A temp broken commit except for OfflineMap - refactoring character/skill/bullet config hierarchy.

This commit is contained in:
genxium
2023-01-01 15:43:25 +08:00
parent c7fc377a2b
commit 8b80117d3d
8 changed files with 310 additions and 6480 deletions

View File

@@ -315,11 +315,7 @@ cc.Class({
self.selfPlayerInfo = null; // This field is kept for distinguishing "self" and "others".
self.recentInputCache = gopkgs.NewRingBufferJs((self.renderCacheSize >> 1) + 1);
const spaceW = self.stageDiscreteW * self.stageTileW;
const spaceH = self.stageDiscreteH * self.stageTileH;
self.spaceOffsetX = (spaceW >> 1);
self.spaceOffsetY = (spaceH >> 1);
self.gopkgsCollisionSys = gopkgs.NewCollisionSpaceJs(spaceW, spaceH, self.collisionMinStep, self.collisionMinStep);
self.gopkgsCollisionSys = gopkgs.NewCollisionSpaceJs((self.spaceOffsetX << 1), (self.spaceOffsetY << 1), self.collisionMinStep, self.collisionMinStep);
self.gopkgsCollisionSysMap = {}; // [WARNING] Don't use "JavaScript Map" which could cause loss of type information when passing through Golang transpiled functions!
self.collisionBarrierIndexPrefix = (1 << 16); // For tracking the movements of barriers, though not yet actually used
@@ -596,7 +592,7 @@ cc.Class({
const jsMeleeBulletsArr = [];
for (let k in pbRdf.meleeBullets) {
const pbBullet = pbRdf.meleeBullets[k];
const jsBullet = gopkgs.NewMeleeBulletJs(pbBullet.battleLocalId, pbBullet.startupFrames, pbBullet.activeFrames, pbBullet.recoveryFrames, pbBullet.recoveryFramesOnBlock, pbBullet.recoveryFramesOnHit, pbBullet.hitStunFrames, pbBullet.blockStunFrames, pbBullet.releaseTriggerType, pbBullet.damage, pbBullet.offenderJoinIndex, pbBullet.offenderPlayerId, pbBullet.pushback, pbBullet.hitboxOffset, pbBullet.selfMoveforwardX, pbBullet.selfMoveforwardY, pbBullet.hitboxSizeX, pbBullet.hitboxSizeY);
const jsBullet = gopkgs.NewMeleeBulletJs(pbBullet.originatedRenderFrameId, pbBullet.offenderJoinIndex, pbBullet.startupFrames, pbBullet.cancellableStFrame, pbBullet.cancellableEdFrame, pbBullet.activeFrames, pbBullet.hitStunFrames, pbBullet.blockStunFrames, pbBullet.pushbackX, pbBullet.pushbackY, pbBullet.damage, pbBullet.selfLockVelX, pbBullet.selfLockVelY, pbBullet.hitboxOffsetX, pbBullet.hitboxOffsetY, pbBullet.hitboxSizeX, pbBullet.hitboxSizeY, pbBullet.blowUp);
jsMeleeBulletsArr.push(jsBullet);
}
@@ -638,8 +634,10 @@ cc.Class({
}
// The logic below applies to (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START == rdf.id || window.RING_BUFF_NON_CONSECUTIVE_SET == dumpRenderCacheRet)
if (null == pbRdf.speciesIdList) {
console.error(`pbRdf.speciesIdList is required for starting or resyncing battle!`);
}
self.chConfigsOrderedByJoinIndex = gopkgs.GetCharacterConfigsOrderedByJoinIndex(pbRdf.speciesIdList);
self.playerOpPatternToSkillId = pbRdf.playerOpPatternToSkillId;
self._initPlayerRichInfoDict(rdf.PlayersArr);
// Show the top status indicators for IN_BATTLE
@@ -831,13 +829,10 @@ batchInputFrameIdRange=[${batch[0].inputFrameId}, ${batch[batch.length - 1].inpu
const self = this;
const newPlayerNode = cc.instantiate(self.controlledCharacterPrefab)
const playerScriptIns = newPlayerNode.getComponent("ControlledCharacter");
if (1 == joinIndex) {
playerScriptIns.setSpecies("SoldierWaterGhost");
} else if (2 == joinIndex) {
playerScriptIns.setSpecies("UltramanTiga");
}
const chConfig = self.chConfigsOrderedByJoinIndex[joinIndex - 1];
playerScriptIns.setSpecies(chConfig.SpeciesName);
const [wx, wy] = self.virtualGridToWorldPos(vx, vy);
const [wx, wy] = gopkgs.VirtualGridToWorldPos(vx, vy);
newPlayerNode.setPosition(wx, wy);
playerScriptIns.mapNode = self.node;
const colliderRadius = playerDownsyncInfo.ColliderRadius;
@@ -846,17 +841,7 @@ batchInputFrameIdRange=[${batch[0].inputFrameId}, ${batch[batch.length - 1].inpu
const colliderWidth = halfColliderWidth + halfColliderWidth,
colliderHeight = halfColliderHeight + halfColliderHeight; // avoid multiplying
const [cx, cy] = gopkgs.WorldToPolygonColliderBLPos(wx, wy, halfColliderWidth, halfColliderHeight, self.snapIntoPlatformOverlap, self.snapIntoPlatformOverlap, self.snapIntoPlatformOverlap, self.snapIntoPlatformOverlap, self.spaceOffsetX, self.spaceOffsetY);
const gopkgsBoundaryAnchor = gopkgs.NewVec2DJs(cx, cy);
const gopkgsBoundaryPts = [
gopkgs.NewVec2DJs(0, 0),
gopkgs.NewVec2DJs(self.snapIntoPlatformOverlap + colliderWidth + self.snapIntoPlatformOverlap, 0),
gopkgs.NewVec2DJs(self.snapIntoPlatformOverlap + colliderWidth + self.snapIntoPlatformOverlap, self.snapIntoPlatformOverlap + colliderHeight + self.snapIntoPlatformOverlap),
gopkgs.NewVec2DJs(0, self.snapIntoPlatformOverlap + colliderHeight + self.snapIntoPlatformOverlap)
];
const gopkgsBoundary = gopkgs.NewPolygon2DJs(gopkgsBoundaryAnchor, gopkgsBoundaryPts);
const newPlayerCollider = gopkgs.GenerateConvexPolygonColliderJs(gopkgsBoundary, self.spaceOffsetX, self.spaceOffsetY, playerDownsyncInfo, "Player");
//const newPlayerCollider = gopkgs.GenerateRectColliderJs(wx, wy, colliderWidth, colliderHeight, self.snapIntoPlatformOverlap, self.snapIntoPlatformOverlap, self.snapIntoPlatformOverlap, self.snapIntoPlatformOverlap, self.spaceOffsetX, self.spaceOffsetY, playerDownsyncInfo, "Player");
const newPlayerCollider = gopkgs.GenerateRectColliderJs(wx, wy, colliderWidth, colliderHeight, self.spaceOffsetX, self.spaceOffsetY, playerDownsyncInfo, "Player");
self.gopkgsCollisionSys.Add(newPlayerCollider);
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
self.gopkgsCollisionSysMap[collisionPlayerIndex] = newPlayerCollider;
@@ -1067,7 +1052,7 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
const currPlayerDownsync = playersArr[k];
const chConfig = self.chConfigsOrderedByJoinIndex[k];
const prevRdfPlayer = (null == prevRdf ? null : prevRdf.PlayersArr[k]);
const [wx, wy] = self.virtualGridToWorldPos(currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY);
const [wx, wy] = gopkgs.VirtualGridToWorldPos(currPlayerDownsync.VirtualGridX, currPlayerDownsync.VirtualGridY);
const playerRichInfo = self.playerRichInfoArr[k];
playerRichInfo.node.setPosition(wx, wy);
playerRichInfo.scriptIns.updateSpeed(currPlayerDownsync.Speed);
@@ -1107,7 +1092,7 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
};
self.rdfIdToActuallyUsedInput.set(currRdf.Id, inputFrameDownsyncClone);
}
const nextRdf = gopkgs.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs(self.recentInputCache, currRdf, collisionSys, collisionSysMap, self.spaceOffsetX, self.spaceOffsetY, self.playerOpPatternToSkillId, self.chConfigsOrderedByJoinIndex);
const nextRdf = gopkgs.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs(self.recentInputCache, currRdf, collisionSys, collisionSysMap, self.spaceOffsetX, self.spaceOffsetY, self.chConfigsOrderedByJoinIndex);
if (true == isChasing) {
// [WARNING] Move the cursor "self.chaserRenderFrameId" when "true == isChasing", keep in mind that "self.chaserRenderFrameId" is not monotonic!
@@ -1236,12 +1221,6 @@ actuallyUsedinputList:{${self.inputFrameDownsyncStr(actuallyUsedInputClone)}}`);
return `{${(playerCollider.x + leftPadding + halfBoundingW).toFixed(2)}, ${(playerCollider.y + bottomPadding + halfBoundingH).toFixed(2)}}`;
},
virtualGridToWorldPos(vx, vy) {
// No loss of precision
const self = this;
return [vx * self.virtualGridToWorldRatio, vy * self.virtualGridToWorldRatio];
},
showDebugBoundaries(rdf) {
const self = this;
const leftPadding = self.snapIntoPlatformOverlap,

View File

@@ -40,24 +40,6 @@ cc.Class({
self.rollbackEstimatedDtNanos = 16666666;
self.tooFastDtIntervalMillis = 0.5 * self.rollbackEstimatedDtMillis;
self.worldToVirtualGridRatio = 100;
self.virtualGridToWorldRatio = 1.0 / self.worldToVirtualGridRatio;
const opJoinIndexPrefix1 = (1 << 8);
const playerOpPatternToSkillId = {};
playerOpPatternToSkillId[opJoinIndexPrefix1 + 0] = 1;
playerOpPatternToSkillId[opJoinIndexPrefix1 + 1] = 2;
/*
[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");
@@ -86,10 +68,8 @@ cc.Class({
self.node.setContentSize(newMapSize.width * newTileSize.width, newMapSize.height * newTileSize.height);
self.node.setPosition(cc.v2(0, 0));
self.stageDiscreteW = newMapSize.width;
self.stageDiscreteH = newMapSize.height;
self.stageTileW = newTileSize.width;
self.stageTileH = newTileSize.height;
self.spaceOffsetX = ((newMapSize.width * newTileSize.width) >> 1);
self.spaceOffsetY = ((newMapSize.height * newTileSize.height) >> 1);
self._resetCurrentMatch();
let barrierIdCounter = 0;
@@ -142,15 +122,18 @@ cc.Class({
self.gopkgsCollisionSysMap[collisionBarrierIndex] = newBarrierCollider;
}
const p1Vpos = gopkgs.WorldToVirtualGridPos(boundaryObjs.playerStartingPositions[0].x, boundaryObjs.playerStartingPositions[0].y);
const speedV = gopkgs.WorldToVirtualGridPos(1.0, 0);
const startRdf = window.pb.protos.RoomDownsyncFrame.create({
id: window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START,
playersArr: [
window.pb.protos.PlayerDownsync.create({
id: 10,
joinIndex: 1,
virtualGridX: boundaryObjs.playerStartingPositions[0].x * self.worldToVirtualGridRatio,
virtualGridY: boundaryObjs.playerStartingPositions[0].y * self.worldToVirtualGridRatio,
speed: 1 * self.worldToVirtualGridRatio,
virtualGridX: p1Vpos[0],
virtualGridY: p1Vpos[1],
speed: speedV[0],
colliderRadius: 12,
characterState: window.ATK_CHARACTER_STATE.InAirIdle1NoJump[0],
framesToRecover: 0,
@@ -162,7 +145,6 @@ cc.Class({
}),
],
speciesIdList: [0],
playerOpPatternToSkillId: playerOpPatternToSkillId,
});
self.selfPlayerInfo = {
@@ -208,48 +190,4 @@ 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("MonkGirl");
} else if (2 == joinIndex) {
playerScriptIns.setSpecies("UltramanTiga");
}
const [wx, wy] = self.virtualGridToWorldPos(vx, vy);
newPlayerNode.setPosition(wx, wy);
playerScriptIns.mapNode = self.node;
const colliderRadius = playerDownsyncInfo.ColliderRadius;
const halfColliderWidth = colliderRadius,
halfColliderHeight = colliderRadius + colliderRadius; // avoid multiplying
const colliderWidth = halfColliderWidth + halfColliderWidth,
colliderHeight = halfColliderHeight + halfColliderHeight; // avoid multiplying
const [cx, cy] = gopkgs.WorldToPolygonColliderBLPos(wx, wy, halfColliderWidth, halfColliderHeight, self.snapIntoPlatformOverlap, self.snapIntoPlatformOverlap, self.snapIntoPlatformOverlap, self.snapIntoPlatformOverlap, self.spaceOffsetX, self.spaceOffsetY);
const gopkgsBoundaryAnchor = gopkgs.NewVec2DJs(cx, cy);
const gopkgsBoundaryPts = [
gopkgs.NewVec2DJs(0, 0),
gopkgs.NewVec2DJs(self.snapIntoPlatformOverlap + colliderWidth + self.snapIntoPlatformOverlap, 0),
gopkgs.NewVec2DJs(self.snapIntoPlatformOverlap + colliderWidth + self.snapIntoPlatformOverlap, self.snapIntoPlatformOverlap + colliderHeight + self.snapIntoPlatformOverlap),
gopkgs.NewVec2DJs(0, self.snapIntoPlatformOverlap + colliderHeight + self.snapIntoPlatformOverlap)
];
const gopkgsBoundary = gopkgs.NewPolygon2DJs(gopkgsBoundaryAnchor, gopkgsBoundaryPts);
const newPlayerCollider = gopkgs.GenerateConvexPolygonColliderJs(gopkgsBoundary, self.spaceOffsetX, self.spaceOffsetY, playerDownsyncInfo, "Player");
//const newPlayerCollider = gopkgs.GenerateRectColliderJs(wx, wy, colliderWidth, colliderHeight, self.snapIntoPlatformOverlap, self.snapIntoPlatformOverlap, self.snapIntoPlatformOverlap, self.snapIntoPlatformOverlap, self.spaceOffsetX, self.spaceOffsetY, playerDownsyncInfo, "Player");
self.gopkgsCollisionSys.Add(newPlayerCollider);
const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
self.gopkgsCollisionSysMap[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];
},
});