mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-26 11:48:56 +00:00
Improved offline map for code abstraction and testing.
This commit is contained in:
parent
849ce34fe5
commit
8d989d543a
@ -1,11 +1,11 @@
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</map>
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@ -65,7 +65,7 @@
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@ -97,7 +97,7 @@
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{
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{
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@ -116,8 +116,8 @@
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"_contentSize": {
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"height": 27.72
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"_anchorPoint": {
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"__type__": "cc.Vec2",
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@ -129,7 +129,7 @@
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@ -169,8 +169,8 @@
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"_string": "(0, 0)",
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"_N$string": "(0, 0)",
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"_fontSize": 20,
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@ -395,8 +395,8 @@
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"_contentSize": {
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"_anchorPoint": {
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"_anchorPoint": {
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"__type__": "cc.Vec2",
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"__type__": "cc.Vec2",
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@ -408,7 +408,7 @@
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"ctor": "Float64Array",
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"ctor": "Float64Array",
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@ -451,7 +451,7 @@
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"__uuid__": "a2170e4c-df31-41ef-be73-f4f605e75821"
|
"__uuid__": "a2170e4c-df31-41ef-be73-f4f605e75821"
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||||||
},
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"__type__": "cc.Vec2",
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"__type__": "cc.Vec2",
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@ -454,7 +454,7 @@
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"array": [
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"array": [
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0,
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0,
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216.50635094610968,
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@ -273,7 +273,6 @@ cc.Class({
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const self = this;
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const self = this;
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const mapNode = self.node;
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const mapNode = self.node;
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const canvasNode = mapNode.parent;
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const canvasNode = mapNode.parent;
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[self.gravityX, self.gravityY] = self.worldToVirtualGridPos(0 / self.serverFps, -9.8 / self.serverFps);
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// Clearing previous info of all players. [BEGINS]
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// Clearing previous info of all players. [BEGINS]
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self.collisionPlayerIndexPrefix = (1 << 17); // For tracking the movements of players
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self.collisionPlayerIndexPrefix = (1 << 17); // For tracking the movements of players
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@ -2,12 +2,6 @@ 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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i18n.init(window.language); // languageID should be equal to the one we input in New Language ID input field
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const OnlineMap = require('./Map');
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const OnlineMap = require('./Map');
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/*
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|
||||||
[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, this "snapIntoPlatformOverlap" should be small enough such that the jumping initial "velY" can escape from it by 1 renderFrame (when jumping is triggered, the character is waived from snappig for 1 renderFrame).
|
|
||||||
*/
|
|
||||||
const snapIntoPlatformOverlap = 0.1;
|
|
||||||
|
|
||||||
cc.Class({
|
cc.Class({
|
||||||
extends: OnlineMap,
|
extends: OnlineMap,
|
||||||
@ -19,7 +13,7 @@ cc.Class({
|
|||||||
onLoad() {
|
onLoad() {
|
||||||
const self = this;
|
const self = this;
|
||||||
window.mapIns = self;
|
window.mapIns = self;
|
||||||
self.showCriticalCoordinateLabels = true;
|
self.showCriticalCoordinateLabels = false;
|
||||||
|
|
||||||
cc.director.getCollisionManager().enabled = false;
|
cc.director.getCollisionManager().enabled = false;
|
||||||
|
|
||||||
@ -75,6 +69,16 @@ cc.Class({
|
|||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
/*
|
||||||
|
[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 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 = 5 * self.worldToVirtualGridRatio; // unit: (virtual grid length/renderFrame)
|
||||||
|
[self.gravityX, self.gravityY] = [0, -Math.ceil(4*self.jumpingInitVelY/self.serverFps)]; // unit: (virtual grid length/renderFrame^2)
|
||||||
|
|
||||||
const tiledMapIns = self.node.getComponent(cc.TiledMap);
|
const tiledMapIns = self.node.getComponent(cc.TiledMap);
|
||||||
|
|
||||||
const fullPathOfTmxFile = cc.js.formatStr("map/%s/map", "dungeon");
|
const fullPathOfTmxFile = cc.js.formatStr("map/%s/map", "dungeon");
|
||||||
@ -115,7 +119,7 @@ cc.Class({
|
|||||||
return [p.x, p.y];
|
return [p.x, p.y];
|
||||||
}));
|
}));
|
||||||
|
|
||||||
if (self.showCriticalCoordinateLabels) {
|
if (false && self.showCriticalCoordinateLabels) {
|
||||||
for (let i = 0; i < boundaryObj.length; ++i) {
|
for (let i = 0; i < boundaryObj.length; ++i) {
|
||||||
const barrierVertLabelNode = new cc.Node();
|
const barrierVertLabelNode = new cc.Node();
|
||||||
switch (i % 4) {
|
switch (i % 4) {
|
||||||
@ -407,7 +411,7 @@ cc.Class({
|
|||||||
&&
|
&&
|
||||||
characStateIsInterruptWaivable
|
characStateIsInterruptWaivable
|
||||||
) {
|
) {
|
||||||
thatPlayerInNextFrame.velY = currPlayerDownsync.speed * 4.5;
|
thatPlayerInNextFrame.velY = self.jumpingInitVelY;
|
||||||
jumpTriggered[joinIndex - 1] = true;
|
jumpTriggered[joinIndex - 1] = true;
|
||||||
console.log(`playerId=${playerId}, joinIndex=${joinIndex} triggered a rising-edge of btnB at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}, nextVelY=${thatPlayerInNextFrame.velY}, characStateAlreadyInAir=${characStateAlreadyInAir}, characStateIsInterruptWaivable=${characStateIsInterruptWaivable}`);
|
console.log(`playerId=${playerId}, joinIndex=${joinIndex} triggered a rising-edge of btnB at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}, nextVelY=${thatPlayerInNextFrame.velY}, characStateAlreadyInAir=${characStateAlreadyInAir}, characStateIsInterruptWaivable=${characStateIsInterruptWaivable}`);
|
||||||
}
|
}
|
||||||
@ -471,11 +475,13 @@ cc.Class({
|
|||||||
let [pushbackX, pushbackY] = [result2.overlap * result2.overlap_x, result2.overlap * result2.overlap_y];
|
let [pushbackX, pushbackY] = [result2.overlap * result2.overlap_x, result2.overlap * result2.overlap_y];
|
||||||
if (null == potential.data) {
|
if (null == potential.data) {
|
||||||
// "null == potential.data" implies a barrier
|
// "null == potential.data" implies a barrier
|
||||||
const remainsNotInAir = (!currPlayerDownsync.inAir);
|
const normAlignmentWithGravity = (result2.overlap_x * 0 + result2.overlap_y * (-1.0));
|
||||||
const localFallStopping = (currPlayerDownsync.inAir && 0 > pushbackY); // prevents false fall-stopping on the lateral sides
|
const flatEnough = (self.snapIntoPlatformThreshold < normAlignmentWithGravity); // prevents false snapping on the lateral sides
|
||||||
|
const remainsNotInAir = (!currPlayerDownsync.inAir && flatEnough);
|
||||||
|
const localFallStopping = (currPlayerDownsync.inAir && flatEnough);
|
||||||
if (remainsNotInAir || localFallStopping) {
|
if (remainsNotInAir || localFallStopping) {
|
||||||
fallStopping |= localFallStopping;
|
fallStopping |= localFallStopping;
|
||||||
[pushbackX, pushbackY] = [(result2.overlap - snapIntoPlatformOverlap) * result2.overlap_x, (result2.overlap - snapIntoPlatformOverlap) * result2.overlap_y]
|
[pushbackX, pushbackY] = [(result2.overlap - self.snapIntoPlatformOverlap) * result2.overlap_x, (result2.overlap - self.snapIntoPlatformOverlap) * result2.overlap_y]
|
||||||
// [overlay_x, overlap_y] is the unit vector that points into the platform; FIXME: Should only assign to [snappedIntoPlatformEx, snappedIntoPlatformEy] at most once!
|
// [overlay_x, overlap_y] is the unit vector that points into the platform; FIXME: Should only assign to [snappedIntoPlatformEx, snappedIntoPlatformEy] at most once!
|
||||||
snappedIntoPlatformEx = -result2.overlap_y;
|
snappedIntoPlatformEx = -result2.overlap_y;
|
||||||
snappedIntoPlatformEy = result2.overlap_x;
|
snappedIntoPlatformEy = result2.overlap_x;
|
||||||
|
@ -123,21 +123,33 @@ TileCollisionManager.prototype.extractBoundaryObjects = function(withTiledMapNod
|
|||||||
if (0 < gid) {
|
if (0 < gid) {
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
const polylinePoints = object.polylinePoints;
|
|
||||||
if (null == polylinePoints) {
|
|
||||||
continue
|
|
||||||
}
|
|
||||||
const boundaryType = object.boundary_type;
|
const boundaryType = object.boundary_type;
|
||||||
let toPushBarriers = [];
|
let toPushBarrier = [];
|
||||||
toPushBarriers.boundaryType = boundaryType;
|
toPushBarrier.boundaryType = boundaryType;
|
||||||
switch (boundaryType) {
|
switch (boundaryType) {
|
||||||
case "barrier":
|
case "barrier":
|
||||||
|
let polylinePoints = object.polylinePoints;
|
||||||
|
if (null == polylinePoints) {
|
||||||
|
polylinePoints = [{
|
||||||
|
x: 0,
|
||||||
|
y: 0
|
||||||
|
}, {
|
||||||
|
x: object.width,
|
||||||
|
y: 0
|
||||||
|
}, {
|
||||||
|
x: object.width,
|
||||||
|
y: -object.height
|
||||||
|
}, {
|
||||||
|
x: 0,
|
||||||
|
y: -object.height
|
||||||
|
}];
|
||||||
|
}
|
||||||
for (let k = 0; k < polylinePoints.length; ++k) {
|
for (let k = 0; k < polylinePoints.length; ++k) {
|
||||||
/* Since CocosCreatorv2.1.3, the Y-coord of object polylines is inverted compared to that of the tmx file. */
|
/* Since CocosCreatorv2.1.3, the Y-coord of object polylines is inverted compared to that of the tmx file. */
|
||||||
toPushBarriers.push(this.continuousObjLayerVecToContinuousMapNodeVec(withTiledMapNode, cc.v2(polylinePoints[k].x, -polylinePoints[k].y)));
|
toPushBarrier.push(this.continuousObjLayerVecToContinuousMapNodeVec(withTiledMapNode, cc.v2(polylinePoints[k].x, -polylinePoints[k].y)));
|
||||||
}
|
}
|
||||||
toPushBarriers.anchor = this.continuousObjLayerOffsetToContinuousMapNodePos(withTiledMapNode, object.offset); // DON'T use "(object.x, object.y)" which are wrong/meaningless!
|
toPushBarrier.anchor = this.continuousObjLayerOffsetToContinuousMapNodePos(withTiledMapNode, object.offset); // DON'T use "(object.x, object.y)" which are wrong/meaningless!
|
||||||
toRet.barriers.push(toPushBarriers);
|
toRet.barriers.push(toPushBarrier);
|
||||||
break;
|
break;
|
||||||
default:
|
default:
|
||||||
break;
|
break;
|
||||||
|
Loading…
Reference in New Issue
Block a user