Drafted basic jumping.

This commit is contained in:
genxium 2022-12-10 00:07:03 +08:00
parent 62e50f8b6c
commit 9917a62526
7 changed files with 411 additions and 281 deletions

View File

@ -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
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}
var (

View File

@ -218,11 +218,11 @@
</properties>
<polyline points="0,0 -80,-0.666667 -80,30 0,31.3333"/>
</object>
<object id="48" x="1116" y="1536.67">
<object id="48" x="1029.56" y="1536.67">
<properties>
<property name="boundary_type" value="barrier"/>
</properties>
<polyline points="0,0 -4.66667,12.6667 213.333,14.6667 212.667,-2"/>
<polyline points="77,-0.333333 9.10906,14.6667 299.775,14.6667 298.84,-2"/>
</object>
</objectgroup>
</map>

View File

@ -34,6 +34,7 @@ message InputFrameDecoded {
int32 dx = 1;
int32 dy = 2;
int32 btnALevel = 3;
int32 btnBLevel = 4;
}
message InputFrameUpsync {

View File

@ -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;
}

View File

@ -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];
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=${delayedInputFrame.inputFrameId}`);
if (!window.ATK_CHARACTER_STATE_IN_AIR_SET.has(currPlayerDownsync.characterState)) {
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Atk1[0];
} else {
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.InAirAtk1[0];
}
}
} else if (0 == decodedInput.btnALevel && 1 == prevBtnALevel) {
// console.log(`playerId=${playerId} triggered a falling-edge of btnA at renderFrame.id=${currRenderFrame.id}, delayedInputFrame.id=${delayedInputFrame.inputFrameId}`);
} else {
// No bullet trigger, process movement inputs
if (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 {
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=${joinIndex} characterState set to Walking by dir input`);
}
} else {
// There's no characterState of "InAirWalking" :)
thatPlayerInNextFrame.velX = currPlayerDownsync.speed * decodedInput.dx;
}
} else {
if (!window.ATK_CHARACTER_STATE_IN_AIR_SET.has(thatPlayerInNextFrame.characterState)) {
thatPlayerInNextFrame.characterState = window.ATK_CHARACTER_STATE.Idle1[0];
thatPlayerInNextFrame.velX = 0; // I believe that while jumping, velX shouldn't be snapped to 0 but let's put it this way for now
thatPlayerInNextFrame.velX = 0;
if (window.ATK_CHARACTER_STATE.Walking[0] == currPlayerDownsync.characterState) {
console.warn(`curRenderFrameId=${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;
}
}

View File

@ -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,
});
},
});

View File

@ -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;
};