battle, frontend could receive non-consecutive frames (either renderFrame or inputFrame) due to resync, the buffer should handle these frames properly.
func (rb *RingBuffer) SetByFrameId(pItem interface{}, frameId int32) (int32, int32, int32) {
oldStFrameId, oldEdFrameId := rb.StFrameId, rb.EdFrameId
if frameId < oldStFrameId {
return RING_BUFF_FAILED_TO_SET, oldStFrameId, oldEdFrameId
}
// By now "rb.StFrameId <= frameId"
if oldEdFrameId > frameId {
arrIdx := rb.GetArrIdxByOffset(frameId - rb.StFrameId)
if -1 != arrIdx {
rb.Eles[arrIdx] = pItem
return RING_BUFF_CONSECUTIVE_SET, oldStFrameId, oldEdFrameId
}
}
// By now "rb.EdFrameId <= frameId"
ret := RING_BUFF_CONSECUTIVE_SET
if oldEdFrameId < frameId {
rb.St, rb.Ed = 0, 0
rb.StFrameId, rb.EdFrameId = frameId, frameId
rb.Cnt = 0
ret = RING_BUFF_NON_CONSECUTIVE_SET
}
// By now "rb.EdFrameId == frameId"
rb.Put(pItem)
return ret, oldStFrameId, oldEdFrameId
}

View File

@ -440,7 +440,7 @@
"array": [ "array": [
0, 0,
0, 0,
209.73151519075364, 215.95961841836203,
0, 0,
0, 0,
0, 0,

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,7 @@
{
"ver": "1.2.5",
"uuid": "8491a86c-bec9-4813-968a-128ca01639e0",
"asyncLoadAssets": false,
"autoReleaseAssets": false,
"subMetas": {}
}

View File

@ -0,0 +1,238 @@
const i18n = require('LanguageData');
i18n.init(window.language); // languageID should be equal to the one we input in New Language ID input field
const OnlineMap = require('./Map');
cc.Class({
extends: OnlineMap,
onDestroy() {
console.warn("+++++++ Map onDestroy()");
},
onLoad() {
const self = this;
window.mapIns = self;
self.showCriticalCoordinateLabels = true;
const mapNode = self.node;
const canvasNode = mapNode.parent;
self.mainCameraNode = self.canvasNode.getChildByName("Main Camera");
self.mainCamera = self.mainCameraNode.getComponent(cc.Camera);
for (let child of self.mainCameraNode.children) {
child.setScale(1 / self.mainCamera.zoomRatio);
}
self.widgetsAboveAllNode = self.mainCameraNode.getChildByName("WidgetsAboveAll");
self.mainCameraNode.setPosition(cc.v2());
/** Init required prefab ended. */
self.inputDelayFrames = 8;
self.inputScaleFrames = 2;
self.inputFrameUpsyncDelayTolerance = 2;
self.renderCacheSize = 1024;
self.serverFps = 60;
self.rollbackEstimatedDt = 0.016667;
self.rollbackEstimatedDtMillis = 16.667;
self.rollbackEstimatedDtNanos = 16666666;
self.tooFastDtIntervalMillis = 0.5 * self.rollbackEstimatedDtMillis;
self.worldToVirtualGridRatio = 1000;
self.virtualGridToWorldRatio = 1.0 / self.worldToVirtualGridRatio;
self.meleeSkillConfig = {
1: {
// for offender
startupFrames: 10,
activeFrames: 20,
recoveryFrames: 34, // usually but not always "startupFrames+activeFrames", I hereby set it to be 1 frame more than the actual animation to avoid critical transition, i.e. when the animation is 1 frame from ending but "rdfPlayer.framesToRecover" is already counted 0 and the player triggers an other same attack, making an effective bullet trigger but no animation is played due to same animName is still playing
recoveryFramesOnBlock: 34,
recoveryFramesOnHit: 34,
moveforward: {
x: 0,
y: 0,
},
hitboxOffset: 12.0, // should be about the radius of the PlayerCollider
hitboxSize: {
x: 23.0,
y: 32.0,
},
// for defender
hitStunFrames: 18,
blockStunFrames: 9,
pushback: 8.0,
releaseTriggerType: 1, // 1: rising-edge, 2: falling-edge
damage: 5
}
};
/*
[WARNING] As when a character is standing on a barrier, if not carefully curated there MIGHT BE a bouncing sequence of "[(inAir -> dropIntoBarrier ->), (notInAir -> pushedOutOfBarrier ->)], [(inAir -> ..."
Moreover, "snapIntoPlatformOverlap" should be small enough such that the walking "velX" or jumping initial "velY" can escape from it by 1 renderFrame (when jumping is triggered, the character is waived from snappig for 1 renderFrame).
*/
self.snapIntoPlatformOverlap = 0.1;
self.snapIntoPlatformThreshold = 0.5; // a platform must be "horizontal enough" for a character to "stand on"
self.jumpingInitVelY = 7 * self.worldToVirtualGridRatio; // unit: (virtual grid length/renderFrame)
[self.gravityX, self.gravityY] = [0, -0.5*self.worldToVirtualGridRatio]; // unit: (virtual grid length/renderFrame^2)
const tiledMapIns = self.node.getComponent(cc.TiledMap);
const fullPathOfTmxFile = cc.js.formatStr("map/%s/map", "dungeon");
cc.loader.loadRes(fullPathOfTmxFile, cc.TiledMapAsset, (err, tmxAsset) => {
if (null != err) {
console.error(err);
return;
}
tiledMapIns.tmxAsset = null;
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();
self.node.setContentSize(newMapSize.width * newTileSize.width, newMapSize.height * newTileSize.height);
self.node.setPosition(cc.v2(0, 0));
let barrierIdCounter = 0;
const boundaryObjs = tileCollisionManager.extractBoundaryObjects(self.node);
for (let boundaryObj of boundaryObjs.barriers) {
const x0 = boundaryObj.anchor.x,
y0 = boundaryObj.anchor.y;
const newBarrier = self.collisionSys.createPolygon(x0, y0, Array.from(boundaryObj, p => {
return [p.x, p.y];
}));
newBarrier.data = {
hardPushback: true
};
if (false && self.showCriticalCoordinateLabels) {
for (let i = 0; i < boundaryObj.length; ++i) {
const barrierVertLabelNode = new cc.Node();
switch (i % 4) {
case 0:
barrierVertLabelNode.color = cc.Color.RED;
break;
case 1:
barrierVertLabelNode.color = cc.Color.GRAY;
break;
case 2:
barrierVertLabelNode.color = cc.Color.BLACK;
break;
default:
barrierVertLabelNode.color = cc.Color.MAGENTA;
break;
}
const wx = boundaryObj.anchor.x + boundaryObj[i].x,
wy = boundaryObj.anchor.y + boundaryObj[i].y;
barrierVertLabelNode.setPosition(cc.v2(wx, wy));
const barrierVertLabel = barrierVertLabelNode.addComponent(cc.Label);
barrierVertLabel.fontSize = 12;
barrierVertLabel.lineHeight = barrierVertLabel.fontSize + 1;
barrierVertLabel.string = `(${wx.toFixed(1)}, ${wy.toFixed(1)})`;
safelyAddChild(self.node, barrierVertLabelNode);
setLocalZOrder(barrierVertLabelNode, 5);
barrierVertLabelNode.active = true;
}
}
// console.log("Created barrier: ", newBarrier);
++barrierIdCounter;
const collisionBarrierIndex = (self.collisionBarrierIndexPrefix + barrierIdCounter);
self.collisionSysMap.set(collisionBarrierIndex, newBarrier);
}
const startRdf = window.pb.protos.RoomDownsyncFrame.create({
id: window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START,
players: {
10: window.pb.protos.PlayerDownsync.create({
id: 10,
joinIndex: 1,
virtualGridX: self.worldToVirtualGridPos(boundaryObjs.playerStartingPositions[0].x, boundaryObjs.playerStartingPositions[0].y)[0],
virtualGridY: self.worldToVirtualGridPos(boundaryObjs.playerStartingPositions[0].x, boundaryObjs.playerStartingPositions[0].y)[1],
speed: 1 * self.worldToVirtualGridRatio,
colliderRadius: 12,
characterState: window.ATK_CHARACTER_STATE.InAirIdle1[0],
framesToRecover: 0,
dirX: 0,
dirY: 0,
velX: 0,
velY: 0,
inAir: true,
}),
11: window.pb.protos.PlayerDownsync.create({
id: 11,
joinIndex: 2,
virtualGridX: self.worldToVirtualGridPos(boundaryObjs.playerStartingPositions[1].x, boundaryObjs.playerStartingPositions[1].y)[0],
virtualGridY: self.worldToVirtualGridPos(boundaryObjs.playerStartingPositions[1].x, boundaryObjs.playerStartingPositions[1].y)[1],
speed: 1 * self.worldToVirtualGridRatio,
colliderRadius: 12,
characterState: window.ATK_CHARACTER_STATE.InAirIdle1[0],
framesToRecover: 0,
dirX: 0,
dirY: 0,
velX: 0,
velY: 0,
inAir: true,
}),
}
});
self.selfPlayerInfo = {
id: 11
};
self._initPlayerRichInfoDict(startRdf.players);
self.onRoomDownsyncFrame(startRdf);
self.battleState = ALL_BATTLE_STATES.IN_BATTLE;
});
},
update(dt) {
const self = this;
if (ALL_BATTLE_STATES.IN_BATTLE == self.battleState) {
const elapsedMillisSinceLastFrameIdTriggered = performance.now() - self.lastRenderFrameIdTriggeredAt;
if (elapsedMillisSinceLastFrameIdTriggered < self.tooFastDtIntervalMillis) {
// [WARNING] We should avoid a frontend ticking too fast to prevent cheating, as well as ticking too slow to cause a "resync avalanche" that impacts user experience!
// console.debug("Avoiding too fast frame@renderFrameId=", self.renderFrameId, ": elapsedMillisSinceLastFrameIdTriggered=", elapsedMillisSinceLastFrameIdTriggered);
return;
}
try {
let st = performance.now();
let prevSelfInput = null,
currSelfInput = null;
const noDelayInputFrameId = self._convertToInputFrameId(self.renderFrameId, 0); // It's important that "inputDelayFrames == 0" here
if (self.shouldGenerateInputFrameUpsync(self.renderFrameId)) {
const prevAndCurrInputs = self._generateInputFrameUpsync(noDelayInputFrameId);
prevSelfInput = prevAndCurrInputs[0];
currSelfInput = prevAndCurrInputs[1];
}
const [prevRdf, rdf] = self.rollbackAndChase(self.renderFrameId, self.renderFrameId + 1, self.collisionSys, self.collisionSysMap, false);
self.applyRoomDownsyncFrameDynamics(rdf, prevRdf);
self.showDebugBoundaries(rdf);
++self.renderFrameId;
self.lastRenderFrameIdTriggeredAt = performance.now();
let t3 = performance.now();
} catch (err) {
console.error("Error during Map.update", err);
}
}
},
});

View File

@ -0,0 +1,9 @@
{
"ver": "1.0.5",
"uuid": "b3810903-496b-43d7-8461-898cee958548",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

View File

@ -1,22 +1,67 @@
package main package main
import ( import (
. "dnmshared"
. "dnmshared/sharedprotos"
"github.com/gopherjs/gopherjs/js" "github.com/gopherjs/gopherjs/js"
"github.com/solarlune/resolv" "github.com/solarlune/resolv"
. "jsexport/protos"
"jsexport/models" "jsexport/models"
. "dnmshared" . "jsexport/protos"
) )
func NewRingBufferJs(n int32) *js.Object {
return js.MakeWrapper(NewRingBuffer(n));
}
func NewCollisionSpaceJs(spaceW, spaceH, minStepW, minStepH int) *js.Object { func NewCollisionSpaceJs(spaceW, spaceH, minStepW, minStepH int) *js.Object {
return js.MakeWrapper(resolv.NewSpace(spaceW, spaceH, minStepW, minStepH)) return js.MakeWrapper(resolv.NewSpace(spaceW, spaceH, minStepW, minStepH))
} }
func GenerateRectColliderJs(wx, wy, w, h, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY float64, tag string) *js.Object { func NewVec2DJs(x, y float64) *js.Object {
return js.MakeFullWrapper(&Vec2D{
X: x,
Y: y,
})
}
func NewPolygon2DJs(anchor *Vec2D, points []*Vec2D) *js.Object {
return js.MakeFullWrapper(&Polygon2D{
Anchor: anchor,
Points: points,
})
}
func NewBarrierJs(boundary *Polygon2D) *js.Object {
return js.MakeWrapper(&Barrier{
Boundary: boundary,
})
}
func NewPlayerDownsyncJs(id, virtualGridX, virtualGridY, dirX, dirY, velX, velY, speed, battleState, characterState, joinIndex, hp, maxHp int32, inAir bool, colliderRadius float64) *js.Object {
return js.MakeWrapper(&PlayerDownsync{
Id: id,
VirtualGridX: virtualGridX,
VirtualGridY: virtualGridY,
DirX: dirX,
DirY: dirY,
VelX: velX,
VelY: velY,
Speed: speed,
BattleState: battleState,
JoinIndex: joinIndex,
ColliderRadius: colliderRadius,
Hp: hp,
MaxHp: maxHp,
CharacterState: characterState,
InAir: inAir,
})
}
func NewRoomDownsyncFrameJs(id int32, playersArr []*PlayerDownsync, meleeBullets []*MeleeBullet) *js.Object {
return js.MakeFullWrapper(&RoomDownsyncFrame{
Id: id,
PlayersArr: playersArr,
MeleeBullets: meleeBullets,
})
}
func GenerateRectColliderJs(wx, wy, w, h, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY float64, data interface{}, tag string) *js.Object {
/* /*
[WARNING] It's important to note that we don't need "js.MakeFullWrapper" for a call sequence as follows. [WARNING] It's important to note that we don't need "js.MakeFullWrapper" for a call sequence as follows.
``` ```
@ -26,24 +71,28 @@ func GenerateRectColliderJs(wx, wy, w, h, topPadding, bottomPadding, leftPadding
``` ```
The "space" variable doesn't need access to the field of "a" in JavaScript level to run "space.Add(...)" method, which is good. The "space" variable doesn't need access to the field of "a" in JavaScript level to run "space.Add(...)" method, which is good.
*/ */
return js.MakeWrapper(GenerateRectCollider(wx, wy, w, h, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, tag)); return js.MakeWrapper(GenerateRectCollider(wx, wy, w, h, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, data, tag))
} }
func CheckCollisionJs(obj *resolv.Object, dx, dy float64) *js.Object { func CheckCollisionJs(obj *resolv.Object, dx, dy float64) *js.Object {
// TODO: Support multiple tags in the future // TODO: Support multiple tags in the future
// 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. // 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.
return js.MakeFullWrapper(obj.Check(dx, dy)); return js.MakeFullWrapper(obj.Check(dx, dy))
} }
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 { 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 {
// We need access to all fields of RoomDownsyncFrame for displaying in frontend // We need access to all fields of RoomDownsyncFrame for displaying in frontend
return js.MakeFullWrapper(models.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, currRenderFrame, collisionSys, collisionSysMap, gravityX, gravityY, jumpingInitVelY, inputDelayFrames, inputScaleFrames, inputsBuffer, collisionSpaceOffsetX, collisionSpaceOffsetY, snapIntoPlatformOverlap, snapIntoPlatformThreshold, worldToVirtualGridRatio, virtualGridToWorldRatio)) return js.MakeFullWrapper(models.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame, delayedInputFrameForPrevRenderFrame, currRenderFrame, collisionSys, collisionSysMap, gravityX, gravityY, jumpingInitVelY, inputDelayFrames, inputScaleFrames, collisionSpaceOffsetX, collisionSpaceOffsetY, snapIntoPlatformOverlap, snapIntoPlatformThreshold, worldToVirtualGridRatio, virtualGridToWorldRatio))
} }
func main() { func main() {
js.Global.Set("gopkgs", map[string]interface{}{ js.Global.Set("gopkgs", map[string]interface{}{
"NewRingBufferJs": NewRingBufferJs, "NewVec2DJs": NewVec2DJs,
"NewPolygon2DJs": NewPolygon2DJs,
"NewBarrierJs": NewBarrierJs,
"NewPlayerDownsyncJs": NewPlayerDownsyncJs,
"NewRoomDownsyncFrameJs": NewRoomDownsyncFrameJs,
"NewCollisionSpaceJs": NewCollisionSpaceJs, "NewCollisionSpaceJs": NewCollisionSpaceJs,
"GenerateRectColliderJs": GenerateRectColliderJs, "GenerateRectColliderJs": GenerateRectColliderJs,
"CheckCollisionJs": CheckCollisionJs, "CheckCollisionJs": CheckCollisionJs,

View File

@ -1,10 +1,10 @@
package models package models
import ( import (
"github.com/solarlune/resolv"
. "dnmshared/sharedprotos"
. "jsexport/protos"
. "dnmshared" . "dnmshared"
. "dnmshared/sharedprotos"
"github.com/solarlune/resolv"
. "jsexport/protos"
) )
const ( const (
@ -81,7 +81,7 @@ func CalcHardPushbacksNorms(playerCollider *resolv.Object, playerShape *resolv.C
return ret return ret
} }
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 { 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 {
topPadding, bottomPadding, leftPadding, rightPadding := snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap topPadding, bottomPadding, leftPadding, rightPadding := snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap
// [WARNING] This function MUST BE called while "InputsBufferLock" is locked! // [WARNING] This function MUST BE called while "InputsBufferLock" is locked!
roomCapacity := len(currRenderFrame.PlayersArr) roomCapacity := len(currRenderFrame.PlayersArr)
@ -117,11 +117,6 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame *Input
// 1. Process player inputs // 1. Process player inputs
if nil != delayedInputFrame { if nil != delayedInputFrame {
var delayedInputFrameForPrevRenderFrame *InputFrameDownsync = nil
tmp := inputsBuffer.GetByFrameId(ConvertToInputFrameId(currRenderFrame.Id-1, inputDelayFrames, inputScaleFrames))
if nil != tmp {
delayedInputFrameForPrevRenderFrame = tmp.(*InputFrameDownsync)
}
inputList := delayedInputFrame.InputList inputList := delayedInputFrame.InputList
for i, currPlayerDownsync := range currRenderFrame.PlayersArr { for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
joinIndex := currPlayerDownsync.JoinIndex joinIndex := currPlayerDownsync.JoinIndex
@ -187,9 +182,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame *Input
} }
} }
// 3. Invoke collision system stepping (no-op for backend collision lib) // 3. Calc pushbacks for each player (after its movement) w/o bullets
// 4. Calc pushbacks for each player (after its movement) w/o bullets
for i, currPlayerDownsync := range currRenderFrame.PlayersArr { for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
joinIndex := currPlayerDownsync.JoinIndex joinIndex := currPlayerDownsync.JoinIndex
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
@ -201,6 +194,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame *Input
if collision := playerCollider.Check(0, 0); nil != collision { if collision := playerCollider.Check(0, 0); nil != collision {
for _, obj := range collision.Objects { for _, obj := range collision.Objects {
isBarrier, isAnotherPlayer, isBullet := false, false, false isBarrier, isAnotherPlayer, isBullet := false, false, false
// TODO: Make this part work in JavaScript without having to expose all types Barrier/PlayerDownsync/MeleeBullet by js.MakeWrapper.
switch obj.Data.(type) { switch obj.Data.(type) {
case *Barrier: case *Barrier:
isBarrier = true isBarrier = true
@ -262,7 +256,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(delayedInputFrame *Input
} }
} }
// 7. Get players out of stuck barriers if there's any // 4. Get players out of stuck barriers if there's any
for i, currPlayerDownsync := range currRenderFrame.PlayersArr { for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
joinIndex := currPlayerDownsync.JoinIndex joinIndex := currPlayerDownsync.JoinIndex
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex