mirror of
https://github.com/genxium/DelayNoMore
synced 2024-12-25 11:18:55 +00:00
commit
938ca7e57d
7
MULTIHIT_ROADMAP.md
Normal file
7
MULTIHIT_ROADMAP.md
Normal file
@ -0,0 +1,7 @@
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Major goals
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- Create several skills that can be chained by pressing "btnA" 3 times, while the 2nd skill cancels the last hit of 1st skill before the latters' FramesToRecover is over, same goes with 2nd->3rd transition.
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- Note that each skill can contain "multihit".
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Minor goals
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- Split jumping anim into "once" part and "keep" part, depending on "character.framesElapsedInChState" we should play the corresponding part
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- Add new "chState = STUNNED", which is applicable to both on ground and in air, while "inAir && STUNNED", "character.FramesToRecover" is regarded as infinite. If implemented, make the last hit of the aforementioned 3rd skill "pushback opponent to air".
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@ -10,69 +10,71 @@ func toPbRoomDownsyncFrame(rdf *battle.RoomDownsyncFrame) *pb.RoomDownsyncFrame
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return nil
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}
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ret := &pb.RoomDownsyncFrame{
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Id: rdf.Id,
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PlayersArr: make([]*pb.PlayerDownsync, len(rdf.PlayersArr), len(rdf.PlayersArr)),
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MeleeBullets: make([]*pb.MeleeBullet, len(rdf.MeleeBullets), len(rdf.MeleeBullets)),
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CountdownNanos: rdf.CountdownNanos,
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BackendUnconfirmedMask: rdf.BackendUnconfirmedMask,
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ShouldForceResync: rdf.ShouldForceResync,
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PlayerOpPatternToSkillId: make(map[int32]int32),
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Id: rdf.Id,
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PlayersArr: make([]*pb.PlayerDownsync, len(rdf.PlayersArr), len(rdf.PlayersArr)),
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MeleeBullets: make([]*pb.MeleeBullet, len(rdf.MeleeBullets), len(rdf.MeleeBullets)),
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CountdownNanos: rdf.CountdownNanos,
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BackendUnconfirmedMask: rdf.BackendUnconfirmedMask,
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ShouldForceResync: rdf.ShouldForceResync,
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}
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for i, last := range rdf.PlayersArr {
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pbPlayer := &pb.PlayerDownsync{
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Id: last.Id,
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VirtualGridX: last.VirtualGridX,
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VirtualGridY: last.VirtualGridY,
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DirX: last.DirX,
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DirY: last.DirY,
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VelX: last.VelX,
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VelY: last.VelY,
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Speed: last.Speed,
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BattleState: last.BattleState,
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CharacterState: last.CharacterState,
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InAir: last.InAir,
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JoinIndex: last.JoinIndex,
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ColliderRadius: last.ColliderRadius,
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Score: last.Score,
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FramesToRecover: last.FramesToRecover,
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Hp: last.Hp,
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MaxHp: last.MaxHp,
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Removed: last.Removed,
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Id: last.Id,
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VirtualGridX: last.VirtualGridX,
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VirtualGridY: last.VirtualGridY,
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DirX: last.DirX,
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DirY: last.DirY,
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VelX: last.VelX,
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VelY: last.VelY,
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FramesToRecover: last.FramesToRecover,
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FramesInChState: last.FramesInChState,
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ActiveSkillId: last.ActiveSkillId,
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ActiveSkillHit: last.ActiveSkillHit,
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FramesInvinsible: last.FramesInvinsible,
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Speed: last.Speed,
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BattleState: last.BattleState,
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CharacterState: last.CharacterState,
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InAir: last.InAir,
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JoinIndex: last.JoinIndex,
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Hp: last.Hp,
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MaxHp: last.MaxHp,
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ColliderRadius: last.ColliderRadius,
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Score: last.Score,
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Removed: last.Removed,
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}
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ret.PlayersArr[i] = pbPlayer
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}
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for i, last := range rdf.MeleeBullets {
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pbBullet := &pb.MeleeBullet{
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BattleLocalId: last.BattleLocalId,
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StartupFrames: last.StartupFrames,
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ActiveFrames: last.ActiveFrames,
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RecoveryFrames: last.RecoveryFrames,
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RecoveryFramesOnBlock: last.RecoveryFramesOnBlock,
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RecoveryFramesOnHit: last.RecoveryFramesOnHit,
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HitboxOffset: last.HitboxOffset,
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HitStunFrames: last.HitStunFrames,
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BlockStunFrames: last.BlockStunFrames,
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Pushback: last.Pushback,
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ReleaseTriggerType: last.ReleaseTriggerType,
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Damage: last.Damage,
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OriginatedRenderFrameId: last.OriginatedRenderFrameId,
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OffenderJoinIndex: last.OffenderJoinIndex,
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SelfMoveforwardX: last.SelfMoveforwardX,
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SelfMoveforwardY: last.SelfMoveforwardY,
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HitboxSizeX: last.HitboxSizeX,
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HitboxSizeY: last.HitboxSizeY,
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StartupFrames: last.StartupFrames,
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CancellableStFrame: last.CancellableStFrame,
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CancellableEdFrame: last.CancellableEdFrame,
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ActiveFrames: last.ActiveFrames,
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OffenderJoinIndex: last.OffenderJoinIndex,
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OffenderPlayerId: last.OffenderPlayerId,
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HitStunFrames: last.HitStunFrames,
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BlockStunFrames: last.BlockStunFrames,
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PushbackVelX: last.PushbackVelX,
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PushbackVelY: last.PushbackVelY,
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Damage: last.Damage,
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SelfLockVelX: last.SelfLockVelX,
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SelfLockVelY: last.SelfLockVelY,
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HitboxOffsetX: last.HitboxOffsetX,
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HitboxOffsetY: last.HitboxOffsetY,
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HitboxSizeX: last.HitboxSizeX,
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HitboxSizeY: last.HitboxSizeY,
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BlowUp: last.BlowUp,
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}
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ret.MeleeBullets[i] = pbBullet
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}
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for i, last := range rdf.PlayerOpPatternToSkillId {
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ret.PlayerOpPatternToSkillId[int32(i)] = int32(last)
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}
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return ret
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}
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@ -84,22 +86,26 @@ func toPbPlayers(modelInstances map[int32]*Player, withMetaInfo bool) []*pb.Play
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for _, last := range modelInstances {
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pbPlayer := &pb.PlayerDownsync{
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Id: last.Id,
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VirtualGridX: last.VirtualGridX,
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VirtualGridY: last.VirtualGridY,
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DirX: last.DirX,
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DirY: last.DirY,
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VelX: last.VelX,
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VelY: last.VelY,
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Speed: last.Speed,
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BattleState: last.BattleState,
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CharacterState: last.CharacterState,
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InAir: last.InAir,
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JoinIndex: last.JoinIndex,
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ColliderRadius: last.ColliderRadius,
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Score: last.Score,
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Removed: last.Removed,
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FramesToRecover: last.FramesToRecover,
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Id: last.Id,
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VirtualGridX: last.VirtualGridX,
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VirtualGridY: last.VirtualGridY,
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DirX: last.DirX,
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DirY: last.DirY,
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VelX: last.VelX,
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VelY: last.VelY,
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FramesToRecover: last.FramesToRecover,
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FramesInChState: last.FramesInChState,
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ActiveSkillId: last.ActiveSkillId,
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ActiveSkillHit: last.ActiveSkillHit,
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FramesInvinsible: last.FramesInvinsible,
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Speed: last.Speed,
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BattleState: last.BattleState,
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CharacterState: last.CharacterState,
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InAir: last.InAir,
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JoinIndex: last.JoinIndex,
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ColliderRadius: last.ColliderRadius,
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Score: last.Score,
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Removed: last.Removed,
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}
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if withMetaInfo {
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pbPlayer.Name = last.Name
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@ -120,21 +126,28 @@ func toJsPlayers(modelInstances map[int32]*Player) []*battle.PlayerDownsync {
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for _, last := range modelInstances {
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toRet[last.JoinIndex-1] = &battle.PlayerDownsync{
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Id: last.Id,
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VirtualGridX: last.VirtualGridX,
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VirtualGridY: last.VirtualGridY,
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DirX: last.DirX,
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DirY: last.DirY,
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VelX: last.VelX,
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VelY: last.VelY,
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Speed: last.Speed,
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BattleState: last.BattleState,
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CharacterState: last.CharacterState,
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InAir: last.InAir,
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JoinIndex: last.JoinIndex,
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ColliderRadius: last.ColliderRadius,
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Score: last.Score,
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Removed: last.Removed,
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Id: last.Id,
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VirtualGridX: last.VirtualGridX,
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VirtualGridY: last.VirtualGridY,
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DirX: last.DirX,
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DirY: last.DirY,
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VelX: last.VelX,
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VelY: last.VelY,
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FramesToRecover: last.FramesToRecover,
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FramesInChState: last.FramesInChState,
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ActiveSkillId: last.ActiveSkillId,
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ActiveSkillHit: last.ActiveSkillHit,
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FramesInvinsible: last.FramesInvinsible,
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Speed: last.Speed,
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BattleState: last.BattleState,
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CharacterState: last.CharacterState,
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JoinIndex: last.JoinIndex,
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Hp: last.Hp,
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MaxHp: last.MaxHp,
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ColliderRadius: last.ColliderRadius,
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InAir: last.InAir,
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Score: last.Score,
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Removed: last.Removed,
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}
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}
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@ -49,7 +49,7 @@ const (
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)
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const (
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DEFAULT_PLAYER_RADIUS = float64(12)
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DEFAULT_PLAYER_RADIUS = int32(float64(12) * battle.WORLD_TO_VIRTUAL_GRID_RATIO)
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)
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type RoomBattleState struct {
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@ -88,15 +88,16 @@ func calRoomScore(inRoomPlayerCount int32, roomPlayerCnt int, currentRoomBattleS
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}
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type Room struct {
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Id int32
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Capacity int
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collisionSpaceOffsetX float64
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collisionSpaceOffsetY float64
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playerOpPatternToSkillId map[int]int
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Players map[int32]*Player
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PlayersArr []*Player // ordered by joinIndex
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Space *resolv.Space
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CollisionSysMap map[int32]*resolv.Object
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Id int32
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Capacity int
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BattleDurationFrames int32
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NstDelayFrames int32
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Players map[int32]*Player
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PlayersArr []*Player // ordered by joinIndex
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SpeciesIdList []int32 // ordered by joinIndex
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CharacterConfigsArr []*battle.CharacterConfig // ordered by joinIndex
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Space *resolv.Space
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CollisionSysMap map[int32]*resolv.Object
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/**
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* The following `PlayerDownsyncSessionDict` is NOT individually put
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* under `type Player struct` for a reason.
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@ -138,7 +139,6 @@ type Room struct {
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BackendDynamicsEnabled bool
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ForceAllResyncOnAnyActiveSlowTicker bool
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LastRenderFrameIdTriggeredAt int64
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PlayerDefaultSpeed int32
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BulletBattleLocalIdCounter int32
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dilutedRollbackEstimatedDtNanos int64
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@ -168,11 +168,12 @@ func (pR *Room) AddPlayerIfPossible(pPlayerFromDbInit *Player, session *websocke
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}
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defer pR.onPlayerAdded(playerId)
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pPlayerFromDbInit.AckingFrameId = -1
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pPlayerFromDbInit.AckingInputFrameId = -1
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pPlayerFromDbInit.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_NORMAL_ADDED
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pPlayerFromDbInit.BattleState = PlayerBattleStateIns.ADDED_PENDING_BATTLE_COLLIDER_ACK
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pPlayerFromDbInit.Speed = pR.PlayerDefaultSpeed // Hardcoded
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pPlayerFromDbInit.ColliderRadius = DEFAULT_PLAYER_RADIUS // Hardcoded
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pPlayerFromDbInit.InAir = true // Hardcoded
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@ -210,7 +211,7 @@ func (pR *Room) ReAddPlayerIfPossible(pTmpPlayerInstance *Player, session *webso
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pEffectiveInRoomPlayerInstance.AckingInputFrameId = -1
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pEffectiveInRoomPlayerInstance.LastSentInputFrameId = MAGIC_LAST_SENT_INPUT_FRAME_ID_READDED
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pEffectiveInRoomPlayerInstance.BattleState = PlayerBattleStateIns.READDED_PENDING_BATTLE_COLLIDER_ACK
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pEffectiveInRoomPlayerInstance.Speed = pR.PlayerDefaultSpeed // Hardcoded
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pEffectiveInRoomPlayerInstance.ColliderRadius = DEFAULT_PLAYER_RADIUS // Hardcoded
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pEffectiveInRoomPlayerInstance.InAir = true // Hardcoded
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@ -289,35 +290,14 @@ func (pR *Room) ChooseStage() error {
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//Logger.Info("parsed tmx:", zap.Any("stageDiscreteW", stageDiscreteW), zap.Any("strToVec2DListMap", strToVec2DListMap), zap.Any("strToPolygon2DListMap", strToPolygon2DListMap))
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pR.StageDiscreteW = stageDiscreteW
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pR.StageDiscreteH = stageDiscreteH
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pR.StageTileW = stageTileW
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pR.StageTileH = stageTileH
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pR.SpaceOffsetX = float64((stageDiscreteW * stageTileW) >> 1)
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pR.SpaceOffsetY = float64((stageDiscreteH * stageTileH) >> 1)
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pR.TmxPointsMap = strToVec2DListMap
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pR.TmxPolygonsMap = strToPolygon2DListMap
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return nil
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}
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func (pR *Room) ConvertToInputFrameId(renderFrameId int32, inputDelayFrames int32) int32 {
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if renderFrameId < inputDelayFrames {
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return 0
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}
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return ((renderFrameId - inputDelayFrames) >> pR.InputScaleFrames)
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}
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func (pR *Room) ConvertToGeneratingRenderFrameId(inputFrameId int32) int32 {
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return (inputFrameId << pR.InputScaleFrames)
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}
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func (pR *Room) ConvertToFirstUsedRenderFrameId(inputFrameId int32, inputDelayFrames int32) int32 {
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return ((inputFrameId << pR.InputScaleFrames) + inputDelayFrames)
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}
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func (pR *Room) ConvertToLastUsedRenderFrameId(inputFrameId int32, inputDelayFrames int32) int32 {
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return ((inputFrameId << pR.InputScaleFrames) + inputDelayFrames + (1 << pR.InputScaleFrames) - 1)
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}
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func (pR *Room) RenderFrameBufferString() string {
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return fmt.Sprintf("{renderFrameId: %d, stRenderFrameId: %d, edRenderFrameId: %d, curDynamicsRenderFrameId: %d}", pR.RenderFrameId, pR.RenderFrameBuffer.StFrameId, pR.RenderFrameBuffer.EdFrameId, pR.CurDynamicsRenderFrameId)
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}
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@ -353,7 +333,7 @@ func (pR *Room) playerDownsyncStr(player *battle.PlayerDownsync) string {
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if player.InAir {
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inAirInt = 1
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}
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s := fmt.Sprintf("{%d,%d,%d,%d,%d,%d,%d}", player.JoinIndex, player.VirtualGridX, player.VirtualGridY, player.VelX, player.VelY, player.FramesToRecover,inAirInt)
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s := fmt.Sprintf("{%d,%d,%d,%d,%d,%d,%d}", player.JoinIndex, player.VirtualGridX, player.VirtualGridY, player.VelX, player.VelY, player.FramesToRecover, inAirInt)
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return s
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}
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@ -397,28 +377,25 @@ func (pR *Room) StartBattle() {
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pR.RenderFrameId = 0
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// [WARNING] Only since battle starts do we have all players bound to certain joinIndexes.
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for _, player := range pR.Players {
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opJoinIndexPrefix := (int(player.JoinIndex) << uint(8))
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pR.playerOpPatternToSkillId[opJoinIndexPrefix+0] = 1 // Hardcoded for now
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speciesId := int(player.JoinIndex - 1) // FIXME: Hardcoded the values for now
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chosenCh := battle.Characters[speciesId]
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pR.CharacterConfigsArr[player.JoinIndex-1] = chosenCh
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pR.SpeciesIdList[player.JoinIndex-1] = int32(speciesId)
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}
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Logger.Info("[StartBattle] ", zap.Any("roomId", pR.Id), zap.Any("roomState", pR.State), zap.Any("SpeciesIdList", pR.SpeciesIdList))
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// Initialize the "collisionSys" as well as "RenderFrameBuffer"
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pR.CurDynamicsRenderFrameId = 0
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kickoffFrameJs := &battle.RoomDownsyncFrame{
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Id: pR.RenderFrameId,
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PlayersArr: toJsPlayers(pR.Players),
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PlayerOpPatternToSkillId: pR.playerOpPatternToSkillId,
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CountdownNanos: pR.BattleDurationNanos,
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Id: pR.RenderFrameId,
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PlayersArr: toJsPlayers(pR.Players),
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CountdownNanos: pR.BattleDurationNanos,
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}
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pR.RenderFrameBuffer.Put(kickoffFrameJs)
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// Refresh "Colliders"
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spaceW := pR.StageDiscreteW * pR.StageTileW
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spaceH := pR.StageDiscreteH * pR.StageTileH
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pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY = float64(spaceW)*0.5, float64(spaceH)*0.5
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pR.refreshColliders(spaceW, spaceH)
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pR.refreshColliders()
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/*
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Will be triggered from a goroutine which executes the critical `Room.AddPlayerIfPossible`, thus the `battleMainLoop` should be detached.
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@ -432,7 +409,7 @@ func (pR *Room) StartBattle() {
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Logger.Error("battleMainLoop, recovery spot#1, recovered from: ", zap.Any("roomId", pR.Id), zap.Any("panic", r))
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}
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pR.StopBattleForSettlement()
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Logger.Info(fmt.Sprintf("The `battleMainLoop` for roomId=%v is stopped@renderFrameId=%v, with battleDurationFrames=%v:\n%v", pR.Id, pR.RenderFrameId, pR.BattleDurationFrames, pR.InputsBufferString(false))) // This takes sometime to print
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Logger.Info(fmt.Sprintf("The `battleMainLoop` for roomId=%v is stopped@renderFrameId=%v:\n%v", pR.Id, pR.RenderFrameId, pR.InputsBufferString(false))) // This takes sometime to print
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if pR.FrameDataLoggingEnabled {
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rdfIdToActuallyUsedInputDump := pR.rdfIdToActuallyUsedInputString()
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os.WriteFile(fmt.Sprintf("room_%d.txt", pR.Id), []byte(rdfIdToActuallyUsedInputDump), 0644) // DEBUG ONLY
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@ -481,7 +458,9 @@ func (pR *Room) StartBattle() {
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continue
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}
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kickoffFrameJs := pR.RenderFrameBuffer.GetByFrameId(0).(*battle.RoomDownsyncFrame)
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pR.sendSafely(toPbRoomDownsyncFrame(kickoffFrameJs), nil, DOWNSYNC_MSG_ACT_BATTLE_START, playerId, true)
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pbKickOffRenderFrame := toPbRoomDownsyncFrame(kickoffFrameJs)
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pbKickOffRenderFrame.SpeciesIdList = pR.SpeciesIdList
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pR.sendSafely(pbKickOffRenderFrame, nil, DOWNSYNC_MSG_ACT_BATTLE_START, playerId, true)
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||||
}
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||||
Logger.Info(fmt.Sprintf("In `battleMainLoop` for roomId=%v sent out kickoffFrame", pR.Id))
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||||
}
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||||
@ -550,10 +529,6 @@ func (pR *Room) StartBattle() {
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||||
})
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||||
}
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||||
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||||
func (pR *Room) toDiscreteInputsBufferIndex(inputFrameId int32, joinIndex int32) int32 {
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return (inputFrameId << 2) + joinIndex // allowing joinIndex upto 15
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||||
}
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||||
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||||
func (pR *Room) OnBattleCmdReceived(pReq *pb.WsReq) {
|
||||
/*
|
||||
[WARNING] This function "OnBattleCmdReceived" could be called by different ws sessions and thus from different threads!
|
||||
@ -744,14 +719,11 @@ func (pR *Room) OnDismissed() {
|
||||
|
||||
// Always instantiates new HeapRAM blocks and let the old blocks die out due to not being retained by any root reference.
|
||||
pR.BulletBattleLocalIdCounter = 0
|
||||
pR.WorldToVirtualGridRatio = float64(100)
|
||||
pR.VirtualGridToWorldRatio = float64(1.0) / pR.WorldToVirtualGridRatio // this is a one-off computation, should avoid division in iterations
|
||||
pR.SpAtkLookupFrames = 5
|
||||
pR.PlayerDefaultSpeed = int32(float64(1) * pR.WorldToVirtualGridRatio) // in virtual grids per frame
|
||||
pR.CollisionMinStep = (int32(float64(pR.PlayerDefaultSpeed)*pR.VirtualGridToWorldRatio) << 3) // the approx minimum distance a player can move per frame in world coordinate
|
||||
pR.playerOpPatternToSkillId = make(map[int]int)
|
||||
pR.CollisionMinStep = 8 // the approx minimum distance a player can move per frame in world coordinate
|
||||
pR.Players = make(map[int32]*Player)
|
||||
pR.PlayersArr = make([]*Player, pR.Capacity)
|
||||
pR.SpeciesIdList = make([]int32, pR.Capacity)
|
||||
pR.CharacterConfigsArr = make([]*battle.CharacterConfig, pR.Capacity)
|
||||
pR.CollisionSysMap = make(map[int32]*resolv.Object)
|
||||
pR.PlayerDownsyncSessionDict = make(map[int32]*websocket.Conn)
|
||||
for _, oldWatchdog := range pR.PlayerActiveWatchdogDict {
|
||||
@ -776,26 +748,20 @@ func (pR *Room) OnDismissed() {
|
||||
|
||||
pR.RenderFrameId = 0
|
||||
pR.CurDynamicsRenderFrameId = 0
|
||||
pR.InputDelayFrames = 8
|
||||
pR.NstDelayFrames = 16
|
||||
pR.InputScaleFrames = uint32(2)
|
||||
pR.ServerFps = 60
|
||||
|
||||
serverFps := 60
|
||||
pR.RollbackEstimatedDtMillis = 16.667 // Use fixed-and-low-precision to mitigate the inconsistent floating-point-number issue between Golang and JavaScript
|
||||
pR.RollbackEstimatedDtNanos = 16666666 // A little smaller than the actual per frame time, just for logging FAST FRAME
|
||||
dilutedServerFps := float64(58.0) // Don't set this value too small, otherwise we might miss force confirmation needs for slow tickers!
|
||||
pR.dilutedRollbackEstimatedDtNanos = int64(float64(pR.RollbackEstimatedDtNanos) * float64(pR.ServerFps) / dilutedServerFps)
|
||||
pR.BattleDurationFrames = 60 * pR.ServerFps
|
||||
pR.dilutedRollbackEstimatedDtNanos = int64(float64(pR.RollbackEstimatedDtNanos) * float64(serverFps) / dilutedServerFps)
|
||||
pR.BattleDurationFrames = int32(60 * serverFps)
|
||||
pR.BattleDurationNanos = int64(pR.BattleDurationFrames) * (pR.RollbackEstimatedDtNanos + 1)
|
||||
pR.InputFrameUpsyncDelayTolerance = (pR.NstDelayFrames >> pR.InputScaleFrames) - 1 // this value should be strictly smaller than (NstDelayFrames >> InputScaleFrames), otherwise "type#1 forceConfirmation" might become a lag avalanche
|
||||
pR.MaxChasingRenderFramesPerUpdate = 12 // Don't set this value too high to avoid exhausting frontend CPU within a single frame
|
||||
pR.InputFrameUpsyncDelayTolerance = battle.ConvertToNoDelayInputFrameId(pR.NstDelayFrames) - 1 // this value should be strictly smaller than (NstDelayFrames >> InputScaleFrames), otherwise "type#1 forceConfirmation" might become a lag avalanche
|
||||
pR.MaxChasingRenderFramesPerUpdate = 12 // Don't set this value too high to avoid exhausting frontend CPU within a single frame
|
||||
|
||||
pR.BackendDynamicsEnabled = true // [WARNING] When "false", recovery upon reconnection wouldn't work!
|
||||
pR.ForceAllResyncOnAnyActiveSlowTicker = true // See tradeoff discussion in "downsyncToAllPlayers"
|
||||
pR.SnapIntoPlatformOverlap = float64(0.1)
|
||||
pR.SnapIntoPlatformThreshold = float64(0.5)
|
||||
pR.JumpingInitVelY = int32(float64(7) * pR.WorldToVirtualGridRatio)
|
||||
pR.GravityX = 0
|
||||
pR.GravityY = -int32(float64(0.5) * pR.WorldToVirtualGridRatio) // makes all "playerCollider.Y" a multiple of 0.5 in all cases
|
||||
|
||||
pR.FrameDataLoggingEnabled = false // [WARNING] DON'T ENABLE ON LONG BATTLE DURATION! It consumes A LOT OF MEMORY!
|
||||
|
||||
@ -914,6 +880,10 @@ func (pR *Room) onPlayerAdded(playerId int32) {
|
||||
pR.Players[playerId].JoinIndex = int32(index) + 1
|
||||
pR.JoinIndexBooleanArr[index] = true
|
||||
|
||||
speciesId := index // FIXME
|
||||
chosenCh := battle.Characters[speciesId]
|
||||
pR.Players[playerId].Speed = chosenCh.Speed
|
||||
|
||||
// Lazily assign the initial position of "Player" for "RoomDownsyncFrame".
|
||||
playerPosList := *pR.TmxPointsMap["PlayerStartingPos"]
|
||||
if index > len(playerPosList) {
|
||||
@ -924,7 +894,7 @@ func (pR *Room) onPlayerAdded(playerId int32) {
|
||||
if nil == playerPos {
|
||||
panic(fmt.Sprintf("onPlayerAdded error, nil == playerPos, roomId=%v, playerId=%v, roomState=%v, roomEffectivePlayerCount=%v", pR.Id, playerId, pR.State, pR.EffectivePlayerCount))
|
||||
}
|
||||
pR.Players[playerId].VirtualGridX, pR.Players[playerId].VirtualGridY = battle.WorldToVirtualGridPos(playerPos.X, playerPos.Y, pR.WorldToVirtualGridRatio)
|
||||
pR.Players[playerId].VirtualGridX, pR.Players[playerId].VirtualGridY = battle.WorldToVirtualGridPos(playerPos.X, playerPos.Y)
|
||||
// Hardcoded initial character orientation/facing
|
||||
if 0 == (pR.Players[playerId].JoinIndex % 2) {
|
||||
pR.Players[playerId].DirX = -2
|
||||
@ -1043,15 +1013,6 @@ func (pR *Room) sendSafely(roomDownsyncFrame *pb.RoomDownsyncFrame, toSendInputF
|
||||
}
|
||||
}
|
||||
|
||||
func (pR *Room) shouldPrefabInputFrameDownsync(prevRenderFrameId int32, renderFrameId int32) (bool, int32) {
|
||||
for i := prevRenderFrameId + 1; i <= renderFrameId; i++ {
|
||||
if (0 <= i) && (0 == (i & ((1 << pR.InputScaleFrames) - 1))) {
|
||||
return true, i
|
||||
}
|
||||
}
|
||||
return false, -1
|
||||
}
|
||||
|
||||
func (pR *Room) getOrPrefabInputFrameDownsync(inputFrameId int32) *battle.InputFrameDownsync {
|
||||
/*
|
||||
[WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked.
|
||||
@ -1170,7 +1131,7 @@ func (pR *Room) markConfirmationIfApplicable(inputFrameUpsyncBatch []*pb.InputFr
|
||||
*/
|
||||
snapshotStFrameId := (pR.LastAllConfirmedInputFrameId - newAllConfirmedCount)
|
||||
refRenderFrameIdIfNeeded := pR.CurDynamicsRenderFrameId - 1
|
||||
refSnapshotStFrameId := pR.ConvertToInputFrameId(refRenderFrameIdIfNeeded, pR.InputDelayFrames)
|
||||
refSnapshotStFrameId := battle.ConvertToDelayedInputFrameId(refRenderFrameIdIfNeeded)
|
||||
if refSnapshotStFrameId < snapshotStFrameId {
|
||||
snapshotStFrameId = refSnapshotStFrameId
|
||||
}
|
||||
@ -1186,7 +1147,7 @@ func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) uint64 {
|
||||
totPlayerCnt := uint32(pR.Capacity)
|
||||
allConfirmedMask := uint64((1 << totPlayerCnt) - 1)
|
||||
unconfirmedMask := uint64(0)
|
||||
if pR.LatestPlayerUpsyncedInputFrameId > (pR.LastAllConfirmedInputFrameId + (pR.NstDelayFrames >> pR.InputScaleFrames)) {
|
||||
if pR.LatestPlayerUpsyncedInputFrameId > (pR.LastAllConfirmedInputFrameId + pR.InputFrameUpsyncDelayTolerance + 1) {
|
||||
// Type#1 check whether there's a significantly slow ticker among players
|
||||
oldLastAllConfirmedInputFrameId := pR.LastAllConfirmedInputFrameId
|
||||
for j := pR.LastAllConfirmedInputFrameId + 1; j <= pR.LatestPlayerUpsyncedInputFrameId; j++ {
|
||||
@ -1200,7 +1161,7 @@ func (pR *Room) forceConfirmationIfApplicable(prevRenderFrameId int32) uint64 {
|
||||
pR.onInputFrameDownsyncAllConfirmed(inputFrameDownsync, -1)
|
||||
}
|
||||
if 0 < unconfirmedMask {
|
||||
Logger.Info(fmt.Sprintf("[type#1 forceConfirmation] For roomId=%d@renderFrameId=%d, curDynamicsRenderFrameId=%d, LatestPlayerUpsyncedInputFrameId:%d, oldLastAllConfirmedInputFrameId:%d, newLastAllConfirmedInputFrameId:%d, (pR.NstDelayFrames >> pR.InputScaleFrames):%d, InputFrameUpsyncDelayTolerance:%d, unconfirmedMask=%d; there's a slow ticker suspect, forcing all-confirmation", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LatestPlayerUpsyncedInputFrameId, oldLastAllConfirmedInputFrameId, pR.LastAllConfirmedInputFrameId, (pR.NstDelayFrames >> pR.InputScaleFrames), pR.InputFrameUpsyncDelayTolerance, unconfirmedMask))
|
||||
Logger.Info(fmt.Sprintf("[type#1 forceConfirmation] For roomId=%d@renderFrameId=%d, curDynamicsRenderFrameId=%d, LatestPlayerUpsyncedInputFrameId:%d, oldLastAllConfirmedInputFrameId:%d, newLastAllConfirmedInputFrameId:%d, InputFrameUpsyncDelayTolerance:%d, unconfirmedMask=%d; there's a slow ticker suspect, forcing all-confirmation", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LatestPlayerUpsyncedInputFrameId, oldLastAllConfirmedInputFrameId, pR.LastAllConfirmedInputFrameId, pR.InputFrameUpsyncDelayTolerance, unconfirmedMask))
|
||||
}
|
||||
} else {
|
||||
// Type#2 helps resolve the edge case when all players are disconnected temporarily
|
||||
@ -1237,7 +1198,7 @@ func (pR *Room) produceInputsBufferSnapshotWithCurDynamicsRenderFrameAsRef(uncon
|
||||
}
|
||||
}
|
||||
|
||||
func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRenderFrameId int32, spaceOffsetX, spaceOffsetY float64) {
|
||||
func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRenderFrameId int32) {
|
||||
// [WARNING] This function MUST BE called while "pR.InputsBufferLock" is locked!
|
||||
if fromRenderFrameId >= toRenderFrameId {
|
||||
return
|
||||
@ -1251,7 +1212,7 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
|
||||
panic(fmt.Sprintf("collisionSysRenderFrameId=%v doesn't exist for roomId=%v, this is abnormal because it's to be used for applying dynamics to [fromRenderFrameId:%v, toRenderFrameId:%v)! RenderFrameBuffer=%v", collisionSysRenderFrameId, pR.Id, fromRenderFrameId, toRenderFrameId, pR.RenderFrameBufferString()))
|
||||
}
|
||||
currRenderFrame := currRenderFrameTmp.(*battle.RoomDownsyncFrame)
|
||||
delayedInputFrameId := pR.ConvertToInputFrameId(collisionSysRenderFrameId, pR.InputDelayFrames)
|
||||
delayedInputFrameId := battle.ConvertToDelayedInputFrameId(collisionSysRenderFrameId)
|
||||
if 0 <= delayedInputFrameId {
|
||||
if delayedInputFrameId > pR.LastAllConfirmedInputFrameId {
|
||||
panic(fmt.Sprintf("delayedInputFrameId=%v is not yet all-confirmed for roomId=%v, this is abnormal because it's to be used for applying dynamics to [fromRenderFrameId:%v, toRenderFrameId:%v) @ collisionSysRenderFrameId=%v! InputsBuffer=%v", delayedInputFrameId, pR.Id, fromRenderFrameId, toRenderFrameId, collisionSysRenderFrameId, pR.InputsBufferString(false)))
|
||||
@ -1275,29 +1236,16 @@ func (pR *Room) applyInputFrameDownsyncDynamics(fromRenderFrameId int32, toRende
|
||||
}
|
||||
}
|
||||
|
||||
nextRenderFrame := battle.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(pR.InputsBuffer, currRenderFrame, pR.Space, pR.CollisionSysMap, pR.GravityX, pR.GravityY, pR.JumpingInitVelY, pR.InputDelayFrames, pR.InputScaleFrames, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformThreshold, pR.WorldToVirtualGridRatio, pR.VirtualGridToWorldRatio, pR.playerOpPatternToSkillId)
|
||||
nextRenderFrame := battle.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(pR.InputsBuffer, currRenderFrame, pR.Space, pR.CollisionSysMap, pR.SpaceOffsetX, pR.SpaceOffsetY, pR.CharacterConfigsArr)
|
||||
pR.RenderFrameBuffer.Put(nextRenderFrame)
|
||||
pR.CurDynamicsRenderFrameId++
|
||||
}
|
||||
}
|
||||
|
||||
func (pR *Room) refreshColliders(spaceW, spaceH int32) {
|
||||
func (pR *Room) refreshColliders() {
|
||||
// Kindly note that by now, we've already got all the shapes in the tmx file into "pR.(Players | Barriers)" from "ParseTmxLayersAndGroups"
|
||||
|
||||
topPadding, bottomPadding, leftPadding, rightPadding := pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformOverlap, pR.SnapIntoPlatformOverlap
|
||||
|
||||
pR.Space = resolv.NewSpace(int(spaceW), int(spaceH), int(pR.CollisionMinStep), int(pR.CollisionMinStep)) // allocate a new collision space everytime after a battle is settled
|
||||
jsPlayers := toJsPlayers(pR.Players)
|
||||
for _, player := range jsPlayers {
|
||||
wx, wy := battle.VirtualGridToWorldPos(player.VirtualGridX, player.VirtualGridY, pR.VirtualGridToWorldRatio)
|
||||
colliderWidth, colliderHeight := player.ColliderRadius*2, player.ColliderRadius*4
|
||||
playerCollider := battle.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
|
||||
pR.Space.Add(playerCollider)
|
||||
// Keep track of the collider in "pR.CollisionSysMap"
|
||||
joinIndex := player.JoinIndex
|
||||
collisionPlayerIndex := battle.COLLISION_PLAYER_INDEX_PREFIX + joinIndex
|
||||
pR.CollisionSysMap[collisionPlayerIndex] = playerCollider
|
||||
}
|
||||
pR.Space = resolv.NewSpace(int(pR.SpaceOffsetX*2), int(pR.SpaceOffsetY*2), int(pR.CollisionMinStep), int(pR.CollisionMinStep)) // allocate a new collision space everytime after a battle is settled
|
||||
|
||||
for _, player := range pR.Players {
|
||||
joinIndex := player.JoinIndex
|
||||
@ -1310,7 +1258,7 @@ func (pR *Room) refreshColliders(spaceW, spaceH int32) {
|
||||
// For debug-printing only.
|
||||
Logger.Info("ChooseStage printing polygon2D for barrierPolygon2DList", zap.Any("barrierLocalIdInBattle", barrierLocalIdInBattle), zap.Any("polygon2D.Anchor", polygon2D.Anchor), zap.Any("polygon2D.Points", polygon2D.Points))
|
||||
*/
|
||||
barrierCollider := battle.GenerateConvexPolygonCollider(polygon2DUnaligned, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY, nil, "Barrier")
|
||||
barrierCollider := battle.GenerateConvexPolygonCollider(polygon2DUnaligned, pR.SpaceOffsetX, pR.SpaceOffsetY, nil, "Barrier")
|
||||
pR.Space.Add(barrierCollider)
|
||||
}
|
||||
}
|
||||
@ -1329,8 +1277,8 @@ func (pR *Room) doBattleMainLoopPerTickBackendDynamicsWithProperLocking(prevRend
|
||||
Logger.Debug(fmt.Sprintf("doBattleMainLoopPerTickBackendDynamicsWithProperLocking-InputsBufferLock unlocked: roomId=%v", pR.Id))
|
||||
}()
|
||||
|
||||
if ok, thatRenderFrameId := pR.shouldPrefabInputFrameDownsync(prevRenderFrameId, pR.RenderFrameId); ok {
|
||||
noDelayInputFrameId := pR.ConvertToInputFrameId(thatRenderFrameId, 0)
|
||||
if ok, thatRenderFrameId := battle.ShouldPrefabInputFrameDownsync(prevRenderFrameId, pR.RenderFrameId); ok {
|
||||
noDelayInputFrameId := battle.ConvertToNoDelayInputFrameId(thatRenderFrameId)
|
||||
pR.getOrPrefabInputFrameDownsync(noDelayInputFrameId)
|
||||
}
|
||||
|
||||
@ -1341,9 +1289,9 @@ func (pR *Room) doBattleMainLoopPerTickBackendDynamicsWithProperLocking(prevRend
|
||||
if 0 <= pR.LastAllConfirmedInputFrameId {
|
||||
dynamicsStartedAt := utils.UnixtimeNano()
|
||||
// Apply "all-confirmed inputFrames" to move forward "pR.CurDynamicsRenderFrameId"
|
||||
nextDynamicsRenderFrameId := pR.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames) + 1
|
||||
Logger.Debug(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, room.CurDynamicsRenderFrameId=%v, LastAllConfirmedInputFrameId=%v, InputDelayFrames=%v, nextDynamicsRenderFrameId=%v", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LastAllConfirmedInputFrameId, pR.InputDelayFrames, nextDynamicsRenderFrameId))
|
||||
pR.applyInputFrameDownsyncDynamics(pR.CurDynamicsRenderFrameId, nextDynamicsRenderFrameId, pR.collisionSpaceOffsetX, pR.collisionSpaceOffsetY)
|
||||
nextDynamicsRenderFrameId := battle.ConvertToLastUsedRenderFrameId(pR.LastAllConfirmedInputFrameId) + 1
|
||||
Logger.Debug(fmt.Sprintf("roomId=%v, room.RenderFrameId=%v, room.CurDynamicsRenderFrameId=%v, LastAllConfirmedInputFrameId=%v, nextDynamicsRenderFrameId=%v", pR.Id, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, pR.LastAllConfirmedInputFrameId, nextDynamicsRenderFrameId))
|
||||
pR.applyInputFrameDownsyncDynamics(pR.CurDynamicsRenderFrameId, nextDynamicsRenderFrameId)
|
||||
*pDynamicsDuration = utils.UnixtimeNano() - dynamicsStartedAt
|
||||
}
|
||||
|
||||
@ -1360,7 +1308,7 @@ func (pR *Room) doBattleMainLoopPerTickBackendDynamicsWithProperLocking(prevRend
|
||||
if 0 < unconfirmedMask {
|
||||
// [WARNING] As "pR.CurDynamicsRenderFrameId" was just incremented above, "refSnapshotStFrameId" is most possibly larger than "oldLastAllConfirmedInputFrameId + 1", therefore this initial assignment is critical for `ACTIVE NORMAL TICKER`s to receive consecutive ids of inputFrameDownsync.
|
||||
snapshotStFrameId := oldLastAllConfirmedInputFrameId + 1
|
||||
refSnapshotStFrameId := pR.ConvertToInputFrameId(pR.CurDynamicsRenderFrameId-1, pR.InputDelayFrames)
|
||||
refSnapshotStFrameId := battle.ConvertToDelayedInputFrameId(pR.CurDynamicsRenderFrameId - 1)
|
||||
if refSnapshotStFrameId < snapshotStFrameId {
|
||||
snapshotStFrameId = refSnapshotStFrameId
|
||||
}
|
||||
@ -1472,15 +1420,13 @@ func (pR *Room) downsyncToSinglePlayer(playerId int32, player *Player, refRender
|
||||
}
|
||||
|
||||
refRenderFrame := tmp.(*battle.RoomDownsyncFrame)
|
||||
refRenderFrame.PlayerOpPatternToSkillId = pR.playerOpPatternToSkillId
|
||||
for i, player := range pR.PlayersArr {
|
||||
refRenderFrame.PlayersArr[i].ColliderRadius = player.ColliderRadius // hardcoded for now
|
||||
}
|
||||
if shouldResync3 {
|
||||
refRenderFrame.ShouldForceResync = true
|
||||
}
|
||||
refRenderFrame.BackendUnconfirmedMask = unconfirmedMask
|
||||
pR.sendSafely(toPbRoomDownsyncFrame(refRenderFrame), toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_FORCED_RESYNC, playerId, false)
|
||||
pbRefRenderFrame := toPbRoomDownsyncFrame(refRenderFrame)
|
||||
pbRefRenderFrame.SpeciesIdList = pR.SpeciesIdList
|
||||
pR.sendSafely(pbRefRenderFrame, toSendInputFrameDownsyncsSnapshot, DOWNSYNC_MSG_ACT_FORCED_RESYNC, playerId, false)
|
||||
//Logger.Warn(fmt.Sprintf("Sent refRenderFrameId=%v & inputFrameIds [%d, %d), for roomId=%v, playerId=%d, playerJoinIndex=%d, renderFrameId=%d, curDynamicsRenderFrameId=%d, playerLastSentInputFrameId=%d: InputsBuffer=%v", refRenderFrameId, toSendInputFrameIdSt, toSendInputFrameIdEd, pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId, pR.InputsBufferString(false)))
|
||||
if shouldResync1 {
|
||||
Logger.Warn(fmt.Sprintf("Sent refRenderFrameId=%v & inputFrameIds [%d, %d), for roomId=%v, playerId=%d, playerJoinIndex=%d, renderFrameId=%d, curDynamicsRenderFrameId=%d, playerLastSentInputFrameId=%d: shouldResync1=%v, shouldResync2=%v, shouldResync3=%v, playerBattleState=%d", refRenderFrameId, toSendInputFrameIdSt, toSendInputFrameIdEd, pR.Id, playerId, player.JoinIndex, pR.RenderFrameId, pR.CurDynamicsRenderFrameId, player.LastSentInputFrameId, shouldResync1, shouldResync2, shouldResync3, playerBattleState))
|
||||
|
File diff suppressed because it is too large
Load Diff
@ -240,37 +240,23 @@ func Serve(c *gin.Context) {
|
||||
|
||||
// Construct "battleColliderInfo" to downsync
|
||||
bciFrame := &pb.BattleColliderInfo{
|
||||
BoundRoomId: pRoom.Id,
|
||||
StageName: pRoom.StageName,
|
||||
StageDiscreteW: pRoom.StageDiscreteW,
|
||||
StageDiscreteH: pRoom.StageDiscreteH,
|
||||
StageTileW: pRoom.StageTileW,
|
||||
StageTileH: pRoom.StageTileH,
|
||||
BoundRoomId: pRoom.Id,
|
||||
StageName: pRoom.StageName,
|
||||
|
||||
IntervalToPing: int32(Constants.Ws.IntervalToPing),
|
||||
WillKickIfInactiveFor: int32(Constants.Ws.WillKickIfInactiveFor),
|
||||
BattleDurationNanos: pRoom.BattleDurationNanos,
|
||||
|
||||
IntervalToPing: int32(Constants.Ws.IntervalToPing),
|
||||
WillKickIfInactiveFor: int32(Constants.Ws.WillKickIfInactiveFor),
|
||||
BattleDurationNanos: pRoom.BattleDurationNanos,
|
||||
ServerFps: pRoom.ServerFps,
|
||||
InputDelayFrames: pRoom.InputDelayFrames,
|
||||
InputScaleFrames: pRoom.InputScaleFrames,
|
||||
NstDelayFrames: pRoom.NstDelayFrames,
|
||||
InputFrameUpsyncDelayTolerance: pRoom.InputFrameUpsyncDelayTolerance,
|
||||
MaxChasingRenderFramesPerUpdate: pRoom.MaxChasingRenderFramesPerUpdate,
|
||||
PlayerBattleState: pThePlayer.BattleState, // For frontend to know whether it's rejoining
|
||||
RollbackEstimatedDtMillis: pRoom.RollbackEstimatedDtMillis,
|
||||
RollbackEstimatedDtNanos: pRoom.RollbackEstimatedDtNanos,
|
||||
|
||||
WorldToVirtualGridRatio: pRoom.WorldToVirtualGridRatio,
|
||||
VirtualGridToWorldRatio: pRoom.VirtualGridToWorldRatio,
|
||||
SpaceOffsetX: pRoom.SpaceOffsetX,
|
||||
SpaceOffsetY: pRoom.SpaceOffsetY,
|
||||
|
||||
SpAtkLookupFrames: pRoom.SpAtkLookupFrames,
|
||||
RenderCacheSize: pRoom.RenderCacheSize,
|
||||
SnapIntoPlatformOverlap: pRoom.SnapIntoPlatformOverlap,
|
||||
SnapIntoPlatformThreshold: pRoom.SnapIntoPlatformThreshold,
|
||||
JumpingInitVelY: pRoom.JumpingInitVelY,
|
||||
GravityX: pRoom.GravityX,
|
||||
GravityY: pRoom.GravityY,
|
||||
CollisionMinStep: pRoom.CollisionMinStep,
|
||||
RenderCacheSize: pRoom.RenderCacheSize,
|
||||
CollisionMinStep: pRoom.CollisionMinStep,
|
||||
|
||||
FrameDataLoggingEnabled: pRoom.FrameDataLoggingEnabled,
|
||||
}
|
||||
|
@ -14,3 +14,15 @@ ffmpeg -vsync vfr -i input.gif output%d.png
|
||||
```
|
||||
|
||||
The `-vsync vfr` tells ffmpeg to disrespect the original delays set within the GIF file, otherwise many duplicate frame will be extracted by the default 60FPS.
|
||||
|
||||
More complicated transparent padding example (used when alignment in image source is much more preferred than aligning in codes)
|
||||
```
|
||||
ffmpeg -vsync vfr -i LayDown1.gif -vf "scale=iw:188:force_original_aspect_ratio=decrease,pad=iw:188:0:(oh-ih):color=#00000000,format=rgba" pngs/LayDown1_%d.png
|
||||
```
|
||||
|
||||
The command above uses same input-output width, but pads the output height with a top transparent section such that the output height is fixed to 188px.
|
||||
|
||||
Similarly to crop a gif into pngs.
|
||||
```
|
||||
ffmpeg -vsync vfr -i Idle1.gif -vf "crop=70:ih:(iw-ow-10):0" pngs/Idle1_%d.png
|
||||
```
|
||||
|
1
collider_visualizer/README.md
Normal file
1
collider_visualizer/README.md
Normal file
@ -0,0 +1 @@
|
||||
This module is no longer useful, as we can now use GopherJs+OfflineMap to visualize experimental game dynamics.
|
File diff suppressed because one or more lines are too long
7
frontend/assets/resources/animation/KnifeGirl.meta
Normal file
7
frontend/assets/resources/animation/KnifeGirl.meta
Normal file
@ -0,0 +1,7 @@
|
||||
{
|
||||
"ver": "1.0.1",
|
||||
"uuid": "15043c55-01a9-408c-b985-910c5de144c7",
|
||||
"isSubpackage": false,
|
||||
"subpackageName": "",
|
||||
"subMetas": {}
|
||||
}
|
91
frontend/assets/resources/animation/KnifeGirl/Atk1.anim
Normal file
91
frontend/assets/resources/animation/KnifeGirl/Atk1.anim
Normal file
@ -0,0 +1,91 @@
|
||||
{
|
||||
"__type__": "cc.AnimationClip",
|
||||
"_name": "Atk1",
|
||||
"_objFlags": 0,
|
||||
"_native": "",
|
||||
"_duration": 0.6,
|
||||
"sample": 60,
|
||||
"speed": 1,
|
||||
"wrapMode": 1,
|
||||
"curveData": {
|
||||
"comps": {
|
||||
"cc.Sprite": {
|
||||
"spriteFrame": [
|
||||
{
|
||||
"frame": 0,
|
||||
"value": {
|
||||
"__uuid__": "6b2a1a09-8236-4972-8aee-1781b6547d4e"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.06666666666666667,
|
||||
"value": {
|
||||
"__uuid__": "5b269b2e-0800-4bf5-b5db-055b78cf318d"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.11666666666666667,
|
||||
"value": {
|
||||
"__uuid__": "e184f831-3f90-47cb-8ca5-ad9446ba0398"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.18333333333333332,
|
||||
"value": {
|
||||
"__uuid__": "f260f82b-10cf-49af-b46c-cd8dc7a3503f"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.23333333333333334,
|
||||
"value": {
|
||||
"__uuid__": "09f43e75-0986-4b8f-907b-e5a5a73b7c54"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.2833333333333333,
|
||||
"value": {
|
||||
"__uuid__": "d7432402-fcbd-4e2e-b2c1-33364f31948b"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.3333333333333333,
|
||||
"value": {
|
||||
"__uuid__": "8acf1c5a-6910-47d6-aa18-1e6f07546d7a"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.38333333333333336,
|
||||
"value": {
|
||||
"__uuid__": "76120dbd-6390-4706-9580-dcec9687e83e"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.43333333333333335,
|
||||
"value": {
|
||||
"__uuid__": "f9a7a04a-2369-4946-8313-c2da896da51e"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.48333333333333334,
|
||||
"value": {
|
||||
"__uuid__": "c8fb14e2-745e-4a2b-b235-d43195052652"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.5333333333333333,
|
||||
"value": {
|
||||
"__uuid__": "1f23e0e5-830c-4d07-8f80-cbb98a2a1954"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.5833333333333334,
|
||||
"value": {
|
||||
"__uuid__": "4c512398-4290-4fdf-bb21-2b0062a9071b"
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
},
|
||||
"events": []
|
||||
}
|
@ -0,0 +1,5 @@
|
||||
{
|
||||
"ver": "2.1.0",
|
||||
"uuid": "829b17c6-9365-4e97-b14f-fa266bd5ecbe",
|
||||
"subMetas": {}
|
||||
}
|
91
frontend/assets/resources/animation/KnifeGirl/Atk2.anim
Normal file
91
frontend/assets/resources/animation/KnifeGirl/Atk2.anim
Normal file
@ -0,0 +1,91 @@
|
||||
{
|
||||
"__type__": "cc.AnimationClip",
|
||||
"_name": "Atk2",
|
||||
"_objFlags": 0,
|
||||
"_native": "",
|
||||
"_duration": 1.0166666666666666,
|
||||
"sample": 60,
|
||||
"speed": 1,
|
||||
"wrapMode": 1,
|
||||
"curveData": {
|
||||
"comps": {
|
||||
"cc.Sprite": {
|
||||
"spriteFrame": [
|
||||
{
|
||||
"frame": 0,
|
||||
"value": {
|
||||
"__uuid__": "60f9f7d4-5cf7-4098-9455-0f6a74963fc6"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.06666666666666667,
|
||||
"value": {
|
||||
"__uuid__": "dd9a00aa-ddbc-4b01-a7cb-3c43c3a655b6"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.11666666666666667,
|
||||
"value": {
|
||||
"__uuid__": "f66e83bd-1afc-4957-bb16-488d70566ed1"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.16666666666666666,
|
||||
"value": {
|
||||
"__uuid__": "bd682c41-dc62-49ff-a96a-18b33e50a6de"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.23333333333333334,
|
||||
"value": {
|
||||
"__uuid__": "94ccab85-e32f-4e13-b0e5-72c798f78ad1"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.3,
|
||||
"value": {
|
||||
"__uuid__": "e80d3a01-5048-42b7-a280-cb6aa01602c2"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.36666666666666664,
|
||||
"value": {
|
||||
"__uuid__": "d899088c-be62-47b4-9ebf-0a89a2261565"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.4166666666666667,
|
||||
"value": {
|
||||
"__uuid__": "5b1e5aa7-fd82-47ae-a5b2-6d4983d848ed"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.48333333333333334,
|
||||
"value": {
|
||||
"__uuid__": "c2945988-b4bb-4583-a5ef-2fa02b23a347"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.5666666666666667,
|
||||
"value": {
|
||||
"__uuid__": "070ea1e3-9c07-4735-8b94-515ef70216ad"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.6666666666666666,
|
||||
"value": {
|
||||
"__uuid__": "3b8bc5c0-26df-4218-b7dc-134a36080a35"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 1,
|
||||
"value": {
|
||||
"__uuid__": "3898259f-a3b0-490d-b260-f86ab5109dfe"
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
},
|
||||
"events": []
|
||||
}
|
@ -0,0 +1,5 @@
|
||||
{
|
||||
"ver": "2.1.0",
|
||||
"uuid": "52b8e47d-715c-4c12-a2c9-6f553e14dc42",
|
||||
"subMetas": {}
|
||||
}
|
79
frontend/assets/resources/animation/KnifeGirl/Atk3.anim
Normal file
79
frontend/assets/resources/animation/KnifeGirl/Atk3.anim
Normal file
@ -0,0 +1,79 @@
|
||||
{
|
||||
"__type__": "cc.AnimationClip",
|
||||
"_name": "Atk3",
|
||||
"_objFlags": 0,
|
||||
"_native": "",
|
||||
"_duration": 1.0166666666666666,
|
||||
"sample": 60,
|
||||
"speed": 1,
|
||||
"wrapMode": 1,
|
||||
"curveData": {
|
||||
"comps": {
|
||||
"cc.Sprite": {
|
||||
"spriteFrame": [
|
||||
{
|
||||
"frame": 0,
|
||||
"value": {
|
||||
"__uuid__": "51ab185b-2271-48b5-a897-af79721d566c"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.05,
|
||||
"value": {
|
||||
"__uuid__": "c29fd95d-7467-4138-9e01-6421af63dd68"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.1,
|
||||
"value": {
|
||||
"__uuid__": "3285b5eb-c6be-4cb9-ac60-c506645fee4b"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.16666666666666666,
|
||||
"value": {
|
||||
"__uuid__": "13fd4a87-71f4-4b69-a5b3-413d564c35e6"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.25,
|
||||
"value": {
|
||||
"__uuid__": "7189e229-00d6-427a-8ea1-d05fbd97824f"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.45,
|
||||
"value": {
|
||||
"__uuid__": "d9ccfe33-3db7-4b3a-807c-adb2121fb7c7"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.6833333333333333,
|
||||
"value": {
|
||||
"__uuid__": "a51cbc29-0826-46f7-a38b-8b0f996fbace"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.8833333333333333,
|
||||
"value": {
|
||||
"__uuid__": "7e9f3a24-6abc-4b49-a5c5-a0c100865ffc"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.95,
|
||||
"value": {
|
||||
"__uuid__": "ecbaeb43-1118-483a-91c9-ff1ff01b7b33"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 1,
|
||||
"value": {
|
||||
"__uuid__": "58afa365-a916-4ec6-aab3-1c87f5332b12"
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
},
|
||||
"events": []
|
||||
}
|
@ -0,0 +1,5 @@
|
||||
{
|
||||
"ver": "2.1.0",
|
||||
"uuid": "9b500cb0-8048-4715-81db-cc975c914225",
|
||||
"subMetas": {}
|
||||
}
|
43
frontend/assets/resources/animation/KnifeGirl/Atked1.anim
Normal file
43
frontend/assets/resources/animation/KnifeGirl/Atked1.anim
Normal file
@ -0,0 +1,43 @@
|
||||
{
|
||||
"__type__": "cc.AnimationClip",
|
||||
"_name": "Atked1",
|
||||
"_objFlags": 0,
|
||||
"_native": "",
|
||||
"_duration": 0.26666666666666666,
|
||||
"sample": 60,
|
||||
"speed": 1,
|
||||
"wrapMode": 1,
|
||||
"curveData": {
|
||||
"comps": {
|
||||
"cc.Sprite": {
|
||||
"spriteFrame": [
|
||||
{
|
||||
"frame": 0,
|
||||
"value": {
|
||||
"__uuid__": "9b90ae89-7fbe-4bb6-ab15-fc08462f54c5"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.1,
|
||||
"value": {
|
||||
"__uuid__": "aeb3553a-6de4-4197-9f06-d7cc3fa7c4cf"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.16666666666666666,
|
||||
"value": {
|
||||
"__uuid__": "07650461-a7c0-4638-92fc-fa436752c045"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.25,
|
||||
"value": {
|
||||
"__uuid__": "ca22d473-83aa-4146-b732-89d0246a2968"
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
},
|
||||
"events": []
|
||||
}
|
@ -0,0 +1,5 @@
|
||||
{
|
||||
"ver": "2.1.0",
|
||||
"uuid": "2a50c853-000b-46f3-ae59-1dfb793de814",
|
||||
"subMetas": {}
|
||||
}
|
43
frontend/assets/resources/animation/KnifeGirl/BlownUp1.anim
Normal file
43
frontend/assets/resources/animation/KnifeGirl/BlownUp1.anim
Normal file
@ -0,0 +1,43 @@
|
||||
{
|
||||
"__type__": "cc.AnimationClip",
|
||||
"_name": "BlownUp1",
|
||||
"_objFlags": 0,
|
||||
"_native": "",
|
||||
"_duration": 0.4166666666666667,
|
||||
"sample": 60,
|
||||
"speed": 1,
|
||||
"wrapMode": 2,
|
||||
"curveData": {
|
||||
"comps": {
|
||||
"cc.Sprite": {
|
||||
"spriteFrame": [
|
||||
{
|
||||
"frame": 0,
|
||||
"value": {
|
||||
"__uuid__": "0ea84f61-4a2f-4ca2-a0b8-b580e027c142"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.11666666666666667,
|
||||
"value": {
|
||||
"__uuid__": "a3a31fcd-a162-456a-9c26-1f32413f87f3"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.25,
|
||||
"value": {
|
||||
"__uuid__": "da4ee0a0-ba66-455c-99d3-9c803a3d0f17"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.4,
|
||||
"value": {
|
||||
"__uuid__": "4c058d60-e727-4438-b058-6e51969df458"
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
},
|
||||
"events": []
|
||||
}
|
@ -0,0 +1,5 @@
|
||||
{
|
||||
"ver": "2.1.0",
|
||||
"uuid": "0892a3ea-9da1-4157-825b-0c8ef1c73eeb",
|
||||
"subMetas": {}
|
||||
}
|
61
frontend/assets/resources/animation/KnifeGirl/GetUp1.anim
Normal file
61
frontend/assets/resources/animation/KnifeGirl/GetUp1.anim
Normal file
@ -0,0 +1,61 @@
|
||||
{
|
||||
"__type__": "cc.AnimationClip",
|
||||
"_name": "GetUp1",
|
||||
"_objFlags": 0,
|
||||
"_native": "",
|
||||
"_duration": 0.5166666666666667,
|
||||
"sample": 60,
|
||||
"speed": 1,
|
||||
"wrapMode": 1,
|
||||
"curveData": {
|
||||
"comps": {
|
||||
"cc.Sprite": {
|
||||
"spriteFrame": [
|
||||
{
|
||||
"frame": 0,
|
||||
"value": {
|
||||
"__uuid__": "3f26b0a4-db13-4a14-b885-5a812073eccf"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.08333333333333333,
|
||||
"value": {
|
||||
"__uuid__": "23eb42d6-52a2-458d-98a3-2f692dd79398"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.16666666666666666,
|
||||
"value": {
|
||||
"__uuid__": "7bd4428c-44f9-4ff8-8d00-d3448a27a0c4"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.25,
|
||||
"value": {
|
||||
"__uuid__": "57640cd8-17eb-4279-a118-1ea40174da3c"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.35,
|
||||
"value": {
|
||||
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109
frontend/assets/resources/animation/KnifeGirl/Idle1.anim
Normal file
109
frontend/assets/resources/animation/KnifeGirl/Idle1.anim
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55
frontend/assets/resources/animation/KnifeGirl/InAirAtk1.anim
Normal file
55
frontend/assets/resources/animation/KnifeGirl/InAirAtk1.anim
Normal file
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1481
frontend/assets/resources/animation/KnifeGirl/KnifeGirl.plist
Normal file
1481
frontend/assets/resources/animation/KnifeGirl/KnifeGirl.plist
Normal file
File diff suppressed because it is too large
Load Diff
2146
frontend/assets/resources/animation/KnifeGirl/KnifeGirl.plist.meta
Normal file
2146
frontend/assets/resources/animation/KnifeGirl/KnifeGirl.plist.meta
Normal file
File diff suppressed because it is too large
Load Diff
BIN
frontend/assets/resources/animation/KnifeGirl/KnifeGirl.png
Normal file
BIN
frontend/assets/resources/animation/KnifeGirl/KnifeGirl.png
Normal file
Binary file not shown.
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|
31
frontend/assets/resources/animation/KnifeGirl/LayDown1.anim
Normal file
31
frontend/assets/resources/animation/KnifeGirl/LayDown1.anim
Normal file
@ -0,0 +1,31 @@
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|
97
frontend/assets/resources/animation/KnifeGirl/Walking.anim
Normal file
97
frontend/assets/resources/animation/KnifeGirl/Walking.anim
Normal file
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"__uuid__": "9100da6b-7582-4afb-9698-3d67d3b2012d"
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},
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{
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"frame": 1.2166666666666666,
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"value": {
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"__uuid__": "1257f72d-0cb3-4750-ae70-13c2d8eb2269"
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}
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},
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{
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"frame": 1.3833333333333333,
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"value": {
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"__uuid__": "1d34b6db-27ba-4e26-864d-0f00d501765e"
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}
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},
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{
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||||
"frame": 1.5,
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"value": {
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"__uuid__": "c317a75a-52c0-4c38-9300-a064cbf4efb3"
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}
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}
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]
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}
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||||
}
|
||||
},
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"events": []
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}
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@ -0,0 +1,5 @@
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||||
{
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"ver": "2.1.0",
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"uuid": "f7f60d3f-32c0-4b56-901e-6eec9f73fa83",
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"subMetas": {}
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}
|
7
frontend/assets/resources/animation/MonkGirl.meta
Normal file
7
frontend/assets/resources/animation/MonkGirl.meta
Normal file
@ -0,0 +1,7 @@
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||||
{
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||||
"ver": "1.0.1",
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"uuid": "a0021cb4-2c2e-49ca-8699-7acf4f7a531b",
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"isSubpackage": false,
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"subpackageName": "",
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"subMetas": {}
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}
|
49
frontend/assets/resources/animation/MonkGirl/Atk1.anim
Normal file
49
frontend/assets/resources/animation/MonkGirl/Atk1.anim
Normal file
@ -0,0 +1,49 @@
|
||||
{
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||||
"__type__": "cc.AnimationClip",
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"_name": "Atk1",
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"_objFlags": 0,
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"_native": "",
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"_duration": 0.5,
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"sample": 60,
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"speed": 1,
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"wrapMode": 1,
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"curveData": {
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"cc.Sprite": {
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"spriteFrame": [
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{
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"frame": 0,
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"value": {
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"__uuid__": "a5615ed4-d055-4db5-b924-4c8d8b2d926f"
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}
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},
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{
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"frame": 0.05,
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"value": {
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"__uuid__": "12b90556-58b9-4311-b5d9-820fb76d659b"
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}
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},
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{
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"frame": 0.11666666666666667,
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"value": {
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"__uuid__": "72bc74a1-6e8c-48bb-9ab2-9b8f502ceffb"
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}
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{
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"frame": 0.43333333333333335,
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"value": {
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"__uuid__": "7e619896-100d-4903-b256-e30ddb5ad397"
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}
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{
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"frame": 0.48333333333333334,
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"value": {
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"__uuid__": "4a35e0f5-95c4-445b-8f9b-6514a060a72d"
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}
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}
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]
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}
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}
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},
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"events": []
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}
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||||
{
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"ver": "2.1.0",
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"uuid": "c3d4f508-b3a9-4deb-b2d1-8ddc7bf22e0c",
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"subMetas": {}
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}
|
79
frontend/assets/resources/animation/MonkGirl/Atk2.anim
Normal file
79
frontend/assets/resources/animation/MonkGirl/Atk2.anim
Normal file
@ -0,0 +1,79 @@
|
||||
{
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||||
"__type__": "cc.AnimationClip",
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||||
"_name": "Atk2",
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"_objFlags": 0,
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"_native": "",
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"_duration": 0.6,
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"sample": 60,
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"speed": 1,
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"wrapMode": 1,
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||||
"curveData": {
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"comps": {
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||||
"cc.Sprite": {
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"spriteFrame": [
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{
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"frame": 0,
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"value": {
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"__uuid__": "0e3b6c28-f265-457d-b000-aeea66d05428"
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}
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},
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{
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"frame": 0.03333333333333333,
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"value": {
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"__uuid__": "1d9c010b-3209-4672-9f78-96527d62f4e0"
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}
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},
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{
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"frame": 0.08333333333333333,
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"value": {
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"__uuid__": "1fd3ca4d-ec4d-4858-a3d2-fe274e22d4be"
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}
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},
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{
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"frame": 0.11666666666666667,
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"value": {
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"__uuid__": "b0aaf216-b8d7-4247-be61-df9f3146ce46"
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}
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},
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{
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"frame": 0.15,
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"value": {
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"__uuid__": "f12c5713-540f-4874-a6b0-0162f0ffb544"
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}
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},
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{
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"frame": 0.2,
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"value": {
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"__uuid__": "b9a4cd85-53d1-4280-bc9e-35a8dd482fa4"
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}
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{
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"frame": 0.23333333333333334,
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"value": {
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"__uuid__": "74e9fcd1-11dc-478e-b90a-d4c5cf551aad"
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}
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},
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{
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"frame": 0.3,
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"value": {
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"__uuid__": "e6c3bdcd-9ba8-4c5b-910d-2d93d9068abd"
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}
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},
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{
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"frame": 0.5166666666666667,
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"value": {
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"__uuid__": "c359790f-bbd1-4869-a37b-7f1c0bd91578"
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}
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{
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"frame": 0.5833333333333334,
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"value": {
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"__uuid__": "1b9074dd-d0b0-4129-8d72-8f356bf7f68c"
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}
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}
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}
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}
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},
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"events": []
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{
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"ver": "2.1.0",
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"uuid": "e6e1d62a-de7d-4fe7-858c-2d2725b7c2e8",
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"subMetas": {}
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}
|
73
frontend/assets/resources/animation/MonkGirl/Atk3.anim
Normal file
73
frontend/assets/resources/animation/MonkGirl/Atk3.anim
Normal file
@ -0,0 +1,73 @@
|
||||
{
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"__type__": "cc.AnimationClip",
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"_name": "Atk3",
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"_objFlags": 0,
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"_native": "",
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"_duration": 1.0166666666666666,
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"sample": 60,
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"speed": 1,
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"wrapMode": 1,
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"curveData": {
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"comps": {
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"cc.Sprite": {
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"spriteFrame": [
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{
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"frame": 0,
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"value": {
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"__uuid__": "39ba4413-6f4a-49a5-a7ca-d11140dfe7dd"
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}
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},
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{
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"frame": 0.08333333333333333,
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"value": {
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"__uuid__": "26b646c7-bdbc-495e-adaf-9d52ef1b5c84"
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}
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},
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{
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"frame": 0.16666666666666666,
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"value": {
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"__uuid__": "5a5208a0-1c29-446f-8375-739aef09fe65"
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}
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},
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{
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"frame": 0.2833333333333333,
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"value": {
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"__uuid__": "414628f0-13ec-4f01-83a0-b94f6a13fff1"
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}
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{
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"frame": 0.4166666666666667,
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"value": {
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"__uuid__": "c494965a-e7e6-4c99-ac61-60642e6247dc"
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}
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{
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"frame": 0.5333333333333333,
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"value": {
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"__uuid__": "04cafb17-39ab-4f2b-9830-3eaf42cab254"
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{
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"value": {
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"__uuid__": "fd9c7d8a-1038-4cab-a0e6-699e404701db"
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}
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{
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"frame": 0.8,
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"value": {
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"__uuid__": "2447c6b3-292b-43b4-84e5-acc35df0c1f5"
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}
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},
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{
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"frame": 1,
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"value": {
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"__uuid__": "00275818-b9b6-41ab-a792-f21ff10747fa"
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}
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"events": []
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{
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"ver": "2.1.0",
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"uuid": "e8247e2a-1b5b-4618-86f8-224b25246b55",
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"subMetas": {}
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}
|
37
frontend/assets/resources/animation/MonkGirl/Atked1.anim
Normal file
37
frontend/assets/resources/animation/MonkGirl/Atked1.anim
Normal file
@ -0,0 +1,37 @@
|
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{
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"__type__": "cc.AnimationClip",
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"_name": "Atked1",
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"_objFlags": 0,
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"_native": "",
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"_duration": 0.05,
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"sample": 60,
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"speed": 0.4,
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"curveData": {
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{
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"value": {
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},
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"frame": 0.016666666666666666,
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"value": {
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"__uuid__": "852471cd-6270-47d2-b40b-e33a93910240"
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{
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"frame": 0.03333333333333333,
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"value": {
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}
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{
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"ver": "2.1.0",
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"uuid": "1ec27664-cd2a-4c7a-838f-953a7713ceca",
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"subMetas": {}
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}
|
43
frontend/assets/resources/animation/MonkGirl/BlownUp1.anim
Normal file
43
frontend/assets/resources/animation/MonkGirl/BlownUp1.anim
Normal file
@ -0,0 +1,43 @@
|
||||
{
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"__type__": "cc.AnimationClip",
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"_name": "BlownUp1",
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"_objFlags": 0,
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"_native": "",
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"_duration": 0.06666666666666667,
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"sample": 60,
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"speed": 0.2,
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"wrapMode": 2,
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"spriteFrame": [
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{
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"frame": 0,
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"__uuid__": "9d16c119-8ead-4d9e-90b3-5bbf749f71ef"
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{
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"frame": 0.016666666666666666,
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"value": {
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}
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{
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"frame": 0.03333333333333333,
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"value": {
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"__uuid__": "d6a81e68-5f14-45d1-82e2-fabf2853685a"
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{
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"frame": 0.05,
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"value": {
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"__uuid__": "9f7382dd-4da6-485c-8064-78ec031a2c0a"
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},
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|
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{
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"uuid": "f87054fd-328f-4001-a8ff-b4c049cc1e6d",
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"subMetas": {}
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}
|
79
frontend/assets/resources/animation/MonkGirl/GetUp1.anim
Normal file
79
frontend/assets/resources/animation/MonkGirl/GetUp1.anim
Normal file
@ -0,0 +1,79 @@
|
||||
{
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||||
"__type__": "cc.AnimationClip",
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"_name": "GetUp1",
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"_objFlags": 0,
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"_native": "",
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"_duration": 0.16666666666666666,
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"frame": 0.016666666666666666,
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"frame": 0.03333333333333333,
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{
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"frame": 0.05,
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"value": {
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{
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"value": {
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"__uuid__": "931626d5-01ad-4329-a8f7-9a00bd64fdff"
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}
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{
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"frame": 0.11666666666666667,
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"frame": 0.13333333333333333,
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"__uuid__": "b328d317-3721-4402-89db-34910c31a48a"
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{
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"frame": 0.15,
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"value": {
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}
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},
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"events": []
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|
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{
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"uuid": "7cb4d395-c68f-4643-9e2e-8cb8e200d3a5",
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"subMetas": {}
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}
|
85
frontend/assets/resources/animation/MonkGirl/Idle1.anim
Normal file
85
frontend/assets/resources/animation/MonkGirl/Idle1.anim
Normal file
@ -0,0 +1,85 @@
|
||||
{
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||||
"__type__": "cc.AnimationClip",
|
||||
"_name": "Idle1",
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"_objFlags": 0,
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"_native": "",
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"_duration": 0.45,
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"sample": 60,
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"speed": 1,
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"wrapMode": 2,
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||||
"curveData": {
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"cc.Sprite": {
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{
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"frame": 0.016666666666666666,
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"value": {
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"__uuid__": "4bad7430-7b43-47ae-9d65-ef3a2b88f450"
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}
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},
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{
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"frame": 0.03333333333333333,
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"value": {
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"__uuid__": "c3675bd6-4aa6-4ec5-80d5-ef35862d15b9"
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}
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},
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{
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"frame": 0.08333333333333333,
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"value": {
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frontend/assets/resources/animation/MonkGirl/InAirAtk1.anim
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frontend/assets/resources/animation/MonkGirl/LayDown1.anim
Normal file
49
frontend/assets/resources/animation/MonkGirl/LayDown1.anim
Normal file
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1496
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1496
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Normal file
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2168
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Normal file
2168
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Normal file
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Normal file
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129
frontend/assets/resources/animation/MonkGirl/Walking.anim
Normal file
129
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Normal file
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"value": {
|
||||
"__uuid__": "275387d0-70fd-47f5-b82e-14165a14c45a"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.6,
|
||||
"value": {
|
||||
"__uuid__": "9cf71d99-7262-4a6c-8c27-06167d841a24"
|
||||
}
|
||||
},
|
||||
{
|
||||
"frame": 0.65,
|
||||
"value": {
|
||||
"__uuid__": "60f04127-1580-4dda-828b-57d82e991398"
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
},
|
||||
"events": [
|
||||
{
|
||||
"frame": 0,
|
||||
"func": "",
|
||||
"params": []
|
||||
},
|
||||
{
|
||||
"frame": 0,
|
||||
"func": "",
|
||||
"params": []
|
||||
},
|
||||
{
|
||||
"frame": 0,
|
||||
"func": "",
|
||||
"params": []
|
||||
},
|
||||
{
|
||||
"frame": 0,
|
||||
"func": "",
|
||||
"params": []
|
||||
},
|
||||
{
|
||||
"frame": 0,
|
||||
"func": "",
|
||||
"params": []
|
||||
}
|
||||
]
|
||||
}
|
@ -0,0 +1,5 @@
|
||||
{
|
||||
"ver": "2.1.0",
|
||||
"uuid": "768d591b-4467-4a8f-95bf-4f7fcc3835b6",
|
||||
"subMetas": {}
|
||||
}
|
@ -1,18 +1,18 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.2" tiledversion="1.2.3" orientation="orthogonal" renderorder="right-down" width="128" height="128" tilewidth="16" tileheight="16" infinite="0" nextlayerid="4" nextobjectid="104">
|
||||
<map version="1.2" tiledversion="1.2.3" orientation="orthogonal" renderorder="right-down" width="128" height="128" tilewidth="16" tileheight="16" infinite="0" nextlayerid="4" nextobjectid="107">
|
||||
<tileset firstgid="1" source="tiles0.tsx"/>
|
||||
<tileset firstgid="65" source="tiles1.tsx"/>
|
||||
<tileset firstgid="129" source="tiles2.tsx"/>
|
||||
<layer id="2" name="Ground" width="128" height="128">
|
||||
<data encoding="base64" compression="zlib">
|
||||
eJzt3MFq1EAcwOFli5ceikUU9NyD4Et47qle9OapLyB60ZMgvoIH776nWUggxkySnZ1kksx3+KC0S2jn9082E5ZeHQ6HKwAAAAAAAAAAAAAAAAAAiHBdy/17sJzHlqb/Y4Fyd8jZ/1hr+n+s3Accd0j/f/uH6L8/7f73I/2vV9BK//n699F/305/+/Na39p0rwm5W+m/bP8S6K9/7g45+z+LkLuZ/nn772kG9Nc/d4ct9l8T/cvs7/wvu3+KGdB/u5z/+utfbv8UM6B/+rVtnin+uNDc577++uu/jf4va/qX07/du/21/vrrn6//0xEp+7fpn7f/WPe+/r8q78/U9Hf/t57+U9s/HNz/b8XU/lPbH/XflLH+fY3fVG4C7bv9ux7OpH++/n3tb1q63efo/6Jyp/9q+g9d99v9U9N/vf1j7hHPpf/y/afMQHctU/Ydk7L/cQUt1tg/1RoPiWmv/376nzMjcxxb/23MwFz0L3sG9Ne/5P651z+30vd/udc/N/3Lpn/Z9C+b/mXTv2z6l03/sulfNv3Lpn/Z9C+b/mXTv2z6l03/9boL0H8d/ef6nFCo+xxzoP96+t+OeBKg/z7656B/fG/9t23t93/6769/6L29+fm7hNrHDF2ffP573Ida93rffD/3OXzp+a//sKH3/C3177tG6D8stOc6Gduv3U44fs72Tf/cHdbav+n8+gKX7s/nbK///Guf4hnNXO31T/88LdQ/xwxM2SOU3n+p87+x1HOiqXtE/Zft38zAnP/v5ZxnBPr/L+X9/ND+IeR7hJj2+o/3u3QOYvrHzMDPSPpPEzsHrw5x/f9UvgRaN75VPtWv1X/e/rGq/m9j+598PoT7f2297tTyd03/6f3J3wEAAAAAAAAAAAAAAABY3l9OOPTh
|
||||
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|
||||
</data>
|
||||
</layer>
|
||||
<objectgroup id="1" name="PlayerStartingPos">
|
||||
<object id="135" x="901" y="1579">
|
||||
<object id="135" x="1040.33" y="1081">
|
||||
<point/>
|
||||
</object>
|
||||
<object id="137" x="861" y="1540">
|
||||
<object id="137" x="1134.67" y="1081.67">
|
||||
<point/>
|
||||
</object>
|
||||
</objectgroup>
|
||||
@ -200,5 +200,20 @@
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="104" x="928" y="1088" width="304" height="16">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="105" x="928" y="1008" width="16" height="96">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
</object>
|
||||
<object id="106" x="1216" y="1008" width="16" height="96">
|
||||
<properties>
|
||||
<property name="boundary_type" value="barrier"/>
|
||||
</properties>
|
||||
</object>
|
||||
</objectgroup>
|
||||
</map>
|
||||
|
@ -15,7 +15,7 @@ message PlayerDownsync {
|
||||
int32 speed = 8; // this is the instantaneous scalar attribute of a character, different from but will be accounted in "velX" and "velY"
|
||||
int32 battleState = 9;
|
||||
int32 joinIndex = 10;
|
||||
double colliderRadius = 11;
|
||||
int32 colliderRadius = 11;
|
||||
bool removed = 12;
|
||||
int32 score = 13;
|
||||
int32 lastMoveGmtMillis = 14;
|
||||
@ -24,10 +24,14 @@ message PlayerDownsync {
|
||||
int32 maxHp = 17;
|
||||
int32 characterState = 18;
|
||||
bool inAir = 19; // by design a standalone field only inferred by the collision result of "applyInputFrameDownsyncDynamicsOnSingleRenderFrame" instead of "characterState", because we need check the transition for "characterState" from this field, i.e. "inAir (prev -> curr)"
|
||||
int32 framesInChState = 20; // number of frames elapsed in the current character state
|
||||
int32 activeSkillId = 21;
|
||||
int32 activeSkillHit = 22;
|
||||
int32 framesInvinsible = 23;
|
||||
|
||||
string name = 20;
|
||||
string displayName = 21;
|
||||
string avatar = 22;
|
||||
string name = 997;
|
||||
string displayName = 998;
|
||||
string avatar = 999;
|
||||
}
|
||||
|
||||
message InputFrameDecoded {
|
||||
@ -84,67 +88,47 @@ message MeleeBullet {
|
||||
// ALL lengths are in world coordinate
|
||||
|
||||
// for offender
|
||||
int32 battleLocalId = 1;
|
||||
int32 startupFrames = 2;
|
||||
int32 activeFrames = 3;
|
||||
int32 recoveryFrames = 4;
|
||||
int32 recoveryFramesOnBlock = 5;
|
||||
int32 recoveryFramesOnHit = 6;
|
||||
double hitboxOffset = 7;
|
||||
int32 originatedRenderFrameId = 8;
|
||||
int32 originatedRenderFrameId = 1;
|
||||
int32 offenderJoinIndex = 2;
|
||||
|
||||
// for defender
|
||||
int32 hitStunFrames = 9;
|
||||
int32 blockStunFrames = 10;
|
||||
double pushback = 11;
|
||||
int32 startupFrames = 3;
|
||||
int32 cancellableStFrame = 4;
|
||||
int32 cancellableEdFrame = 5;
|
||||
int32 activeFrames = 6;
|
||||
|
||||
int32 releaseTriggerType = 12; // 1: rising-edge, 2: falling-edge
|
||||
int32 damage = 13;
|
||||
int32 hitStunFrames = 7;
|
||||
int32 blockStunFrames = 8;
|
||||
int32 pushbackVelX = 9;
|
||||
int32 pushbackVelY = 10;
|
||||
int32 damage = 11;
|
||||
|
||||
int32 offenderJoinIndex = 14;
|
||||
int32 offenderPlayerId = 15;
|
||||
int32 selfLockVelX = 12;
|
||||
int32 selfLockVelY = 13;
|
||||
|
||||
double hitboxSizeX = 16;
|
||||
double hitboxSizeY = 17;
|
||||
int32 hitboxOffsetX = 14;
|
||||
int32 hitboxOffsetY = 15;
|
||||
int32 hitboxSizeX = 16;
|
||||
int32 hitboxSizeY = 17;
|
||||
|
||||
double selfMoveforwardX = 18;
|
||||
double selfMoveforwardY = 19;
|
||||
bool blowUp = 18;
|
||||
}
|
||||
|
||||
message BattleColliderInfo {
|
||||
string stageName = 1;
|
||||
int32 stageDiscreteW = 2;
|
||||
int32 stageDiscreteH = 3;
|
||||
int32 stageTileW = 4;
|
||||
int32 stageTileH = 5;
|
||||
|
||||
int32 intervalToPing = 6;
|
||||
int32 willKickIfInactiveFor = 7;
|
||||
int32 boundRoomId = 8;
|
||||
int32 battleDurationFrames = 9;
|
||||
int64 battleDurationNanos = 10;
|
||||
int32 serverFps = 11;
|
||||
int32 inputDelayFrames = 12; // in the count of render frames
|
||||
uint32 inputScaleFrames = 13; // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames)
|
||||
int32 nstDelayFrames = 14; // network-single-trip delay in the count of render frames, proposed to be (InputDelayFrames >> 1) because we expect a round-trip delay to be exactly "InputDelayFrames"
|
||||
int32 inputFrameUpsyncDelayTolerance = 15;
|
||||
int32 maxChasingRenderFramesPerUpdate = 16;
|
||||
int32 playerBattleState = 17;
|
||||
double rollbackEstimatedDtMillis = 18;
|
||||
int64 rollbackEstimatedDtNanos = 19;
|
||||
int32 intervalToPing = 2;
|
||||
int32 willKickIfInactiveFor = 3;
|
||||
int32 boundRoomId = 4;
|
||||
int64 battleDurationNanos = 5;
|
||||
int32 inputFrameUpsyncDelayTolerance = 6;
|
||||
int32 maxChasingRenderFramesPerUpdate = 7;
|
||||
double rollbackEstimatedDtMillis = 8;
|
||||
int64 rollbackEstimatedDtNanos = 9;
|
||||
|
||||
double worldToVirtualGridRatio = 20;
|
||||
double virtualGridToWorldRatio = 21;
|
||||
|
||||
int32 spAtkLookupFrames = 22;
|
||||
int32 renderCacheSize = 23;
|
||||
|
||||
double snapIntoPlatformOverlap = 24;
|
||||
double snapIntoPlatformThreshold = 25;
|
||||
int32 jumpingInitVelY = 26;
|
||||
int32 gravityX = 27;
|
||||
int32 gravityY = 28;
|
||||
int32 collisionMinStep = 29;
|
||||
int32 renderCacheSize = 10;
|
||||
double spaceOffsetX = 11;
|
||||
double spaceOffsetY = 12;
|
||||
int32 collisionMinStep = 13;
|
||||
|
||||
bool frameDataLoggingEnabled = 999;
|
||||
}
|
||||
@ -156,5 +140,5 @@ message RoomDownsyncFrame {
|
||||
repeated MeleeBullet meleeBullets = 4; // I don't know how to mimic inheritance/composition in protobuf by far, thus using an array for each type of bullet as a compromise
|
||||
uint64 backendUnconfirmedMask = 5; // Indexed by "joinIndex", same compression concern as stated in InputFrameDownsync
|
||||
bool shouldForceResync = 6;
|
||||
map<int32, int32> playerOpPatternToSkillId = 7;
|
||||
repeated int32 speciesIdList = 7;
|
||||
}
|
||||
|
@ -33,14 +33,14 @@
|
||||
"_active": true,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 23
|
||||
"__id__": 21
|
||||
},
|
||||
{
|
||||
"__id__": 24
|
||||
"__id__": 22
|
||||
}
|
||||
],
|
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"_prefab": {
|
||||
"__id__": 25
|
||||
"__id__": 23
|
||||
},
|
||||
"_opacity": 255,
|
||||
"_color": {
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@ -489,16 +489,13 @@
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"__id__": 12
|
||||
},
|
||||
{
|
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"__id__": 15
|
||||
},
|
||||
{
|
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"__id__": 18
|
||||
"__id__": 16
|
||||
}
|
||||
],
|
||||
"_active": true,
|
||||
"_components": [],
|
||||
"_prefab": {
|
||||
"__id__": 22
|
||||
"__id__": 20
|
||||
},
|
||||
"_opacity": 255,
|
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"_color": {
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@ -549,253 +546,23 @@
|
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},
|
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{
|
||||
"__type__": "cc.Node",
|
||||
"_name": "SoldierWaterGhost",
|
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"_name": "MonkGirl",
|
||||
"_objFlags": 0,
|
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"_parent": {
|
||||
"__id__": 11
|
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},
|
||||
"_children": [],
|
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"_active": false,
|
||||
"_active": true,
|
||||
"_components": [
|
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{
|
||||
"__id__": 13
|
||||
}
|
||||
],
|
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"_prefab": {
|
||||
"__id__": 14
|
||||
},
|
||||
"_opacity": 255,
|
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"_color": {
|
||||
"__type__": "cc.Color",
|
||||
"r": 255,
|
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"g": 255,
|
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"b": 255,
|
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"a": 255
|
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},
|
||||
"_contentSize": {
|
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"__type__": "cc.Size",
|
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"width": 0,
|
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"height": 0
|
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},
|
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"_anchorPoint": {
|
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"__type__": "cc.Vec2",
|
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"x": 0.5,
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"y": 0.5
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},
|
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"_trs": {
|
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"__type__": "TypedArray",
|
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"ctor": "Float64Array",
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"array": [
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0,
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-24,
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0,
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0,
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0,
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0,
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1,
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1,
|
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1,
|
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1
|
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]
|
||||
},
|
||||
"_eulerAngles": {
|
||||
"__type__": "cc.Vec3",
|
||||
"x": 0,
|
||||
"y": 0,
|
||||
"z": 0
|
||||
},
|
||||
"_skewX": 0,
|
||||
"_skewY": 0,
|
||||
"_is3DNode": false,
|
||||
"_groupIndex": 0,
|
||||
"groupIndex": 0,
|
||||
"_id": ""
|
||||
},
|
||||
{
|
||||
"__type__": "dragonBones.ArmatureDisplay",
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 12
|
||||
},
|
||||
"_enabled": true,
|
||||
"_materials": [
|
||||
{
|
||||
"__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
|
||||
}
|
||||
],
|
||||
"_armatureName": "SoldierWaterGhost",
|
||||
"_animationName": "Idle1",
|
||||
"_preCacheMode": 0,
|
||||
"_cacheMode": 0,
|
||||
"playTimes": -1,
|
||||
"premultipliedAlpha": false,
|
||||
"_armatureKey": "2ae76843-1f61-48cf-bbfb-384c0dcf77e1#e9e703e9-3589-4713-b889-28b23406d220",
|
||||
"_accTime": 0,
|
||||
"_playCount": 0,
|
||||
"_frameCache": null,
|
||||
"_curFrame": null,
|
||||
"_playing": false,
|
||||
"_armatureCache": null,
|
||||
"_N$dragonAsset": {
|
||||
"__uuid__": "2ae76843-1f61-48cf-bbfb-384c0dcf77e1"
|
||||
},
|
||||
"_N$dragonAtlasAsset": {
|
||||
"__uuid__": "e9e703e9-3589-4713-b889-28b23406d220"
|
||||
},
|
||||
"_N$_defaultArmatureIndex": 0,
|
||||
"_N$_animationIndex": 8,
|
||||
"_N$_defaultCacheMode": 0,
|
||||
"_N$timeScale": 1,
|
||||
"_N$debugBones": false,
|
||||
"_N$enableBatch": false,
|
||||
"_id": ""
|
||||
},
|
||||
{
|
||||
"__type__": "cc.PrefabInfo",
|
||||
"root": {
|
||||
"__id__": 1
|
||||
},
|
||||
"asset": {
|
||||
"__uuid__": "59bff7a2-23e1-4d69-bce7-afb37eae196a"
|
||||
},
|
||||
"fileId": "42Rmp/YOdMOYWzJwr3ET1h",
|
||||
"sync": false
|
||||
},
|
||||
{
|
||||
"__type__": "cc.Node",
|
||||
"_name": "SoldierFireGhost",
|
||||
"_objFlags": 0,
|
||||
"_parent": {
|
||||
"__id__": 11
|
||||
},
|
||||
"_children": [],
|
||||
"_active": false,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 16
|
||||
}
|
||||
],
|
||||
"_prefab": {
|
||||
"__id__": 17
|
||||
},
|
||||
"_opacity": 255,
|
||||
"_color": {
|
||||
"__type__": "cc.Color",
|
||||
"r": 255,
|
||||
"g": 255,
|
||||
"b": 255,
|
||||
"a": 255
|
||||
},
|
||||
"_contentSize": {
|
||||
"__type__": "cc.Size",
|
||||
"width": 0,
|
||||
"height": 0
|
||||
},
|
||||
"_anchorPoint": {
|
||||
"__type__": "cc.Vec2",
|
||||
"x": 0.5,
|
||||
"y": 0.5
|
||||
},
|
||||
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|
||||
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|
||||
"ctor": "Float64Array",
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"array": [
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|
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|
||||
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|
||||
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|
||||
]
|
||||
},
|
||||
"_eulerAngles": {
|
||||
"__type__": "cc.Vec3",
|
||||
"x": 0,
|
||||
"y": 0,
|
||||
"z": 0
|
||||
},
|
||||
"_skewX": 0,
|
||||
"_skewY": 0,
|
||||
"_is3DNode": false,
|
||||
"_groupIndex": 0,
|
||||
"groupIndex": 0,
|
||||
"_id": ""
|
||||
},
|
||||
{
|
||||
"__type__": "dragonBones.ArmatureDisplay",
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 15
|
||||
},
|
||||
"_enabled": true,
|
||||
"_materials": [
|
||||
{
|
||||
"__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
|
||||
}
|
||||
],
|
||||
"_armatureName": "SoldierFireGhost",
|
||||
"_animationName": "Idle1",
|
||||
"_preCacheMode": 0,
|
||||
"_cacheMode": 0,
|
||||
"playTimes": -1,
|
||||
"premultipliedAlpha": false,
|
||||
"_armatureKey": "36230012-8df3-4e85-afad-76ec47d0e4d7#4a9187d5-a9ad-4464-a03c-d2f3cc277051",
|
||||
"_accTime": 0,
|
||||
"_playCount": 0,
|
||||
"_frameCache": null,
|
||||
"_curFrame": null,
|
||||
"_playing": false,
|
||||
"_armatureCache": null,
|
||||
"_N$dragonAsset": {
|
||||
"__uuid__": "36230012-8df3-4e85-afad-76ec47d0e4d7"
|
||||
},
|
||||
"_N$dragonAtlasAsset": {
|
||||
"__uuid__": "4a9187d5-a9ad-4464-a03c-d2f3cc277051"
|
||||
},
|
||||
"_N$_defaultArmatureIndex": 0,
|
||||
"_N$_animationIndex": 8,
|
||||
"_N$_defaultCacheMode": 0,
|
||||
"_N$timeScale": 1,
|
||||
"_N$debugBones": false,
|
||||
"_N$enableBatch": false,
|
||||
"_id": ""
|
||||
},
|
||||
{
|
||||
"__type__": "cc.PrefabInfo",
|
||||
"root": {
|
||||
"__id__": 1
|
||||
},
|
||||
"asset": {
|
||||
"__uuid__": "59bff7a2-23e1-4d69-bce7-afb37eae196a"
|
||||
},
|
||||
"fileId": "3b2LJFABVL7ozO2U81FC4U",
|
||||
"sync": false
|
||||
},
|
||||
{
|
||||
"__type__": "cc.Node",
|
||||
"_name": "UltramanTiga",
|
||||
"_objFlags": 0,
|
||||
"_parent": {
|
||||
"__id__": 11
|
||||
},
|
||||
"_children": [],
|
||||
"_active": false,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 19
|
||||
},
|
||||
{
|
||||
"__id__": 20
|
||||
"__id__": 14
|
||||
}
|
||||
],
|
||||
"_prefab": {
|
||||
"__id__": 21
|
||||
"__id__": 15
|
||||
},
|
||||
"_opacity": 255,
|
||||
"_color": {
|
||||
@ -813,21 +580,21 @@
|
||||
"_anchorPoint": {
|
||||
"__type__": "cc.Vec2",
|
||||
"x": 0.5,
|
||||
"y": 0.5
|
||||
"y": 0
|
||||
},
|
||||
"_trs": {
|
||||
"__type__": "TypedArray",
|
||||
"ctor": "Float64Array",
|
||||
"array": [
|
||||
0,
|
||||
0,
|
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-24,
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0,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
1,
|
||||
0.7,
|
||||
0.7,
|
||||
0.6,
|
||||
1
|
||||
]
|
||||
},
|
||||
@ -849,31 +616,49 @@
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 18
|
||||
"__id__": 12
|
||||
},
|
||||
"_enabled": true,
|
||||
"_defaultClip": null,
|
||||
"_clips": [
|
||||
{
|
||||
"__uuid__": "252b321f-81f4-485c-85bd-ea44d298cb76"
|
||||
"__uuid__": "a0d8b9a6-7bf7-4cf5-aecb-54b2908cbfb3"
|
||||
},
|
||||
{
|
||||
"__uuid__": "f51bb583-0010-48f3-a6a1-451a78ac2d65"
|
||||
"__uuid__": "768d591b-4467-4a8f-95bf-4f7fcc3835b6"
|
||||
},
|
||||
{
|
||||
"__uuid__": "c738236a-0702-45f8-aa38-99457b051997"
|
||||
"__uuid__": "c3d4f508-b3a9-4deb-b2d1-8ddc7bf22e0c"
|
||||
},
|
||||
{
|
||||
"__uuid__": "c69bcceb-d7d1-4e33-9623-e2a374a0a6b6"
|
||||
"__uuid__": "1ec27664-cd2a-4c7a-838f-953a7713ceca"
|
||||
},
|
||||
{
|
||||
"__uuid__": "43dbf141-be76-48c3-bdef-29233ccbe30d"
|
||||
"__uuid__": "996c218a-9e18-441e-b0f8-e61c5c991b9e"
|
||||
},
|
||||
{
|
||||
"__uuid__": "8710591c-3f5e-4911-83e7-42cc18be6af9"
|
||||
"__uuid__": "170bbc56-3cff-4a81-b48f-a037b9418758"
|
||||
},
|
||||
{
|
||||
"__uuid__": "c69bcceb-d7d1-4e33-9623-e2a374a0a6b6"
|
||||
"__uuid__": "555d837b-4a68-4a28-b9ff-e97e393d1a05"
|
||||
},
|
||||
{
|
||||
"__uuid__": "ee0b89e9-89f0-451e-a6ef-d41d64d3d67a"
|
||||
},
|
||||
{
|
||||
"__uuid__": "f87054fd-328f-4001-a8ff-b4c049cc1e6d"
|
||||
},
|
||||
{
|
||||
"__uuid__": "0978395c-8947-4830-9f68-58fadcbe5c63"
|
||||
},
|
||||
{
|
||||
"__uuid__": "7cb4d395-c68f-4643-9e2e-8cb8e200d3a5"
|
||||
},
|
||||
{
|
||||
"__uuid__": "e6e1d62a-de7d-4fe7-858c-2d2725b7c2e8"
|
||||
},
|
||||
{
|
||||
"__uuid__": "e8247e2a-1b5b-4618-86f8-224b25246b55"
|
||||
}
|
||||
],
|
||||
"playOnLoad": false,
|
||||
@ -884,7 +669,7 @@
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 18
|
||||
"__id__": 12
|
||||
},
|
||||
"_enabled": true,
|
||||
"_materials": [
|
||||
@ -907,7 +692,7 @@
|
||||
"_fillRange": 0,
|
||||
"_isTrimmedMode": true,
|
||||
"_atlas": {
|
||||
"__uuid__": "5d522f7b-359b-4f38-ac35-55fdbee56cae"
|
||||
"__uuid__": "725c90f9-56f8-48ea-9159-4d2949cd3ce0"
|
||||
},
|
||||
"_id": ""
|
||||
},
|
||||
@ -919,7 +704,170 @@
|
||||
"asset": {
|
||||
"__uuid__": "59bff7a2-23e1-4d69-bce7-afb37eae196a"
|
||||
},
|
||||
"fileId": "17JdhftghBYr81MfV9i6cy",
|
||||
"fileId": "6cGpRwF5ZPjpJdtoqbrnta",
|
||||
"sync": false
|
||||
},
|
||||
{
|
||||
"__type__": "cc.Node",
|
||||
"_name": "KnifeGirl",
|
||||
"_objFlags": 0,
|
||||
"_parent": {
|
||||
"__id__": 11
|
||||
},
|
||||
"_children": [],
|
||||
"_active": false,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 17
|
||||
},
|
||||
{
|
||||
"__id__": 18
|
||||
}
|
||||
],
|
||||
"_prefab": {
|
||||
"__id__": 19
|
||||
},
|
||||
"_opacity": 255,
|
||||
"_color": {
|
||||
"__type__": "cc.Color",
|
||||
"r": 255,
|
||||
"g": 255,
|
||||
"b": 255,
|
||||
"a": 255
|
||||
},
|
||||
"_contentSize": {
|
||||
"__type__": "cc.Size",
|
||||
"width": 1425,
|
||||
"height": 1024
|
||||
},
|
||||
"_anchorPoint": {
|
||||
"__type__": "cc.Vec2",
|
||||
"x": 0.5,
|
||||
"y": 0
|
||||
},
|
||||
"_trs": {
|
||||
"__type__": "TypedArray",
|
||||
"ctor": "Float64Array",
|
||||
"array": [
|
||||
0,
|
||||
-24,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
1,
|
||||
0.7,
|
||||
0.5,
|
||||
1
|
||||
]
|
||||
},
|
||||
"_eulerAngles": {
|
||||
"__type__": "cc.Vec3",
|
||||
"x": 0,
|
||||
"y": 0,
|
||||
"z": 0
|
||||
},
|
||||
"_skewX": 0,
|
||||
"_skewY": 0,
|
||||
"_is3DNode": false,
|
||||
"_groupIndex": 0,
|
||||
"groupIndex": 0,
|
||||
"_id": ""
|
||||
},
|
||||
{
|
||||
"__type__": "cc.Animation",
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 16
|
||||
},
|
||||
"_enabled": true,
|
||||
"_defaultClip": null,
|
||||
"_clips": [
|
||||
{
|
||||
"__uuid__": "5afe50e0-d03f-4d48-a7c0-a350c36e14d4"
|
||||
},
|
||||
{
|
||||
"__uuid__": "f7f60d3f-32c0-4b56-901e-6eec9f73fa83"
|
||||
},
|
||||
{
|
||||
"__uuid__": "829b17c6-9365-4e97-b14f-fa266bd5ecbe"
|
||||
},
|
||||
{
|
||||
"__uuid__": "2a50c853-000b-46f3-ae59-1dfb793de814"
|
||||
},
|
||||
{
|
||||
"__uuid__": "bc461a02-4d1a-46a4-9f3c-7370adc6c1c8"
|
||||
},
|
||||
{
|
||||
"__uuid__": "c4ddf3ea-2292-4511-a320-5486934ac361"
|
||||
},
|
||||
{
|
||||
"__uuid__": "0e7468cc-b90d-4f68-91ce-0be126b406dd"
|
||||
},
|
||||
{
|
||||
"__uuid__": "c86debde-118b-46b8-b483-f5ccec337315"
|
||||
},
|
||||
{
|
||||
"__uuid__": "0892a3ea-9da1-4157-825b-0c8ef1c73eeb"
|
||||
},
|
||||
{
|
||||
"__uuid__": "0a6478a6-f4cc-47cb-a1c6-761cf9141eb2"
|
||||
},
|
||||
{
|
||||
"__uuid__": "7d69868f-d474-4d86-a262-01f1cdd49021"
|
||||
},
|
||||
{
|
||||
"__uuid__": "52b8e47d-715c-4c12-a2c9-6f553e14dc42"
|
||||
},
|
||||
{
|
||||
"__uuid__": "9b500cb0-8048-4715-81db-cc975c914225"
|
||||
}
|
||||
],
|
||||
"playOnLoad": false,
|
||||
"_id": ""
|
||||
},
|
||||
{
|
||||
"__type__": "cc.Sprite",
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 16
|
||||
},
|
||||
"_enabled": true,
|
||||
"_materials": [
|
||||
{
|
||||
"__uuid__": "eca5d2f2-8ef6-41c2-bbe6-f9c79d09c432"
|
||||
}
|
||||
],
|
||||
"_srcBlendFactor": 770,
|
||||
"_dstBlendFactor": 771,
|
||||
"_spriteFrame": null,
|
||||
"_type": 0,
|
||||
"_sizeMode": 1,
|
||||
"_fillType": 0,
|
||||
"_fillCenter": {
|
||||
"__type__": "cc.Vec2",
|
||||
"x": 0,
|
||||
"y": 0
|
||||
},
|
||||
"_fillStart": 0,
|
||||
"_fillRange": 0,
|
||||
"_isTrimmedMode": true,
|
||||
"_atlas": {
|
||||
"__uuid__": "579bc0c1-f5e2-4a5d-889b-9d567e53b0e6"
|
||||
},
|
||||
"_id": ""
|
||||
},
|
||||
{
|
||||
"__type__": "cc.PrefabInfo",
|
||||
"root": {
|
||||
"__id__": 1
|
||||
},
|
||||
"asset": {
|
||||
"__uuid__": "59bff7a2-23e1-4d69-bce7-afb37eae196a"
|
||||
},
|
||||
"fileId": "bdCx1wrTtJ1KaGHUmgL7iA",
|
||||
"sync": false
|
||||
},
|
||||
{
|
||||
|
@ -440,7 +440,7 @@
|
||||
"array": [
|
||||
0,
|
||||
0,
|
||||
216.6771387800957,
|
||||
217.36724690689908,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
|
@ -461,7 +461,7 @@
|
||||
"array": [
|
||||
0,
|
||||
0,
|
||||
216.50635094610968,
|
||||
217.36724690689908,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
|
@ -5,33 +5,17 @@ window.ATK_CHARACTER_STATE = {
|
||||
Walking: [1, "Walking"],
|
||||
Atk1: [2, "Atk1"],
|
||||
Atked1: [3, "Atked1"],
|
||||
InAirIdle1: [4, "InAirIdle1"],
|
||||
InAirAtk1: [5, "Atk1"],
|
||||
InAirAtked1: [6, "Atked1"],
|
||||
InAirIdle1NoJump: [4, "InAirIdle1NoJump"],
|
||||
InAirIdle1ByJump: [5, "InAirIdle1ByJump"], // The cycling part of it would be exactly "InAirIdle1NoJump"
|
||||
InAirAtk1: [6, "InAirAtk1"],
|
||||
InAirAtked1: [7, "InAirAtked1"],
|
||||
BlownUp1: [8, "BlownUp1"],
|
||||
LayDown1: [9, "LayDown1"], // The last frame of "LayDown1" should have a simliar boundingbox with the first frame of "GetUp1", otherwise the animation would seem odd
|
||||
GetUp1: [10, "GetUp1"],
|
||||
Atk2: [11, "Atk2"],
|
||||
Atk3: [12, "Atk3"],
|
||||
};
|
||||
|
||||
window.toInAirConjugate = function(foo) {
|
||||
switch (foo) {
|
||||
case window.ATK_CHARACTER_STATE.Idle1[0]:
|
||||
case window.ATK_CHARACTER_STATE.Walking[0]:
|
||||
return window.ATK_CHARACTER_STATE.InAirIdle1[0];
|
||||
case window.ATK_CHARACTER_STATE.Atk1[0]:
|
||||
return window.ATK_CHARACTER_STATE.InAirAtk1[0];
|
||||
case window.ATK_CHARACTER_STATE.Atked1[0]:
|
||||
return window.ATK_CHARACTER_STATE.InAirAtked1[0];
|
||||
|
||||
case window.ATK_CHARACTER_STATE.InAirIdle1[0]:
|
||||
return window.ATK_CHARACTER_STATE.Idle1[0];
|
||||
case window.ATK_CHARACTER_STATE.InAirAtk1[0]:
|
||||
return window.ATK_CHARACTER_STATE.Atk1[0];
|
||||
case window.ATK_CHARACTER_STATE.InAirAtked1[0]:
|
||||
return window.ATK_CHARACTER_STATE.Atked1[0];
|
||||
default:
|
||||
console.warn(`Invalid characterState ${foo} received, no in air conjugate is available!`);
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
window.ATK_CHARACTER_STATE_ARR = [];
|
||||
for (let k in window.ATK_CHARACTER_STATE) {
|
||||
window.ATK_CHARACTER_STATE_ARR.push(window.ATK_CHARACTER_STATE[k]);
|
||||
@ -40,12 +24,18 @@ for (let k in window.ATK_CHARACTER_STATE) {
|
||||
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET = new Set();
|
||||
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.Idle1[0]);
|
||||
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.Walking[0]);
|
||||
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.InAirIdle1[0]);
|
||||
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.InAirIdle1NoJump[0]);
|
||||
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.InAirIdle1ByJump[0]);
|
||||
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.BlownUp1[0]);
|
||||
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.LayDown1[0]);
|
||||
window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.GetUp1[0]);
|
||||
|
||||
window.ATK_CHARACTER_STATE_IN_AIR_SET = new Set();
|
||||
window.ATK_CHARACTER_STATE_IN_AIR_SET.add(window.ATK_CHARACTER_STATE.InAirIdle1[0]);
|
||||
window.ATK_CHARACTER_STATE_IN_AIR_SET.add(window.ATK_CHARACTER_STATE.InAirIdle1NoJump[0]);
|
||||
window.ATK_CHARACTER_STATE_IN_AIR_SET.add(window.ATK_CHARACTER_STATE.InAirIdle1ByJump[0]);
|
||||
window.ATK_CHARACTER_STATE_IN_AIR_SET.add(window.ATK_CHARACTER_STATE.InAirAtk1[0]);
|
||||
window.ATK_CHARACTER_STATE_IN_AIR_SET.add(window.ATK_CHARACTER_STATE.InAirAtked1[0]);
|
||||
window.ATK_CHARACTER_STATE_IN_AIR_SET.add(window.ATK_CHARACTER_STATE.BlownUp1[0]);
|
||||
|
||||
/*
|
||||
Kindly note that the use of dragonBones anim is an informed choice for the feasibility of "gotoAndPlayByFrame", which is a required feature by "Map.rollbackAndChase". You might find that "cc.Animation" -- the traditional frame anim -- can also suffice this requirement, yet if we want to develop 3D frontend in the future, working with skeletal anim will make a smoother transition.
|
||||
@ -80,19 +70,19 @@ cc.Class({
|
||||
this.animComp = this.effAnimNode.getComponent(dragonBones.ArmatureDisplay);
|
||||
if (!this.animComp) {
|
||||
this.animComp = this.effAnimNode.getComponent(cc.Animation);
|
||||
}
|
||||
}
|
||||
this.effAnimNode.active = true;
|
||||
},
|
||||
|
||||
updateCharacterAnim(rdfPlayer, prevRdfPlayer, forceAnimSwitch) {
|
||||
updateCharacterAnim(rdfPlayer, prevRdfPlayer, forceAnimSwitch, chConfig) {
|
||||
// As this function might be called after many frames of a rollback, it's possible that the playing animation was predicted, different from "prevRdfPlayer.CharacterState" but same as "newCharacterState". More granular checks are needed to determine whether we should interrupt the playing animation.
|
||||
|
||||
// Update directions
|
||||
if (this.animComp && this.animComp.node) {
|
||||
if (0 > rdfPlayer.DirX) {
|
||||
this.animComp.node.scaleX = (-1.0);
|
||||
this.animNode.scaleX = (-1.0);
|
||||
} else if (0 < rdfPlayer.DirX) {
|
||||
this.animComp.node.scaleX = (1.0);
|
||||
this.animNode.scaleX = (1.0);
|
||||
}
|
||||
}
|
||||
|
||||
@ -117,29 +107,25 @@ cc.Class({
|
||||
}
|
||||
|
||||
if (this.animComp instanceof dragonBones.ArmatureDisplay) {
|
||||
this._interruptPlayingAnimAndPlayNewAnimDragonBones(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl, playingAnimName);
|
||||
this._interruptPlayingAnimAndPlayNewAnimDragonBones(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl, playingAnimName, chConfig);
|
||||
} else {
|
||||
this._interruptPlayingAnimAndPlayNewAnimFrameAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, playingAnimName);
|
||||
this._interruptPlayingAnimAndPlayNewAnimFrameAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, playingAnimName, chConfig);
|
||||
}
|
||||
},
|
||||
|
||||
_interruptPlayingAnimAndPlayNewAnimDragonBones(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl, playingAnimName) {
|
||||
_interruptPlayingAnimAndPlayNewAnimDragonBones(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl, playingAnimName, chConfig) {
|
||||
if (window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(newCharacterState)) {
|
||||
// No "framesToRecover"
|
||||
// console.warn(`#DragonBones JoinIndex=${rdfPlayer.joinIndex}, ${playingAnimName} -> ${newAnimName}`);
|
||||
underlyingAnimationCtrl.gotoAndPlayByFrame(newAnimName, 0, -1);
|
||||
} else {
|
||||
const animationData = underlyingAnimationCtrl._animations[newAnimName];
|
||||
let fromAnimFrame = (animationData.frameCount - rdfPlayer.FramesToRecover);
|
||||
if (fromAnimFrame < 0) {
|
||||
// For Atk1 or Atk2, it's possible that the "meleeBullet.recoveryFrames" is configured to be slightly larger than corresponding animation duration frames
|
||||
fromAnimFrame = 0;
|
||||
}
|
||||
underlyingAnimationCtrl.gotoAndPlayByFrame(newAnimName, fromAnimFrame, 1);
|
||||
let frameIdxInAnim = rdfPlayer.FramesInChState;
|
||||
underlyingAnimationCtrl.gotoAndPlayByFrame(newAnimName, frameIdxInAnim, 1);
|
||||
}
|
||||
},
|
||||
|
||||
_interruptPlayingAnimAndPlayNewAnimFrameAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, playingAnimName) {
|
||||
_interruptPlayingAnimAndPlayNewAnimFrameAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, playingAnimName, chConfig) {
|
||||
if (window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(newCharacterState)) {
|
||||
// No "framesToRecover"
|
||||
//console.warn(`#FrameAnim JoinIndex=${rdfPlayer.joinIndex}, ${playingAnimName} -> ${newAnimName}`);
|
||||
@ -148,11 +134,11 @@ cc.Class({
|
||||
}
|
||||
// The "playTimes" counterpart is managed by each "cc.AnimationClip.wrapMode", already preset in the editor.
|
||||
const targetClip = this.animComp.getClips()[newCharacterState]; // The clips follow the exact order in ATK_CHARACTER_STATE
|
||||
let fromTime = (targetClip.duration - rdfPlayer.FramesToRecover / targetClip.sample); // TODO: Anyway to avoid using division here?
|
||||
if (fromTime < 0) {
|
||||
// For Atk1 or Atk2, it's possible that the "meleeBullet.recoveryFrames" is configured to be slightly larger than corresponding animation duration frames
|
||||
fromTime = 0;
|
||||
}
|
||||
let frameIdxInAnim = rdfPlayer.FramesInChState;
|
||||
if (window.ATK_CHARACTER_STATE.InAirIdle1ByJump == newCharacterState && null != chConfig) {
|
||||
frameIdxInAnim = chConfig.InAirIdleFrameIdxTurningPoint + (frameIdxInAnim - chConfig.InAirIdleFrameIdxTurningPoint) % chConfig.InAirIdleFrameIdxTurnedCycle; // TODO: Anyway to avoid using division here?
|
||||
}
|
||||
let fromTime = (frameIdxInAnim / targetClip.sample); // TODO: Anyway to avoid using division here?
|
||||
this.animComp.play(newAnimName, fromTime);
|
||||
},
|
||||
|
||||
|
@ -107,23 +107,6 @@ cc.Class({
|
||||
return (0 == inputFrameId % 10);
|
||||
},
|
||||
|
||||
_convertToInputFrameId(renderFrameId, inputDelayFrames) {
|
||||
if (renderFrameId < inputDelayFrames) return 0;
|
||||
return ((renderFrameId - inputDelayFrames) >> this.inputScaleFrames);
|
||||
},
|
||||
|
||||
_convertToFirstUsedRenderFrameId(inputFrameId, inputDelayFrames) {
|
||||
return ((inputFrameId << this.inputScaleFrames) + inputDelayFrames);
|
||||
},
|
||||
|
||||
_convertToLastUsedRenderFrameId(inputFrameId, inputDelayFrames) {
|
||||
return ((inputFrameId << this.inputScaleFrames) + inputDelayFrames + (1 << this.inputScaleFrames) - 1);
|
||||
},
|
||||
|
||||
shouldGenerateInputFrameUpsync(renderFrameId) {
|
||||
return ((renderFrameId & ((1 << this.inputScaleFrames) - 1)) == 0);
|
||||
},
|
||||
|
||||
_allConfirmed(confirmedList) {
|
||||
return (confirmedList + 1) == (1 << this.playerRichInfoDict.size);
|
||||
},
|
||||
@ -296,7 +279,7 @@ cc.Class({
|
||||
self.collisionPlayerIndexPrefix = (1 << 17); // For tracking the movements of players
|
||||
if (null != self.playerRichInfoDict) {
|
||||
self.playerRichInfoDict.forEach((playerRichInfo, playerId) => {
|
||||
if (playerRichInfo.node.parent) {
|
||||
if (playerRichInfo.node && playerRichInfo.node.parent) {
|
||||
playerRichInfo.node.parent.removeChild(playerRichInfo.node);
|
||||
}
|
||||
});
|
||||
@ -315,11 +298,7 @@ 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
|
||||
@ -350,6 +329,56 @@ cc.Class({
|
||||
}
|
||||
},
|
||||
|
||||
initDebugDrawers() {
|
||||
const self = this;
|
||||
if (self.showCriticalCoordinateLabels) {
|
||||
const drawer1 = new cc.Node();
|
||||
drawer1.setPosition(cc.v2(0, 0))
|
||||
safelyAddChild(self.node, drawer1);
|
||||
setLocalZOrder(drawer1, 999);
|
||||
const g1 = drawer1.addComponent(cc.Graphics);
|
||||
g1.lineWidth = 2;
|
||||
self.g1 = g1;
|
||||
|
||||
const collisionSpaceObjs = gopkgs.GetCollisionSpaceObjsJs(self.gopkgsCollisionSys); // This step is slow according to Chrome profiling, and we only need draw it once for those static barriers
|
||||
for (let k in collisionSpaceObjs) {
|
||||
const body = collisionSpaceObjs[k];
|
||||
let padding = 0;
|
||||
if (null != body.Data && null != body.Data.JoinIndex) {
|
||||
// character
|
||||
if (1 == body.Data.JoinIndex) {
|
||||
g1.strokeColor = cc.Color.BLUE;
|
||||
} else {
|
||||
g1.strokeColor = cc.Color.RED;
|
||||
}
|
||||
padding = self.snapIntoPlatformOverlap;
|
||||
} else {
|
||||
// barrier
|
||||
g1.strokeColor = cc.Color.WHITE;
|
||||
}
|
||||
const points = body.Shape.Points;
|
||||
const wpos = [body.X - self.spaceOffsetX, body.Y - self.spaceOffsetY];
|
||||
g1.moveTo(wpos[0], wpos[1]);
|
||||
const cnt = points.length;
|
||||
for (let j = 0; j < cnt; j += 1) {
|
||||
const x = wpos[0] + points[j][0],
|
||||
y = wpos[1] + points[j][1];
|
||||
g1.lineTo(x, y);
|
||||
}
|
||||
g1.lineTo(wpos[0], wpos[1]);
|
||||
g1.stroke();
|
||||
}
|
||||
|
||||
const drawer2 = new cc.Node();
|
||||
drawer2.setPosition(cc.v2(0, 0))
|
||||
safelyAddChild(self.node, drawer2);
|
||||
setLocalZOrder(drawer2, 999);
|
||||
const g2 = drawer2.addComponent(cc.Graphics);
|
||||
g2.lineWidth = 2;
|
||||
self.g2 = g2;
|
||||
}
|
||||
},
|
||||
|
||||
onLoad() {
|
||||
const self = this;
|
||||
window.mapIns = self;
|
||||
@ -439,16 +468,6 @@ cc.Class({
|
||||
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();
|
||||
@ -477,37 +496,6 @@ cc.Class({
|
||||
const newBarrierCollider = gopkgs.GenerateConvexPolygonColliderJs(gopkgsBoundary, self.spaceOffsetX, self.spaceOffsetY, gopkgsBarrier, "Barrier");
|
||||
self.gopkgsCollisionSys.Add(newBarrierCollider);
|
||||
|
||||
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: ", newBarrierCollider);
|
||||
++barrierIdCounter;
|
||||
const collisionBarrierIndex = (self.collisionBarrierIndexPrefix + barrierIdCounter);
|
||||
@ -517,7 +505,7 @@ cc.Class({
|
||||
Object.assign(self.selfPlayerInfo, {
|
||||
Id: self.selfPlayerInfo.playerId
|
||||
});
|
||||
|
||||
self.initDebugDrawers();
|
||||
const reqData = window.pb.protos.WsReq.encode({
|
||||
msgId: Date.now(),
|
||||
act: window.UPSYNC_MSG_ACT_PLAYER_COLLIDER_ACK,
|
||||
@ -590,13 +578,13 @@ cc.Class({
|
||||
const jsPlayersArr = new Array().fill(null);
|
||||
for (let k in pbRdf.playersArr) {
|
||||
const pbPlayer = pbRdf.playersArr[k];
|
||||
const jsPlayer = gopkgs.NewPlayerDownsyncJs(pbPlayer.id, pbPlayer.virtualGridX, pbPlayer.virtualGridY, pbPlayer.dirX, pbPlayer.dirY, pbPlayer.velX, pbPlayer.velY, pbPlayer.framesToRecover, pbPlayer.speed, pbPlayer.battleState, pbPlayer.characterState, pbPlayer.joinIndex, pbPlayer.hp, pbPlayer.maxHp, pbPlayer.inAir, pbPlayer.colliderRadius);
|
||||
const jsPlayer = gopkgs.NewPlayerDownsyncJs(pbPlayer.id, pbPlayer.virtualGridX, pbPlayer.virtualGridY, pbPlayer.dirX, pbPlayer.dirY, pbPlayer.velX, pbPlayer.velY, pbPlayer.framesToRecover, pbPlayer.framesInChState, pbPlayer.activeSkillId, pbPlayer.activeSkillHit, pbPlayer.framesInvinsible, pbPlayer.speed, pbPlayer.battleState, pbPlayer.characterState, pbPlayer.joinIndex, pbPlayer.hp, pbPlayer.maxHp, pbPlayer.colliderRadius, pbPlayer.inAir);
|
||||
jsPlayersArr[k] = jsPlayer;
|
||||
}
|
||||
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.pushbackVelX, pbBullet.pushbackVelY, pbBullet.damage, pbBullet.selfLockVelX, pbBullet.selfLockVelY, pbBullet.hitboxOffsetX, pbBullet.hitboxOffsetY, pbBullet.hitboxSizeX, pbBullet.hitboxSizeY, pbBullet.blowUp);
|
||||
jsMeleeBulletsArr.push(jsBullet);
|
||||
}
|
||||
|
||||
@ -638,7 +626,10 @@ cc.Class({
|
||||
}
|
||||
|
||||
// The logic below applies to (window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START == rdf.id || window.RING_BUFF_NON_CONSECUTIVE_SET == dumpRenderCacheRet)
|
||||
self.playerOpPatternToSkillId = pbRdf.playerOpPatternToSkillId;
|
||||
if (null == pbRdf.speciesIdList) {
|
||||
console.error(`pbRdf.speciesIdList is required for starting or resyncing battle!`);
|
||||
}
|
||||
self.chConfigsOrderedByJoinIndex = gopkgs.GetCharacterConfigsOrderedByJoinIndex(pbRdf.speciesIdList);
|
||||
self._initPlayerRichInfoDict(rdf.PlayersArr);
|
||||
|
||||
// Show the top status indicators for IN_BATTLE
|
||||
@ -694,18 +685,19 @@ cc.Class({
|
||||
|
||||
equalPlayers(lhs, rhs) {
|
||||
if (null == lhs || null == rhs) return false;
|
||||
if (lhs.virtualGridX != rhs.virtualGridX) return false;
|
||||
if (lhs.virtualGridY != rhs.virtualGridY) return false;
|
||||
if (lhs.dirX != rhs.dirX) return false;
|
||||
if (lhs.dirY != rhs.dirY) return false;
|
||||
if (lhs.velX != rhs.velX) return false;
|
||||
if (lhs.velY != rhs.velY) return false;
|
||||
if (lhs.speed != rhs.speed) return false;
|
||||
if (lhs.framesToRecover != rhs.framesToRecover) return false;
|
||||
if (lhs.hp != rhs.hp) return false;
|
||||
if (lhs.maxHp != rhs.maxHp) return false;
|
||||
if (lhs.characterState != rhs.characterState) return false;
|
||||
if (lhs.inAir != rhs.inAir) return false;
|
||||
if (lhs.VirtualGridX != rhs.VirtualGridX) return false;
|
||||
if (lhs.VirtualGridY != rhs.VirtualGridY) return false;
|
||||
if (lhs.DirX != rhs.DirX) return false;
|
||||
if (lhs.DirY != rhs.DirY) return false;
|
||||
if (lhs.VelX != rhs.VelX) return false;
|
||||
if (lhs.VelY != rhs.VelY) return false;
|
||||
if (lhs.Speed != rhs.Speed) return false;
|
||||
if (lhs.Hp != rhs.Hp) return false;
|
||||
if (lhs.MaxHp != rhs.MaxHp) return false;
|
||||
if (lhs.CharacterState != rhs.CharacterState) return false;
|
||||
if (lhs.InAir != rhs.InAir) return false;
|
||||
if (lhs.FramesToRecover != rhs.FramesToRecover) return false;
|
||||
if (lhs.FramesInChState != rhs.FramesInChState) return false;
|
||||
return true;
|
||||
},
|
||||
|
||||
@ -770,7 +762,7 @@ cc.Class({
|
||||
}
|
||||
|
||||
if (null == firstPredictedYetIncorrectInputFrameId) return;
|
||||
const renderFrameId1 = self._convertToFirstUsedRenderFrameId(firstPredictedYetIncorrectInputFrameId, self.inputDelayFrames) - 1;
|
||||
const renderFrameId1 = gopkgs.ConvertToFirstUsedRenderFrameId(firstPredictedYetIncorrectInputFrameId) - 1;
|
||||
if (renderFrameId1 >= self.chaserRenderFrameId) return;
|
||||
|
||||
/*
|
||||
@ -829,37 +821,20 @@ batchInputFrameIdRange=[${batch[0].inputFrameId}, ${batch[batch.length - 1].inpu
|
||||
const self = this;
|
||||
const newPlayerNode = cc.instantiate(self.controlledCharacterPrefab)
|
||||
const playerScriptIns = newPlayerNode.getComponent("ControlledCharacter");
|
||||
const chConfig = self.chConfigsOrderedByJoinIndex[joinIndex - 1];
|
||||
playerScriptIns.setSpecies(chConfig.SpeciesName);
|
||||
|
||||
if (1 == joinIndex) {
|
||||
playerScriptIns.setSpecies("SoldierWaterGhost");
|
||||
} else if (2 == joinIndex) {
|
||||
playerScriptIns.setSpecies("UltramanTiga");
|
||||
newPlayerNode.color = cc.Color.RED;
|
||||
} else {
|
||||
newPlayerNode.color = cc.Color.BLUE;
|
||||
}
|
||||
|
||||
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;
|
||||
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=${playerDownsyncInfo.ColliderRadius}`);
|
||||
console.log(`Created new player node: joinIndex=${joinIndex}`);
|
||||
|
||||
safelyAddChild(self.node, newPlayerNode);
|
||||
setLocalZOrder(newPlayerNode, 5);
|
||||
@ -883,8 +858,8 @@ batchInputFrameIdRange=[${batch[0].inputFrameId}, ${batch[batch.length - 1].inpu
|
||||
let st = performance.now();
|
||||
let prevSelfInput = null,
|
||||
currSelfInput = null;
|
||||
const noDelayInputFrameId = self._convertToInputFrameId(self.renderFrameId, 0); // It's important that "inputDelayFrames == 0" here
|
||||
if (self.shouldGenerateInputFrameUpsync(self.renderFrameId)) {
|
||||
const noDelayInputFrameId = gopkgs.ConvertToNoDelayInputFrameId(self.renderFrameId);
|
||||
if (gopkgs.ShouldGenerateInputFrameUpsync(self.renderFrameId)) {
|
||||
[prevSelfInput, currSelfInput] = self.getOrPrefabInputFrameUpsync(noDelayInputFrameId);
|
||||
}
|
||||
|
||||
@ -919,7 +894,7 @@ batchInputFrameIdRange=[${batch[0].inputFrameId}, ${batch[batch.length - 1].inpu
|
||||
*/
|
||||
// [WARNING] Don't try to get "prevRdf(i.e. renderFrameId == latest-1)" by "self.recentRenderCache.getByFrameId(...)" here, as the cache might have been updated by asynchronous "onRoomDownsyncFrame(...)" calls!
|
||||
if (self.othersForcedDownsyncRenderFrameDict.has(rdf.id)) {
|
||||
const delayedInputFrameId = self._convertToInputFrameId(rdf.id, 0);
|
||||
const delayedInputFrameId = gopkgs.ConvertToDelayedInputFrameId(rdf.id);
|
||||
const othersForcedDownsyncRenderFrame = self.othersForcedDownsyncRenderFrameDict.get(rdf.id);
|
||||
if (self.lastAllConfirmedInputFrameId >= delayedInputFrameId && !self.equalRoomDownsyncFrames(othersForcedDownsyncRenderFrame, rdf)) {
|
||||
console.warn(`Mismatched render frame@rdf.id=${rdf.id} w/ inputFrameId=${delayedInputFrameId}:
|
||||
@ -1063,12 +1038,13 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
|
||||
const playersArr = rdf.PlayersArr;
|
||||
for (let k in playersArr) {
|
||||
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);
|
||||
playerRichInfo.scriptIns.updateCharacterAnim(currPlayerDownsync, prevRdfPlayer, false);
|
||||
playerRichInfo.scriptIns.updateCharacterAnim(currPlayerDownsync, prevRdfPlayer, false, chConfig);
|
||||
}
|
||||
|
||||
// Update countdown
|
||||
@ -1087,14 +1063,14 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
|
||||
if (null == currRdf) {
|
||||
throw `Couldn't find renderFrame for i=${i} to rollback (are you using Firefox?), self.renderFrameId=${self.renderFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}, might've been interruptted by onRoomDownsyncFrame`;
|
||||
}
|
||||
const j = self._convertToInputFrameId(i, self.inputDelayFrames);
|
||||
const j = gopkgs.ConvertToDelayedInputFrameId(i);
|
||||
const delayedInputFrame = self.recentInputCache.GetByFrameId(j); // Don't make prediction here, the inputFrameDownsyncs in recentInputCache was already predicted while prefabbing
|
||||
if (null == delayedInputFrame) {
|
||||
// Shouldn't happen!
|
||||
throw `Failed to get cached delayedInputFrame for i=${i}, j=${j}, renderFrameId=${self.renderFrameId}, lastUpsyncInputFrameId=${self.lastUpsyncInputFrameId}, lastAllConfirmedInputFrameId=${self.lastAllConfirmedInputFrameId}, chaserRenderFrameId=${self.chaserRenderFrameId}; recentRenderCache=${self._stringifyRecentRenderCache(false)}, recentInputCache=${self._stringifyRecentInputCache(false)}`;
|
||||
}
|
||||
|
||||
const jPrev = self._convertToInputFrameId(i - 1, self.inputDelayFrames);
|
||||
const jPrev = gopkgs.ConvertToDelayedInputFrameId(i - 1);
|
||||
if (self.frameDataLoggingEnabled) {
|
||||
const actuallyUsedInputClone = delayedInputFrame.InputList.slice();
|
||||
const inputFrameDownsyncClone = {
|
||||
@ -1104,7 +1080,15 @@ othersForcedDownsyncRenderFrame=${JSON.stringify(othersForcedDownsyncRenderFrame
|
||||
};
|
||||
self.rdfIdToActuallyUsedInput.set(currRdf.Id, inputFrameDownsyncClone);
|
||||
}
|
||||
const nextRdf = gopkgs.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs(self.recentInputCache, currRdf, collisionSys, collisionSysMap, self.gravityX, self.gravityY, self.jumpingInitVelY, self.inputDelayFrames, self.inputScaleFrames, self.spaceOffsetX, self.spaceOffsetY, self.snapIntoPlatformOverlap, self.snapIntoPlatformThreshold, self.worldToVirtualGridRatio, self.virtualGridToWorldRatio, self.playerOpPatternToSkillId);
|
||||
const nextRdf = gopkgs.ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs(self.recentInputCache, currRdf, collisionSys, collisionSysMap, self.spaceOffsetX, self.spaceOffsetY, self.chConfigsOrderedByJoinIndex);
|
||||
|
||||
if (3 == nextRdf.PlayersArr[0].ActiveSkillId && 3 != currRdf.PlayersArr[0].ActiveSkillId) {
|
||||
console.log(`Started skill 3 at rdf.Id=${nextRdf.Id}`);
|
||||
self.lastSkill3Started = nextRdf.Id;
|
||||
}
|
||||
if (3 != nextRdf.PlayersArr[0].ActiveSkillId && 3 == currRdf.PlayersArr[0].ActiveSkillId) {
|
||||
console.log(`Stopped skill 3 at rdf.Id=${nextRdf.Id}, duration = ${nextRdf.Id-self.lastSkill3Started}`);
|
||||
}
|
||||
|
||||
if (true == isChasing) {
|
||||
// [WARNING] Move the cursor "self.chaserRenderFrameId" when "true == isChasing", keep in mind that "self.chaserRenderFrameId" is not monotonic!
|
||||
@ -1233,49 +1217,81 @@ actuallyUsedinputList:{${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,
|
||||
rightPadding = self.snapIntoPlatformOverlap,
|
||||
topPadding = self.snapIntoPlatformOverlap,
|
||||
bottomPadding = self.snapIntoPlatformOverlap;
|
||||
if (self.showCriticalCoordinateLabels) {
|
||||
let g = self.g;
|
||||
g.clear();
|
||||
// Hardcoded paddings for now
|
||||
const leftPadding = 0.1,
|
||||
rightPadding = 0.1,
|
||||
topPadding = 0.1,
|
||||
bottomPadding = 0.1;
|
||||
if (self.showCriticalCoordinateLabels && self.g2) {
|
||||
let g2 = self.g2;
|
||||
g2.clear();
|
||||
|
||||
const collisionSpaceObjs = gopkgs.GetCollisionSpaceObjsJs(self.gopkgsCollisionSys);
|
||||
for (let k in collisionSpaceObjs) {
|
||||
const body = collisionSpaceObjs[k];
|
||||
let padding = 0;
|
||||
if (null != body.Data && null != body.Data.JoinIndex) {
|
||||
// character
|
||||
if (1 == body.Data.JoinIndex) {
|
||||
g.strokeColor = cc.Color.BLUE;
|
||||
} else {
|
||||
g.strokeColor = cc.Color.RED;
|
||||
}
|
||||
padding = self.snapIntoPlatformOverlap;
|
||||
for (let k in rdf.PlayersArr) {
|
||||
const player = rdf.PlayersArr[k];
|
||||
if (1 == player.JoinIndex) {
|
||||
g2.strokeColor = cc.Color.BLUE;
|
||||
} else {
|
||||
// barrier
|
||||
g.strokeColor = cc.Color.WHITE;
|
||||
g2.strokeColor = cc.Color.RED;
|
||||
}
|
||||
const points = body.Shape.Points;
|
||||
const wpos = [body.X - self.spaceOffsetX, body.Y - self.spaceOffsetY];
|
||||
g.moveTo(wpos[0], wpos[1]);
|
||||
const cnt = points.length;
|
||||
for (let j = 0; j < cnt; j += 1) {
|
||||
const x = wpos[0] + points[j][0],
|
||||
y = wpos[1] + points[j][1];
|
||||
g.lineTo(x, y);
|
||||
|
||||
let [colliderWidth, colliderHeight] = [player.ColliderRadius * 2, player.ColliderRadius * 4];
|
||||
switch (player.CharacterState) {
|
||||
case ATK_CHARACTER_STATE.LayDown1[0]:
|
||||
[colliderWidth, colliderHeight] = [player.ColliderRadius * 4, player.ColliderRadius * 2];
|
||||
break;
|
||||
case ATK_CHARACTER_STATE.BlownUp1[0]:
|
||||
case ATK_CHARACTER_STATE.InAirIdle1NoJump[0]:
|
||||
case ATK_CHARACTER_STATE.InAirIdle1ByJump[0]:
|
||||
[colliderWidth, colliderHeight] = [player.ColliderRadius * 2, player.ColliderRadius * 2];
|
||||
break;
|
||||
}
|
||||
|
||||
const [halfColliderWidth, halfColliderHeight] = gopkgs.VirtualGridToWorldPos((colliderWidth >> 1), (colliderHeight >> 1));
|
||||
|
||||
const [wx, wy] = gopkgs.VirtualGridToWorldPos(player.VirtualGridX, player.VirtualGridY);
|
||||
const [cx, cy] = gopkgs.WorldToPolygonColliderBLPos(wx, wy, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, 0, 0);
|
||||
const pts = [[0, 0], [leftPadding + halfColliderWidth * 2 + rightPadding, 0], [leftPadding + halfColliderWidth * 2 + rightPadding, bottomPadding + halfColliderHeight * 2 + topPadding], [0, bottomPadding + halfColliderHeight * 2 + topPadding]];
|
||||
|
||||
g2.moveTo(cx, cy);
|
||||
for (let j = 0; j < pts.length; j += 1) {
|
||||
g2.lineTo(pts[j][0] + cx, pts[j][1] + cy);
|
||||
}
|
||||
g2.lineTo(cx, cy);
|
||||
g2.stroke();
|
||||
}
|
||||
|
||||
for (let k in rdf.MeleeBullets) {
|
||||
const meleeBullet = rdf.MeleeBullets[k];
|
||||
if (
|
||||
meleeBullet.Bullet.OriginatedRenderFrameId + meleeBullet.Bullet.StartupFrames <= rdf.Id
|
||||
&&
|
||||
meleeBullet.Bullet.OriginatedRenderFrameId + meleeBullet.Bullet.StartupFrames + meleeBullet.Bullet.ActiveFrames > rdf.Id
|
||||
) {
|
||||
const offender = rdf.PlayersArr[meleeBullet.Bullet.OffenderJoinIndex - 1];
|
||||
if (1 == offender.JoinIndex) {
|
||||
g2.strokeColor = cc.Color.BLUE;
|
||||
} else {
|
||||
g2.strokeColor = cc.Color.RED;
|
||||
}
|
||||
|
||||
let xfac = 1; // By now, straight Punch offset doesn't respect "y-axis"
|
||||
if (0 > offender.DirX) {
|
||||
xfac = -1;
|
||||
}
|
||||
const [bulletWx, bulletWy] = gopkgs.VirtualGridToWorldPos(offender.VirtualGridX + xfac * meleeBullet.Bullet.HitboxOffsetX, offender.VirtualGridY);
|
||||
const [halfColliderWidth, halfColliderHeight] = gopkgs.VirtualGridToWorldPos((meleeBullet.Bullet.HitboxSizeX >> 1), (meleeBullet.Bullet.HitboxSizeY >> 1));
|
||||
const [bulletCx, bulletCy] = gopkgs.WorldToPolygonColliderBLPos(bulletWx, bulletWy, halfColliderWidth, halfColliderHeight, topPadding, bottomPadding, leftPadding, rightPadding, 0, 0);
|
||||
const pts = [[0, 0], [leftPadding + halfColliderWidth * 2 + rightPadding, 0], [leftPadding + halfColliderWidth * 2 + rightPadding, bottomPadding + halfColliderHeight * 2 + topPadding], [0, bottomPadding + halfColliderHeight * 2 + topPadding]];
|
||||
|
||||
g2.moveTo(bulletCx, bulletCy);
|
||||
for (let j = 0; j < pts.length; j += 1) {
|
||||
g2.lineTo(pts[j][0] + bulletCx, pts[j][1] + bulletCy);
|
||||
}
|
||||
g2.lineTo(bulletCx, bulletCy);
|
||||
g2.stroke();
|
||||
}
|
||||
g.lineTo(wpos[0], wpos[1]);
|
||||
g.stroke();
|
||||
}
|
||||
}
|
||||
},
|
||||
|
@ -28,8 +28,6 @@ cc.Class({
|
||||
|
||||
/** Init required prefab ended. */
|
||||
|
||||
self.inputDelayFrames = 8;
|
||||
self.inputScaleFrames = 2;
|
||||
self.inputFrameUpsyncDelayTolerance = 2;
|
||||
self.collisionMinStep = 8;
|
||||
|
||||
@ -40,24 +38,6 @@ cc.Class({
|
||||
self.rollbackEstimatedDtNanos = 16666666;
|
||||
self.tooFastDtIntervalMillis = 0.5 * self.rollbackEstimatedDtMillis;
|
||||
|
||||
self.worldToVirtualGridRatio = 1000;
|
||||
self.virtualGridToWorldRatio = 1.0 / self.worldToVirtualGridRatio;
|
||||
const opJoinIndexPrefix1 = (1 << 8);
|
||||
const opJoinIndexPrefix2 = (2 << 8);
|
||||
self.playerOpPatternToSkillId = {};
|
||||
self.playerOpPatternToSkillId[opJoinIndexPrefix1 + 0] = 1;
|
||||
self.playerOpPatternToSkillId[opJoinIndexPrefix2 + 0] = 1;
|
||||
|
||||
/*
|
||||
[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 +66,8 @@ 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;
|
||||
@ -105,42 +83,17 @@ cc.Class({
|
||||
const newBarrierCollider = gopkgs.GenerateConvexPolygonColliderJs(gopkgsBoundary, self.spaceOffsetX, self.spaceOffsetY, gopkgsBarrier, "Barrier");
|
||||
self.gopkgsCollisionSys.Add(newBarrierCollider);
|
||||
|
||||
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: ", newBarrierCollider);
|
||||
++barrierIdCounter;
|
||||
const collisionBarrierIndex = (self.collisionBarrierIndexPrefix + barrierIdCounter);
|
||||
self.gopkgsCollisionSysMap[collisionBarrierIndex] = newBarrierCollider;
|
||||
}
|
||||
self.initDebugDrawers();
|
||||
|
||||
const p1Vpos = gopkgs.WorldToVirtualGridPos(boundaryObjs.playerStartingPositions[0].x, boundaryObjs.playerStartingPositions[0].y);
|
||||
const p2Vpos = gopkgs.WorldToVirtualGridPos(boundaryObjs.playerStartingPositions[1].x, boundaryObjs.playerStartingPositions[1].y);
|
||||
const speedV = gopkgs.WorldToVirtualGridPos(1.0, 0);
|
||||
const colliderRadiusV = gopkgs.WorldToVirtualGridPos(12.0, 0);
|
||||
|
||||
const startRdf = window.pb.protos.RoomDownsyncFrame.create({
|
||||
id: window.MAGIC_ROOM_DOWNSYNC_FRAME_ID.BATTLE_START,
|
||||
@ -148,13 +101,13 @@ cc.Class({
|
||||
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,
|
||||
colliderRadius: 12,
|
||||
characterState: window.ATK_CHARACTER_STATE.InAirIdle1[0],
|
||||
virtualGridX: p1Vpos[0],
|
||||
virtualGridY: p1Vpos[1],
|
||||
speed: speedV[0],
|
||||
colliderRadius: colliderRadiusV[0],
|
||||
characterState: window.ATK_CHARACTER_STATE.InAirIdle1NoJump[0],
|
||||
framesToRecover: 0,
|
||||
dirX: 0,
|
||||
dirX: +2,
|
||||
dirY: 0,
|
||||
velX: 0,
|
||||
velY: 0,
|
||||
@ -163,19 +116,20 @@ cc.Class({
|
||||
window.pb.protos.PlayerDownsync.create({
|
||||
id: 11,
|
||||
joinIndex: 2,
|
||||
virtualGridX: boundaryObjs.playerStartingPositions[1].x * self.worldToVirtualGridRatio,
|
||||
virtualGridY: boundaryObjs.playerStartingPositions[1].y * self.worldToVirtualGridRatio,
|
||||
speed: 1 * self.worldToVirtualGridRatio,
|
||||
colliderRadius: 12,
|
||||
characterState: window.ATK_CHARACTER_STATE.InAirIdle1[0],
|
||||
virtualGridX: p2Vpos[0],
|
||||
virtualGridY: p2Vpos[1],
|
||||
speed: speedV[0],
|
||||
colliderRadius: colliderRadiusV[0],
|
||||
characterState: window.ATK_CHARACTER_STATE.InAirIdle1NoJump[0],
|
||||
framesToRecover: 0,
|
||||
dirX: 0,
|
||||
dirX: -2,
|
||||
dirY: 0,
|
||||
velX: 0,
|
||||
velY: 0,
|
||||
inAir: true,
|
||||
}),
|
||||
]
|
||||
],
|
||||
speciesIdList: [1, 0],
|
||||
});
|
||||
|
||||
self.selfPlayerInfo = {
|
||||
@ -202,8 +156,8 @@ cc.Class({
|
||||
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 noDelayInputFrameId = gopkgs.ConvertToNoDelayInputFrameId(self.renderFrameId); // It's important that "inputDelayFrames == 0" here
|
||||
if (gopkgs.ShouldGenerateInputFrameUpsync(self.renderFrameId)) {
|
||||
const prevAndCurrInputs = self.getOrPrefabInputFrameUpsync(noDelayInputFrameId);
|
||||
prevSelfInput = prevAndCurrInputs[0];
|
||||
currSelfInput = prevAndCurrInputs[1];
|
||||
|
File diff suppressed because one or more lines are too long
@ -1,9 +0,0 @@
|
||||
{
|
||||
"ver": "1.0.5",
|
||||
"uuid": "da0a517f-5c74-4fc0-ba89-dbcee184b13e",
|
||||
"isPlugin": false,
|
||||
"loadPluginInWeb": true,
|
||||
"loadPluginInNative": true,
|
||||
"loadPluginInEditor": false,
|
||||
"subMetas": {}
|
||||
}
|
File diff suppressed because it is too large
Load Diff
@ -7,12 +7,33 @@ import (
|
||||
|
||||
const (
|
||||
MAX_FLOAT64 = 1.7e+308
|
||||
MAX_INT32 = int32(999999999)
|
||||
COLLISION_PLAYER_INDEX_PREFIX = (1 << 17)
|
||||
COLLISION_BARRIER_INDEX_PREFIX = (1 << 16)
|
||||
COLLISION_BULLET_INDEX_PREFIX = (1 << 15)
|
||||
|
||||
PATTERN_ID_UNABLE_TO_OP = -2
|
||||
PATTERN_ID_NO_OP = -1
|
||||
|
||||
WORLD_TO_VIRTUAL_GRID_RATIO = float64(100)
|
||||
VIRTUAL_GRID_TO_WORLD_RATIO = float64(1.0) / WORLD_TO_VIRTUAL_GRID_RATIO
|
||||
|
||||
GRAVITY_X = int32(0)
|
||||
GRAVITY_Y = -int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO) // makes all "playerCollider.Y" a multiple of 0.5 in all cases
|
||||
|
||||
INPUT_DELAY_FRAMES = int32(8) // in the count of render frames
|
||||
INPUT_SCALE_FRAMES = uint32(2) // inputDelayedAndScaledFrameId = ((originalFrameId - InputDelayFrames) >> InputScaleFrames)
|
||||
NST_DELAY_FRAMES = int32(16) // network-single-trip delay in the count of render frames, proposed to be (InputDelayFrames >> 1) because we expect a round-trip delay to be exactly "InputDelayFrames"
|
||||
|
||||
SP_ATK_LOOKUP_FRAMES = int32(5)
|
||||
|
||||
SNAP_INTO_PLATFORM_OVERLAP = float64(0.1)
|
||||
SNAP_INTO_PLATFORM_THRESHOLD = float64(0.5)
|
||||
|
||||
NO_SKILL = -1
|
||||
NO_SKILL_HIT = -1
|
||||
|
||||
NO_LOCK_VEL = int32(-1)
|
||||
)
|
||||
|
||||
// These directions are chosen such that when speed is changed to "(speedX+delta, speedY+delta)" for any of them, the direction is unchanged.
|
||||
@ -28,47 +49,87 @@ var DIRECTION_DECODER = [][]int32{
|
||||
{-1, +1},
|
||||
}
|
||||
|
||||
var skillIdToBullet = map[int]interface{}{
|
||||
1: &MeleeBullet{
|
||||
Bullet: Bullet{
|
||||
// for offender
|
||||
StartupFrames: int32(5),
|
||||
ActiveFrames: int32(10),
|
||||
RecoveryFrames: int32(34),
|
||||
RecoveryFramesOnBlock: int32(34),
|
||||
RecoveryFramesOnHit: int32(34),
|
||||
HitboxOffset: float64(12.0), // should be about the radius of the PlayerCollider
|
||||
|
||||
// for defender
|
||||
HitStunFrames: int32(18),
|
||||
BlockStunFrames: int32(9),
|
||||
Pushback: float64(8.0),
|
||||
ReleaseTriggerType: int32(1), // 1: rising-edge, 2: falling-edge
|
||||
Damage: int32(5),
|
||||
|
||||
SelfMoveforwardX: 0,
|
||||
SelfMoveforwardY: 0,
|
||||
HitboxSizeX: 24.0,
|
||||
HitboxSizeY: 32.0,
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
const (
|
||||
ATK_CHARACTER_STATE_IDLE1 = int32(0)
|
||||
ATK_CHARACTER_STATE_WALKING = int32(1)
|
||||
ATK_CHARACTER_STATE_ATK1 = int32(2)
|
||||
ATK_CHARACTER_STATE_ATKED1 = int32(3)
|
||||
ATK_CHARACTER_STATE_INAIR_IDLE1 = int32(4)
|
||||
ATK_CHARACTER_STATE_INAIR_ATK1 = int32(5)
|
||||
ATK_CHARACTER_STATE_INAIR_ATKED1 = int32(6)
|
||||
ATK_CHARACTER_STATE_IDLE1 = int32(0)
|
||||
ATK_CHARACTER_STATE_WALKING = int32(1)
|
||||
ATK_CHARACTER_STATE_ATK1 = int32(2)
|
||||
ATK_CHARACTER_STATE_ATKED1 = int32(3)
|
||||
ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP = int32(4)
|
||||
ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP = int32(5)
|
||||
ATK_CHARACTER_STATE_INAIR_ATK1 = int32(6)
|
||||
ATK_CHARACTER_STATE_INAIR_ATKED1 = int32(7)
|
||||
ATK_CHARACTER_STATE_BLOWN_UP1 = int32(8)
|
||||
ATK_CHARACTER_STATE_LAY_DOWN1 = int32(9)
|
||||
ATK_CHARACTER_STATE_GET_UP1 = int32(10)
|
||||
|
||||
ATK_CHARACTER_STATE_ATK2 = int32(11)
|
||||
ATK_CHARACTER_STATE_ATK3 = int32(12)
|
||||
)
|
||||
|
||||
func ConvertToInputFrameId(renderFrameId int32, inputDelayFrames int32, inputScaleFrames uint32) int32 {
|
||||
if renderFrameId < inputDelayFrames {
|
||||
var inAirSet = map[int32]bool{
|
||||
ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP: true,
|
||||
ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP: true,
|
||||
ATK_CHARACTER_STATE_INAIR_ATK1: true,
|
||||
ATK_CHARACTER_STATE_INAIR_ATKED1: true,
|
||||
ATK_CHARACTER_STATE_BLOWN_UP1: true,
|
||||
}
|
||||
|
||||
var noOpSet = map[int32]bool{
|
||||
ATK_CHARACTER_STATE_ATKED1: true,
|
||||
ATK_CHARACTER_STATE_INAIR_ATKED1: true,
|
||||
ATK_CHARACTER_STATE_BLOWN_UP1: true,
|
||||
ATK_CHARACTER_STATE_LAY_DOWN1: true,
|
||||
// During the invinsible frames of GET_UP1, the player is allowed to take any action
|
||||
}
|
||||
|
||||
var invinsibleSet = map[int32]bool{
|
||||
ATK_CHARACTER_STATE_BLOWN_UP1: true,
|
||||
ATK_CHARACTER_STATE_LAY_DOWN1: true,
|
||||
ATK_CHARACTER_STATE_GET_UP1: true,
|
||||
}
|
||||
|
||||
var nonAttackingSet = map[int32]bool{
|
||||
ATK_CHARACTER_STATE_IDLE1: true,
|
||||
ATK_CHARACTER_STATE_WALKING: true,
|
||||
ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP: true,
|
||||
ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP: true,
|
||||
ATK_CHARACTER_STATE_ATKED1: true,
|
||||
ATK_CHARACTER_STATE_INAIR_ATKED1: true,
|
||||
ATK_CHARACTER_STATE_BLOWN_UP1: true,
|
||||
ATK_CHARACTER_STATE_LAY_DOWN1: true,
|
||||
ATK_CHARACTER_STATE_GET_UP1: true,
|
||||
}
|
||||
|
||||
func ShouldPrefabInputFrameDownsync(prevRenderFrameId int32, renderFrameId int32) (bool, int32) {
|
||||
for i := prevRenderFrameId + 1; i <= renderFrameId; i++ {
|
||||
if (0 <= i) && (0 == (i & ((1 << INPUT_SCALE_FRAMES) - 1))) {
|
||||
return true, i
|
||||
}
|
||||
}
|
||||
return false, -1
|
||||
}
|
||||
|
||||
func ShouldGenerateInputFrameUpsync(renderFrameId int32) bool {
|
||||
return ((renderFrameId & ((1 << INPUT_SCALE_FRAMES) - 1)) == 0)
|
||||
}
|
||||
|
||||
func ConvertToDelayedInputFrameId(renderFrameId int32) int32 {
|
||||
if renderFrameId < INPUT_DELAY_FRAMES {
|
||||
return 0
|
||||
}
|
||||
return ((renderFrameId - inputDelayFrames) >> inputScaleFrames)
|
||||
return ((renderFrameId - INPUT_DELAY_FRAMES) >> INPUT_SCALE_FRAMES)
|
||||
}
|
||||
|
||||
func ConvertToNoDelayInputFrameId(renderFrameId int32) int32 {
|
||||
return (renderFrameId >> INPUT_SCALE_FRAMES)
|
||||
}
|
||||
|
||||
func ConvertToFirstUsedRenderFrameId(inputFrameId int32) int32 {
|
||||
return ((inputFrameId << INPUT_SCALE_FRAMES) + INPUT_DELAY_FRAMES)
|
||||
}
|
||||
|
||||
func ConvertToLastUsedRenderFrameId(inputFrameId int32) int32 {
|
||||
return ((inputFrameId << INPUT_SCALE_FRAMES) + INPUT_DELAY_FRAMES + (1 << INPUT_SCALE_FRAMES) - 1)
|
||||
}
|
||||
|
||||
func decodeInput(encodedInput uint64) *InputFrameDecoded {
|
||||
@ -250,18 +311,18 @@ func isPolygonPairSeparatedByDir(a, b *resolv.ConvexPolygon, e resolv.Vector, re
|
||||
return false
|
||||
}
|
||||
|
||||
func WorldToVirtualGridPos(wx, wy, worldToVirtualGridRatio float64) (int32, int32) {
|
||||
func WorldToVirtualGridPos(wx, wy float64) (int32, int32) {
|
||||
// [WARNING] Introduces loss of precision!
|
||||
// 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.
|
||||
var virtualGridX int32 = int32(math.Floor(wx * worldToVirtualGridRatio))
|
||||
var virtualGridY int32 = int32(math.Floor(wy * worldToVirtualGridRatio))
|
||||
var virtualGridX int32 = int32(math.Floor(wx * WORLD_TO_VIRTUAL_GRID_RATIO))
|
||||
var virtualGridY int32 = int32(math.Floor(wy * WORLD_TO_VIRTUAL_GRID_RATIO))
|
||||
return virtualGridX, virtualGridY
|
||||
}
|
||||
|
||||
func VirtualGridToWorldPos(vx, vy int32, virtualGridToWorldRatio float64) (float64, float64) {
|
||||
func VirtualGridToWorldPos(vx, vy int32) (float64, float64) {
|
||||
// No loss of precision
|
||||
var wx float64 = float64(vx) * virtualGridToWorldRatio
|
||||
var wy float64 = float64(vy) * virtualGridToWorldRatio
|
||||
var wx float64 = float64(vx) * VIRTUAL_GRID_TO_WORLD_RATIO
|
||||
var wy float64 = float64(vy) * VIRTUAL_GRID_TO_WORLD_RATIO
|
||||
return wx, wy
|
||||
}
|
||||
|
||||
@ -273,13 +334,13 @@ func PolygonColliderBLToWorldPos(cx, cy, halfBoundingW, halfBoundingH, topPaddin
|
||||
return cx + halfBoundingW + leftPadding - collisionSpaceOffsetX, cy + halfBoundingH + bottomPadding - collisionSpaceOffsetY
|
||||
}
|
||||
|
||||
func PolygonColliderBLToVirtualGridPos(cx, cy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64, worldToVirtualGridRatio float64) (int32, int32) {
|
||||
func PolygonColliderBLToVirtualGridPos(cx, cy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (int32, int32) {
|
||||
wx, wy := PolygonColliderBLToWorldPos(cx, cy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY)
|
||||
return WorldToVirtualGridPos(wx, wy, worldToVirtualGridRatio)
|
||||
return WorldToVirtualGridPos(wx, wy)
|
||||
}
|
||||
|
||||
func VirtualGridToPolygonColliderBLPos(vx, vy int32, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64, virtualGridToWorldRatio float64) (float64, float64) {
|
||||
wx, wy := VirtualGridToWorldPos(vx, vy, virtualGridToWorldRatio)
|
||||
func VirtualGridToPolygonColliderBLPos(vx, vy int32, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY float64) (float64, float64) {
|
||||
wx, wy := VirtualGridToWorldPos(vx, vy)
|
||||
return WorldToPolygonColliderBLPos(wx, wy, halfBoundingW, halfBoundingH, topPadding, bottomPadding, leftPadding, rightPadding, collisionSpaceOffsetX, collisionSpaceOffsetY)
|
||||
}
|
||||
|
||||
@ -321,15 +382,19 @@ func calcHardPushbacksNorms(joinIndex int32, playerCollider *resolv.Object, play
|
||||
return &ret
|
||||
}
|
||||
|
||||
func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync, currRenderFrame *RoomDownsyncFrame, inputsBuffer *RingBuffer, inputDelayFrames int32, inputScaleFrames uint32) (int, bool, int32, int32) {
|
||||
func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync, currRenderFrame *RoomDownsyncFrame, inputsBuffer *RingBuffer) (int, bool, int32, int32) {
|
||||
// returns (patternId, jumpedOrNot, effectiveDx, effectiveDy)
|
||||
delayedInputFrameId := ConvertToInputFrameId(currRenderFrame.Id, inputDelayFrames, inputScaleFrames)
|
||||
delayedInputFrameIdForPrevRdf := ConvertToInputFrameId(currRenderFrame.Id-1, inputDelayFrames, inputScaleFrames)
|
||||
delayedInputFrameId := ConvertToDelayedInputFrameId(currRenderFrame.Id)
|
||||
delayedInputFrameIdForPrevRdf := ConvertToDelayedInputFrameId(currRenderFrame.Id - 1)
|
||||
|
||||
if 0 >= delayedInputFrameId {
|
||||
return PATTERN_ID_UNABLE_TO_OP, false, 0, 0
|
||||
}
|
||||
|
||||
if _, existent := noOpSet[currPlayerDownsync.CharacterState]; existent {
|
||||
return PATTERN_ID_UNABLE_TO_OP, false, 0, 0
|
||||
}
|
||||
|
||||
delayedInputList := inputsBuffer.GetByFrameId(delayedInputFrameId).(*InputFrameDownsync).InputList
|
||||
var delayedInputListForPrevRdf []uint64 = nil
|
||||
if 0 < delayedInputFrameIdForPrevRdf {
|
||||
@ -338,11 +403,8 @@ func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync,
|
||||
|
||||
jumpedOrNot := false
|
||||
joinIndex := currPlayerDownsync.JoinIndex
|
||||
if 0 < currPlayerDownsync.FramesToRecover {
|
||||
return PATTERN_ID_UNABLE_TO_OP, false, 0, 0
|
||||
}
|
||||
decodedInput := decodeInput(delayedInputList[joinIndex-1])
|
||||
effDx, effDy := decodedInput.Dx, decodedInput.Dy
|
||||
effDx, effDy := int32(0), int32(0)
|
||||
prevBtnALevel, prevBtnBLevel := int32(0), int32(0)
|
||||
if nil != delayedInputListForPrevRdf {
|
||||
prevDecodedInput := decodeInput(delayedInputListForPrevRdf[joinIndex-1])
|
||||
@ -350,121 +412,164 @@ func deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame *PlayerDownsync,
|
||||
prevBtnBLevel = prevDecodedInput.BtnBLevel
|
||||
}
|
||||
|
||||
if decodedInput.BtnBLevel > prevBtnBLevel {
|
||||
characStateAlreadyInAir := false
|
||||
if ATK_CHARACTER_STATE_INAIR_IDLE1 == currPlayerDownsync.CharacterState || ATK_CHARACTER_STATE_INAIR_ATK1 == currPlayerDownsync.CharacterState || ATK_CHARACTER_STATE_INAIR_ATKED1 == currPlayerDownsync.CharacterState {
|
||||
characStateAlreadyInAir = true
|
||||
}
|
||||
characStateIsInterruptWaivable := false
|
||||
if ATK_CHARACTER_STATE_IDLE1 == currPlayerDownsync.CharacterState || ATK_CHARACTER_STATE_WALKING == currPlayerDownsync.CharacterState || ATK_CHARACTER_STATE_INAIR_IDLE1 == currPlayerDownsync.CharacterState {
|
||||
characStateIsInterruptWaivable = true
|
||||
}
|
||||
if !characStateAlreadyInAir && characStateIsInterruptWaivable {
|
||||
jumpedOrNot = true
|
||||
if 0 == currPlayerDownsync.FramesToRecover {
|
||||
// Jumping and moving are only allowed here
|
||||
effDx, effDy = decodedInput.Dx, decodedInput.Dy
|
||||
if decodedInput.BtnBLevel > prevBtnBLevel {
|
||||
if _, existent := inAirSet[currPlayerDownsync.CharacterState]; !existent {
|
||||
jumpedOrNot = true
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
patternId := PATTERN_ID_NO_OP
|
||||
if decodedInput.BtnALevel > prevBtnALevel {
|
||||
patternId = 0
|
||||
effDx, effDy = 0, 0 // Most patterns/skills should not allow simultaneous movement
|
||||
patternId = 1
|
||||
}
|
||||
|
||||
return patternId, jumpedOrNot, effDx, effDy
|
||||
}
|
||||
|
||||
// [WARNING] The params of this method is carefully tuned such that only "battle.RoomDownsyncFrame" is a necessary custom struct.
|
||||
func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer, currRenderFrame *RoomDownsyncFrame, collisionSys *resolv.Space, collisionSysMap map[int32]*resolv.Object, gravityX, gravityY, jumpingInitVelY, inputDelayFrames int32, inputScaleFrames uint32, collisionSpaceOffsetX, collisionSpaceOffsetY, snapIntoPlatformOverlap, snapIntoPlatformThreshold, worldToVirtualGridRatio, virtualGridToWorldRatio float64, playerOpPatternToSkillId map[int]int) *RoomDownsyncFrame {
|
||||
func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer, currRenderFrame *RoomDownsyncFrame, collisionSys *resolv.Space, collisionSysMap map[int32]*resolv.Object, collisionSpaceOffsetX, collisionSpaceOffsetY float64, chConfigsOrderedByJoinIndex []*CharacterConfig) *RoomDownsyncFrame {
|
||||
// [WARNING] On backend this function MUST BE called while "InputsBufferLock" is locked!
|
||||
roomCapacity := len(currRenderFrame.PlayersArr)
|
||||
nextRenderFramePlayers := make([]*PlayerDownsync, roomCapacity)
|
||||
// Make a copy first
|
||||
for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
|
||||
nextRenderFramePlayers[i] = &PlayerDownsync{
|
||||
Id: currPlayerDownsync.Id,
|
||||
VirtualGridX: currPlayerDownsync.VirtualGridX,
|
||||
VirtualGridY: currPlayerDownsync.VirtualGridY,
|
||||
DirX: currPlayerDownsync.DirX,
|
||||
DirY: currPlayerDownsync.DirY,
|
||||
VelX: currPlayerDownsync.VelX,
|
||||
VelY: currPlayerDownsync.VelY,
|
||||
CharacterState: currPlayerDownsync.CharacterState,
|
||||
InAir: true,
|
||||
Speed: currPlayerDownsync.Speed,
|
||||
BattleState: currPlayerDownsync.BattleState,
|
||||
Score: currPlayerDownsync.Score,
|
||||
Removed: currPlayerDownsync.Removed,
|
||||
JoinIndex: currPlayerDownsync.JoinIndex,
|
||||
FramesToRecover: currPlayerDownsync.FramesToRecover - 1,
|
||||
Hp: currPlayerDownsync.Hp,
|
||||
MaxHp: currPlayerDownsync.MaxHp,
|
||||
Id: currPlayerDownsync.Id,
|
||||
VirtualGridX: currPlayerDownsync.VirtualGridX,
|
||||
VirtualGridY: currPlayerDownsync.VirtualGridY,
|
||||
DirX: currPlayerDownsync.DirX,
|
||||
DirY: currPlayerDownsync.DirY,
|
||||
VelX: currPlayerDownsync.VelX,
|
||||
VelY: currPlayerDownsync.VelY,
|
||||
CharacterState: currPlayerDownsync.CharacterState,
|
||||
InAir: true,
|
||||
Speed: currPlayerDownsync.Speed,
|
||||
BattleState: currPlayerDownsync.BattleState,
|
||||
Score: currPlayerDownsync.Score,
|
||||
Removed: currPlayerDownsync.Removed,
|
||||
JoinIndex: currPlayerDownsync.JoinIndex,
|
||||
Hp: currPlayerDownsync.Hp,
|
||||
MaxHp: currPlayerDownsync.MaxHp,
|
||||
FramesToRecover: currPlayerDownsync.FramesToRecover - 1,
|
||||
FramesInChState: currPlayerDownsync.FramesInChState + 1,
|
||||
ActiveSkillId: currPlayerDownsync.ActiveSkillId,
|
||||
ActiveSkillHit: currPlayerDownsync.ActiveSkillHit,
|
||||
FramesInvinsible: currPlayerDownsync.FramesInvinsible - 1,
|
||||
ColliderRadius: currPlayerDownsync.ColliderRadius,
|
||||
}
|
||||
if nextRenderFramePlayers[i].FramesToRecover < 0 {
|
||||
nextRenderFramePlayers[i].FramesToRecover = 0
|
||||
}
|
||||
if nextRenderFramePlayers[i].FramesInvinsible < 0 {
|
||||
nextRenderFramePlayers[i].FramesInvinsible = 0
|
||||
}
|
||||
}
|
||||
|
||||
nextRenderFrameMeleeBullets := make([]*MeleeBullet, 0, len(currRenderFrame.MeleeBullets)) // Is there any better way to reduce malloc/free impact, e.g. smart prediction for fixed memory allocation?
|
||||
effPushbacks := make([]Vec2D, roomCapacity)
|
||||
hardPushbackNorms := make([]*[]Vec2D, roomCapacity)
|
||||
jumpedOrNotList := make([]bool, roomCapacity)
|
||||
|
||||
// 1. Process player inputs
|
||||
for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
|
||||
jumpedOrNotList[i] = false
|
||||
chConfig := chConfigsOrderedByJoinIndex[i]
|
||||
thatPlayerInNextFrame := nextRenderFramePlayers[i]
|
||||
patternId, jumpedOrNot, effDx, effDy := deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame, currRenderFrame, inputsBuffer, inputDelayFrames, inputScaleFrames)
|
||||
if PATTERN_ID_UNABLE_TO_OP == patternId {
|
||||
continue
|
||||
}
|
||||
patternId, jumpedOrNot, effDx, effDy := deriveOpPattern(currPlayerDownsync, thatPlayerInNextFrame, currRenderFrame, inputsBuffer)
|
||||
|
||||
if jumpedOrNot {
|
||||
thatPlayerInNextFrame.VelY = jumpingInitVelY
|
||||
thatPlayerInNextFrame.VirtualGridY += jumpingInitVelY // Immediately gets out of any snapping
|
||||
thatPlayerInNextFrame.VelY = int32(chConfig.JumpingInitVelY)
|
||||
jumpedOrNotList[i] = true
|
||||
}
|
||||
joinIndex := currPlayerDownsync.JoinIndex
|
||||
if PATTERN_ID_NO_OP != patternId {
|
||||
if skillId, existent := playerOpPatternToSkillId[(int(joinIndex)<<uint(8))+patternId]; existent {
|
||||
skillConfig := skillIdToBullet[skillId].(*MeleeBullet) // Hardcoded type "MeleeBullet" for now
|
||||
var newMeleeBullet MeleeBullet = *skillConfig
|
||||
newMeleeBullet.OffenderJoinIndex = joinIndex
|
||||
newMeleeBullet.OffenderPlayerId = currPlayerDownsync.Id
|
||||
newMeleeBullet.OriginatedRenderFrameId = currRenderFrame.Id
|
||||
nextRenderFrameMeleeBullets = append(nextRenderFrameMeleeBullets, &newMeleeBullet)
|
||||
thatPlayerInNextFrame.FramesToRecover = newMeleeBullet.RecoveryFrames
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATK1
|
||||
if false == currPlayerDownsync.InAir {
|
||||
thatPlayerInNextFrame.VelX = 0
|
||||
skillId := chConfig.SkillMapper(patternId, currPlayerDownsync)
|
||||
if skillConfig, existent := skills[skillId]; existent {
|
||||
thatPlayerInNextFrame.ActiveSkillId = int32(skillId)
|
||||
thatPlayerInNextFrame.ActiveSkillHit = 0
|
||||
|
||||
// Hardcoded to use only the first hit for now
|
||||
switch v := skillConfig.Hits[thatPlayerInNextFrame.ActiveSkillHit].(type) {
|
||||
case *MeleeBullet:
|
||||
var newBullet MeleeBullet = *v // Copied primitive fields into an onstack variable
|
||||
newBullet.OriginatedRenderFrameId = currRenderFrame.Id
|
||||
newBullet.OffenderJoinIndex = joinIndex
|
||||
nextRenderFrameMeleeBullets = append(nextRenderFrameMeleeBullets, &newBullet)
|
||||
thatPlayerInNextFrame.FramesToRecover = skillConfig.RecoveryFrames
|
||||
|
||||
hasLockVel := false
|
||||
if NO_LOCK_VEL != v.SelfLockVelX {
|
||||
hasLockVel = true
|
||||
xfac := int32(1)
|
||||
if 0 > thatPlayerInNextFrame.DirX {
|
||||
xfac = -xfac
|
||||
}
|
||||
thatPlayerInNextFrame.VelX = xfac * v.SelfLockVelX
|
||||
}
|
||||
if NO_LOCK_VEL != v.SelfLockVelY {
|
||||
hasLockVel = true
|
||||
thatPlayerInNextFrame.VelY = v.SelfLockVelY
|
||||
}
|
||||
if false == hasLockVel {
|
||||
if false == currPlayerDownsync.InAir {
|
||||
thatPlayerInNextFrame.VelX = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
continue
|
||||
|
||||
thatPlayerInNextFrame.CharacterState = skillConfig.BoundChState
|
||||
continue // Don't allow movement if skill is used
|
||||
}
|
||||
|
||||
if 0 != effDx || 0 != effDy {
|
||||
thatPlayerInNextFrame.DirX, thatPlayerInNextFrame.DirY = effDx, effDy
|
||||
thatPlayerInNextFrame.VelX = effDx * currPlayerDownsync.Speed
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_WALKING
|
||||
} else {
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
|
||||
thatPlayerInNextFrame.VelX = 0
|
||||
if 0 == currPlayerDownsync.FramesToRecover {
|
||||
if 0 != effDx || 0 != effDy {
|
||||
thatPlayerInNextFrame.DirX, thatPlayerInNextFrame.DirY = effDx, effDy
|
||||
thatPlayerInNextFrame.VelX = effDx * currPlayerDownsync.Speed
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_WALKING
|
||||
} else {
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
|
||||
thatPlayerInNextFrame.VelX = 0
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 2. Process player movement
|
||||
playerColliders := make([]*resolv.Object, len(currRenderFrame.PlayersArr), len(currRenderFrame.PlayersArr)) // Will all be removed at the end of this function due to the need for being rollback-compatible
|
||||
for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
|
||||
joinIndex := currPlayerDownsync.JoinIndex
|
||||
effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y = float64(0), float64(0)
|
||||
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
|
||||
playerCollider := collisionSysMap[collisionPlayerIndex]
|
||||
thatPlayerInNextFrame := nextRenderFramePlayers[i]
|
||||
|
||||
chConfig := chConfigsOrderedByJoinIndex[i]
|
||||
// Reset playerCollider position from the "virtual grid position"
|
||||
newVx, newVy := currPlayerDownsync.VirtualGridX+currPlayerDownsync.VelX, currPlayerDownsync.VirtualGridY+currPlayerDownsync.VelY
|
||||
if jumpedOrNotList[i] {
|
||||
newVy += chConfig.JumpingInitVelY // Immediately gets out of any snapping
|
||||
}
|
||||
|
||||
playerCollider.X, playerCollider.Y = VirtualGridToPolygonColliderBLPos(newVx, newVy, playerCollider.W*0.5, playerCollider.H*0.5, 0, 0, 0, 0, collisionSpaceOffsetX, collisionSpaceOffsetY, virtualGridToWorldRatio)
|
||||
// Update in the collision system
|
||||
playerCollider.Update()
|
||||
wx, wy := VirtualGridToWorldPos(newVx, newVy)
|
||||
colliderWidth, colliderHeight := currPlayerDownsync.ColliderRadius*2, currPlayerDownsync.ColliderRadius*4
|
||||
switch currPlayerDownsync.CharacterState {
|
||||
case ATK_CHARACTER_STATE_LAY_DOWN1:
|
||||
colliderWidth, colliderHeight = currPlayerDownsync.ColliderRadius*4, currPlayerDownsync.ColliderRadius*2
|
||||
case ATK_CHARACTER_STATE_BLOWN_UP1, ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP, ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP:
|
||||
colliderWidth, colliderHeight = currPlayerDownsync.ColliderRadius*2, currPlayerDownsync.ColliderRadius*2
|
||||
}
|
||||
|
||||
colliderWorldWidth, colliderWorldHeight := VirtualGridToWorldPos(colliderWidth, colliderHeight)
|
||||
|
||||
playerCollider := GenerateRectCollider(wx, wy, colliderWorldWidth, colliderWorldHeight, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, collisionSpaceOffsetX, collisionSpaceOffsetY, currPlayerDownsync, "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
|
||||
playerColliders[i] = playerCollider
|
||||
|
||||
// Add to collision system
|
||||
collisionSys.Add(playerCollider)
|
||||
|
||||
thatPlayerInNextFrame := nextRenderFramePlayers[i]
|
||||
if currPlayerDownsync.InAir {
|
||||
thatPlayerInNextFrame.VelX += gravityX
|
||||
thatPlayerInNextFrame.VelY += gravityY
|
||||
thatPlayerInNextFrame.VelX += GRAVITY_X
|
||||
thatPlayerInNextFrame.VelY += GRAVITY_Y
|
||||
}
|
||||
}
|
||||
|
||||
@ -474,13 +579,13 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
|
||||
if (meleeBullet.OriginatedRenderFrameId+meleeBullet.StartupFrames <= currRenderFrame.Id) && (meleeBullet.OriginatedRenderFrameId+meleeBullet.StartupFrames+meleeBullet.ActiveFrames > currRenderFrame.Id) {
|
||||
offender := currRenderFrame.PlayersArr[meleeBullet.OffenderJoinIndex-1]
|
||||
|
||||
xfac := float64(1.0) // By now, straight Punch offset doesn't respect "y-axis"
|
||||
xfac := int32(1) // By now, straight Punch offset doesn't respect "y-axis"
|
||||
if 0 > offender.DirX {
|
||||
xfac = float64(-1.0)
|
||||
xfac = -xfac
|
||||
}
|
||||
offenderWx, offenderWy := VirtualGridToWorldPos(offender.VirtualGridX, offender.VirtualGridY, virtualGridToWorldRatio)
|
||||
bulletWx, bulletWy := offenderWx+xfac*meleeBullet.HitboxOffset, offenderWy
|
||||
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, meleeBullet.HitboxSizeX, meleeBullet.HitboxSizeY, snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap, collisionSpaceOffsetX, collisionSpaceOffsetY, meleeBullet, "MeleeBullet")
|
||||
bulletWx, bulletWy := VirtualGridToWorldPos(offender.VirtualGridX+xfac*meleeBullet.HitboxOffsetX, offender.VirtualGridY)
|
||||
hitboxSizeWx, hitboxSizeWy := VirtualGridToWorldPos(meleeBullet.HitboxSizeX, meleeBullet.HitboxSizeY)
|
||||
newBulletCollider := GenerateRectCollider(bulletWx, bulletWy, hitboxSizeWx, hitboxSizeWy, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, collisionSpaceOffsetX, collisionSpaceOffsetY, meleeBullet, "MeleeBullet")
|
||||
collisionSys.Add(newBulletCollider)
|
||||
bulletColliders = append(bulletColliders, newBulletCollider)
|
||||
} else {
|
||||
@ -491,12 +596,13 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
|
||||
// 4. Calc pushbacks for each player (after its movement) w/o bullets
|
||||
for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
|
||||
joinIndex := currPlayerDownsync.JoinIndex
|
||||
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
|
||||
playerCollider := collisionSysMap[collisionPlayerIndex]
|
||||
playerCollider := playerColliders[i]
|
||||
playerShape := playerCollider.Shape.(*resolv.ConvexPolygon)
|
||||
hardPushbackNorms[joinIndex-1] = calcHardPushbacksNorms(joinIndex, playerCollider, playerShape, snapIntoPlatformOverlap, &(effPushbacks[joinIndex-1]))
|
||||
hardPushbackNorms[joinIndex-1] = calcHardPushbacksNorms(joinIndex, playerCollider, playerShape, SNAP_INTO_PLATFORM_OVERLAP, &(effPushbacks[joinIndex-1]))
|
||||
thatPlayerInNextFrame := nextRenderFramePlayers[i]
|
||||
chConfig := chConfigsOrderedByJoinIndex[i]
|
||||
landedOnGravityPushback := false
|
||||
|
||||
if collision := playerCollider.Check(0, 0); nil != collision {
|
||||
for _, obj := range collision.Objects {
|
||||
isBarrier, isAnotherPlayer, isBullet := false, false, false
|
||||
@ -521,7 +627,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
|
||||
normAlignmentWithGravity := (overlapResult.OverlapX*float64(0) + overlapResult.OverlapY*float64(-1.0))
|
||||
if isAnotherPlayer {
|
||||
// [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.
|
||||
pushbackX, pushbackY = (overlapResult.Overlap-snapIntoPlatformOverlap*2)*overlapResult.OverlapX, (overlapResult.Overlap-snapIntoPlatformOverlap*2)*overlapResult.OverlapY
|
||||
pushbackX, pushbackY = (overlapResult.Overlap-SNAP_INTO_PLATFORM_OVERLAP*2)*overlapResult.OverlapX, (overlapResult.Overlap-SNAP_INTO_PLATFORM_OVERLAP*2)*overlapResult.OverlapY
|
||||
}
|
||||
for _, hardPushbackNorm := range *hardPushbackNorms[joinIndex-1] {
|
||||
projectedMagnitude := pushbackX*hardPushbackNorm.X + pushbackY*hardPushbackNorm.Y
|
||||
@ -533,7 +639,7 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
|
||||
effPushbacks[joinIndex-1].X += pushbackX
|
||||
effPushbacks[joinIndex-1].Y += pushbackY
|
||||
|
||||
if snapIntoPlatformThreshold < normAlignmentWithGravity {
|
||||
if SNAP_INTO_PLATFORM_THRESHOLD < normAlignmentWithGravity {
|
||||
landedOnGravityPushback = true
|
||||
//playerColliderCenterX, playerColliderCenterY := playerCollider.Center()
|
||||
//fmt.Printf("joinIndex=%d landedOnGravityPushback\n{renderFrame.id: %d, isBarrier: %v, isAnotherPlayer: %v}\nhardPushbackNormsOfThisPlayer=%v, playerColliderPos=(%.2f,%.2f), immediatePushback={%.3f, %.3f}, effPushback={%.3f, %.3f}, overlapMag=%.4f\n", joinIndex, currRenderFrame.Id, isBarrier, isAnotherPlayer, *hardPushbackNorms[joinIndex-1], playerColliderCenterX, playerColliderCenterY, pushbackX, pushbackY, effPushbacks[joinIndex-1].X, effPushbacks[joinIndex-1].Y, overlapResult.Overlap)
|
||||
@ -544,75 +650,86 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
|
||||
thatPlayerInNextFrame.InAir = false
|
||||
if currPlayerDownsync.InAir && 0 >= currPlayerDownsync.VelY {
|
||||
// fallStopping
|
||||
thatPlayerInNextFrame.VelX = 0
|
||||
thatPlayerInNextFrame.VelY = 0
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
|
||||
thatPlayerInNextFrame.FramesToRecover = 0
|
||||
}
|
||||
}
|
||||
if currPlayerDownsync.InAir {
|
||||
oldNextCharacterState := thatPlayerInNextFrame.CharacterState
|
||||
switch oldNextCharacterState {
|
||||
case ATK_CHARACTER_STATE_IDLE1, ATK_CHARACTER_STATE_WALKING:
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_IDLE1
|
||||
case ATK_CHARACTER_STATE_ATK1:
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_ATK1
|
||||
case ATK_CHARACTER_STATE_ATKED1:
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_ATKED1
|
||||
thatPlayerInNextFrame.VelX = 0
|
||||
if _, existent := nonAttackingSet[thatPlayerInNextFrame.CharacterState]; existent {
|
||||
if ATK_CHARACTER_STATE_BLOWN_UP1 == thatPlayerInNextFrame.CharacterState {
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_LAY_DOWN1
|
||||
thatPlayerInNextFrame.FramesToRecover = chConfig.LayDownFramesToRecover
|
||||
} else {
|
||||
halfColliderWidthDiff, halfColliderHeightDiff := int32(0), currPlayerDownsync.ColliderRadius
|
||||
_, halfColliderWorldHeightDiff := VirtualGridToWorldPos(halfColliderWidthDiff, halfColliderHeightDiff)
|
||||
effPushbacks[joinIndex-1].Y -= halfColliderWorldHeightDiff // To prevent bouncing due to abrupt change of collider shape
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if _, existent := nonAttackingSet[thatPlayerInNextFrame.CharacterState]; existent {
|
||||
// not fallStopping, could be in LayDown or GetUp
|
||||
if ATK_CHARACTER_STATE_LAY_DOWN1 == thatPlayerInNextFrame.CharacterState {
|
||||
if 0 == thatPlayerInNextFrame.FramesToRecover {
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_GET_UP1
|
||||
thatPlayerInNextFrame.FramesToRecover = chConfig.GetUpFramesToRecover
|
||||
}
|
||||
} else if ATK_CHARACTER_STATE_GET_UP1 == thatPlayerInNextFrame.CharacterState {
|
||||
if 0 == thatPlayerInNextFrame.FramesToRecover {
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_IDLE1
|
||||
thatPlayerInNextFrame.FramesInvinsible = chConfig.GetUpInvinsibleFrames
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 5. Check bullet-anything collisions
|
||||
for _, bulletCollider := range bulletColliders {
|
||||
meleeBullet := bulletCollider.Data.(*MeleeBullet)
|
||||
bulletShape := bulletCollider.Shape.(*resolv.ConvexPolygon)
|
||||
collision := bulletCollider.Check(0, 0)
|
||||
bulletCollider.Space.Remove(bulletCollider) // Make sure that the bulletCollider is always removed for each renderFrame
|
||||
if nil == collision {
|
||||
nextRenderFrameMeleeBullets = append(nextRenderFrameMeleeBullets, meleeBullet)
|
||||
continue
|
||||
}
|
||||
offender := currRenderFrame.PlayersArr[meleeBullet.OffenderJoinIndex-1]
|
||||
for _, obj := range collision.Objects {
|
||||
defenderShape := obj.Shape.(*resolv.ConvexPolygon)
|
||||
switch t := obj.Data.(type) {
|
||||
case *PlayerDownsync:
|
||||
if meleeBullet.OffenderPlayerId == t.Id {
|
||||
continue
|
||||
}
|
||||
overlapped, _, _, _ := CalcPushbacks(0, 0, bulletShape, defenderShape)
|
||||
if !overlapped {
|
||||
continue
|
||||
}
|
||||
joinIndex := t.JoinIndex
|
||||
xfac := float64(1.0) // By now, straight Punch offset doesn't respect "y-axis"
|
||||
if 0 > offender.DirX {
|
||||
xfac = float64(-1.0)
|
||||
}
|
||||
pushbackX, pushbackY := -xfac*meleeBullet.Pushback, float64(0)
|
||||
|
||||
for _, hardPushbackNorm := range *hardPushbackNorms[joinIndex-1] {
|
||||
projectedMagnitude := pushbackX*hardPushbackNorm.X + pushbackY*hardPushbackNorm.Y
|
||||
if 0 > projectedMagnitude {
|
||||
//fmt.Printf("defenderPlayerId=%d, joinIndex=%d reducing bullet pushback={%.3f, %.3f} by {%.3f, %.3f} where hardPushbackNorm={%.3f, %.3f}, projectedMagnitude=%.3f at renderFrame.id=%d", t.Id, joinIndex, pushbackX, pushbackY, projectedMagnitude*hardPushbackNorm.X, projectedMagnitude*hardPushbackNorm.Y, hardPushbackNorm.X, hardPushbackNorm.Y, projectedMagnitude, currRenderFrame.Id)
|
||||
pushbackX -= projectedMagnitude * hardPushbackNorm.X
|
||||
pushbackY -= projectedMagnitude * hardPushbackNorm.Y
|
||||
switch v := bulletCollider.Data.(type) {
|
||||
case *MeleeBullet:
|
||||
if nil == collision {
|
||||
nextRenderFrameMeleeBullets = append(nextRenderFrameMeleeBullets, v)
|
||||
continue
|
||||
}
|
||||
bulletShape := bulletCollider.Shape.(*resolv.ConvexPolygon)
|
||||
offender := currRenderFrame.PlayersArr[v.OffenderJoinIndex-1]
|
||||
for _, obj := range collision.Objects {
|
||||
defenderShape := obj.Shape.(*resolv.ConvexPolygon)
|
||||
switch t := obj.Data.(type) {
|
||||
case *PlayerDownsync:
|
||||
if v.OffenderJoinIndex == t.JoinIndex {
|
||||
continue
|
||||
}
|
||||
if _, existent := invinsibleSet[t.CharacterState]; existent {
|
||||
continue
|
||||
}
|
||||
if 0 < t.FramesInvinsible {
|
||||
continue
|
||||
}
|
||||
overlapped, _, _, _ := CalcPushbacks(0, 0, bulletShape, defenderShape)
|
||||
if !overlapped {
|
||||
continue
|
||||
}
|
||||
xfac := int32(1) // By now, straight Punch offset doesn't respect "y-axis"
|
||||
if 0 > offender.DirX {
|
||||
xfac = -xfac
|
||||
}
|
||||
pushbackVelX, pushbackVelY := xfac*v.PushbackVelX, v.PushbackVelY
|
||||
atkedPlayerInNextFrame := nextRenderFramePlayers[t.JoinIndex-1]
|
||||
atkedPlayerInNextFrame.VelX = pushbackVelX
|
||||
atkedPlayerInNextFrame.VelY = pushbackVelY
|
||||
if v.BlowUp {
|
||||
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_BLOWN_UP1
|
||||
} else {
|
||||
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATKED1
|
||||
}
|
||||
oldFramesToRecover := nextRenderFramePlayers[t.JoinIndex-1].FramesToRecover
|
||||
if v.HitStunFrames > oldFramesToRecover {
|
||||
atkedPlayerInNextFrame.FramesToRecover = v.HitStunFrames
|
||||
}
|
||||
default:
|
||||
}
|
||||
|
||||
effPushbacks[joinIndex-1].X += pushbackX
|
||||
effPushbacks[joinIndex-1].Y += pushbackY
|
||||
atkedPlayerInCurFrame, atkedPlayerInNextFrame := currRenderFrame.PlayersArr[t.JoinIndex-1], nextRenderFramePlayers[t.JoinIndex-1]
|
||||
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_ATKED1
|
||||
if atkedPlayerInCurFrame.InAir {
|
||||
atkedPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_ATKED1
|
||||
}
|
||||
oldFramesToRecover := nextRenderFramePlayers[t.JoinIndex-1].FramesToRecover
|
||||
if meleeBullet.HitStunFrames > oldFramesToRecover {
|
||||
atkedPlayerInNextFrame.FramesToRecover = meleeBullet.HitStunFrames
|
||||
}
|
||||
default:
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -620,11 +737,43 @@ func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer *RingBuffer
|
||||
// 6. Get players out of stuck barriers if there's any
|
||||
for i, currPlayerDownsync := range currRenderFrame.PlayersArr {
|
||||
joinIndex := currPlayerDownsync.JoinIndex
|
||||
collisionPlayerIndex := COLLISION_PLAYER_INDEX_PREFIX + joinIndex
|
||||
playerCollider := collisionSysMap[collisionPlayerIndex]
|
||||
playerCollider := playerColliders[i]
|
||||
// Update "virtual grid position"
|
||||
thatPlayerInNextFrame := nextRenderFramePlayers[i]
|
||||
thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY = PolygonColliderBLToVirtualGridPos(playerCollider.X-effPushbacks[joinIndex-1].X, playerCollider.Y-effPushbacks[joinIndex-1].Y, playerCollider.W*0.5, playerCollider.H*0.5, 0, 0, 0, 0, collisionSpaceOffsetX, collisionSpaceOffsetY, worldToVirtualGridRatio)
|
||||
thatPlayerInNextFrame.VirtualGridX, thatPlayerInNextFrame.VirtualGridY = PolygonColliderBLToVirtualGridPos(playerCollider.X-effPushbacks[joinIndex-1].X, playerCollider.Y-effPushbacks[joinIndex-1].Y, playerCollider.W*0.5, playerCollider.H*0.5, 0, 0, 0, 0, collisionSpaceOffsetX, collisionSpaceOffsetY)
|
||||
|
||||
// Update "CharacterState"
|
||||
if thatPlayerInNextFrame.InAir {
|
||||
oldNextCharacterState := thatPlayerInNextFrame.CharacterState
|
||||
switch oldNextCharacterState {
|
||||
case ATK_CHARACTER_STATE_IDLE1, ATK_CHARACTER_STATE_WALKING:
|
||||
if jumpedOrNotList[i] || ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP == currPlayerDownsync.CharacterState {
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_IDLE1_BY_JUMP
|
||||
} else {
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_IDLE1_NO_JUMP
|
||||
}
|
||||
case ATK_CHARACTER_STATE_ATK1:
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_ATK1
|
||||
// No inAir transition for ATK2/ATK3 for now
|
||||
case ATK_CHARACTER_STATE_ATKED1:
|
||||
thatPlayerInNextFrame.CharacterState = ATK_CHARACTER_STATE_INAIR_ATKED1
|
||||
}
|
||||
}
|
||||
|
||||
// Reset "FramesInChState" if "CharacterState" is changed
|
||||
if thatPlayerInNextFrame.CharacterState != currPlayerDownsync.CharacterState {
|
||||
thatPlayerInNextFrame.FramesInChState = 0
|
||||
}
|
||||
|
||||
// Remove any active skill if not attacking
|
||||
if _, existent := nonAttackingSet[thatPlayerInNextFrame.CharacterState]; existent {
|
||||
thatPlayerInNextFrame.ActiveSkillId = int32(NO_SKILL)
|
||||
thatPlayerInNextFrame.ActiveSkillHit = int32(NO_SKILL_HIT)
|
||||
}
|
||||
}
|
||||
|
||||
for _, playerCollider := range playerColliders {
|
||||
playerCollider.Space.Remove(playerCollider)
|
||||
}
|
||||
|
||||
return &RoomDownsyncFrame{
|
||||
|
348
jsexport/battle/characterConfig.go
Normal file
348
jsexport/battle/characterConfig.go
Normal file
@ -0,0 +1,348 @@
|
||||
package battle
|
||||
|
||||
type SkillMapperType func(patternId int, currPlayerDownsync *PlayerDownsync) int
|
||||
|
||||
type CharacterConfig struct {
|
||||
SpeciesId int
|
||||
SpeciesName string
|
||||
|
||||
InAirIdleFrameIdxTurningPoint int
|
||||
InAirIdleFrameIdxTurnedCycle int
|
||||
|
||||
LayDownFrames int32
|
||||
LayDownFramesToRecover int32
|
||||
|
||||
GetUpInvinsibleFrames int32
|
||||
GetUpFramesToRecover int32
|
||||
|
||||
Speed int32
|
||||
JumpingInitVelY int32
|
||||
|
||||
SkillMapper SkillMapperType
|
||||
}
|
||||
|
||||
var Characters = map[int]*CharacterConfig{
|
||||
0: &CharacterConfig{
|
||||
SpeciesId: 0,
|
||||
SpeciesName: "MonkGirl",
|
||||
|
||||
InAirIdleFrameIdxTurningPoint: 11,
|
||||
InAirIdleFrameIdxTurnedCycle: 1,
|
||||
|
||||
LayDownFrames: int32(16),
|
||||
LayDownFramesToRecover: int32(16),
|
||||
|
||||
GetUpInvinsibleFrames: int32(10),
|
||||
GetUpFramesToRecover: int32(27),
|
||||
|
||||
Speed: int32(float64(1.2) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
JumpingInitVelY: int32(float64(8) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
|
||||
SkillMapper: func(patternId int, currPlayerDownsync *PlayerDownsync) int {
|
||||
if 1 == patternId {
|
||||
if 0 == currPlayerDownsync.FramesToRecover {
|
||||
if currPlayerDownsync.InAir {
|
||||
return 255
|
||||
} else {
|
||||
return 1
|
||||
}
|
||||
} else {
|
||||
// Now that "0 < FramesToRecover", we're only able to fire any skill if it's a cancellation
|
||||
if skillConfig, existent1 := skills[int(currPlayerDownsync.ActiveSkillId)]; existent1 {
|
||||
switch v := skillConfig.Hits[currPlayerDownsync.ActiveSkillHit].(type) {
|
||||
case *MeleeBullet:
|
||||
if v.CancellableStFrame <= currPlayerDownsync.FramesInChState && currPlayerDownsync.FramesInChState < v.CancellableEdFrame {
|
||||
if nextSkillId, existent2 := v.CancelTransit[patternId]; existent2 {
|
||||
return nextSkillId
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// By default no skill can be fired
|
||||
return NO_SKILL
|
||||
},
|
||||
},
|
||||
1: &CharacterConfig{
|
||||
SpeciesId: 1,
|
||||
SpeciesName: "KnifeGirl",
|
||||
|
||||
InAirIdleFrameIdxTurningPoint: 9,
|
||||
InAirIdleFrameIdxTurnedCycle: 1,
|
||||
|
||||
LayDownFrames: int32(16),
|
||||
LayDownFramesToRecover: int32(16),
|
||||
|
||||
GetUpInvinsibleFrames: int32(10),
|
||||
GetUpFramesToRecover: int32(27),
|
||||
|
||||
Speed: int32(float64(1.4) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
JumpingInitVelY: int32(float64(7.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
|
||||
SkillMapper: func(patternId int, currPlayerDownsync *PlayerDownsync) int {
|
||||
if 1 == patternId {
|
||||
if 0 == currPlayerDownsync.FramesToRecover {
|
||||
if currPlayerDownsync.InAir {
|
||||
return 256
|
||||
} else {
|
||||
return 4
|
||||
}
|
||||
} else {
|
||||
// Now that "0 < FramesToRecover", we're only able to fire any skill if it's a cancellation
|
||||
if skillConfig, existent1 := skills[int(currPlayerDownsync.ActiveSkillId)]; existent1 {
|
||||
switch v := skillConfig.Hits[currPlayerDownsync.ActiveSkillHit].(type) {
|
||||
case *MeleeBullet:
|
||||
if v.CancellableStFrame <= currPlayerDownsync.FramesInChState && currPlayerDownsync.FramesInChState < v.CancellableEdFrame {
|
||||
if nextSkillId, existent2 := v.CancelTransit[patternId]; existent2 {
|
||||
return nextSkillId
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// By default no skill can be fired
|
||||
return NO_SKILL
|
||||
},
|
||||
},
|
||||
}
|
||||
|
||||
var skills = map[int]*Skill{
|
||||
1: &Skill{
|
||||
RecoveryFrames: int32(30),
|
||||
RecoveryFramesOnBlock: int32(30),
|
||||
RecoveryFramesOnHit: int32(30),
|
||||
ReleaseTriggerType: int32(1),
|
||||
BoundChState: ATK_CHARACTER_STATE_ATK1,
|
||||
Hits: []interface{}{
|
||||
&MeleeBullet{
|
||||
Bullet: Bullet{
|
||||
StartupFrames: int32(7),
|
||||
ActiveFrames: int32(22),
|
||||
HitStunFrames: int32(13),
|
||||
BlockStunFrames: int32(9),
|
||||
Damage: int32(5),
|
||||
SelfLockVelX: int32(float64(0.05) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
SelfLockVelY: NO_LOCK_VEL,
|
||||
PushbackVelX: int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
PushbackVelY: int32(0),
|
||||
HitboxOffsetX: int32(float64(12) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxOffsetY: int32(0),
|
||||
HitboxSizeX: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
CancellableStFrame: int32(13),
|
||||
CancellableEdFrame: int32(30),
|
||||
|
||||
CancelTransit: map[int]int{
|
||||
1: 2,
|
||||
},
|
||||
// TODO: Use non-zero "selfLockVel"
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
2: &Skill{
|
||||
RecoveryFrames: int32(36),
|
||||
RecoveryFramesOnBlock: int32(36),
|
||||
RecoveryFramesOnHit: int32(36),
|
||||
ReleaseTriggerType: int32(1),
|
||||
BoundChState: ATK_CHARACTER_STATE_ATK2,
|
||||
Hits: []interface{}{
|
||||
&MeleeBullet{
|
||||
Bullet: Bullet{
|
||||
StartupFrames: int32(18),
|
||||
ActiveFrames: int32(18),
|
||||
HitStunFrames: int32(18),
|
||||
BlockStunFrames: int32(9),
|
||||
Damage: int32(5),
|
||||
SelfLockVelX: int32(float64(0.1) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
SelfLockVelY: NO_LOCK_VEL,
|
||||
PushbackVelX: int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
PushbackVelY: int32(0),
|
||||
HitboxOffsetX: int32(float64(18) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxOffsetY: int32(0),
|
||||
HitboxSizeX: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
CancellableStFrame: int32(22),
|
||||
CancellableEdFrame: int32(36),
|
||||
CancelTransit: map[int]int{
|
||||
1: 3,
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
3: &Skill{
|
||||
RecoveryFrames: int32(50),
|
||||
RecoveryFramesOnBlock: int32(50),
|
||||
RecoveryFramesOnHit: int32(50),
|
||||
ReleaseTriggerType: int32(1),
|
||||
BoundChState: ATK_CHARACTER_STATE_ATK3,
|
||||
Hits: []interface{}{
|
||||
&MeleeBullet{
|
||||
Bullet: Bullet{
|
||||
StartupFrames: int32(15),
|
||||
ActiveFrames: int32(30),
|
||||
HitStunFrames: MAX_INT32,
|
||||
BlockStunFrames: int32(9),
|
||||
Damage: int32(10),
|
||||
SelfLockVelX: int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
SelfLockVelY: int32(float64(5) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
PushbackVelX: int32(float64(2) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
PushbackVelY: int32(float64(7) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxOffsetX: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxOffsetY: int32(0),
|
||||
HitboxSizeX: int32(float64(48) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
BlowUp: true,
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
4: &Skill{
|
||||
RecoveryFrames: int32(30),
|
||||
RecoveryFramesOnBlock: int32(30),
|
||||
RecoveryFramesOnHit: int32(30),
|
||||
ReleaseTriggerType: int32(1),
|
||||
BoundChState: ATK_CHARACTER_STATE_ATK1,
|
||||
Hits: []interface{}{
|
||||
&MeleeBullet{
|
||||
Bullet: Bullet{
|
||||
StartupFrames: int32(7),
|
||||
ActiveFrames: int32(22),
|
||||
HitStunFrames: int32(13),
|
||||
BlockStunFrames: int32(9),
|
||||
Damage: int32(5),
|
||||
SelfLockVelX: int32(float64(0.05) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
SelfLockVelY: NO_LOCK_VEL,
|
||||
PushbackVelX: int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
PushbackVelY: int32(0),
|
||||
HitboxOffsetX: int32(float64(12) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxOffsetY: int32(0),
|
||||
HitboxSizeX: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
CancellableStFrame: int32(13),
|
||||
CancellableEdFrame: int32(30),
|
||||
|
||||
CancelTransit: map[int]int{
|
||||
1: 5,
|
||||
},
|
||||
// TODO: Use non-zero "selfLockVel"
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
5: &Skill{
|
||||
RecoveryFrames: int32(36),
|
||||
RecoveryFramesOnBlock: int32(36),
|
||||
RecoveryFramesOnHit: int32(36),
|
||||
ReleaseTriggerType: int32(1),
|
||||
BoundChState: ATK_CHARACTER_STATE_ATK2,
|
||||
Hits: []interface{}{
|
||||
&MeleeBullet{
|
||||
Bullet: Bullet{
|
||||
StartupFrames: int32(18),
|
||||
ActiveFrames: int32(18),
|
||||
HitStunFrames: int32(18),
|
||||
BlockStunFrames: int32(9),
|
||||
Damage: int32(5),
|
||||
SelfLockVelX: int32(float64(0.1) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
SelfLockVelY: NO_LOCK_VEL,
|
||||
PushbackVelX: int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
PushbackVelY: int32(0),
|
||||
HitboxOffsetX: int32(float64(18) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxOffsetY: int32(0),
|
||||
HitboxSizeX: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
CancellableStFrame: int32(22),
|
||||
CancellableEdFrame: int32(36),
|
||||
CancelTransit: map[int]int{
|
||||
1: 6,
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
6: &Skill{
|
||||
RecoveryFrames: int32(45),
|
||||
RecoveryFramesOnBlock: int32(45),
|
||||
RecoveryFramesOnHit: int32(45),
|
||||
ReleaseTriggerType: int32(1),
|
||||
BoundChState: ATK_CHARACTER_STATE_ATK3,
|
||||
Hits: []interface{}{
|
||||
&MeleeBullet{
|
||||
Bullet: Bullet{
|
||||
StartupFrames: int32(15),
|
||||
ActiveFrames: int32(28),
|
||||
HitStunFrames: MAX_INT32,
|
||||
BlockStunFrames: int32(9),
|
||||
Damage: int32(10),
|
||||
SelfLockVelX: int32(float64(-0.1) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
SelfLockVelY: NO_LOCK_VEL,
|
||||
PushbackVelX: int32(float64(2) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
PushbackVelY: int32(float64(7) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxOffsetX: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxOffsetY: int32(0),
|
||||
HitboxSizeX: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxSizeY: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
BlowUp: true,
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
255: &Skill{
|
||||
RecoveryFrames: int32(30),
|
||||
RecoveryFramesOnBlock: int32(30),
|
||||
RecoveryFramesOnHit: int32(30),
|
||||
ReleaseTriggerType: int32(1),
|
||||
BoundChState: ATK_CHARACTER_STATE_INAIR_ATK1,
|
||||
Hits: []interface{}{
|
||||
&MeleeBullet{
|
||||
Bullet: Bullet{
|
||||
StartupFrames: int32(3),
|
||||
ActiveFrames: int32(20),
|
||||
HitStunFrames: int32(18),
|
||||
BlockStunFrames: int32(9),
|
||||
Damage: int32(5),
|
||||
SelfLockVelX: NO_LOCK_VEL,
|
||||
SelfLockVelY: NO_LOCK_VEL,
|
||||
PushbackVelX: int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
PushbackVelY: int32(0),
|
||||
HitboxOffsetX: int32(float64(12) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxOffsetY: int32(0),
|
||||
HitboxSizeX: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxSizeY: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
256: &Skill{
|
||||
RecoveryFrames: int32(20),
|
||||
RecoveryFramesOnBlock: int32(20),
|
||||
RecoveryFramesOnHit: int32(20),
|
||||
ReleaseTriggerType: int32(1),
|
||||
BoundChState: ATK_CHARACTER_STATE_INAIR_ATK1,
|
||||
Hits: []interface{}{
|
||||
&MeleeBullet{
|
||||
Bullet: Bullet{
|
||||
StartupFrames: int32(3),
|
||||
ActiveFrames: int32(10),
|
||||
HitStunFrames: int32(15),
|
||||
BlockStunFrames: int32(9),
|
||||
Damage: int32(5),
|
||||
SelfLockVelX: NO_LOCK_VEL,
|
||||
SelfLockVelY: NO_LOCK_VEL,
|
||||
PushbackVelX: int32(float64(0.5) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
PushbackVelY: int32(0),
|
||||
HitboxOffsetX: int32(float64(12) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxOffsetY: int32(0),
|
||||
HitboxSizeX: int32(float64(32) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
HitboxSizeY: int32(float64(24) * WORLD_TO_VIRTUAL_GRID_RATIO),
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
}
|
@ -23,15 +23,21 @@ type PlayerDownsync struct {
|
||||
Speed int32
|
||||
BattleState int32
|
||||
JoinIndex int32
|
||||
ColliderRadius float64
|
||||
ColliderRadius int32
|
||||
Removed bool
|
||||
Score int32
|
||||
LastMoveGmtMillis int32
|
||||
FramesToRecover int32
|
||||
FramesInChState int32
|
||||
Hp int32
|
||||
MaxHp int32
|
||||
CharacterState int32
|
||||
InAir bool
|
||||
|
||||
ActiveSkillId int32
|
||||
ActiveSkillHit int32
|
||||
|
||||
FramesInvinsible int32
|
||||
}
|
||||
|
||||
type InputFrameDecoded struct {
|
||||
@ -52,27 +58,31 @@ type Barrier struct {
|
||||
|
||||
type Bullet struct {
|
||||
// for offender
|
||||
BattleLocalId int32
|
||||
StartupFrames int32
|
||||
OriginatedRenderFrameId int32 // Copied from the first bullet for all subsequent bullets
|
||||
OffenderJoinIndex int32 // Copied to favor collision handling of the dispatched bullet
|
||||
StartupFrames int32 // from "OriginatedRenderFrameId"
|
||||
CancellableStFrame int32 // from "OriginatedRenderFrameId"
|
||||
CancellableEdFrame int32 // from "OriginatedRenderFrameId"
|
||||
ActiveFrames int32
|
||||
RecoveryFrames int32
|
||||
RecoveryFramesOnBlock int32
|
||||
RecoveryFramesOnHit int32
|
||||
HitboxOffset float64
|
||||
OriginatedRenderFrameId int32
|
||||
// for defender
|
||||
HitStunFrames int32
|
||||
BlockStunFrames int32
|
||||
Pushback float64
|
||||
ReleaseTriggerType int32
|
||||
Damage int32
|
||||
OffenderJoinIndex int32
|
||||
OffenderPlayerId int32
|
||||
|
||||
SelfMoveforwardX float64
|
||||
SelfMoveforwardY float64
|
||||
HitboxSizeX float64
|
||||
HitboxSizeY float64
|
||||
// for defender
|
||||
HitStunFrames int32
|
||||
BlockStunFrames int32
|
||||
PushbackVelX int32
|
||||
PushbackVelY int32
|
||||
Damage int32
|
||||
|
||||
SelfLockVelX int32
|
||||
SelfLockVelY int32
|
||||
|
||||
HitboxOffsetX int32
|
||||
HitboxOffsetY int32
|
||||
HitboxSizeX int32
|
||||
HitboxSizeY int32
|
||||
|
||||
BlowUp bool
|
||||
|
||||
CancelTransit map[int]int
|
||||
}
|
||||
|
||||
type MeleeBullet struct {
|
||||
@ -90,6 +100,16 @@ type FireballBullet struct {
|
||||
Bullet
|
||||
}
|
||||
|
||||
type Skill struct {
|
||||
BattleLocalId int32
|
||||
RecoveryFrames int32
|
||||
RecoveryFramesOnBlock int32
|
||||
RecoveryFramesOnHit int32
|
||||
ReleaseTriggerType int32 // 1: rising-edge, 2: falling-edge
|
||||
BoundChState int32
|
||||
Hits []interface{} // Hits within a "Skill" are automatically triggered
|
||||
}
|
||||
|
||||
type RoomDownsyncFrame struct {
|
||||
Id int32
|
||||
PlayersArr []*PlayerDownsync
|
||||
|
130
jsexport/main.go
130
jsexport/main.go
@ -42,50 +42,57 @@ func NewBarrierJs(boundary *Polygon2D) *js.Object {
|
||||
})
|
||||
}
|
||||
|
||||
func NewPlayerDownsyncJs(id, virtualGridX, virtualGridY, dirX, dirY, velX, velY, framesToRecover, speed, battleState, characterState, joinIndex, hp, maxHp int32, inAir bool, colliderRadius float64) *js.Object {
|
||||
func NewPlayerDownsyncJs(id, virtualGridX, virtualGridY, dirX, dirY, velX, velY, framesToRecover, framesInChState, activeSkillId, activeSkillHit, framesInvinsible, speed, battleState, characterState, joinIndex, hp, maxHp, colliderRadius int32, inAir bool) *js.Object {
|
||||
return js.MakeWrapper(&PlayerDownsync{
|
||||
Id: id,
|
||||
VirtualGridX: virtualGridX,
|
||||
VirtualGridY: virtualGridY,
|
||||
DirX: dirX,
|
||||
DirY: dirY,
|
||||
VelX: velX,
|
||||
VelY: velY,
|
||||
FramesToRecover: framesToRecover,
|
||||
Speed: speed,
|
||||
BattleState: battleState,
|
||||
JoinIndex: joinIndex,
|
||||
ColliderRadius: colliderRadius,
|
||||
Hp: hp,
|
||||
MaxHp: maxHp,
|
||||
CharacterState: characterState,
|
||||
InAir: inAir,
|
||||
Id: id,
|
||||
VirtualGridX: virtualGridX,
|
||||
VirtualGridY: virtualGridY,
|
||||
DirX: dirX,
|
||||
DirY: dirY,
|
||||
VelX: velX,
|
||||
VelY: velY,
|
||||
FramesToRecover: framesToRecover,
|
||||
FramesInChState: framesInChState,
|
||||
ActiveSkillId: activeSkillId,
|
||||
ActiveSkillHit: activeSkillHit,
|
||||
FramesInvinsible: framesInvinsible,
|
||||
Speed: speed,
|
||||
BattleState: battleState,
|
||||
CharacterState: characterState,
|
||||
JoinIndex: joinIndex,
|
||||
Hp: hp,
|
||||
MaxHp: maxHp,
|
||||
ColliderRadius: colliderRadius,
|
||||
InAir: inAir,
|
||||
})
|
||||
}
|
||||
|
||||
func NewMeleeBulletJs(battleLocalId, startupFrames, activeFrames, recoveryFrames, recoveryFramesOnBlock, recoveryFramesOnHit, hitStunFrames, blockStunFrames, releaseTriggerType, damage, offenderJoinIndex, offenderPlayerId int32, pushback, hitboxOffset, selfMoveforwardX, selfMoveforwardY, hitboxSizeX, hitboxSizeY float64) *js.Object {
|
||||
func NewMeleeBulletJs(originatedRenderFrameId, offenderJoinIndex, startupFrames, cancellableStFrame, cancellableEdFrame, activeFrames, hitStunFrames, blockStunFrames, pushbackVelX, pushbackVelY, damage, selfLockVelX, selfLockVelY, hitboxOffsetX, hitboxOffsetY, hitboxSizeX, hitboxSizeY int32, blowUp bool) *js.Object {
|
||||
return js.MakeWrapper(&MeleeBullet{
|
||||
Bullet: Bullet{
|
||||
BattleLocalId: battleLocalId,
|
||||
StartupFrames: startupFrames,
|
||||
ActiveFrames: activeFrames,
|
||||
RecoveryFrames: recoveryFrames,
|
||||
RecoveryFramesOnBlock: recoveryFramesOnBlock,
|
||||
RecoveryFramesOnHit: recoveryFramesOnHit,
|
||||
HitboxOffset: hitboxOffset,
|
||||
HitStunFrames: hitStunFrames,
|
||||
BlockStunFrames: blockStunFrames,
|
||||
Pushback: pushback,
|
||||
ReleaseTriggerType: releaseTriggerType,
|
||||
Damage: damage,
|
||||
OriginatedRenderFrameId: originatedRenderFrameId,
|
||||
OffenderJoinIndex: offenderJoinIndex,
|
||||
|
||||
SelfMoveforwardX: selfMoveforwardX,
|
||||
SelfMoveforwardY: selfMoveforwardY,
|
||||
HitboxSizeX: hitboxSizeX,
|
||||
HitboxSizeY: hitboxSizeY,
|
||||
StartupFrames: startupFrames,
|
||||
CancellableStFrame: cancellableStFrame,
|
||||
CancellableEdFrame: cancellableEdFrame,
|
||||
ActiveFrames: activeFrames,
|
||||
|
||||
OffenderJoinIndex: offenderJoinIndex,
|
||||
OffenderPlayerId: offenderPlayerId,
|
||||
HitStunFrames: hitStunFrames,
|
||||
BlockStunFrames: blockStunFrames,
|
||||
PushbackVelX: pushbackVelX,
|
||||
PushbackVelY: pushbackVelY,
|
||||
Damage: damage,
|
||||
|
||||
SelfLockVelX: selfLockVelX,
|
||||
SelfLockVelY: selfLockVelY,
|
||||
|
||||
HitboxOffsetX: hitboxOffsetX,
|
||||
HitboxOffsetY: hitboxOffsetY,
|
||||
HitboxSizeX: hitboxSizeX,
|
||||
HitboxSizeY: hitboxSizeY,
|
||||
|
||||
BlowUp: blowUp,
|
||||
},
|
||||
})
|
||||
}
|
||||
@ -109,18 +116,19 @@ func GetCollisionSpaceObjsJs(space *resolv.Space) []*js.Object {
|
||||
return ret
|
||||
}
|
||||
|
||||
func GenerateRectColliderJs(wx, wy, w, h, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY float64, data interface{}, tag string) *js.Object {
|
||||
func GenerateRectColliderJs(wx, wy, w, h, 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.
|
||||
```
|
||||
var space = gopkgs.NewCollisionSpaceJs(2048, 2048, 8, 8);
|
||||
var a = gopkgs.GenerateRectColliderJs(189, 497, 48, 48, snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap, snapIntoPlatformOverlap, spaceOffsetX, spaceOffsetY, "Player");
|
||||
var a = gopkgs.GenerateRectColliderJs(189, 497, 48, 48, spaceOffsetX, spaceOffsetY, "Player");
|
||||
space.Add(a);
|
||||
```
|
||||
The "space" variable doesn't need access to the field of "a" in JavaScript level to run "space.Add(...)" method, which is good.
|
||||
|
||||
However, the full wrapper access here is used for updating "collider.X/collider.Y" at JavaScript runtime.
|
||||
*/
|
||||
topPadding, bottomPadding, leftPadding, rightPadding := SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP, SNAP_INTO_PLATFORM_OVERLAP
|
||||
return js.MakeFullWrapper(GenerateRectCollider(wx, wy, w, h, topPadding, bottomPadding, leftPadding, rightPadding, spaceOffsetX, spaceOffsetY, data, tag))
|
||||
|
||||
}
|
||||
@ -129,27 +137,43 @@ func GenerateConvexPolygonColliderJs(unalignedSrc *Polygon2D, spaceOffsetX, spac
|
||||
return js.MakeFullWrapper(GenerateConvexPolygonCollider(unalignedSrc, spaceOffsetX, spaceOffsetY, data, tag))
|
||||
}
|
||||
|
||||
func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs(inputsBuffer *RingBuffer, currRenderFrame *RoomDownsyncFrame, collisionSys *resolv.Space, collisionSysMap map[int32]*resolv.Object, gravityX, gravityY, jumpingInitVelY, inputDelayFrames int32, inputScaleFrames uint32, collisionSpaceOffsetX, collisionSpaceOffsetY, snapIntoPlatformOverlap, snapIntoPlatformThreshold, worldToVirtualGridRatio, virtualGridToWorldRatio float64, playerOpPatternToSkillId map[int]int) *js.Object {
|
||||
func GetCharacterConfigsOrderedByJoinIndex(speciesIdList []int) []*js.Object {
|
||||
ret := make([]*js.Object, len(speciesIdList), len(speciesIdList))
|
||||
for i, speciesId := range speciesIdList {
|
||||
ret[i] = js.MakeFullWrapper(Characters[speciesId])
|
||||
}
|
||||
return ret
|
||||
}
|
||||
|
||||
func ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs(inputsBuffer *RingBuffer, currRenderFrame *RoomDownsyncFrame, collisionSys *resolv.Space, collisionSysMap map[int32]*resolv.Object, collisionSpaceOffsetX, collisionSpaceOffsetY float64, chConfigsOrderedByJoinIndex []*CharacterConfig) *js.Object {
|
||||
// We need access to all fields of RoomDownsyncFrame for displaying in frontend
|
||||
return js.MakeFullWrapper(ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer, currRenderFrame, collisionSys, collisionSysMap, gravityX, gravityY, jumpingInitVelY, inputDelayFrames, inputScaleFrames, collisionSpaceOffsetX, collisionSpaceOffsetY, snapIntoPlatformOverlap, snapIntoPlatformThreshold, worldToVirtualGridRatio, virtualGridToWorldRatio, playerOpPatternToSkillId))
|
||||
return js.MakeFullWrapper(ApplyInputFrameDownsyncDynamicsOnSingleRenderFrame(inputsBuffer, currRenderFrame, collisionSys, collisionSysMap, collisionSpaceOffsetX, collisionSpaceOffsetY, chConfigsOrderedByJoinIndex))
|
||||
}
|
||||
|
||||
func main() {
|
||||
js.Global.Set("gopkgs", map[string]interface{}{
|
||||
"NewVec2DJs": NewVec2DJs,
|
||||
"NewPolygon2DJs": NewPolygon2DJs,
|
||||
"NewBarrierJs": NewBarrierJs,
|
||||
"NewPlayerDownsyncJs": NewPlayerDownsyncJs,
|
||||
"NewMeleeBulletJs": NewMeleeBulletJs,
|
||||
"NewRoomDownsyncFrameJs": NewRoomDownsyncFrameJs,
|
||||
"NewCollisionSpaceJs": NewCollisionSpaceJs,
|
||||
"NewInputFrameDownsync": NewInputFrameDownsync,
|
||||
"NewRingBufferJs": NewRingBufferJs,
|
||||
"GenerateRectColliderJs": GenerateRectColliderJs,
|
||||
"GenerateConvexPolygonColliderJs": GenerateConvexPolygonColliderJs,
|
||||
"GetCollisionSpaceObjsJs": GetCollisionSpaceObjsJs,
|
||||
"ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs": ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs,
|
||||
"NewVec2DJs": NewVec2DJs,
|
||||
"NewPolygon2DJs": NewPolygon2DJs,
|
||||
"NewBarrierJs": NewBarrierJs,
|
||||
"NewPlayerDownsyncJs": NewPlayerDownsyncJs,
|
||||
"NewMeleeBulletJs": NewMeleeBulletJs,
|
||||
"NewRoomDownsyncFrameJs": NewRoomDownsyncFrameJs,
|
||||
"NewCollisionSpaceJs": NewCollisionSpaceJs,
|
||||
"NewInputFrameDownsync": NewInputFrameDownsync,
|
||||
"NewRingBufferJs": NewRingBufferJs,
|
||||
"GenerateRectColliderJs": GenerateRectColliderJs,
|
||||
"GenerateConvexPolygonColliderJs": GenerateConvexPolygonColliderJs,
|
||||
"GetCollisionSpaceObjsJs": GetCollisionSpaceObjsJs,
|
||||
"WorldToPolygonColliderBLPos": WorldToPolygonColliderBLPos, // No need to wrap primitive return types
|
||||
"PolygonColliderBLToWorldPos": PolygonColliderBLToWorldPos,
|
||||
"WorldToVirtualGridPos": WorldToVirtualGridPos,
|
||||
"VirtualGridToWorldPos": VirtualGridToWorldPos,
|
||||
"GetCharacterConfigsOrderedByJoinIndex": GetCharacterConfigsOrderedByJoinIndex,
|
||||
"ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs": ApplyInputFrameDownsyncDynamicsOnSingleRenderFrameJs,
|
||||
"ConvertToDelayedInputFrameId": ConvertToDelayedInputFrameId,
|
||||
"ConvertToNoDelayInputFrameId": ConvertToNoDelayInputFrameId,
|
||||
"ConvertToFirstUsedRenderFrameId": ConvertToFirstUsedRenderFrameId,
|
||||
"ConvertToLastUsedRenderFrameId": ConvertToLastUsedRenderFrameId,
|
||||
"ShouldGenerateInputFrameUpsync": ShouldGenerateInputFrameUpsync,
|
||||
})
|
||||
}
|
||||
|
@ -285,27 +285,27 @@ func (obj *Object) Check(dx, dy float64, tags ...string) *Collision {
|
||||
}
|
||||
|
||||
/*
|
||||
// In my use case, order of objects within a collision instance is not needed, and this also favors both runtime performance & size reduction of `jsexport.js`.
|
||||
// In my use case, order of objects within a collision instance is not needed, and this also favors both runtime performance & size reduction of `jsexport.js`.
|
||||
|
||||
ox, oy := cc.checkingObject.Center()
|
||||
oc := Vector{ox, oy}
|
||||
sort.Slice(cc.Objects, func(i, j int) bool {
|
||||
ox, oy := cc.checkingObject.Center()
|
||||
oc := Vector{ox, oy}
|
||||
sort.Slice(cc.Objects, func(i, j int) bool {
|
||||
|
||||
ix, iy := cc.Objects[i].Center()
|
||||
jx, jy := cc.Objects[j].Center()
|
||||
return Vector{ix, iy}.Sub(oc).Magnitude2() < Vector{jx, jy}.Sub(oc).Magnitude2()
|
||||
ix, iy := cc.Objects[i].Center()
|
||||
jx, jy := cc.Objects[j].Center()
|
||||
return Vector{ix, iy}.Sub(oc).Magnitude2() < Vector{jx, jy}.Sub(oc).Magnitude2()
|
||||
|
||||
})
|
||||
})
|
||||
|
||||
cw := cc.checkingObject.Space.CellWidth
|
||||
ch := cc.checkingObject.Space.CellHeight
|
||||
cw := cc.checkingObject.Space.CellWidth
|
||||
ch := cc.checkingObject.Space.CellHeight
|
||||
|
||||
sort.Slice(cc.Cells, func(i, j int) bool {
|
||||
sort.Slice(cc.Cells, func(i, j int) bool {
|
||||
|
||||
return Vector{float64(cc.Cells[i].X*cw + (cw / 2)), float64(cc.Cells[i].Y*ch + (ch / 2))}.Sub(oc).Magnitude2() <
|
||||
Vector{float64(cc.Cells[j].X*cw + (cw / 2)), float64(cc.Cells[j].Y*ch + (ch / 2))}.Sub(oc).Magnitude2()
|
||||
return Vector{float64(cc.Cells[i].X*cw + (cw / 2)), float64(cc.Cells[i].Y*ch + (ch / 2))}.Sub(oc).Magnitude2() <
|
||||
Vector{float64(cc.Cells[j].X*cw + (cw / 2)), float64(cc.Cells[j].Y*ch + (ch / 2))}.Sub(oc).Magnitude2()
|
||||
|
||||
})
|
||||
})
|
||||
*/
|
||||
|
||||
return cc
|
||||
|
Loading…
Reference in New Issue
Block a user