From 9917a62526deba45c5cb58a32bdfc877c88a1643 Mon Sep 17 00:00:00 2001 From: genxium Date: Sat, 10 Dec 2022 00:07:03 +0800 Subject: [PATCH] Drafted basic jumping. --- battle_srv/protos/room_downsync_frame.pb.go | 521 +++++++++--------- frontend/assets/resources/map/dungeon/map.tmx | 4 +- .../pbfiles/room_downsync_frame.proto | 1 + frontend/assets/scripts/AttackingCharacter.js | 9 +- frontend/assets/scripts/OfflineMap.js | 89 ++- frontend/assets/scripts/TouchEventsManager.js | 12 +- ...om_downsync_frame_proto_bundle.forcemsg.js | 56 +- 7 files changed, 411 insertions(+), 281 deletions(-) diff --git a/battle_srv/protos/room_downsync_frame.pb.go b/battle_srv/protos/room_downsync_frame.pb.go index 137479f..7b8f1f9 100644 --- a/battle_srv/protos/room_downsync_frame.pb.go +++ b/battle_srv/protos/room_downsync_frame.pb.go @@ -44,9 +44,10 @@ type PlayerDownsync struct { Hp int32 `protobuf:"varint,16,opt,name=hp,proto3" json:"hp,omitempty"` MaxHp int32 `protobuf:"varint,17,opt,name=maxHp,proto3" json:"maxHp,omitempty"` CharacterState int32 `protobuf:"varint,18,opt,name=characterState,proto3" json:"characterState,omitempty"` - Name string `protobuf:"bytes,19,opt,name=name,proto3" json:"name,omitempty"` - DisplayName string `protobuf:"bytes,20,opt,name=displayName,proto3" json:"displayName,omitempty"` - Avatar string `protobuf:"bytes,21,opt,name=avatar,proto3" json:"avatar,omitempty"` + InAir bool `protobuf:"varint,19,opt,name=inAir,proto3" json:"inAir,omitempty"` // 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)" + Name string `protobuf:"bytes,20,opt,name=name,proto3" json:"name,omitempty"` + DisplayName string `protobuf:"bytes,21,opt,name=displayName,proto3" json:"displayName,omitempty"` + Avatar string `protobuf:"bytes,22,opt,name=avatar,proto3" json:"avatar,omitempty"` } func (x *PlayerDownsync) Reset() { @@ -207,6 +208,13 @@ func (x *PlayerDownsync) GetCharacterState() int32 { return 0 } +func (x *PlayerDownsync) GetInAir() bool { + if x != nil { + return x.InAir + } + return false +} + func (x *PlayerDownsync) GetName() string { if x != nil { return x.Name @@ -236,6 +244,7 @@ type InputFrameDecoded struct { Dx int32 `protobuf:"varint,1,opt,name=dx,proto3" json:"dx,omitempty"` Dy int32 `protobuf:"varint,2,opt,name=dy,proto3" json:"dy,omitempty"` BtnALevel int32 `protobuf:"varint,3,opt,name=btnALevel,proto3" json:"btnALevel,omitempty"` + BtnBLevel int32 `protobuf:"varint,4,opt,name=btnBLevel,proto3" json:"btnBLevel,omitempty"` } func (x *InputFrameDecoded) Reset() { @@ -291,6 +300,13 @@ func (x *InputFrameDecoded) GetBtnALevel() int32 { return 0 } +func (x *InputFrameDecoded) GetBtnBLevel() int32 { + if x != nil { + return x.BtnBLevel + } + return 0 +} + type InputFrameUpsync struct { state protoimpl.MessageState sizeCache protoimpl.SizeCache @@ -1218,7 +1234,7 @@ var file_room_downsync_frame_proto_rawDesc = []byte{ 0x0a, 0x19, 0x72, 0x6f, 0x6f, 0x6d, 0x5f, 0x64, 0x6f, 0x77, 0x6e, 0x73, 0x79, 0x6e, 0x63, 0x5f, 0x66, 0x72, 0x61, 0x6d, 0x65, 0x2e, 0x70, 0x72, 0x6f, 0x74, 0x6f, 0x12, 0x06, 0x70, 0x72, 0x6f, 0x74, 0x6f, 0x73, 0x1a, 0x0e, 0x67, 0x65, 0x6f, 0x6d, 0x65, 0x74, 0x72, 0x79, 0x2e, 0x70, 0x72, - 0x6f, 0x74, 0x6f, 0x22, 0xda, 0x04, 0x0a, 0x0e, 0x50, 0x6c, 0x61, 0x79, 0x65, 0x72, 0x44, 0x6f, + 0x6f, 0x74, 0x6f, 0x22, 0xf0, 0x04, 0x0a, 0x0e, 0x50, 0x6c, 0x61, 0x79, 0x65, 0x72, 0x44, 0x6f, 0x77, 0x6e, 0x73, 0x79, 0x6e, 0x63, 0x12, 0x0e, 0x0a, 0x02, 0x69, 0x64, 0x18, 0x01, 0x20, 0x01, 0x28, 0x05, 0x52, 0x02, 0x69, 0x64, 0x12, 0x22, 0x0a, 0x0c, 0x76, 0x69, 0x72, 0x74, 0x75, 0x61, 0x6c, 0x47, 0x72, 0x69, 0x64, 0x58, 0x18, 0x02, 0x20, 0x01, 0x28, 0x05, 0x52, 0x0c, 0x76, 0x69, @@ -1251,258 +1267,261 @@ var file_room_downsync_frame_proto_rawDesc = []byte{ 0x01, 0x28, 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b/frontend/assets/resources/pbfiles/room_downsync_frame.proto @@ -34,6 +34,7 @@ message InputFrameDecoded { int32 dx = 1; int32 dy = 2; int32 btnALevel = 3; + int32 btnBLevel = 4; } message InputFrameUpsync { diff --git a/frontend/assets/scripts/AttackingCharacter.js b/frontend/assets/scripts/AttackingCharacter.js index 4aee251..3d446a3 100644 --- a/frontend/assets/scripts/AttackingCharacter.js +++ b/frontend/assets/scripts/AttackingCharacter.js @@ -20,6 +20,11 @@ window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.add(window.ATK_CHARACTER_STATE.Id 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_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.InAirAtk1[0]); +window.ATK_CHARACTER_STATE_IN_AIR_SET.add(window.ATK_CHARACTER_STATE.InAirAtked1[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. @@ -101,7 +106,7 @@ cc.Class({ _interruptPlayingAnimAndPlayNewAnimDragonBones(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, underlyingAnimationCtrl, playingAnimName) { if (window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(newCharacterState)) { // No "framesToRecover" - //console.warn(`#DragonBones JoinIndex=${rdfPlayer.joinIndex}, ${playingAnimName} -> ${newAnimName}`); + console.warn(`#DragonBones JoinIndex=${rdfPlayer.joinIndex}, ${playingAnimName} -> ${newAnimName}`); underlyingAnimationCtrl.gotoAndPlayByFrame(newAnimName, 0, -1); } else { const animationData = underlyingAnimationCtrl._animations[newAnimName]; @@ -117,7 +122,7 @@ cc.Class({ _interruptPlayingAnimAndPlayNewAnimFrameAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName, playingAnimName) { if (window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(newCharacterState)) { // No "framesToRecover" - //console.warn(`#DragonBones JoinIndex=${rdfPlayer.joinIndex}, ${playingAnimName} -> ${newAnimName}`); + //console.warn(`#FrameAnim JoinIndex=${rdfPlayer.joinIndex}, ${playingAnimName} -> ${newAnimName}`); this.animComp.play(newAnimName, 0); return; } diff --git a/frontend/assets/scripts/OfflineMap.js b/frontend/assets/scripts/OfflineMap.js index cf9c4a9..4d9ae2e 100644 --- a/frontend/assets/scripts/OfflineMap.js +++ b/frontend/assets/scripts/OfflineMap.js @@ -320,7 +320,11 @@ cc.Class({ bulletPushbacks[joinIndex - 1][0] += xfac * bulletCollider.data.pushback; // Only for straight punch, there's no y-pushback bulletPushbacks[joinIndex - 1][1] += 0; const thatAckedPlayerInNextFrame = nextRenderFramePlayers[potential.data.id]; - thatAckedPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atked1[0]; + if (!window.ATK_CHARACTER_STATE_IN_AIR_SET.has(thatAckedPlayerInNextFrame.characterState)) { + thatAckedPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atked1[0]; + } else { + thatAckedPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.InAirAtked1[0]; + } const oldFramesToRecover = thatAckedPlayerInNextFrame.framesToRecover; thatAckedPlayerInNextFrame.framesToRecover = (oldFramesToRecover > bulletCollider.data.hitStunFrames ? oldFramesToRecover : bulletCollider.data.hitStunFrames); // In case the hit player is already stun, we extend it } @@ -368,9 +372,9 @@ cc.Class({ } const decodedInput = self.ctrl.decodeInput(inputList[joinIndex - 1]); - const prevDecodedInput = (null == delayedInputFrameForPrevRenderFrame ? null : self.ctrl.decodeInput(delayedInputFrameForPrevRenderFrame.inputList[joinIndex - 1])); const prevBtnALevel = (null == prevDecodedInput ? 0 : prevDecodedInput.btnALevel); + const prevBtnBLevel = (null == prevDecodedInput ? 0 : prevDecodedInput.btnBLevel); if (1 == decodedInput.btnALevel && 0 == prevBtnALevel) { // console.log(`playerId=${playerId} triggered a rising-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`); @@ -386,21 +390,61 @@ cc.Class({ // console.log(`A rising-edge of meleeBullet is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}: ${self._stringifyRecentInputCache(true)}`); // console.log(`A rising-edge of meleeBullet is created at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`); - thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atk1[0]; + if (!window.ATK_CHARACTER_STATE_IN_AIR_SET.has(currPlayerDownsync.characterState)) { + thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atk1[0]; + } else { + thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.InAirAtk1[0]; + } } } else if (0 == decodedInput.btnALevel && 1 == prevBtnALevel) { // console.log(`playerId=${playerId} triggered a falling-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`); } else { // No bullet trigger, process movement inputs - if (0 != decodedInput.dx || 0 != decodedInput.dy) { - // Update directions and thus would eventually update moving animation accordingly - thatPlayerInNextFrame.dirX = decodedInput.dx; - thatPlayerInNextFrame.dirY = decodedInput.dy; - thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Walking[0]; - thatPlayerInNextFrame.velX = currPlayerDownsync.speed * decodedInput.dx; + if (1 == decodedInput.btnBLevel && 0 == prevBtnBLevel) { + const characStateAlreadyInAir = window.ATK_CHARACTER_STATE_IN_AIR_SET.has(thatPlayerInNextFrame.characterState); + const characStateIsInterruptWaivable = window.ATK_CHARACTER_STATE_INTERRUPT_WAIVE_SET.has(thatPlayerInNextFrame.characterState); + console.log(`playerId=${playerId} triggered a rising-edge of btnB at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}, characStateAlreadyInAir=${characStateAlreadyInAir}, characStateIsInterruptWaivable=${characStateIsInterruptWaivable}`); + if ( + !characStateAlreadyInAir + && + characStateIsInterruptWaivable + ) { + thatPlayerInNextFrame.velY = currPlayerDownsync.speed * 4; + thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.InAirIdle1[0]; + if (window.ATK_CHARACTER_STATE.Walking[0] == currPlayerDownsync.characterState) { + console.warn(`curRenderFrameId=${currRenderFrame.id}, playerId=${playerId}, joinIndex=${joinIndex} characterState set to AirIdle1 by jumping`); + } + } } else { - thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Idle1[0]; - thatPlayerInNextFrame.velX = 0; // I believe that while jumping, velX shouldn't be snapped to 0 but let's put it this way for now + if (0 != decodedInput.dx || 0 != decodedInput.dy) { + // Update directions and thus would eventually update moving animation accordingly + thatPlayerInNextFrame.dirX = decodedInput.dx; + thatPlayerInNextFrame.dirY = decodedInput.dy; + if (!window.ATK_CHARACTER_STATE_IN_AIR_SET.has(thatPlayerInNextFrame.characterState)) { + thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Walking[0]; + thatPlayerInNextFrame.velX = currPlayerDownsync.speed * decodedInput.dx; + if (window.ATK_CHARACTER_STATE.Idle1[0] == currPlayerDownsync.characterState || window.ATK_CHARACTER_STATE.InAirIdle1[0] == currPlayerDownsync.characterState) { + console.warn(`curRenderFrameId=${currRenderFrame.id}, playerId=${playerId}, joinIndex=${joinIndex} characterState set to Walking by dir input`); + } + } else { + // There's no characterState of "InAirWalking" :) + thatPlayerInNextFrame.velX = currPlayerDownsync.speed * decodedInput.dx; + } + } else { + if (!window.ATK_CHARACTER_STATE_IN_AIR_SET.has(thatPlayerInNextFrame.characterState)) { + thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Idle1[0]; + thatPlayerInNextFrame.velX = 0; + if (window.ATK_CHARACTER_STATE.Walking[0] == currPlayerDownsync.characterState) { + console.warn(`curRenderFrameId=${currRenderFrame.id}, playerId=${playerId}, joinIndex=${joinIndex} characterState set to Idle1 by no dir input`); + } + } else { + thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.InAirIdle1[0]; + if (window.ATK_CHARACTER_STATE.Walking[0] == currPlayerDownsync.characterState) { + console.warn(`curRenderFrameId=${currRenderFrame.id}, playerId=${playerId}, joinIndex=${joinIndex} characterState set to AirIdle1 by no dir input but already in air`); + } + // let inertia carry "velX" when in air + } + } } } } @@ -426,28 +470,33 @@ cc.Class({ let [pushbackX, pushbackY] = [result2.overlap * result2.overlap_x, result2.overlap * result2.overlap_y]; if (null == potential.data) { // "null == potential.data" implies a barrier - fallStopping = (currPlayerDownsync.inAir && 0 > pushbackY); // prevents false fall-stopping on the lateral sides - remainsNotInAir = (!currPlayerDownsync.inAir); - + const localFallStopping = (currPlayerDownsync.inAir && 0 > pushbackY); // prevents false fall-stopping on the lateral sides + const localRemainsNotInAir = (!currPlayerDownsync.inAir); // [WARNING] As when a character is standing on a barrier, if not carefully curated there MIGHT BE a bouncing sequence of "[(inAir -> dropIntoBarrier ->), (notInAir -> pushedOutOfBarrier ->)], [(inAir -> ..." - if (fallStopping) { + if (localFallStopping) { pushbackY = 0.95 * pushbackY; + fallStopping = true; } - if (remainsNotInAir) { + if (localRemainsNotInAir) { pushbackY = 0; + remainsNotInAir = true; } } // What if we're on the edge of 2 barriers? Would adding up make an unexpected bounce? effPushbacks[joinIndex - 1][0] += pushbackX; effPushbacks[joinIndex - 1][1] += pushbackY; } - if (fallStopping || remainsNotInAir) { + if (fallStopping) { + thatPlayerInNextFrame.velX = 0; + thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Idle1[0]; thatPlayerInNextFrame.velY = 0; thatPlayerInNextFrame.inAir = false; + if (window.ATK_CHARACTER_STATE.Walking[0] == currPlayerDownsync.characterState) { + console.warn(`curRenderFrameId=${currRenderFrame.id}, playerId=${playerId}, joinIndex=${joinIndex} characterState set to Idle1 by fallStopping`); + } } - if (false == currPlayerDownsync.inAir && true == thatPlayerInNextFrame.inAir) { - console.warn(`curRenderFrameId=${currRenderFrame.id}, playerId=${playerId}, joinIndex=${joinIndex} jumping into air: playerllider._coords=${playerCollider._coords}, playerColliderPotential=${0 >= potentials.length ? null : potentials[0]._coords} -movement=${movements[joinIndex - 1]}, effPushback=${effPushbacks[joinIndex - 1]}`); + if (remainsNotInAir) { + thatPlayerInNextFrame.inAir = false; } } diff --git a/frontend/assets/scripts/TouchEventsManager.js b/frontend/assets/scripts/TouchEventsManager.js index 5a61093..29d7c6b 100644 --- a/frontend/assets/scripts/TouchEventsManager.js +++ b/frontend/assets/scripts/TouchEventsManager.js @@ -99,6 +99,7 @@ cc.Class({ this.cachedBtnLeftLevel = 0; this.cachedBtnRightLevel = 0; this.cachedBtnALevel = 0; + this.cachedBtnBLevel = 0; this.canvasNode = this.mapNode.parent; this.mainCameraNode = this.canvasNode.getChildByName("Main Camera"); // Cannot drag and assign the `mainCameraNode` from CocosCreator EDITOR directly, otherwise it'll cause an infinite loading time, till v2.1.0. @@ -168,6 +169,9 @@ cc.Class({ case cc.macro.KEY.h: self.cachedBtnALevel = 1; break; + case cc.macro.KEY.j: + self.cachedBtnBLevel = 1; + break; default: break; } @@ -190,6 +194,9 @@ cc.Class({ case cc.macro.KEY.h: self.cachedBtnALevel = 0; break; + case cc.macro.KEY.j: + self.cachedBtnBLevel = 0; + break; default: break; } @@ -400,7 +407,8 @@ cc.Class({ getEncodedInput() { const discretizedDir = this.discretizeDirection(this.stickhead.x, this.stickhead.y, this.joyStickEps).encodedIdx; // There're only 9 dirs, thus using only the lower 4-bits const btnALevel = (this.cachedBtnALevel << 4); - return (btnALevel + discretizedDir); + const btnBLevel = (this.cachedBtnBLevel << 5); + return (btnBLevel + btnALevel + discretizedDir); }, decodeInput(encodedInput) { @@ -410,10 +418,12 @@ cc.Class({ console.error("Unexpected encodedDirection = ", encodedDirection); } const btnALevel = ((encodedInput >> 4) & 1); + const btnBLevel = ((encodedInput >> 5) & 1); return window.pb.protos.InputFrameDecoded.create({ dx: mappedDirection[0], dy: mappedDirection[1], btnALevel: btnALevel, + btnBLevel: btnBLevel, }); }, }); diff --git a/frontend/assets/scripts/modules/room_downsync_frame_proto_bundle.forcemsg.js b/frontend/assets/scripts/modules/room_downsync_frame_proto_bundle.forcemsg.js index a475c83..fa27db9 100644 --- a/frontend/assets/scripts/modules/room_downsync_frame_proto_bundle.forcemsg.js +++ b/frontend/assets/scripts/modules/room_downsync_frame_proto_bundle.forcemsg.js @@ -1209,6 +1209,7 @@ $root.protos = (function() { * @property {number|null} [hp] PlayerDownsync hp * @property {number|null} [maxHp] PlayerDownsync maxHp * @property {number|null} [characterState] PlayerDownsync characterState + * @property {boolean|null} [inAir] PlayerDownsync inAir * @property {string|null} [name] PlayerDownsync name * @property {string|null} [displayName] PlayerDownsync displayName * @property {string|null} [avatar] PlayerDownsync avatar @@ -1373,6 +1374,14 @@ $root.protos = (function() { */ PlayerDownsync.prototype.characterState = 0; + /** + * PlayerDownsync inAir. + * @member {boolean} inAir + * @memberof protos.PlayerDownsync + * @instance + */ + PlayerDownsync.prototype.inAir = false; + /** * PlayerDownsync name. * @member {string} name @@ -1457,12 +1466,14 @@ $root.protos = (function() { writer.uint32(/* id 17, wireType 0 =*/136).int32(message.maxHp); if (message.characterState != null && Object.hasOwnProperty.call(message, "characterState")) writer.uint32(/* id 18, wireType 0 =*/144).int32(message.characterState); + if (message.inAir != null && Object.hasOwnProperty.call(message, "inAir")) + writer.uint32(/* id 19, wireType 0 =*/152).bool(message.inAir); if (message.name != null && Object.hasOwnProperty.call(message, "name")) - writer.uint32(/* id 19, wireType 2 =*/154).string(message.name); + writer.uint32(/* id 20, wireType 2 =*/162).string(message.name); if (message.displayName != null && Object.hasOwnProperty.call(message, "displayName")) - writer.uint32(/* id 20, wireType 2 =*/162).string(message.displayName); + writer.uint32(/* id 21, wireType 2 =*/170).string(message.displayName); if (message.avatar != null && Object.hasOwnProperty.call(message, "avatar")) - writer.uint32(/* id 21, wireType 2 =*/170).string(message.avatar); + writer.uint32(/* id 22, wireType 2 =*/178).string(message.avatar); return writer; }; @@ -1570,14 +1581,18 @@ $root.protos = (function() { break; } case 19: { - message.name = reader.string(); + message.inAir = reader.bool(); break; } case 20: { - message.displayName = reader.string(); + message.name = reader.string(); break; } case 21: { + message.displayName = reader.string(); + break; + } + case 22: { message.avatar = reader.string(); break; } @@ -1670,6 +1685,9 @@ $root.protos = (function() { if (message.characterState != null && message.hasOwnProperty("characterState")) if (!$util.isInteger(message.characterState)) return "characterState: integer expected"; + if (message.inAir != null && message.hasOwnProperty("inAir")) + if (typeof message.inAir !== "boolean") + return "inAir: boolean expected"; if (message.name != null && message.hasOwnProperty("name")) if (!$util.isString(message.name)) return "name: string expected"; @@ -1730,6 +1748,8 @@ $root.protos = (function() { message.maxHp = object.maxHp | 0; if (object.characterState != null) message.characterState = object.characterState | 0; + if (object.inAir != null) + message.inAir = Boolean(object.inAir); if (object.name != null) message.name = String(object.name); if (object.displayName != null) @@ -1771,6 +1791,7 @@ $root.protos = (function() { object.hp = 0; object.maxHp = 0; object.characterState = 0; + object.inAir = false; object.name = ""; object.displayName = ""; object.avatar = ""; @@ -1811,6 +1832,8 @@ $root.protos = (function() { object.maxHp = message.maxHp; if (message.characterState != null && message.hasOwnProperty("characterState")) object.characterState = message.characterState; + if (message.inAir != null && message.hasOwnProperty("inAir")) + object.inAir = message.inAir; if (message.name != null && message.hasOwnProperty("name")) object.name = message.name; if (message.displayName != null && message.hasOwnProperty("displayName")) @@ -1858,6 +1881,7 @@ $root.protos = (function() { * @property {number|null} [dx] InputFrameDecoded dx * @property {number|null} [dy] InputFrameDecoded dy * @property {number|null} [btnALevel] InputFrameDecoded btnALevel + * @property {number|null} [btnBLevel] InputFrameDecoded btnBLevel */ /** @@ -1899,6 +1923,14 @@ $root.protos = (function() { */ InputFrameDecoded.prototype.btnALevel = 0; + /** + * InputFrameDecoded btnBLevel. + * @member {number} btnBLevel + * @memberof protos.InputFrameDecoded + * @instance + */ + InputFrameDecoded.prototype.btnBLevel = 0; + /** * Creates a new InputFrameDecoded instance using the specified properties. * @function create @@ -1929,6 +1961,8 @@ $root.protos = (function() { writer.uint32(/* id 2, wireType 0 =*/16).int32(message.dy); if (message.btnALevel != null && Object.hasOwnProperty.call(message, "btnALevel")) writer.uint32(/* id 3, wireType 0 =*/24).int32(message.btnALevel); + if (message.btnBLevel != null && Object.hasOwnProperty.call(message, "btnBLevel")) + writer.uint32(/* id 4, wireType 0 =*/32).int32(message.btnBLevel); return writer; }; @@ -1975,6 +2009,10 @@ $root.protos = (function() { message.btnALevel = reader.int32(); break; } + case 4: { + message.btnBLevel = reader.int32(); + break; + } default: reader.skipType(tag & 7); break; @@ -2019,6 +2057,9 @@ $root.protos = (function() { if (message.btnALevel != null && message.hasOwnProperty("btnALevel")) if (!$util.isInteger(message.btnALevel)) return "btnALevel: integer expected"; + if (message.btnBLevel != null && message.hasOwnProperty("btnBLevel")) + if (!$util.isInteger(message.btnBLevel)) + return "btnBLevel: integer expected"; return null; }; @@ -2040,6 +2081,8 @@ $root.protos = (function() { message.dy = object.dy | 0; if (object.btnALevel != null) message.btnALevel = object.btnALevel | 0; + if (object.btnBLevel != null) + message.btnBLevel = object.btnBLevel | 0; return message; }; @@ -2060,6 +2103,7 @@ $root.protos = (function() { object.dx = 0; object.dy = 0; object.btnALevel = 0; + object.btnBLevel = 0; } if (message.dx != null && message.hasOwnProperty("dx")) object.dx = message.dx; @@ -2067,6 +2111,8 @@ $root.protos = (function() { object.dy = message.dy; if (message.btnALevel != null && message.hasOwnProperty("btnALevel")) object.btnALevel = message.btnALevel; + if (message.btnBLevel != null && message.hasOwnProperty("btnBLevel")) + object.btnBLevel = message.btnBLevel; return object; };