mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-09 16:46:38 +00:00
Improvements on using integer positioning.
This commit is contained in:
@@ -44,14 +44,14 @@ module.export = cc.Class({
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onLoad() {
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const self = this;
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self.clips = {
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'01': 'Top',
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'0-1': 'Bottom',
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'02': 'Top',
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'0-2': 'Bottom',
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'-20': 'Left',
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'20': 'Right',
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'-21': 'TopLeft',
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'21': 'TopRight',
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'-2-1': 'BottomLeft',
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'2-1': 'BottomRight'
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'-11': 'TopLeft',
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'11': 'TopRight',
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'-1-1': 'BottomLeft',
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'1-1': 'BottomRight'
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};
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const canvasNode = self.mapNode.parent;
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self.mapIns = self.mapNode.getComponent("Map");
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@@ -111,7 +111,7 @@ cc.Class({
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type: cc.Integer,
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default: 4 // implies (renderFrameIdLagTolerance >> inputScaleFrames) count of inputFrameIds
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},
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teleportEps1D: {
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jigglingEps1D: {
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type: cc.Float,
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default: 1e-3
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},
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@@ -749,7 +749,8 @@ cc.Class({
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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 cpos = self.virtualGridToPlayerColliderPos(vx, vy, playerRichInfo);
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const d = playerRichInfo.colliderRadius*2, x0 = cpos[0],
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const d = playerRichInfo.colliderRadius * 2,
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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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@@ -990,6 +991,23 @@ cc.Class({
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rdf.id > self.lastAllConfirmedRenderFrameId
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) {
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// We got a more up-to-date "all-confirmed-render-frame".
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let predictedRdf = self.recentRenderCache.getByFrameId(rdf.id);
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if (null != predictedRdf) {
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let renderFrameCorrectlyPredicted = true;
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for (let playerId in predictedRdf.players) {
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const predictedPlayer = predictedRdf.players[playerId];
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const confirmedPlayer = rdf.players[playerId];
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if (predictedPlayer.virtualGridX != confirmedPlayer.virtualGridX || predictedPlayer.virtualGridY != confirmedPlayer.virtualGridY) {
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renderFrameCorrectlyPredicted = false;
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break;
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}
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}
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if (!renderFrameCorrectlyPredicted) {
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// TODO: Can I also check whether the applied inputFrame on predictedRdf was "correctly predicted"? If it wasn't then a mismatch of positions is expected.
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console.warn("render frame was incorrectly predicted\npredictedRdf=" + predictedRdf.toString() + "\nrdf=" + rdf.toString());
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}
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}
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self.lastAllConfirmedRenderFrameId = rdf.id;
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if (rdf.id > self.chaserRenderFrameId) {
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// it must be true that "chaserRenderFrameId >= lastAllConfirmedRenderFrameId"
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@@ -1008,13 +1026,14 @@ cc.Class({
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const wpos = self.virtualGridToWorldPos(immediatePlayerInfo.virtualGridX, immediatePlayerInfo.virtualGridY);
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const dx = (wpos[0] - playerRichInfo.node.x);
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const dy = (wpos[1] - playerRichInfo.node.y);
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const justJiggling = (self.teleportEps1D >= Math.abs(dx) && self.teleportEps1D >= Math.abs(dy));
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const justJiggling = (self.jigglingEps1D >= Math.abs(dx) && self.jigglingEps1D >= Math.abs(dy));
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if (!justJiggling) {
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console.log("@renderFrameId=" + self.renderFrameId + ", teleporting playerId=" + playerId + ": '(" + playerRichInfo.node.x + ", " + playerRichInfo.node.y, ")' to '(" + wpos[0] + ", " + wpos[1] + ")'");
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playerRichInfo.node.setPosition(wpos[0], wpos[1]);
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playerRichInfo.virtualGridX = immediatePlayerInfo.virtualGridX;
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playerRichInfo.virtualGridY = immediatePlayerInfo.virtualGridY;
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playerRichInfo.scriptIns.scheduleNewDirection(immediatePlayerInfo.dir, false);
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playerRichInfo.scriptIns.updateSpeed(immediatePlayerInfo.speed);
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}
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playerRichInfo.scriptIns.scheduleNewDirection(immediatePlayerInfo.dir, false);
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playerRichInfo.scriptIns.updateSpeed(immediatePlayerInfo.speed);
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});
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},
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@@ -1062,18 +1081,20 @@ cc.Class({
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const playerCollider = collisionSysMap.get(collisionPlayerIndex);
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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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if (0 == decodedInput.dx && 0 == decodedInput.dy) {
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continue;
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}
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/*
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Reset "position" of players in "collisionSys" according to "virtual grid position". The easy part is that we don't have path-dependent-integrals to worry about like that of thermal dynamics.
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*/
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const cpos = self.virtualGridToPlayerColliderPos(player.virtualGridX, player.virtualGridY, self.playerRichInfoArr[j]);
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playerCollider.x = cpos[0];
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playerCollider.y = cpos[1];
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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 * 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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const newVx = player.virtualGridX + (decodedInput.dx + player.speed * decodedInput.dx);
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const newVy = player.virtualGridY + (decodedInput.dy + player.speed * decodedInput.dy);
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const newCpos = self.virtualGridToPlayerColliderPos(newVx, newVy, self.playerRichInfoArr[j]);
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playerCollider.x = newCpos[0];
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playerCollider.y = newCpos[1];
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}
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collisionSys.update();
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@@ -1154,14 +1175,16 @@ cc.Class({
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},
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worldToVirtualGridPos(x, y) {
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// [WARNING] Introduces loss of precision!
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const self = this;
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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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let virtualGridX = parseInt(x * self.worldToVirtualGridRatio);
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let virtualGridY = parseInt(y * self.worldToVirtualGridRatio);
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let virtualGridX = Math.round(x * self.worldToVirtualGridRatio);
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let virtualGridY = Math.round(y * self.worldToVirtualGridRatio);
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return [virtualGridX, virtualGridY];
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},
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virtualGridToWorldPos(vx, vy) {
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// No loss of precision
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const self = this;
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let wx = parseFloat(vx) * self.virtualGridToWorldRatio;
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let wy = parseFloat(vy) * self.virtualGridToWorldRatio;
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@@ -1,18 +1,14 @@
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window.DIRECTION_DECODER = [
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// The 3rd value matches low-precision constants in backend.
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[0, 0, 0.0],
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[0, +1, 1.0],
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[0, -1, 1.0],
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[+2, 0, 0.5],
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[-2, 0, 0.5],
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[+2, +1, 0.44],
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[-2, -1, 0.44],
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[+2, -1, 0.44],
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[-2, +1, 0.44],
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[+2, 0, 0.5],
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[-2, 0, 0.5],
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[0, +1, 1.0],
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[0, -1, 1.0],
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// The 3rd value matches low-precision constants in backend.
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[0, 0],
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[0, +2],
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[0, -2],
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[+2, 0],
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[-2, 0],
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[+1, +1],
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[-1, -1],
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[+1, -1],
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[-1, +1],
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];
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cc.Class({
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@@ -40,11 +36,11 @@ cc.Class({
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type: cc.Float
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},
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magicLeanLowerBound: {
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default: 0.414, // Tangent of (PI/8).
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default: 0.9, // Tangent of (PI/4) is 1.0.
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type: cc.Float
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},
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magicLeanUpperBound: {
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default: 2.414, // Tangent of (3*PI/8).
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default: 1.1,
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type: cc.Float
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},
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// For joystick ends.
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@@ -117,8 +113,8 @@ cc.Class({
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_initTouchEvent() {
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const self = this;
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const translationListenerNode = (self.translationListenerNode ? self.translationListenerNode : self.mapNode);
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const zoomingListenerNode = (self.zoomingListenerNode ? self.zoomingListenerNode : self.mapNode);
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const translationListenerNode = (self.translationListenerNode ? self.translationListenerNode : self.mapNode);
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const zoomingListenerNode = (self.zoomingListenerNode ? self.zoomingListenerNode : self.mapNode);
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translationListenerNode.on(cc.Node.EventType.TOUCH_START, function(event) {
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self._touchStartEvent(event);
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@@ -132,7 +128,7 @@ cc.Class({
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translationListenerNode.on(cc.Node.EventType.TOUCH_CANCEL, function(event) {
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self._touchEndEvent(event);
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});
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translationListenerNode.inTouchPoints = new Map();
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translationListenerNode.inTouchPoints = new Map();
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zoomingListenerNode.on(cc.Node.EventType.TOUCH_START, function(event) {
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self._touchStartEvent(event);
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@@ -146,7 +142,7 @@ cc.Class({
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zoomingListenerNode.on(cc.Node.EventType.TOUCH_CANCEL, function(event) {
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self._touchEndEvent(event);
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});
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zoomingListenerNode.inTouchPoints = new Map();
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zoomingListenerNode.inTouchPoints = new Map();
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},
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_isMapOverMoved(mapTargetPos) {
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@@ -155,7 +151,7 @@ cc.Class({
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},
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_touchStartEvent(event) {
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const theListenerNode = event.target;
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const theListenerNode = event.target;
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for (let touch of event._touches) {
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theListenerNode.inTouchPoints.set(touch._id, touch);
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}
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@@ -165,12 +161,12 @@ cc.Class({
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if (ALL_MAP_STATES.VISUAL != this.mapScriptIns.state) {
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return;
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}
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const theListenerNode = event.target;
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const theListenerNode = event.target;
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const linearScaleFacBase = this.linearScaleFacBase; // Not used yet.
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if (1 != theListenerNode.inTouchPoints.size) {
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return;
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}
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if (!theListenerNode.inTouchPoints.has(event.currentTouch._id)) {
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if (!theListenerNode.inTouchPoints.has(event.currentTouch._id)) {
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return;
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}
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const diffVec = event.currentTouch._point.sub(event.currentTouch._startPoint);
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@@ -189,9 +185,9 @@ cc.Class({
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if (ALL_MAP_STATES.VISUAL != this.mapScriptIns.state) {
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return;
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}
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const theListenerNode = event.target;
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const theListenerNode = event.target;
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if (2 != theListenerNode.inTouchPoints.size) {
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return;
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return;
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}
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if (2 == event._touches.length) {
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const firstTouch = event._touches[0];
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@@ -219,13 +215,13 @@ cc.Class({
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}
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this.mainCamera.zoomRatio = targetScale;
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for (let child of this.mainCameraNode.children) {
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child.setScale(1/targetScale);
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child.setScale(1 / targetScale);
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}
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}
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},
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_touchEndEvent(event) {
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const theListenerNode = event.target;
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const theListenerNode = event.target;
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do {
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if (!theListenerNode.inTouchPoints.has(event.currentTouch._id)) {
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break;
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@@ -241,7 +237,7 @@ cc.Class({
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break;
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}
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// TODO: Handle single-finger-click event.
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// TODO: Handle single-finger-click event.
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} while (false);
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this.cachedStickHeadPosition = cc.v2(0.0, 0.0);
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for (let touch of event._touches) {
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@@ -266,16 +262,16 @@ cc.Class({
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encodedIdx: 0
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};
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if (Math.abs(continuousDx) < eps && Math.abs(continuousDy) < eps) {
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return ret;
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return ret;
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}
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if (Math.abs(continuousDx) < eps) {
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ret.dx = 0;
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if (0 < continuousDy) {
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ret.dy = +1; // up
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ret.dy = +2; // up
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ret.encodedIdx = 1;
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} else {
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ret.dy = -1; // down
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ret.dy = -2; // down
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ret.encodedIdx = 2;
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}
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} else if (Math.abs(continuousDy) < eps) {
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@@ -291,42 +287,42 @@ cc.Class({
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const criticalRatio = continuousDy / continuousDx;
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if (criticalRatio > this.magicLeanLowerBound && criticalRatio < this.magicLeanUpperBound) {
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if (0 < continuousDx) {
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ret.dx = +2;
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ret.dx = +1;
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ret.dy = +1;
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ret.encodedIdx = 5;
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} else {
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ret.dx = -2;
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ret.dx = -1;
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ret.dy = -1;
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ret.encodedIdx = 6;
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}
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} else if (criticalRatio > -this.magicLeanUpperBound && criticalRatio < -this.magicLeanLowerBound) {
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if (0 < continuousDx) {
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ret.dx = +2;
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ret.dx = +1;
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ret.dy = -1;
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ret.encodedIdx = 7;
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} else {
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ret.dx = -2;
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ret.dx = -1;
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ret.dy = +1;
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ret.encodedIdx = 8;
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}
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} else {
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if (Math.abs(criticalRatio) < 1) {
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if (Math.abs(criticalRatio) < 0.1) {
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ret.dy = 0;
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if (0 < continuousDx) {
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ret.dx = +2;
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ret.encodedIdx = 9;
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ret.dx = +2; // right
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ret.encodedIdx = 3;
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} else {
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ret.dx = -2;
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ret.encodedIdx = 10;
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ret.dx = -2; // left
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ret.encodedIdx = 4;
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}
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} else {
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} else if (Math.abs(criticalRatio) > 0.9) {
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ret.dx = 0;
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if (0 < continuousDy) {
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ret.dy = +1;
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ret.encodedIdx = 11;
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ret.dy = +2; // up
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ret.encodedIdx = 1;
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} else {
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ret.dy = -1;
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ret.encodedIdx = 12;
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ret.dy = -2; // down
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ret.encodedIdx = 2;
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}
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}
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}
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@@ -337,16 +333,15 @@ cc.Class({
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decodeDirection(encodedDirection) {
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const mapped = window.DIRECTION_DECODER[encodedDirection];
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if (null == mapped) {
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console.error("Unexpected encodedDirection = ", encodedDirection);
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console.error("Unexpected encodedDirection = ", encodedDirection);
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}
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return {
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dx: mapped[0],
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dy: mapped[1],
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speedFactor: mapped[2],
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}
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dy: mapped[1],
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};
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},
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getDiscretizedDirection() {
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return this.discretizeDirection(this.cachedStickHeadPosition.x, this.cachedStickHeadPosition.y, this.joyStickEps);
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return this.discretizeDirection(this.cachedStickHeadPosition.x, this.cachedStickHeadPosition.y, this.joyStickEps);
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}
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});
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